gaming machines
The gaming machine introduces a starting port system and symbol determination mechanisms to create varied game states, enhancing player engagement and excitement through unique gameplay experiences.
Patent Information
- Application Number
- JP2023194264
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-11-15
- Publication Date
- 2025-11-18
- Estimated Expiration
- 2043-11-15
AI Technical Summary
Existing gaming machines lack new gameplay features that provide unique and engaging experiences for players.
The gaming machine incorporates a starting port system with two ports that can be opened and closed, symbol determination mechanisms, and game state setting means to create non-easy-to-win and advantageous states, allowing for varied gameplay experiences through symbol determinations and large prize opening games.
This design enables new gameplay dynamics, enhancing player engagement and excitement by offering different game states and opportunities for winning large prizes.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, there is known a gaming machine in which, when a gaming ball enters a start hole, reserved information is acquired, and when a start condition is met, a lottery for a big prize is conducted based on the reserved information acquired, and when a jackpot is won, a big prize game in which a large number of prize balls can be won is executed. For example, Patent Document 1 proposes a gaming machine in which an easy-to-win state in which a gaming ball is easy to enter the start hole is set, and when a time-saving win is won in a non-easy-to-win state, the easy-to-win state is set. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2022-146077 Summary of the Invention [Problem to be solved by the invention]
[0004] As described above, gaming machines that have multiple game states with different game progress conditions are known, but there is a demand for the development of gaming machines that offer new gameplay that has never been seen before.
[0005] An object of the present invention is to provide a gaming machine that can realize new gaming features. [Means for solving the problem]
[0007] In order to solve the above problems, the gaming machine of the present invention comprises: A starting port including a first starting port and a second starting port that can be opened and closed; A symbol determination means for executing a symbol determination process for determining one of a plurality of types of symbols including a winning symbol, a first specific symbol different from the winning symbol, a second specific symbol, and a third specific symbol, based on the entry of the game ball into the starting hole; a large prize opening control means for executing a large prize opening opening / closing game in which the large prize opening is opened based on the determination of the winning symbol; a game state setting means for setting a game state including a non-easy-to-win state and an advantageous state accompanied by an easy-to-win state in which it is relatively easier for a game ball to enter the second starting hole than in the non-easy-to-win state, and including at least a first advantageous state and a second advantageous state as the advantageous states; Equipped with The game state setting means After the execution of the large prize opening / closing game, the first advantageous state or the second advantageous state can be set, After the end of the first advantageous state, if the first specific symbol is determined in the symbol determination process based on the entry of the game ball into the first starting hole, a predetermined advantageous state other than the first advantageous state can be set; When the second specific symbol is determined in the symbol determination process based on the game ball entering the second starting hole, which triggers the end of the second advantageous state, if the first specific symbol is determined in the symbol determination process based on the game ball entering the first starting hole after the end of the second advantageous state, the predetermined advantageous state can be set; When the third specific pattern is determined in the pattern determination process based on the game ball entering the second starting hole, which triggers the end of the second advantageous state, the predetermined advantageous state is not set even if the first specific pattern is determined in the pattern determination process based on the game ball entering the first starting hole after the end of the second advantageous state. [Effects of the Invention]
[0008] According to the present invention, it is possible to realize new gameplay. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a perspective view of a gaming machine showing a state in which a door according to an embodiment is open. [Figure 2] FIG. 1 is a front view of a gaming machine according to an embodiment. [Figure 3] FIG. 10 is a diagram for explaining the big prize slot according to the embodiment. [Figure 4] 1 is a block diagram of a gaming machine according to an embodiment. [Figure 5] 1 is an address map of a memory area used by a main CPU according to an embodiment. [Figure 6] A diagram explaining the random number judgment table for determining a jackpot when the probability is low in the embodiment. [Figure 7] A diagram explaining the random number judgment table for determining a high probability jackpot in the embodiment. [Figure 8] 10 is a diagram illustrating a winning symbol random number determination table according to an embodiment. FIG. [Figure 9] 10 is a diagram illustrating a reach group determination random number determination table according to the embodiment. FIG. [Figure 10] 10 is a diagram illustrating a reach mode determination random number judgment table according to the embodiment. FIG. [Figure 11] A figure explaining a fluctuation pattern random number determination table related to the embodiment. [Figure 12] FIG. 10 is a diagram illustrating a variable time determination table according to the embodiment. [Figure 13] FIG. 10 is a diagram illustrating a special electric accessory activation ram set table according to an embodiment. [Figure 14] 10A and 10B are diagrams illustrating the opening mode of the big prize opening and the opening and closing mode of the movable member according to the embodiment. [Figure 15] 10 is a diagram illustrating a game status setting table according to an embodiment. FIG. [Figure 16] A diagram explaining a random number judgment table for determining a normal winning number according to the embodiment. [Figure 17] 10A is a diagram illustrating a normal symbol fluctuation time data table according to the embodiment, and FIG. 10B is a diagram illustrating an opening / closing control pattern table according to the embodiment. [Figure 18] FIG. 1 is a first diagram illustrating the gameplay of the embodiment. [Figure 19] FIG. 2 is a second diagram illustrating the gameplay of the embodiment. [Figure 20] 10 is a diagram illustrating a gaming machine status flag according to an embodiment. FIG. [Figure 21] 10 is a first flowchart illustrating a CPU initialization process in a main control board according to the embodiment. [Figure 22] 10 is a second flowchart illustrating the CPU initialization process in the main control board according to the embodiment. [Figure 23] 10 is a flowchart illustrating a sub-command group set process in the main control board according to the embodiment. [Figure 24] 10 is a flowchart illustrating a power-off save process in a main control board according to an embodiment. [Figure 25] 10 is a flowchart illustrating a timer interrupt process in a main control board according to an embodiment. [Figure 26] 10 is a flowchart illustrating setting-related processing in a main control board according to an embodiment. [Figure 27] 10 is a flowchart illustrating a switch management process in a main control board according to an embodiment. [Figure 28] 10 is a flowchart illustrating gate passage processing in the main control board according to the embodiment. [Figure 29] 10 is a flowchart illustrating the first starting port passing process in the main control board according to the embodiment. [Figure 30] 10 is a flowchart illustrating the second starting port passing process in the main control board according to the embodiment. [Figure 31] 10 is a flowchart illustrating the special pattern random number acquisition process in the main control board according to the embodiment. [Figure 32] This is a flowchart explaining the process of passing through the variable probability area in the main control board according to the embodiment. [Figure 33] FIG. 10 is a diagram illustrating a special game management phase according to an embodiment. [Figure 34] 10 is a flowchart illustrating a special game management process in a main control board according to an embodiment. [Figure 35] 10 is a flowchart illustrating the special symbol change waiting process in the main control board according to the embodiment. [Figure 36] 10 is a flowchart illustrating the special pattern variable number determination process in the main control board according to the embodiment. [Figure 37] 10 is a flowchart illustrating processing during special pattern fluctuations in the main control board according to the embodiment. [Figure 38] 10 is a flowchart illustrating the special symbol stop symbol display process in the main control board according to the embodiment. [Figure 39] 10 is a flowchart illustrating a number of cutoff management process in a main control board according to an embodiment. [Figure 40] This is a flowchart explaining the processing before opening the large prize opening on the main control board according to the embodiment. [Figure 41] 10 is a flowchart illustrating the process of switching the opening and closing of the large prize opening on the main control board according to the embodiment. [Figure 42] 10 is a flowchart explaining the large prize opening control process on the main control board according to the embodiment. [Figure 43] 10 is a flowchart illustrating the process of validating the closing of the large prize opening in the main control board according to the embodiment. [Figure 44] This is a flowchart explaining the large prize opening end wait processing in the main control board of the embodiment. [Figure 45] 10 is a flowchart illustrating a state setting process in a main control board according to the embodiment. [Figure 46] FIG. 10 is a diagram illustrating the normal game management phase according to the embodiment. [Figure 47] 10 is a flowchart illustrating the normal game management process in the main control board according to the embodiment. [Figure 48] 10 is a flowchart illustrating the normal pattern change waiting process in the main control board according to the embodiment. [Figure 49] This is a flowchart explaining the processing during normal pattern fluctuations on the main control board according to the embodiment. [Figure 50] 10 is a flowchart illustrating the normal symbol stop symbol display processing in the main control board according to the embodiment. [Figure 51] This is a flowchart explaining the pre-opening processing of a normal electric device winning slot on the main control board of the embodiment. [Figure 52] This is a flowchart explaining the normal electric role winning opening / closing switching process on the main control board of the embodiment. [Figure 53] This is a flowchart explaining the control process for opening the winning slot of a normal electric device on the main control board of the embodiment. [Figure 54] This is a flowchart explaining the normal electric device winning opening closure validity processing on the main control board of the embodiment. [Figure 55] This is a flowchart explaining the normal electric device winning slot end wait processing on the main control board of the embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0010] Preferred embodiments of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values shown in these embodiments are merely examples for facilitating understanding of the invention and, unless otherwise specified, do not limit the present invention. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.
[0011] To facilitate understanding of the embodiments of the present invention, first, the mechanical and electrical configurations of a so-called one-type gaming machine and the specific processing on each board will be described as an embodiment. Next, specific effects that can be executed on the one-type gaming machine and specific processing related to those effects will be described as an embodiment.
[0012] 1 is a perspective view of a gaming machine 100 according to an embodiment, showing a state in which the door is open. As shown in the figure, the gaming machine 100 includes an outer frame 102 having four sides arranged in a substantially rectangular shape to form an enclosed space, a middle frame 104 attached to the outer frame 102 by a hinge mechanism so as to be able to open and close freely, and a front frame 106 attached to the middle frame 104 by a hinge mechanism so as to be able to open and close freely.
[0013] The middle frame 104, like the outer frame 102, has four sides arranged in a substantially rectangular shape to form an enclosed space, and a game board 108 is held in this enclosed space. A glass or resin transparent plate 110 is held in the front frame 106. When the middle frame 104 and the front frame 106 are closed against the outer frame 102, the game board 108 and the transparent plate 110 face each other substantially parallel, maintaining a predetermined distance between them, and the game board 108 can be seen through the transparent plate 110 from the front side of the gaming machine 100.
[0014] 2 is a front view of the gaming machine 100 according to the embodiment. As shown in this figure, an operating handle 112 that protrudes from the front side of the gaming machine 100 is provided at the bottom of the front frame 106. This operating handle 112 is provided so that it can be rotated by a player. When the player rotates the operating handle 112 to perform a firing operation, a gaming ball is fired by a firing mechanism (not shown) with a strength that corresponds to the rotation angle of the operating handle 112. The gaming ball thus fired rises between rails 114a and 114b provided on the gaming board 108 and is guided to a playing area 116.
[0015] The play area 116 is a space formed between the play board 108 and the transparent plate 110, and is an area where the play balls can flow down or roll. The play board 108 is provided with a large number of nails and windmills, and the play balls guided into the play area 116 collide with the nails and windmills, causing them to flow down or roll in irregular directions.
[0016] The play area 116 includes a first play area 116a and a second play area 116b, which have different degrees of entry of game balls depending on the launch strength of the launch mechanism. The first play area 116a is located on the left side of the play area 116 as seen by a player facing the gaming machine 100, and the second play area 116b is located on the right side of the play area 116 as seen by a player facing the gaming machine 100. Because the rails 114a and 114b are on the left side of the play area 116, game balls launched by the launch mechanism with a launch strength less than a predetermined strength will enter the first play area 116a, and game balls launched with a launch strength equal to or greater than the predetermined strength will enter the second play area 116b.
[0017] The gaming area 116 is also provided with a general prize opening 118, a first start opening 120, and a second start opening 122 through which game balls can enter, and when a game ball enters the general prize opening 118, the first start opening 120, or the second start opening 122, a predetermined prize ball is paid out to the player. The number of prize balls may be any number greater than or equal to one, and the number of prize balls paid out for the general prize opening 118, the first start opening 120, and the second start opening 122 may be different or the same number of prize balls. In this case, it is also possible to set the number of prize balls paid out when a game ball enters the first start opening 120 to be less than the number of prize balls paid out when a game ball enters the second start opening 122.
[0018] As will be described in detail later, a first starting area is provided within the first starting hole 120, and a second starting area is provided within the second starting hole 122. When a gaming ball enters the first starting hole 120 or the second starting hole 122 and enters the first starting area or the second starting area, a lottery is held to determine one of a plurality of pre-established special symbols. Each special symbol is associated with various gaming benefits, such as whether or not a player can execute a major winning game advantageous to the player and what kind of gaming state the player will be in thereafter. Therefore, when a gaming ball enters the first starting hole 120 or the second starting hole 122, the player not only acquires a predetermined prize ball, but also has the opportunity to acquire the right to receive various gaming benefits.
[0019] The first starting port 120 is located at the bottom of the game area 116 and is either capable of receiving only game balls flowing down the first game area 116a, or is located at a position where game balls that have entered the first game area 116a can enter more easily than game balls that have entered the second game area 116b.
[0020] The second starting opening 122 is located in the second game area 116b, and is either capable of receiving only game balls flowing down the second game area 116b, or is positioned so that game balls that have entered the second game area 116b can enter more easily than game balls that have entered the first game area 116a. The second starting opening 122 is configured as a variable starting opening (variable starting winning device) having a movable piece 122b, and the ease with which game balls can enter the second starting opening 122 can be varied.
[0021] Specifically, second start opening 122 is provided with a movable piece 122b that can be opened and closed, and when this movable piece 122b is in a closed state, it is impossible or difficult for game balls to enter second start opening 122. Note that the specific configuration of second start opening 122 is not particularly limited, but here, movable piece 122b is recessed into the back side of game board 108 in the closed state, and protrudes into the front side of game board 108 in the open state. In the closed state with movable piece 122b recessed, second start opening 122 is closed, and game balls flow down the front side of second start opening 122.
[0022] In contrast, when a gaming ball passes through the gate 124 provided in the first gaming area 116a and the second gaming area 116b, it is determined whether or not to execute an auxiliary game in which the second start opening 122 is opened, and if it is determined that an auxiliary game is executed, the auxiliary game is executed in which the second start opening 122 is controlled to open and close. More specifically, on the condition that the gaming ball has passed through the gate 124, a lottery for a normal symbol, which will be described later, is held, and if a normal symbol is won in this lottery, the movable piece 122b is controlled to be in an open state for a predetermined time.
[0023] In the open state in which the movable piece 122b protrudes, game balls flowing down the front side of the second starting opening 122 fall onto the movable piece 122b. The game balls that fall onto the movable piece 122b are guided by the movable piece 122b and led to the second starting opening 122. In this way, when the movable piece 122b is in the open state, the movable piece 122b functions as a tray that leads the game balls to the second starting opening 122, making it easier for the game balls to enter the second starting opening 122.
[0024] Furthermore, a large prize opening 128 is provided at the bottom of the game area 116. The large prize opening 128 is arranged in a position where at least game balls flowing down the second game area 116b can enter. An opening / closing door 128b is provided at the large prize opening 128 so that it can be opened and closed, and normally the opening / closing door 128b closes the large prize opening 128, preventing game balls from entering the large prize opening 128. In contrast, when the above-mentioned large prize game is executed, the opening / closing door 128b is opened and functions as a tray, allowing game balls to enter the large prize opening 128. When a game ball enters the large prize opening 128, a predetermined number of prize balls are paid out to the player.
[0025] In addition, at the bottom of the game area 116, there is provided an outlet 130 that discharges game balls that do not enter any of the general prize opening 118, the first start opening 120, the second start opening 122, or the big prize opening 128 from the game area 116 to the back side of the game board 108.
[0026] The gaming machine 100 is equipped with a performance display device 200 consisting of a liquid crystal display device, a performance prop device 202 consisting of a movable device, a performance lighting device 204 consisting of a lamp that can be controlled to various lighting modes and emission colors, an audio output device 206 consisting of a speaker, and a performance button 208 that accepts player operation, as performance devices that perform performances while the game is in progress.
[0027] The effect display device 200 includes a main effect display unit 200a and a sub-effect display unit 201a, each of which is made up of an image display unit that displays images. The main effect display unit 200a is located approximately in the center of the gaming board 108 and is visible from the front side of the gaming machine 100. As shown in the figure, the main effect display unit 200a displays effect symbols 210a, 210b, and 210c in a variable manner, and a variable effect is executed in which the result of the big role lottery is notified to the player depending on the stop display mode of each of these effect symbols 210a, 210b, and 210c. The sub-effect display unit 201a is located above the main effect display unit 200a and displays auxiliary effect images during the variable effect.
[0028] The performance device 202 is positioned in front of the main performance display section 200a and is normally retracted to the rear side of the game board 108, but when the above-mentioned performance patterns 210a, 210b, 210c are being displayed in a changing manner, it moves to the front of the main performance display section 200a, giving the player a sense of anticipation of a big win.
[0029] The effect lighting device 204 is provided on the effect gimmick device 202, the game board 108, etc., and is controlled to light up in various ways in accordance with the images displayed on the main effect display section 200a.
[0030] The sound output device 206 is provided at the upper position of the front frame 106 or at the lowermost position of the outer frame 102, and outputs various sounds toward the front of the gaming machine 100 in accordance with the images displayed on the main performance display section 200a.
[0031] The effect button 208 is composed of a button that accepts pressing operations by the player, and is located in approximately the center of the width of the gaming machine 100, and below the transparent plate 110. This effect button 208 is activated in accordance with the images displayed on the main effect display unit 200a, and when an operation by the player is accepted within the effective operation time, various effects are executed according to the operation.
[0032] The cross key 209 is composed of four buttons, an up button, a down button, a left button, and a right button, which are pressed by the player, and is provided near the effect button 208. The effect button 208 and the cross key 209 may also be used when making various settings.
[0033] In the figure, reference numeral 132 denotes an upper tray to which prize balls paid out from the gaming machine 100 and game balls dispensed from the game ball dispenser are guided, and when this upper tray 132 is full of game balls, the game balls are guided to a lower tray 134. A ball ejection hole (not shown) is formed in the bottom surface of this lower tray 134 to eject game balls from the lower tray 134. This ball ejection hole is normally closed by an opening / closing plate (not shown), but by pushing in a ball ejection knob 134a, the opening / closing plate slides together with the ball ejection knob 134a, making it possible to eject game balls from the ball ejection hole to below the lower tray 134.
[0034] In addition, the game board 108 is provided with a first special symbol display 160, a second special symbol display 162, a first special symbol reserved display 164, a second special symbol reserved display 166, a normal symbol display 168, a normal symbol reserved display 170, and a right-hit notification display 172 at positions outside the game area 116 and visible to the player. Each of these displays 160 to 172 is a device for displaying various situations related to the game, and details thereof will be described later.
[0035] 3 is a diagram for explaining the special prize opening 128 according to the embodiment. As described above, the special prize opening 128 is provided in the second game area 116b, and inside the special prize opening 128, a special prize area 140b is provided.
[0036] 3(a), a lead-out path 128d is provided inside the large prize opening 128, and the large prize opening 128 is inclined so that a gaming ball that enters the large prize opening 128 is led to the lead-out path 128d. The lead-out path 128d is provided with a variable probability area 140b and a non-variable probability area 140c, each of which is made up of holes through which the gaming ball can pass, and the gaming ball that enters the large prize opening 128 is configured to pass through either the variable probability area 140b or the non-variable probability area 140c and be discharged to the back side of the gaming board 108.
[0037] The large prize opening 128 is provided with a movable member 142 that opens and closes the variable probability area 140b and the non-variable probability area 140c. The movable member 142, by its movement (sliding), switches between a state in which the game ball can enter the variable probability area 140b and a state in which the game ball cannot enter the variable probability area 140b. More specifically, when the movable member 142 is displaced to the position shown in FIG. 3(b), the non-variable probability area 140c is blocked by the movable member 142, allowing the game ball to pass through the variable probability area 140b. On the other hand, when the movable member 142 is displaced to the position shown in FIG. 3(c), the variable probability area 140b is blocked by the movable member 142, allowing the game ball to pass through the non-variable probability area 140c. Details will be given later, but if a game ball enters the probability change area 140b during the execution of a big role game, the game state after the end of the big role game will be set to a high probability game state, and if a game ball does not enter the probability change area 140b during the execution of a big role game, the game state after the end of the big role game will be set to a low probability game state.
[0038] (Internal configuration of control means) FIG. 4 is a block diagram showing the internal configuration of a control means for controlling the progress of a game according to the embodiment.
[0039] The main control board 300 controls the basic operations of the game. This main control board 300 is equipped with a main CPU 300a, a main ROM 300b, and a main RAM 300c. The main CPU 300a reads out programs stored in the main ROM 300b and performs arithmetic processing based on input signals from each detection switch and timer, and also directly controls each device and display, or sends commands to other boards depending on the results of the arithmetic processing. The main RAM 300c functions as a data work area during arithmetic processing by the main CPU 300a.
[0040] The gaming machine 100 of the embodiment is broadly divided into a special game that is started when a gaming ball enters the first start hole 120 or the second start hole 122, and a normal game that is started when a gaming ball passes through the gate 124. The main ROM 300b of the main control board 300 stores various programs for progressing the special game and the normal game, as well as data and tables required for various games.
[0041] The main control board 300 is connected to a general prize opening detection switch 118s that detects when a game ball has entered the general prize opening 118, a first start opening detection switch 120s that detects when a game ball has entered the first start opening 120, a second start opening detection switch 122s that detects when a game ball has entered the second start opening 122, a gate detection switch 124s that detects when a game ball has passed through the gate 124, a special prize opening detection switch 128s that detects when a game ball has entered the special prize opening 128, a special prize area detection switch 140s that detects when a game ball has entered the special prize area 140b, and an out ball detection switch 130s that detects when a game ball has been ejected from the game area 116, and detection signals are input from each of these detection switches to the main control board 300.
[0042] A junction passage is provided on the back of the game board 108, and game balls that enter the general winning opening 118, the first starting opening 120, the second starting opening 122, and the big winning opening 128 and game balls that are guided to the back side from the discharge opening 130 join together in the junction passage and are guided to the facilities of the game center. The out ball detection switch 130s is provided in the junction passage, and all game balls that are discharged from the game area 116, in other words, all game balls that are shot into the game area 116, are detected by the out ball detection switch 130s.
[0043] In addition, the main control board 300 is connected to a normal electric role solenoid 122c that operates the movable piece 122b of the second starting opening 122, a large prize opening solenoid 128c that operates the opening and closing door 128b that opens and closes the large prize opening 128, and a movable member drive solenoid 142c that moves the movable member 142 provided within the large prize opening 128, and the main control board 300 controls the opening and closing of the second starting opening 122, the large prize opening 128 and the special prize area 140b.
[0044] Furthermore, the main control board 300 is connected to a first special pattern display 160, a second special pattern display 162, a first special pattern reserved display 164, a second special pattern reserved display 166, a normal pattern display 168, a normal pattern reserved display 170, and a right-hit notification display 172, and the display of each of these displays is controlled by the main control board 300.
[0045] In addition, the gaming machine 100 is provided with multiple abnormality detection sensors 174 that detect possible abnormalities or fraud, such as a radio wave detection sensor that detects radio waves, a magnetic detection sensor that detects magnetism, and a door open sensor that detects the open state of the middle frame 104 or the front frame 106, and is configured so that an abnormality detection signal is input from each abnormality detection sensor 174 to the main control board 300.
[0046] Furthermore, a setting change switch 180s is provided on the back of the gaming board 108. The setting change switch 180s is configured to be accessible with a dedicated key. When the setting change switch 180s is turned on, it becomes possible to change and check the setting values. As will be described in detail later, in the gaming machine 100 of this embodiment, one of six setting values with different degrees of advantage is stored as a registered setting value in a setting value buffer, and the game progresses according to the stored registered setting value.
[0047] A RAM clear button is provided on the back of the game board 108 so that it can be pressed, and pressing of this RAM clear button is detected by a RAM clear switch 182s. The RAM clear switch 182s is connected to the main control board 300, and a RAM clear operation signal is input from the RAM clear switch 182s to the main control board 300. If a RAM clear operation signal is input from the RAM clear switch 182s when the power is turned on, the main CPU 300a clears the main RAM 300c.
[0048] A performance display monitor 184 is provided on the back of the game board 108. The main control board 300 causes the performance display monitor 184 to display registered setting values and base ratios.
[0049] In addition, a dispensing control board 310 and a sub-control board 330 are connected to the main control board 300.
[0050] The payout control board 310 controls the firing of game balls and the payout of prize balls. This payout control board 310 also has a CPU, ROM, and RAM, and is connected to the main control board 300 so that it can communicate bidirectionally. A game information output terminal board 312 is connected to this payout control board 310, and various information on the progress of the game output from the main control board 300 is output to the hall computer of the gaming parlor via the payout control board 310 and the game information output terminal board 312.
[0051] A payout motor 314 is connected to the payout control board 310 to pay out the game balls stored in the storage section to the player as prize balls. The payout control board 310 controls the payout motor 314 based on a payout number designation command sent from the main control board 300 to control the motor 314 to pay out a predetermined number of prize balls to the player. At this time, the number of paid out game balls is detected by a payout ball counting switch 316s, and it is possible to determine whether the prize balls that should have been paid out have been paid out to the player.
[0052] Also connected to the payout control board 310 is a tray full detection switch 318s that detects the full state of the lower tray 134. This tray full detection switch 318s is provided in a passage that leads game balls paid out as prize balls to the lower tray 134, and a game ball detection signal is input to the payout control board 310 every time a game ball passes through the passage.
[0053] Then, when a predetermined amount or more of game balls are accumulated in the lower tray 134 and it reaches a full state, game balls accumulate in the passage leading to the lower tray 134, and game ball detection signals are continuously input from the tray full detection switch 318s to the payout control board 310. When the payout control board 310 receives game ball detection signals continuously for a predetermined period of time, it determines that the lower tray 134 is in a full state, and sends a tray full command to the main control board 300. On the other hand, when the continuous input of game ball detection signals stops after sending the tray full command, it determines that the full state has been released, and sends a tray full release command to the main control board 300.
[0054] A launch control circuit 320 is also connected to the payout control board 310 so as to be able to communicate bidirectionally. When the launch control circuit 320 receives launch control data from the payout control board 310, it authorizes launch. A touch sensor 112s, which is provided on the operating handle 112 and detects when a player touches the operating handle 112, and an operation volume 112a, which detects the operating angle of the operating handle 112, are connected to the launch control circuit 320. When signals are input from the touch sensor 112s and the operation volume 112a, the launch control circuit 320 controls the energization of a launch solenoid 112c provided on the gaming ball launcher to launch the gaming ball.
[0055] The sub-control board 330 mainly controls various effects during game play, standby, etc. The sub-control board 330 is equipped with a sub-CPU 330a, sub-ROM 330b, sub-RAM 330c, and RTC 330d, and is connected to the main control board 300 so that communication can be performed in one direction from the main control board 300 to the sub-control board 330. The sub-CPU 330a reads out programs stored in the sub-ROM 330b and performs arithmetic processing based on commands transmitted from the main control board 300, input signals from a timer, etc., and also controls the execution of effects. At this time, the sub-RAM 330c functions as a data work area during arithmetic processing by the sub-CPU 330a.
[0056] Specifically, the sub-control board 330 controls image display to display images on the main performance display unit 200a and the sub performance display unit 201a. The sub-ROM 330b stores a large number of various image data to be displayed on the main performance display unit 200a and the sub performance display unit 201a, and the sub-CPU 330a reads the image data from the sub-ROM 330b to a VRAM (not shown) and controls the image display on the main performance display unit 200a and the sub performance display unit 201a.
[0057] The sub-control board 330 also controls the movement of the stage prop device 202 and the lighting of the stage lighting device 204, as well as controls the audio output to output audio from the audio output device 206. Furthermore, when an operation detection signal is input from a stage button detection switch 208s that detects that the stage button 208 has been pressed, and a cross key detection switch 209s that detects that the cross key 209 has been pressed, the sub-control board 330 performs a predetermined process.
[0058] Each board is connected to a power supply board (not shown), and power is supplied to each board from a commercial power source via the power supply board. The power supply board is also provided with a backup power supply consisting of a capacitor. The RTC 330d provided on the sub-control board 330 receives power from the backup power supply and keeps track of the current time.
[0059] Fig. 5 is an address map of the memory area used by the main CPU 300a according to the embodiment. In Fig. 5, addresses are shown in hexadecimal, with "H" indicating a hexadecimal number. As shown in Fig. 5, the memory area used by the main CPU 300a includes a memory area (0000H to 2FFFH) allocated to the main ROM 300b and a memory area (F000H to F3FFH) allocated to the main RAM 300c.
[0060] The memory area of the main ROM 300b is divided into a used area (0000H to 1A7AH) that stores programs and data for controlling the progress of the game, and an unused area (2000H to 2BFFH) that is an area other than the used area and stores programs and data for performing processes for conducting tests specified in the gaming machine regulations and processes for displaying the performance display monitor 184 (including processes for calculating the base ratio to be displayed on the performance display monitor 184).
[0061] The used area of the main ROM 300b includes a program area (0000H-0A89H) for storing programs for controlling the progress of games, an unused area (0A8AH-0FFFH), and a data area (1000H-1A7AH) for storing data other than programs. Note that the used area may not include the unused area (0A8AH-0FFFH).
[0062] The unused area of the main ROM 300b includes a program area (2000H to 27FFH) that stores programs for executing processes for conducting tests stipulated by gaming machine regulations and processes for displaying the performance display monitor 184, and a data area (2800H to 2BFFH) that stores data other than these programs.
[0063] In addition to the used area and unused area, the memory area of the main ROM 300b also includes an unused area (1A7BH to 1DFFH), a ROM comment area (1E00H to 1EFFH) in which arbitrary data such as the program title and version is stored, an unused area (1F00H to 1FFFH), an unused area (2C00H to 2FBFH), and a program management area (2FC0H to 2FFFH) in which information necessary for the main CPU 300a to execute a program is stored.
[0064] The memory area of the main RAM 300c is divided into a used area (F000H to F1FFH) that is temporarily used when a program for controlling the progress of the game is being executed, and an unused area (F210H to F228H) that is an area other than the used area and is temporarily used when a program for performing processing for performing tests specified in the gaming machine regulations or processing for displaying the performance display monitor 184 is being executed.
[0065] The used area of the main RAM 300c includes a work area (F000H-F12AH) that is temporarily used when a program for controlling the progress of a game is being executed, an unused area (F12BH-F1D7H), and a stack area (F1D8H-F1FFH) that temporarily saves data while a program for controlling the progress of a game is being executed. Note that the used area may not include the unused area (F12BH-F1D7H).
[0066] The unused area of the main RAM 300c includes a work area (F210H to F21FH) that is temporarily used when programs for processing tests stipulated in gaming machine regulations and for displaying the performance display monitor 184 are being executed, and a stack area (F220H to F228H) that temporarily stores data when these programs are being executed.
[0067] In addition to the used area and unused area, the memory area of the main RAM 300c also includes an unused area (F200H to F20FH) and an unused area (F229H to F3FFH).
[0068] In this way, the main ROM 300b and the main RAM 300c are provided with separate areas: a used area used to control the progress of the game, and a non-used area used to execute processes for conducting tests stipulated by gaming machine regulations and for controlling the display of the performance display monitor 184.
[0069] In the main RAM 300c, a 16-byte unused area (F200H-F20FH) is provided between the used area and the unused area. This unused area (F200H-F20FH) is set as a boundary area that separates the used area and the unused area, making the boundary between the used area and the unused area clear and preventing the unused area from being used when a program for controlling the progress of a game is being executed, and preventing the used area from being used when a program for performing a test specified by the gaming machine regulations or a program for performing a display control of the performance display monitor 184 is being executed.
[0070] The unused area between the used area and the unused area only needs to be at least 1 byte, and from the viewpoint of preventing fraud, it is preferable that it be 4 bytes or more, and more preferably 16 bytes or more. Furthermore, writing and reading of data into the unused area is prohibited, but from the viewpoint of preventing fraud, it may be cleared at a predetermined timing.
[0071] Next, a game in the gaming machine 100 of the embodiment will be described together with various tables stored in the main ROM 300b.
[0072] As described above, in the gaming machine 100 of the embodiment, two types of games, a special game and a normal game, progress in parallel. When these two games progress, the game progresses in one of the game states that combine either a low-probability game state or a high-probability game state with either a non-time-saving game state, a slight time-saving game state, or a time-saving game state.
[0073] Details of each game state will be described later, but a low probability game state is a game state in which the probability of acquiring the right to play a big role game in which the big prize opening 128 is opened is set low, and a high probability game state is a game state in which the probability of acquiring the right to play a big role game is set high.
[0074] Furthermore, the non-time-shortened gaming state is a gaming state in which the movable piece 122b is less likely to be in the open state and it is more difficult for a gaming ball to enter the second starting opening 122, and the time-shortened gaming state is a gaming state in which the movable piece 122b is more likely to be in the open state than in the non-time-shortened gaming state and it is more likely for a gaming ball to enter the second starting opening 122. Furthermore, although the minute-time-shortened gaming state differs from the non-time-shortened gaming state in some of the conditions related to the progress of normal gameplay, it is a gaming state in which the ease with which a gaming ball can enter the second starting opening 122 is nearly equal to that of the non-time-shortened gaming state, and a player cannot distinguish the difference between the non-time-shortened gaming state and the minute-time-shortened gaming state. Therefore, from the standpoint of playability, the minute-time-shortened gaming state and the non-time-shortened gaming state are substantially the same gaming state and the progress of the game is controlled accordingly. The initial state of the gaming machine 100 is set to a low probability gaming state and a non-time-shortening gaming state, and this gaming state is referred to as a normal gaming state in the embodiment.
[0075] When a player operates the operating handle 112 to launch a gaming ball into the gaming area 116, and the gaming ball flowing down the gaming area 116 enters the first starting hole 120 or the second starting hole 122, a lottery (hereinafter referred to as a "big prize lottery") is held to determine whether or not the player will receive a gaming profit. If a big win is won in this big prize lottery, the big prize opening 128 is opened and a big prize game is executed in which a gaming ball can enter the big prize opening 128. Furthermore, the gaming state after the big prize game ends is set to one of the above gaming states. The big prize lottery method will be described below.
[0076] As will be described in more detail later, when a gaming ball enters the first start port 120 or the second start port 122, various random number values related to the big role lottery (jackpot determination random number, winning symbol random number, reach group determination random number, reach mode determination random number, and variable pattern random number) are obtained, and these random number values are stored in a special symbol reserve memory area of the main RAM 300c. Hereinafter, the various random numbers stored in the special symbol reserve memory area when a gaming ball enters the first start port 120 will be collectively referred to as special 1 reserve, and the various random numbers stored in the special symbol reserve memory area when a gaming ball enters the second start port 122 will be collectively referred to as special 2 reserve.
[0077] The special symbol reservation memory area of the main RAM 300c includes a first special symbol reservation memory area and a second special symbol reservation memory area. The first special symbol reservation memory area and the second special symbol reservation memory area each have four memory sections (first to fourth memory sections). When a gaming ball enters the first starting hole 120, the special symbol 1 reservation is stored in order from the first memory section of the first special symbol reservation memory area, and when a gaming ball enters the second starting hole 122, the special symbol 2 reservation is stored in order from the first memory section of the second special symbol reservation memory area.
[0078] For example, when a gaming ball enters the first starting hole 120, if no reservation is stored in any of the first to fourth storage sections of the first special chart reservation storage area, a special 1 reservation is stored in the first storage section. Also, for example, when a gaming ball enters the first starting hole 120 in a state where a special 1 reservation is stored in the first to third storage sections, the special 1 reservation is stored in the fourth storage section. Also, when a gaming ball enters the second starting hole 122, similarly to the above, a special 2 reservation is stored in the storage section with the smallest number (ordinal number) among the first to fourth storage sections of the second special chart reservation storage area, in which a special 2 reservation is not stored.
[0079] However, the number of special 1 reserves (X1) and the number of special 2 reserves (X2) that can be stored in the first special chart reserve memory area and the second special chart reserve memory area are each set to four. Therefore, for example, when a gaming ball enters the first starting hole 120, if four special 1 reserves are already stored in the first special chart reserve memory area, no new special 1 reserves will be stored by the entry of the gaming ball into the first starting hole 120. Similarly, when a gaming ball enters the second starting hole 122, if four special 2 reserves are already stored in the second special chart reserve memory area, no new special 2 reserves will be stored by the entry of the gaming ball into the second starting hole 122.
[0080] 6 is a diagram illustrating a low probability jackpot determination random number judgment table according to the embodiment. When a gaming ball enters the first starting hole 120 or the second starting hole 122, one jackpot determination random number is obtained from the range of 0 to 65535. Then, when the big win lottery starts, that is, when the jackpot determination is made, a jackpot determination random number judgment table is selected according to the game state, and the big win lottery is made using the selected jackpot determination random number judgment table and the obtained jackpot determination random number.
[0081] In a low probability game state, when starting a lottery for a special 1 reserve and a special 2 reserve, a low probability jackpot determination random number judgment table is referenced. Here, in the embodiment, six levels of setting values with different degrees of advantage are provided, and a low probability jackpot determination random number judgment table is provided for each setting value. During play, the setting value is set to one of the six levels, and the lottery for a big role is performed by referring to the low probability jackpot determination random number judgment table corresponding to the currently set setting value (registered setting value stored in the setting value buffer).
[0082] When the game is in a low probability game state and the setting value is set to 1 (registered setting value = 1), a lottery for a major role is performed by referring to the low probability jackpot determination random number judgment table a shown in Figure 6 (a). According to this low probability jackpot determination random number judgment table a, a jackpot is determined if the jackpot determination random number is between 10001 and 10165, and if it is any other jackpot determination random number, a specific miss is determined. Therefore, in this case, the jackpot probability is approximately 1 / 397.2, and the specific miss probability is approximately 1 / 1.
[0083] Also, when the game is in a low probability game state and the setting value is set to 2 to 6 (registered setting value = 2 to 6), the big role lottery is performed by referring to the low probability jackpot determination random number judgment tables b to f shown in Figures 6(b) to (f). According to these low probability jackpot determination random number judgment tables b to f, the higher the setting value, the higher the jackpot probability.
[0084] 7 is a diagram illustrating a high probability jackpot determination random number judgment table according to an embodiment. In a high probability game state, when a lottery for a special 1 reserve and a special 2 reserve is started, the high probability jackpot determination random number judgment table is referenced. The high probability jackpot determination random number judgment table is also provided for each setting value, just like the low probability jackpot determination random number judgment table.
[0085] When the game is in a high probability game state and the setting value is set to 1 (registered setting value = 1), a lottery for a major role is performed by referring to the high probability jackpot determination random number judgment table a shown in Figure 7(a). According to this high probability jackpot determination random number judgment table a, a jackpot is determined if the jackpot determination random number is between 10001 and 10670, and a specific miss is determined if the jackpot determination random number is any other number. Therefore, in this case, the jackpot probability is approximately 1 / 97.8, and the specific miss probability is approximately 1 / 1.
[0086] Similarly, when the game is in a high probability game state and the setting value is set to 2 to 6 (registered setting value = 2 to 6), the big role lottery is performed by referring to the high probability jackpot determination random number judgment tables b to f shown in Figures 7(b) to (f). According to these high probability jackpot determination random number judgment tables b to f, the higher the setting value, the higher the jackpot probability.
[0087] As described above, the big prize lottery is conducted according to the registered setting value. At this time, the probability of winning the big prize differs depending on the registered setting value, and when the registered setting value is large, it is easier to win the big prize than when it is small.
[0088] Also, here, the probability of winning a jackpot in both the low-probability gaming state and the high-probability gaming state differs depending on the registered setting value, but it is also possible to make it so that only the probability of winning a jackpot in either the low-probability gaming state or the high-probability gaming state differs depending on the registered setting value.
[0089] As described above, in this embodiment, the case where either a jackpot or a specific miss is won by the special 1 reserve and the special 2 reserve is shown, but the special 1 reserve and the special 2 reserve may be able to win a miss result (a normal miss result) that does not award a gaming profit. In this case, the winning probability of a specific miss may be set to be the same for the special 1 reserve and the special 2 reserve, or the special 1 reserve may be set higher than the special 2 reserve, or the special 2 reserve may be set higher than the special 1 reserve. Also, the winning probability of a specific miss by the special 1 reserve or the special 2 reserve may differ depending on the registered setting value. In this case, the winning probability of a specific miss may be set higher or lower when the registered setting value is relatively high compared to when it is low.
[0090] 8 is a diagram illustrating a winning symbol random number determination table according to the embodiment. When a gaming ball enters the first starting hole 120 or the second starting hole 122, one winning symbol random number is obtained from the range of 0 to 99. Then, when the determination result of "big win" or "specific miss" is derived by the big role lottery, the type of special symbol is determined based on the obtained winning symbol random number and the winning symbol random number determination table.
[0091] In this case, if a "big win" is won by the special 1 reservation, the special 1 winning pattern random number determination table a is selected as shown in Figure 8(a), and if a "specific miss" is won by the special 1 reservation, the special 1 winning pattern random number determination table b is selected as shown in Figure 8(b).
[0092] In addition, if a "big win" is won by the special 2 reservation, the special 2 winning pattern random number determination table a is selected as shown in Figure 8(c), and if a "specific miss" is won by the special 2 reservation, the special 2 winning pattern random number determination table b is selected as shown in Figure 8(d).
[0093] In the following, the special pattern determined by the winning pattern random number, i.e., the special pattern determined when a jackpot determination result is obtained, will be referred to as the jackpot pattern, and the special pattern determined when a specific miss determination result is obtained will be referred to as the specific miss pattern.
[0094] According to the special 1 winning symbol random number determination table a shown in Fig. 8(a) and the special 2 winning symbol random number determination table a shown in Fig. 8(c), the type of special symbol (jackpot symbol) is determined according to the value of the acquired winning symbol random number, as shown in the figure. Specifically, according to the special 1 winning symbol random number determination table a, the special symbol A, which is the jackpot symbol, is determined with a 70% probability, and the special symbol B, which is the jackpot symbol, is determined with a 30% probability. Also, according to the special 2 winning symbol random number determination table a, the special symbol C, which is the jackpot symbol, is determined with a 80% probability, and the special symbol D, which is the jackpot symbol, is determined with a 20% probability.
[0095] 8(b) and 8(d) show that the special 1 winning symbol random number determination table b and the special 2 winning symbol random number determination table b show that the type of special symbol (specific losing symbol) is determined according to the value of the acquired winning symbol random number, as shown in the figure. Specifically, according to the special 1 winning symbol random number determination table b, the special symbol Xa, which is a specific losing symbol, is determined with an 80% probability, and the special symbol Xb, which is a specific losing symbol, is determined with a 20% probability. According to the special 2 winning symbol random number determination table b, the special symbol Ya, which is a specific losing symbol, is determined with a 99% probability, and the special symbol Yb, which is a specific losing symbol, is determined with a 1% probability.
[0096] In addition, if it is possible to win a "normal miss" through special 1 reserve and special 2 reserve, when a "normal miss" is won through special 1 reserve, special pattern X will be determined as the losing pattern without holding a lottery, and when a "normal miss" is won through special 2 reserve, special pattern Y will be determined as the losing pattern without holding a lottery.
[0097] In other words, the winning symbol random number determination table is referenced only when the result of the big role lottery is a "jackpot" or a "specific miss," and is not referenced when the result of the big role lottery is a "normal miss." Here, different jackpot symbols or specific miss symbols are determined in the special 1 winning symbol random number determination table and the special 2 winning symbol random number determination table. However, the same type of jackpot symbol or specific miss symbol may be determined in both tables, or the type of special symbol (jackpot symbol or specific miss symbol) may be determined by referring to the winning symbol random number determination table 1 regardless of the reserved type.
[0098] Here, the selection ratio of the jackpot symbol and the specific losing symbol is common to all setting values, but either one or both of the jackpot symbol and the specific losing symbol may be different for each setting value.
[0099] FIG. 9 is a diagram illustrating a reach group determination random number judgment table according to the embodiment. A plurality of reach group determination random number judgment tables are provided, and a preset table is selected depending on the reserved type, reserved number, game status, etc. When a gaming ball enters the first start port 120 or the second start port 122, one reach group determination random number is obtained from the range of 0 to 10006. As described above, when the big role lottery result is derived, a process is performed to determine a variable presentation pattern that notifies the big role lottery result. In the embodiment, when the big role lottery result is a "specific miss," in determining the variable presentation pattern, first, the group type is determined based on the reach group determination random number and the reach group determination random number judgment table.
[0100] For example, when the game state is set to a non-time-saving game state, if a "specific miss" big role lottery result is derived based on the special 1 reserve, and the number of reserved special 1s (hereinafter simply referred to as the "reserved number") at the time of the big role lottery is 0, then the reach group determination random number judgment table A1 is selected, as shown in FIG. 9(a). Similarly, when the game state is set to a normal game state, if a "specific miss" big role lottery result is derived based on the special 1 reserve, and the number of reserved special 1s at the time of the big role lottery is 1 to 2, then the reach group determination random number judgment table A2 is selected, as shown in FIG. 9(b). If the number of reserved special 1s is 3, then the reach group determination random number judgment table A3 is selected, as shown in FIG. 9(c). Note that in FIG. 9, the group x listed in the group type column indicates an arbitrary group number. Therefore, various group numbers are determined as the group type depending on the acquired reach group determination random number and the type of reach group determination random number judgment table referenced.
[0101] Here, we have explained the reach group determination random number judgment table that is referenced when the result of the big role lottery for a "specific miss" is derived based on the special 1 hold in a non-time-saving game state, but the main ROM 300b also stores many other reach group determination random number judgment tables.
[0102] In addition, if the result of the big role lottery is a "jackpot", the group type is not determined when determining the variable performance pattern. In other words, the reach group determination random number judgment table is referenced only when the result of the big role lottery is a "specific miss", and is not referenced when the result of the big role lottery is a "jackpot". In addition, if the result of the big role lottery is a "specific miss", the group type does not have to be determined, just like when it is a "jackpot".
[0103] 10 is a diagram illustrating a reach mode determination random number judgment table according to an embodiment. This reach mode determination random number judgment table is broadly divided into a miss reach mode determination random number judgment table that is selected when the big role lottery result is a "specific miss," and a jackpot reach mode determination random number judgment table that is selected when the big role lottery result is a "jackpot." Note that a miss reach mode determination random number judgment table is provided for each group type determined as described above, and a jackpot reach mode determination random number judgment table is provided for each reserve type.
[0104] In addition, each reach mode determination random number judgment table is also provided for each game state and type of symbol. Here, an example of a reach mode determination random number judgment table for group x when a miss is made, which is referenced in a predetermined game state and type of symbol, is shown in Figure 10(a), an example of a reach mode determination random number judgment table for special 1 when a jackpot is hit is shown in Figure 10(b), and an example of a reach mode determination random number judgment table for special 2 when a jackpot is hit is shown in Figure 10(c).
[0105] When a game ball enters the first start hole 120 or the second start hole 122, one reach mode determination random number is obtained from the range of 0 to 250. If the result of the big role lottery is a "specific miss," as shown in Figure 10(a), a miss reach mode determination random number judgment table corresponding to the group type determined by the group type lottery is selected, and a variation mode number is determined based on the selected miss reach mode determination random number judgment table and reach mode determination random number. Also, if the result of the big role lottery is a "jackpot," as shown in Figures 10(b) and 10(c), a jackpot reach mode determination random number judgment table corresponding to the read-out reserve type is selected, and a variation mode number is determined based on the selected jackpot reach mode determination random number judgment table and reach mode determination random number.
[0106] Furthermore, in each reach mode determination random number determination table, the reach mode determination random number is associated with a variation pattern random number determination table, which will be described later, along with a variation mode number; the variation pattern random number determination table is determined at the same time that the variation mode number is determined. In FIG. 10, the table x listed in the variation pattern random number determination table column indicates an arbitrary table number. Therefore, the variation mode number and the table number of the variation pattern random number determination table are determined according to the acquired reach group determination random number and the type of reach mode determination random number determination table being referenced. In addition, in the embodiment, the variation mode number and the variation pattern number, which will be described later, are set in hexadecimal. Hereinafter, when a hexadecimal number is indicated, "H" is added, and the notation ○○H in FIGS. 10 to 12 indicates an arbitrary value expressed in hexadecimal.
[0107] As described above, when the result of the big role lottery is a "specific miss," first, the group type is determined by the reach group determination random number judgment table and reach group determination random number shown in Figure 9. Then, according to the determined group type and the game state, the variation mode number and variation pattern random number judgment table are determined by the reach mode determination random number judgment table at the time of miss and the reach mode determination random number shown in Figure 10(a).
[0108] On the other hand, if the result of the big prize lottery is a "jackpot," the variable mode number and variable pattern random number judgment table will be determined by referring to the jackpot reach mode determination random number judgment table shown in Figure 10, which corresponds to the determined jackpot pattern (type of special pattern), jackpot game state, etc., and using the reach mode determination random number.
[0109] 11 is a diagram illustrating a fluctuation pattern random number determination table according to an embodiment. Here, a fluctuation pattern random number determination table x of a predetermined table number x is shown, but in addition, many other fluctuation pattern random number determination tables are provided for each table number.
[0110] When a game ball enters the first starting hole 120 or the second starting hole 122, one fluctuation pattern random number is acquired from the range of 0 to 238. Then, based on the fluctuation pattern random number determination table determined at the same time as the above fluctuation mode number and the acquired fluctuation pattern random number, a fluctuation pattern number is determined as shown in the figure.
[0111] In this way, when the big role lottery is performed, a variation mode number and a variation pattern number are determined according to the big role lottery result, the determined symbol type, the game state, the number of reserved symbols, the reserved symbol type, etc. These variation mode numbers and variation pattern numbers specify the variation performance pattern, and each of them is associated with the mode and time of the variation performance.
[0112] Fig. 12 is a diagram illustrating a fluctuation time determination table according to the embodiment. As described above, once the fluctuation mode number is determined, fluctuation time 1 is determined according to the fluctuation time 1 determination table shown in Fig. 12(a). According to this fluctuation time 1 determination table, fluctuation time 1 is associated with each fluctuation mode number, and the corresponding fluctuation time 1 is determined according to the determined fluctuation mode number.
[0113] Furthermore, as described above, once the fluctuation pattern number is determined, fluctuation time 2 is determined according to the fluctuation time 2 determination table shown in Figure 12 (b). According to this fluctuation time 2 determination table, fluctuation time 2 is associated with each fluctuation pattern number, and the corresponding fluctuation time 2 is determined according to the determined fluctuation pattern number. The total time of the fluctuation times 1 and 2 determined in this way is the time of the fluctuation performance that notifies the result of the big role lottery, that is, the fluctuation time.
[0114] When the variation mode number is determined in the above manner, a variation mode command corresponding to the determined variation mode number is sent to the sub-control board 330, and when the variation pattern number is determined, a variation pattern command corresponding to the determined variation pattern number is sent to the sub-control board 330. The sub-control board 330 determines mainly the first half of the variation performance based on the received variation mode command, and mainly determines the second half of the variation performance based on the received variation pattern command, details of which will be described later. Note that, hereinafter, the variation mode number and variation pattern number will be collectively referred to as variation information, and the variation mode command and variation pattern command will be collectively referred to as variation command.
[0115] 13 is a diagram illustrating a special electric device activation ram set table according to an embodiment. This special electric device activation ram set table stores various data for controlling a big win game, and during a big win game, the special electric device activation ram set table is referenced to control the energization of the big win opening solenoid 128c. In reality, multiple special electric device activation ram set tables are provided for each type of special symbol (big win symbol), and a corresponding table is set at the start of a big win game depending on the type of special symbol determined. However, for the sake of convenience, the control data for all special symbols is shown in one table here.
[0116] When the special symbols A, B, C, and D, which are the jackpot symbols, are determined, an opening / closing process is executed to control the opening and closing of the big prize opening 128 in a predetermined opening / closing pattern by referring to the special electric accessory operation ram set table, as shown in Figure 13. The big prize game is made up of multiple rounds of play in which the big prize opening 128 is opened and closed a predetermined number of times.
[0117] According to this special electric role activation RAM set table, the opening time (waiting time until the first round of play begins), the maximum number of times the special electric role operates (the number of rounds of play executed during one big role play), the number of times the special electric role opens and closes (the number of times the big prize opening 128 opens during one round of play), the solenoid energization time (the energization time of the big prize opening solenoid 128c for each opening of the big prize opening 128, i.e., the opening time of one big prize opening 128), the specified number (the maximum number of wins that can be won into the big prize opening 128 in one round of play), the effective time for closing the big prize opening (the closing time of the big prize opening 128 between rounds of play, i.e., the interval time between rounds), and the ending time (waiting time from the end of the last round of play until normal special play resumes) are pre-stored as control data for the big role play for each type of big prize pattern, as shown in the figure.
[0118] 13, when the special symbols A and C, which are the jackpot symbols, are determined, a big role game consisting of 10 rounds of play is executed, and when the special symbols B and D, which are the jackpot symbols, are determined, a big role game consisting of 4 rounds of play is executed. Each round of play ends when a specified number (10) of game balls enter the big prize opening 128 or when a predetermined time has passed since the big prize opening 128 was opened.
[0119] In detail, when the special patterns A and C are determined, the large prize opening 128 is opened once for 29.0 seconds in the first to tenth rounds of play, so that the player can reliably place the specified number of game balls into the large prize opening 128.
[0120] Furthermore, if the special symbols B and D are determined, the large prize opening 128 is opened only once, for 0.032 seconds, in the first round of play. In this embodiment, if the player continues to perform a firing operation on the operating handle 112, game balls are fired into the game area 116 at 0.6 second intervals, so the possibility of a game ball entering the large prize opening 128 in the first round of play is extremely low. Furthermore, in the second and subsequent rounds of play, the large prize opening 128 is opened once, for 29.0 seconds, so the player can reliably place the specified number of game balls in the large prize opening 128.
[0121] Here, in this embodiment, in all big role games, the first round game is set to a specific round game. This specific round game is a round game that influences the game state after the big role game ends, and as will be described in detail later, if a game ball that entered the big prize winning port 128 during the specific round game enters the probability variable area 140b, the game state after the big role game is set to a high probability game state and a time-saving game state. On the other hand, if the game ball that entered the big prize winning port 128 during this specific round game does not enter the probability variable area 140b, the game state after the big role game is set to a low probability game state and a time-saving game state.
[0122] FIG. 14 is a diagram illustrating the opening and closing modes of the special prize opening 128 and the movable member 142 according to the embodiment. As shown in FIG. 14, the movable member 142 opens the special prize area 140b for a moment (approximately 0.032 seconds) simultaneously with the opening of the special prize opening 128, then maintains the special prize area 140b in a closed state for a short time (for example, approximately 1.5 seconds), and then maintains the special prize area 140b in an open state again. When the special symbols B and D are determined and a special prize game is executed, the special prize opening 128 is opened for only 0.032 seconds at the start of a specific round of play. Even if a game ball enters the special prize opening 128 during this time, it takes a predetermined time for the game ball to reach the special prize area 140b. Therefore, when the game ball that has entered the big prize opening 128 reaches the probability variable area 140b, the probability variable area 140b is always closed, and as a result, when the special patterns B and D are determined and the big prize game is executed, the game ball will not enter the probability variable area 140b.
[0123] In addition, if an unforeseen event occurs, such as a gaming ball getting stuck in the big prize opening 128, or a gaming ball getting stuck in the big prize opening 128 for a long time for some reason, even if a normal big win symbol is determined, there is a possibility that the gaming ball will enter the probability variable area 140b during the big prize game. Therefore, in this specification, for ease of understanding, the words "always" and "certainly" are used in explanations, but this is based on the premise that the state of the gaming machine 100 is in an appropriate state for progressing the game and that no unforeseen event has occurred, and does not mean a physical 100%.
[0124] On the other hand, when the special symbols A and C are determined and a big role game is executed, the big prize opening 128 is opened for 29.0 seconds in the specific round game. Therefore, about 1 to 2 game balls that enter the big prize opening 128 at the same time as the opening of the big prize opening 128 cannot enter the probability variable area 140b, but game balls that enter the big prize opening 128 thereafter can reliably enter the probability variable area 140b.
[0125] In this way, by making the game ball enter the probability variable area 140b during the first round of play (during a specific round of play), the player can proceed with the game in an advantageous game state after the big win game. Whether or not the game ball can enter the probability variable area 140b depends on the opening and closing conditions of the big prize opening 128, which are specified for each type of big win symbol.
[0126] 15 is a diagram illustrating a game state setting table for setting the game state according to the embodiment. In the embodiment, when a big win game is executed, the game state after the big win game is set according to the type of special symbol determined at the time of winning the big win, by referring to the game state setting table a shown in FIG. 15(a). In the following, when explaining the game state, it is assumed that the registered setting value is set to "1".
[0127] In this embodiment, when a big prize game is executed, the game status after the end of the big prize game is set according to the combination of the type of big prize pattern and whether or not the game ball entered the special variable area 140b during a specific round of play in the big prize game (here, the first round of play).
[0128] In this embodiment, when the game state after the big role game is set to a high probability game state, a high probability ending condition that ends the high probability game state is set. As the high probability ending condition, the number of times of the variable processing of the pattern based on the special 1 reserve or the special 2 reserve is set.
[0129] In addition, in this embodiment, when the game state after the big role game is set to the time-saving game state, the time-saving end condition to end the time-saving game state is set. As the time-saving end condition, at least one of the following is set: the number of times of special 1 time-saving, the number of times of special 2 time-saving, the number of times of special 1 and special 2 time-saving, and the number of times of specific miss (Yb).
[0130] The number of times of special 1 time reduction is the number of times of the pattern change process based on the special 1 reservation (hereinafter referred to as special 1 change). The number of times of special 1 time reduction is subtracted each time the result of the big role lottery based on the special 1 reservation is determined in the time-saving game state, and when the remaining number of times of special 1 time reduction becomes 0, the game state is changed to the non-time-saving game state.
[0131] The number of times of special 2 time reduction is the number of times of the pattern change process based on the special 2 reservation (hereinafter referred to as special 2 change). The number of times of special 2 time reduction is subtracted each time the result of the big role lottery based on the special 2 reservation is determined in the time-saving game state, and when the remaining number of times of special 2 time reduction becomes 0, the game state is changed to the non-time-saving game state.
[0132] The number of times of special 1 and special 2 time reduction is the total number of times of special 1 variation and special 2 variation, and the number of times of special 1 and special 2 time reduction is subtracted each time the result of the big role lottery based on special 1 reservation or special 2 reservation is determined in the time-shortened game state, and when the remaining number of times of special 1 and special 2 time reduction becomes 0, the game state is changed to non-time-shortened game state. Note that in FIG. 15, the values written in one column for the number of times of special 1 time reduction or the number of times of special 2 time reduction indicate the values set as the number of times of special 1 time reduction or the number of times of special 2 time reduction, respectively, and the values written across both columns for the number of times of special 1 time reduction and the number of times of special 2 time reduction are the conditions indicated as the number of times of special 1 and special 2 time reduction.
[0133] The number of specific misses (Yb) is the number of times the special symbol Yb is won. The number of specific misses (Yb) is subtracted every time the special symbol Yb is won in the time-saving game state, and when the remaining number of specific misses (Yb) reaches 0, the game state is changed to the non-time-saving game state.
[0134] When any one of these time-saving end conditions is met, the time-saving game state ends and the game state transitions to a non-time-saving game state. In addition to the above time-saving end conditions, for example, the total number of times that the special symbol Ya or the special symbol Yb based on the special 2 reservation is won may be set as a time-saving end condition.
[0135] In the example shown in Figure 15 of this embodiment, there is an area indicated by a "- (hyphen)", but this area may mean that there is no end condition (not set), or it may be set to a value that is difficult to reach using a normal playing method, such as 10,000 times.
[0136] In this embodiment, when the gaming state is set to the time-saving gaming state, a time-saving end condition is set, but different time-saving end conditions are set for the common low-probability gaming state and time-saving gaming state depending on the type of special symbol, etc. In this embodiment, as the low-probability gaming state and time-saving gaming state, a first time-saving mode, a second time-saving mode, and a third time-saving mode are provided, each with a different time-saving end condition.
[0137] When the jackpot symbol is the special symbol A and the game ball enters the probability variable area 140b during a specific round of play in the big win game, the game state after the big win game transitions to the ST mode, which is set to a high probability game state and a time-saving game state. At this time, the high probability number of times is set to 104 as a high probability end condition. Also, the time-saving end condition is set to the total number of times of special 1 variation and special 2 variation to 100 (100 times of special 1 and special 2 time-saving).
[0138] Furthermore, if the jackpot symbol is the special symbol A and the game ball does not enter the variable probability region 140b during a specific round of play in the big win game, the game state after the big win game transitions to the first time-saving mode, in which the game state is set to a low-probability game state and a time-saving game state. At this time, the number of times the special 2 time-saving mode is set to 100 as the time-saving end condition. Note that, in the design, when the jackpot symbol is the special symbol A, it is assumed that the game ball will pass through the variable probability region 140b. Therefore, as a variant, if the jackpot symbol does not pass through the variable probability region 140b in a specific round, the time-saving end condition may be set to 500 times, or the like, so as not to be too disadvantageous if the ST is not won.
[0139] In addition, when the jackpot symbol is the special symbol B and the game ball enters the probability variable area 140b during a specific round of play in the big win game, the game state after the big win game transitions to the ST mode in which the game state is set to a high probability game state and a time-saving game state.
[0140] In addition, if the jackpot symbol is the special symbol B and the game ball does not enter the probability variable area 140b during a specific round of play in the big win game, the game state after the big win game will transition to the first time-saving mode, in which the game state is set to a low probability game state and a time-saving game state. At this time, the number of times of the special 2 time-saving mode is set to 100 as a time-saving end condition.
[0141] In addition, when the jackpot symbol is the special symbol C and the game ball enters the probability variable area 140b during a specific round of play in the big win game, the game state after the big win game transitions to the ST mode in which the game state is set to a high probability game state and a time-saving game state.
[0142] In addition, if the jackpot symbol is the special symbol C and the game ball does not enter the probability variable area 140b during a specific round of play in the big win game, the game state after the big win game will transition to the first time-saving mode, in which the game state is set to a low probability game state and a time-saving game state. At this time, the number of times of the special 2 time-saving is set to 100 as a time-saving end condition. As with the special symbol A, the special symbol C may also be modified to set a larger number of times as a time-saving end condition when the ball does not pass through the probability variable area 140b.
[0143] In addition, when the jackpot symbol is the special symbol D and the game ball enters the probability variable area 140b during a specific round of play in the big win game, the game state after the big win game shifts to the ST mode in which the game state is set to a high probability game state and a time-shortened game state.
[0144] In addition, when the jackpot symbol is the special symbol D and the game ball does not enter the probability variable area 140b during a specific round of play in the big win game, the game state after the big win game shifts to the second time-saving mode, in which the game state is set to a low probability game state and a time-saving game state. At this time, the time-saving end conditions are set as follows: the number of times of special 2 time-saving is 100, and the number of times of specific miss (Yb) is 1.
[0145] In addition, when the jackpot symbol is the special symbol A or C, as long as the game ball is shot toward the big prize opening 128, the game ball will enter the probability variable area 140b during the specific round of the big prize game, so it will not actually pass through. Also, when the jackpot symbol is the special symbol B or D, the game ball will not actually enter the probability variable area 140b during the specific round of the big prize game. In other words, the game state after the end of the big prize game will be set based on the conditions of the area surrounded by the thick line in Figure 15(a).
[0146] In addition, in this embodiment, when the game state is set to a low probability game state and a non-time-saving game state, if a specific losing pattern is displayed stopped on the first special pattern display device 160 or the second special pattern display device 162, the game state is set based on the game state setting table b shown in Figure 15(b).
[0147] Specifically, when the game state is set to a low-probability game state and a non-time-saving game state, if the special symbol Xa, which is a specific losing symbol, is stopped and displayed on the first special symbol display 160, the game state transitions to a minute time-saving mode in which the game state is set to a low-probability game state and a minute time-saving game state. At this time, the number of times of special 1 time-saving is set to 1000 as a time-saving end condition.
[0148] In addition, when the game state is set to a low probability game state and a non-time-saving game state, if a special pattern Xb, which is a specific losing pattern, is displayed stopped on the first special pattern display 160, the game state transitions to a second time-saving mode in which the game state is set to a low probability game state and a time-saving game state.
[0149] In addition, when the game state is set to a low probability game state and a non-time-saving game state, if a special pattern Ya, which is a specific losing pattern, is displayed stopped on the second special pattern display 162, the game state transitions to a slight time-saving mode in which the game state is set to a low probability game state and a slight time-saving game state.
[0150] In addition, when the game state is set to the low probability game state and the non-time-saving game state, if the special symbol Yb, which is a specific losing symbol, is stopped and displayed on the second special symbol display 162, the game state transitions to the third time-saving mode, in which the game state is set to the low probability game state and the time-saving game state. At this time, the time-saving end conditions are set as follows: the number of times of special 1 time-saving is 1, and the number of times of special 2 time-saving is 100.
[0151] As will be described in more detail later, in this embodiment, when the time-saving termination condition is met and the game state transitions to a low-probability game state and a non-time-saving game state, the game state transitions to a low-probability game state and a non-time-saving game state when the pattern is determined in the variable processing in which the time-saving termination condition is met, and then the game state is set based on a specific losing pattern.
[0152] For example, in the first time-saving mode in which the number of times the special 2 time-saving is performed is set to 100 as the time-saving termination condition, when a specific losing symbol is confirmed in the 100th special 2 variation, the game state transitions to a low-probability game state and a non-time-saving game state, and in subsequent processing, the game state is set based on the type of the specific losing symbol.
[0153] In addition, in the second time-saving mode, in which the conditions for ending the time-saving mode are set as follows: the number of times that the special 2 time-saving mode is performed is 100, and the number of times that the specific miss (Yb) is performed is 1, when the specific miss pattern is confirmed in the 100th special 2 variation, the game state transitions to a low-probability game state and a non-time-saving game state, and in subsequent processing, the game state is set based on the type of the specific miss pattern.
[0154] In addition, in the second time-saving mode, if the special symbol Yb is selected as the specific losing symbol, when the special symbol Yb is stopped and displayed on the second special symbol display 162, the time-saving end condition based on the number of specific losing symbols (Yb) is met, and the game state transitions to a low-probability game state and a non-time-saving game state. Then, the game state is set based on the stopped and displayed special symbol Yb, and the game transitions to the third time-saving mode.
[0155] In addition, in the third time-saving mode, in which the time-saving termination conditions are set such that the number of times the special 1 time-saving is performed is 1 and the number of times the special 2 time-saving is performed is 100, when a specific losing symbol is confirmed in the 100th special 2 variation, the game state transitions to a low-probability game state and a non-time-saving game state, and the game state is set based on the type of the specific losing symbol.
[0156] In the third time-saving mode, when a symbol is stopped and displayed on the first special symbol display 160, the time-saving end condition based on the number of times of the special 1 time-saving is met, and the game state transitions to a low-probability game state and a non-time-saving game state. Then, the game state is set based on the specific losing symbol stopped and displayed on the first special symbol display 160.
[0157] In addition, in the micro time-saving mode in which the number of times the special 1 time-saving is performed is set to 1000 as the time-saving end condition, when a specific losing symbol is confirmed in the 1000th special 1 variation, the game state transitions to a low-probability game state and a non-time-saving game state, and the game state is set based on the type of the specific losing symbol.
[0158] 16 is a diagram illustrating a random number determination table for determining a normal winning symbol according to the embodiment. When a game ball flowing down the game area 116 passes through the gate 124, a normal symbol determination process (hereinafter referred to as "normal symbol lottery") is performed, which is associated with whether or not to control the energization of the movable piece 122b of the second starting port 122.
[0159] As will be described in more detail later, when a gaming ball passes through gate 124, one random number for determining a winning combination is obtained from the range of 0 to 99, and this random number value is stored in the general map reserve memory area of main RAM 300c, up to a maximum of four. In other words, the general map reserve memory area has four memory sections for saving the random numbers for determining a winning combination. Therefore, if a gaming ball passes through gate 124 with the general map reserve random numbers stored in all four memory sections of the general map reserve memory area, the general map reserve random number will not be stored based on the passage of the gaming ball. Hereinafter, the general map reserve random number stored in the general map reserve memory area after the gaming ball passes through gate 124 will be referred to as the general map reserve.
[0160] When the normal symbol lottery is started in the non-time-saving game state, a normal symbol winning random number determination table for the non-time-saving game state is referenced, as shown in Figure 16(a). According to this normal symbol winning random number determination table for the non-time-saving game state, if the normal symbol winning random number is 0, a normal symbol winning pattern is determined as the type of normal symbol, and if the normal symbol winning random number is 1 to 99, a normal symbol losing pattern is determined as the type of normal symbol. Therefore, the probability of determining a normal symbol winning pattern in the non-time-saving game state, i.e., the probability of winning, is 1 / 100. As will be described in detail later, when a normal symbol winning pattern is determined in this normal symbol lottery, the second start opening 122 is controlled to an open state, and when a normal symbol losing pattern is determined, the second start opening 122 is maintained in a closed state.
[0161] Also, when starting the normal symbol lottery in the short time game state, as shown in Figure 16 (b), the normal symbol winning determination random number judgment table for the short time game state is referenced. According to this normal symbol winning determination random number judgment table for the short time game state, if the normal symbol winning determination random number is 0 to 1, the normal symbol winning symbol is determined as the type of normal symbol, and if the normal symbol winning determination random number is 2 to 99, the normal symbol losing symbol is determined as the type of normal symbol. Therefore, the probability of determining a normal symbol winning symbol in the time-saving game state, that is, the winning probability, is 2 / 100.
[0162] Also, when starting the normal symbol lottery in the time-saving game state, a time-saving game state normal symbol winning random number determination table is referenced, as shown in Figure 16 (c). According to this time-saving game state normal symbol winning random number determination table, if the normal symbol winning random number is 0 to 98, a normal symbol winning symbol is determined as the type of normal symbol, and if the normal symbol winning random number is 99, a normal symbol losing symbol is determined as the type of normal symbol. Therefore, the probability of determining a normal symbol winning symbol in the time-saving game state, i.e., the winning probability, is 99 / 100.
[0163] In addition, the normal symbol lottery according to the embodiment has been described in a manner in which the probability of winning the normal symbol varies depending on the game state, but the probability of winning the normal symbol between game states can be the same (uniform 99 / 100), and depending on the type of normal symbol that is won, a symbol that makes it easy for the second starting hole 122 to score for a long time can be considered a winning symbol (long-open winning symbol), and a symbol that opens the second starting hole 122 for a short time in a manner that makes it difficult for the ball to score can be considered a losing symbol (short-open winning symbol).
[0164] FIG. 17(a) is a diagram illustrating a normal symbol variation time data table according to an embodiment, and FIG. 17(b) is a diagram illustrating an opening / closing control pattern table according to an embodiment. As described above, when a normal symbol lottery is conducted, the normal symbol variation time is determined. The normal symbol variation time data table is referenced when determining the normal symbol variation time when a normal winning symbol or a normal losing symbol is determined by the normal symbol lottery. According to this normal symbol variation time data table, the variation time is determined to be 10 seconds when the game state is set to a non-time-saving game state, 9 seconds when the game state is set to a minute-time-saving game state, and 1 second when the game state is set to a time-saving game state. Once the variation time is determined in this manner, the normal symbol display 168 displays a variable (blinking) display for the determined time. Then, when a normal winning symbol is determined, the normal symbol display 168 lights up, and when a normal losing symbol is determined, the normal symbol display 168 turns off. As mentioned above, when the normal winning symbols and the normal losing symbols are composed of long opening winning symbols and short opening winning symbols (and normal losing symbols), the normal symbol display 168 can be composed of two or more LEDs, and can be configured to indicate which normal symbol has won by lighting up different combinations of LEDs.
[0165] Then, when the winning normal symbol is determined by the normal symbol lottery and the normal symbol display 168 lights up, the movable piece 122b of the second starting hole 122 is controlled to energize by referring to the opening / closing control pattern table, as shown in Fig. 17(b). Note that, in reality, an opening / closing control pattern table is provided for each game state, and depending on the game state when the normal symbol is determined, the corresponding table is set when the normal electric accessory solenoid 122c starts to energize, but here, for convenience of explanation, the control data corresponding to each game state is shown in one table.
[0166] When the winning symbol is determined, the second starting hole 122 is controlled to open and close by referring to the opening and closing control pattern table, as shown in FIG. 17(b). According to this opening / closing control pattern table, the time before normal power is released (waiting time until the second start port 122 begins to open), the maximum number of times the normal electric role device is switched on and off (number of times the second start port 122 is opened), the solenoid power supply time (power supply time of the normal electric role device solenoid 122c for each number of times the second start port 122 is opened, i.e., the opening time of the second start port 122 once), the specified number (the maximum number of winning entries into the second start port 122 while it is fully open), the normal power closing effective time (the closing time between each opening of the second start port 122, i.e., the pause time), the normal power active state time (waiting time from the end of the last opening of the second start port 122), and the normal power end waiting time (waiting time until the variable display of the normal pattern described below is resumed after the normal power active state time has elapsed) are pre-stored as control data for the second start port 122 for each game state, as shown in the figure.
[0167] In this way, the non-time-shortened game state, the minute time-shortened game state, and the time-shortened game state are each associated with an opening / closing control condition for opening and closing the second start port 122 as a game progress condition, and in the time-shortened game state, it is easier for a game ball to enter the second start port 122 than in the non-time-shortened game state. In other words, in the time-shortened game state, as long as a game ball passes through the gate 124, regular lotteries are held one after another, and the second start port 122 is frequently opened, so the player can hold big role lotteries while reducing the consumption of game balls.
[0168] Here, a common opening / closing control pattern table is referenced in the non-time-shortened game state and the minute-time-shortened game state, but different opening / closing control pattern tables may be referenced in the non-time-shortened game state and the minute-time-shortened game state.
[0169] The opening / closing conditions for the second start opening 122 prescribe three elements: the probability of winning a normal symbol, the time for which the normal symbol is displayed in a variable manner, and the opening time of the second start opening 122. In this embodiment, two of these elements are set to be more advantageous for the time-shortened game state than for the non-time-shortened game state, so that a game ball is more likely to enter the second start opening 122 in the time-shortened game state than in the non-time-shortened game state. However, one or three of the above three elements may be set to be more advantageous for the time-shortened game state than the non-time-shortened game state. In any case, by making the time-shortened game state more advantageous than the non-time-shortened game state in at least one element, it is possible to make it easier for a game ball to enter the second start opening 122 in the time-shortened game state than in the non-time-shortened game state overall. In other words, when the game state is set to a non-time-shortened game state, the movable piece 122b is controlled to open and close in accordance with a first condition, and when the game state is set to a time-shortened game state, the movable piece 122b is controlled to open and close in accordance with a second condition that is more likely to be in the open state than the first condition.
[0170] FIG. 18 is a first diagram explaining the gameplay according to this embodiment. FIG. 19 is a second diagram explaining the gameplay according to this embodiment. FIG. 19 explains the case where a specific miss is won based on the special 2 reservation in the final change of the number of special 2 time-saving times in the first time-saving mode to the third time-saving mode. FIG. 18 explains the case other than the case where a specific miss is won based on the special 2 reservation in the final change of the number of special 2 time-saving times in the first time-saving mode to the third time-saving mode.
[0171] In the following, we will mainly explain the case where the player properly launches the game ball and the game progresses in accordance with the original gameplay, that is, the case where the game continues normally, and basically omit explanations of cases where irregular events occur. Also, in this explanation, we will assume that the registered setting value is set to 1. Note that the case where the game continues normally refers to the case where the player plays in accordance with the original gameplay, and where irregular events such as various errors or game stoppages do not occur.
[0172] The initial state of the gaming machine 100 is a non-time-shortening mode, which is a low-probability gaming state and a non-time-shortening gaming state, and the player starts playing in the non-time-shortening mode as shown in Fig. 18(1). In the non-time-shortening mode, the second starting hole 122 is hardly opened, so the player performs a so-called left shot, which launches the gaming ball toward the first playing area 116a, and causes the gaming ball to enter the first starting hole 120. In other words, the reserve (target reserve) that is the main target of variation is set to the special 1 reserve.
[0173] Therefore, in the non-time-saving mode, the player plays the game in the hope of winning a jackpot by holding the special 1, or winning a specific miss by holding the special 1.
[0174] In addition, in the non-time-shortening mode, when a specific loss is won by the special 1 reservation, the special symbol Xa is determined as the specific loss symbol with an 80% probability. Then, in the non-time-shortening mode, when the special symbol Xa is stopped and displayed on the first special symbol display 160, as shown in Figure 18 (2), the game state is set to the minute time-shortening mode, which is a low-probability game state and a minute time-shortening game state.
[0175] In addition, in the non-time-shortening mode, when a specific loss is won by the special 1 reserve, the special symbol Xb is determined as the specific loss symbol with a probability of 20%. Then, in the non-time-shortening mode, when the special symbol Xb is stopped and displayed on the first special symbol display 160, as shown in Figure 18 (5), the game state is set to the second time-shortening mode, which is a low-probability game state and a time-shortening game state.
[0176] In non-time-saving mode, the probability of winning a jackpot is set to approximately 1 / 397.2, and the probability of winning a specific miss is set to approximately 1 / 1. Therefore, in non-time-saving mode, a specific miss is essentially won by holding the special 1. Therefore, in non-time-saving mode, a player can essentially only receive one big role lottery based on the special 1 hold.
[0177] In the micro-time-saving mode, the second starting hole 122 is hardly opened, so as shown in Fig. 18 (2), the player performs a so-called left shot, which launches the game ball toward the first game area 116a, and causes the game ball to enter the first starting hole 120. In other words, the reserve (target reserve) that is the main target for variation is set to the special 1 reserve. Therefore, in the micro-time-saving mode, the player plays while hoping to win a jackpot with the special 1 reserve.
[0178] In the micro-time-saving mode, the probability of winning the jackpot is set to approximately 1 in 397.2. Also, in the micro-time-saving mode, the time-saving end condition is set to 1000 times.
[0179] It should be noted that even in the micro-time-saving mode, it is possible to win a specific losing symbol, but in the micro-time-saving mode, basically, even if a specific losing symbol is stopped and displayed on the first special symbol display 160, the remaining number of time-saving times is subtracted by one, and the micro-time-saving mode currently set is maintained. However, when a specific losing symbol is confirmed in the 1000th special 1 variation in the micro-time-saving mode, the game state transitions to the non-time-saving mode, and the game state is set based on the type of the specific losing symbol.
[0180] In addition, in the non-time-saving mode or the minute time-saving mode, when a jackpot is won by the special 1 reservation, there is a 70% probability that the special symbol A will be determined as the jackpot symbol, and a big role game based on the special symbol A will be executed. In this big role game, since the game ball can enter the probability variable area 140b, as shown in FIG. 18(3), the game state after the big role game is set to the ST mode, which is a high probability game state and a time-saving game state.
[0181] In addition, in the non-time-saving mode or the minute time-saving mode, when a jackpot is won by the special 1 reservation, there is a 30% probability that the special symbol B will be determined as the jackpot symbol, and a big role game based on the special symbol B will be executed. In this big role game, since the game ball does not enter the probability variable area 140b, as shown in FIG. 18(4), the game state after the big role game is set to the first time-saving mode, which is a low-probability game state and a time-saving game state.
[0182] In the ST mode, the second start port 122 is frequently opened by passing the game ball through the gate 124. Since the gate 124 and the second start port 122 are provided in the second game area 116b, the player makes a so-called right hit, which causes the game ball to flow down into the second game area 116b, and causes the game ball to enter the second start port 122. In other words, in the ST mode in which the target reserve is set to the special 2 reserve, the player plays the game in the hope of winning a jackpot through the special 2 reserve.
[0183] Also, as shown in Figure 18 (3), in ST mode, the probability of winning a jackpot is set to approximately 1 / 97.8. In ST mode, the high probability number of times is set to 104 as the high probability end condition. Also, in ST mode, the total number of times of special 1 time reduction and special 2 time reduction is set to 100 as the time reduction end condition.
[0184] In addition, in the ST mode, when a jackpot is won by the special 2 reservation, the special symbol C is determined as the jackpot symbol with an 80% probability, and a big role game based on the special symbol C is executed. In this big role game, since the game ball can enter the probability change area 140b, as shown in FIG. 18(3), the game state after the big role game is set to the ST mode again.
[0185] In addition, in the ST mode, when a jackpot is won by the special 2 reservation, the special symbol D is determined as the jackpot symbol with a probability of 20%, and a big role game based on the special symbol D is executed. In this big role game, since the game ball does not enter the probability variable area 140b, as shown in FIG. 18(5), the game state after the big role game is set to the second time-saving mode, which is a low-probability game state and a time-saving game state.
[0186] In addition, in ST mode, the time-saving end condition is met when the 100th symbol is confirmed, and the game state transitions to a high-probability game state and a non-time-saving game state. At this time, even if a specific losing symbol is won, the game state is not set based on the type of the specific losing symbol because the game state is a high-probability game state and a non-time-saving game state.
[0187] Although it is possible to win a specific miss even in ST mode, in ST mode, basically, even if a specific miss pattern is displayed stopped on the second special pattern display 162, the remaining number of high probability times and time-saving times will be decremented by one, and the currently set ST mode will be maintained.
[0188] In addition, in this embodiment, the number of special 2 reserved symbols (X2) that can be stored in the second special symbol reserved memory area is set to four. Therefore, if the player has properly fired the game ball, four special 2 reserved symbols will be stored when the 100th symbol is confirmed in ST mode. Therefore, the 101st to 104th big role lotteries will be executed based on these four special 2 reserved symbols. If the player does not win a jackpot before the remaining number of high probability hits reaches 0, the so-called high probability will be lost, and the game state will transition to non-time-saving mode.
[0189] In this embodiment, even if a specific losing symbol is won in the 104th big prize lottery in ST mode, the game state is a high probability game state and a non-time-saving game state, so the game state is not set based on the type of the specific losing symbol.
[0190] Also, in the first time-saving mode, the second start port 122 is frequently opened by passing the game ball through the gate 124. Since the gate 124 and the second start port 122 are provided in the second game area 116b, the player makes a so-called right hit, which causes the game ball to flow down into the second game area 116b, and causes the game ball to enter the second start port 122. In other words, in the first time-saving mode in which the target reserve is set to the special 2 reserve, the player basically plays the game in the hope of winning a jackpot through the special 2 reserve.
[0191] Also, as shown in Figure 18(4), in the first time-saving mode, the probability of winning the jackpot is set to approximately 1 / 397.2. In the first time-saving mode, the number of times of the special 2 time-saving is set to 100 as the time-saving end condition.
[0192] In addition, in the first time-saving mode, when a jackpot is won by the special 2 reservation, the special symbol C is determined as the jackpot symbol with an 80% probability, and a big role game based on the special symbol C is executed. In this big role game, since the game ball can enter the probability variable area 140b, as shown in FIG. 18(3), the game state after the big role game is set to ST mode.
[0193] In addition, in the first time-saving mode, if a jackpot is won by the special 2 reservation, the special symbol D is determined as the jackpot symbol with a probability of 20%, and a big role game based on the special symbol D is executed. In this big role game, the game ball does not enter the probability variable area 140b, so as shown in FIG. 18(5), the game state after the big role game is set to the second time-saving mode.
[0194] Although it is possible to win a specific losing symbol even in the first time-saving mode, in the first time-saving mode, basically, even if a specific losing symbol is displayed stopped on the second special symbol display 162, the remaining number of time-saving attempts will be decremented by one, and the first time-saving mode currently set will be maintained.
[0195] In the second time-saving mode, the second start opening 122 is frequently opened by passing the game ball through the gate 124. Since the gate 124 and the second start opening 122 are provided in the second game area 116b, the player makes a so-called right hit, which causes the game ball to flow down into the second game area 116b, and causes the game ball to enter the second start opening 122.
[0196] As shown in Figure 18 (5), in the second time-saving mode, the probability of winning a jackpot is set to approximately 1 / 397.2. Also, in the second time-saving mode, the probability of winning a specific miss is set to approximately 1 / 1. In the second time-saving mode, the conditions for ending the time-saving mode are set as follows: the number of times of special 2 time-saving is 100, and the number of times of specific miss (Yb) is 1.
[0197] In the second time-saving mode, when a jackpot is won by the special 2 reserve, the special symbol C is determined as the jackpot symbol with an 80% probability, and a big role game based on the special symbol C is executed. In this big role game, since the game ball can enter the probability variable area 140b, as shown in FIG. 18(3), the game state after the big role game is set to ST mode.
[0198] In addition, in the second time-saving mode, if a jackpot is won by the special 2 reservation, there is a 20% probability that the special symbol D will be determined as the jackpot symbol, and a big role game based on the special symbol D will be executed. In this big role game, since the game ball does not enter the probability change area 140b, as shown in FIG. 18(5), the game state after the big role game is set to the second time-saving mode again.
[0199] Furthermore, in the second time-saving mode, if a specific miss occurs, there is a 1% chance that a special symbol Yb will be determined as the specific miss symbol. If the special symbol Yb is won, and the special symbol Yb is stopped and displayed on the second special symbol display 162, a time-saving termination condition based on the number of specific misses (Yb) is met, and the game state transitions to a low-probability game state and a non-time-saving game state. Then, the game state is set based on the stopped and displayed special symbol Yb, and the game state transitions to the third time-saving mode.
[0200] In addition, in the second time-saving mode, if the special pattern Ya is selected as the specific losing pattern, basically, when the special pattern Ya is displayed stopped on the second special pattern display 162, the remaining number of time-saving times is reduced by one, and the second time-saving mode currently set is maintained.
[0201] In other words, in the second time-saving mode, the player basically plays the game hoping to win the jackpot symbol or the specific losing symbol Yb by the special 2 reservation.
[0202] In the third time-saving mode, the second start opening 122 is frequently opened by passing the game ball through the gate 124. Since the gate 124 and the second start opening 122 are provided in the second game area 116b, the player makes a so-called right hit, which causes the game ball to flow down into the second game area 116b, and causes the game ball to enter the second start opening 122.
[0203] As shown in Figure 18(6), in the third time-saving mode, the probability of winning the jackpot is set to approximately 1 / 397.2. In the third time-saving mode, the time-saving end conditions are set as follows: the number of times for the special 1 time-saving mode is 1, and the number of times for the special 2 time-saving mode is 100.
[0204] In the third time-saving mode, when a jackpot is won by the special 2 reserve, there is an 80% probability that the special symbol C will be determined as the jackpot symbol, and a big role game based on the special symbol C will be executed. In this big role game, since the game ball can enter the probability variable area 140b, as shown in FIG. 18(3), the game state after the big role game is set to ST mode.
[0205] In addition, in the third time-saving mode, when a jackpot is won by the special 2 reservation, the special symbol D is determined as the jackpot symbol with a probability of 20%, and a big role game based on the special symbol D is executed. In this big role game, the game ball does not enter the probability variable area 140b, so as shown in FIG. 18(5), the game state after the big role game is set to the second time-saving mode.
[0206] Furthermore, in the third time-saving mode, when a symbol is displayed on the first special symbol display 160, the time-saving termination condition based on the number of times the special 1 time-saving mode has been activated is met, and the game state transitions to a low-probability game state and a non-time-saving game state, i.e., the non-time-saving mode shown in FIG. 18(1). At this time, the probability of winning a jackpot is set to approximately 1 / 397.2, and the probability of winning a specific loss is set to approximately 1 / 1, so the player essentially wins a specific loss. If the symbol displayed on the first special symbol display 160 is a specific loss symbol, the game state is set based on that specific loss symbol. As described above, the special symbol Xb, which is a specific loss symbol, is determined with a 20% probability, and the special symbol Xa, which is a specific loss symbol, is determined with an 80% probability. In other words, in the third time-saving mode, the player can transition the game state to the second time-saving mode with a probability of approximately 20% by executing a lottery for a major role based on the special 1 reserve during the period before the time-saving termination condition based on the number of special 2 time-saving plays is met.
[0207] Next, referring to Figure 19, we will explain the case where a specific loss is won based on the special 2 reservation in the final change of the number of special 2 time-saving times in the first time-saving mode to the third time-saving mode. As mentioned above, in the final change of the number of special 2 time-saving times in the first time-saving mode to the third time-saving mode, that is, in the 100th special 2 change, when the specific loss symbol related to the special 2 reservation is confirmed, the game state transitions to a low probability game state and a non-time-saving game state. Then, the game state is set based on the type of the specific loss symbol.
[0208] In the final variation of the number of times of the special 2 time reduction in the first to third time reduction modes, if a specific loss is won based on the special 2 reservation, the special symbol Ya, which is a specific loss symbol, is determined with a probability of 99%. In this case, the game state shifts to the minute time reduction mode as shown in Figure 19 (2).
[0209] In the final change of the number of times of the special 2 time reduction in the first time reduction mode to the third time reduction mode, if a specific loss is won based on the special 2 reservation, the special symbol Yb, which is a specific loss symbol, is determined with a probability of 1%. In this case, the game state shifts to the third time reduction mode as shown in Figure 19(6).
[0210] In other words, in the first time-saving mode and the third time-saving mode, even if the special symbol Yb is won, the game state will not change except at the final change of the number of times of the special 2 time-saving, but if the special symbol Yb is won at the final change of the number of times of the special 2 time-saving, the game will transition to the third time-saving mode, which is advantageous to the player.
[0211] According to the gameplay characteristics of this embodiment, when the high probability of ST mode is exceeded, the game transitions to the non-time-saving mode, and there is a probability of approximately 20% that the game state can be transitioned to the second time-saving mode, which is advantageous to the player. On the other hand, when the second time-saving mode is set, the game transitions to the minute time-saving mode by winning the special symbol Ya in the final change of the special 2 time-saving number of times in the second time-saving mode. In the minute time-saving mode, even if the special symbol Xb is won based on the special 1 reserved, the game state does not transition to the second time-saving mode. This realizes a new gameplay characteristic that has never been seen before, in which the expected probability of the special symbol Xb being derived and the game state transitioning to the second time-saving mode is different between the end of ST mode (i.e., non-time-saving mode) and the end of the second time-saving mode (i.e., minute time-saving mode), and can increase the interest of the game. In this embodiment, the expectation level of the game state transitioning to the second time-shortening mode is relatively higher when the ST mode ends than when the second time-shortening mode ends, but the expectation level of the game state transitioning to the second time-shortening mode may be different between when the ST mode ends and when the second time-shortening mode ends. In other words, the expectation level of the game state transitioning to the second time-shortening mode may be relatively higher when the second time-shortening mode ends than when the ST mode ends.
[0212] Furthermore, according to the gameplay of this embodiment, when the high probability ST mode is exited, the game always transitions to the non-time-shortening mode, and by winning the special symbol Xb in the non-time-shortening mode, the game state can be transitioned to the second time-shortening mode, which is advantageous to the player. Furthermore, by winning the special symbol Yb in the final variation of the special 2 time-shortening number of times, which triggers the end of the first time-shortening mode, the game transitions to the third time-shortening mode, and by winning the special symbol Xb in the third time-shortening mode, the game state can be transitioned to the second time-shortening mode, which is advantageous to the player. On the other hand, if the special symbol Ya is won in the final variation of the special 2 time-shortening number of times, which triggers the end of the first time-shortening mode, the game transitions to the minute time-shortening mode, and in the minute time-shortening mode, even if the special symbol Xb is won, the game state cannot be transitioned to the second time-shortening mode. This realizes a new gameplay that has never been seen before, and can increase the interest in the game.
[0213] Next, the main processing of the main control board 300 in accordance with the progress of a game in the gaming machine 100 according to the embodiment will be described.
[0214] 20 is a diagram illustrating the gaming machine status flag according to the embodiment. In the main control board 300, the gaming machine status flag controls whether or not a game can be played. One of six flag values from 00H to 05H is set to the gaming machine status flag. A flag value of 00H indicates a playable state, and when the gaming machine status flag is 00H, the game is controlled to proceed, and when the gaming machine status flag is other than 00H, the game is stopped.
[0215] A flag value of 01H for the gaming machine status flag indicates a setting change state, and when the gaming machine status flag is 01H, it is possible to change the registered setting value. A flag value of 02H for the gaming machine status flag indicates a setting confirmation state, and when the gaming machine status flag is 02H, the registered setting value can be confirmed by displaying it on the performance display monitor 184, for example. A flag value of 03H for the gaming machine status flag indicates an abnormal setting state, and when the gaming machine status flag is 03H, the registered setting value is considered abnormal and game play is stopped. A flag value of 04H for the gaming machine status flag indicates an RWM (read write memory) abnormal state, and when the gaming machine status flag is 04H, game play is stopped. A flag value of 05H for the gaming machine status flag indicates a checksum abnormal state, and when the gaming machine status flag is 05H, game play is stopped. When the power is turned on, the gaming machine status flag is set to one of the flag values, and processing according to the gaming machine status flag is performed.
[0216] (CPU initialization process of main control board 300) FIG. 21 is a first flowchart illustrating the CPU initialization process in the main control board 300 according to the embodiment, and FIG. 22 is a second flowchart illustrating the CPU initialization process in the main control board 300 according to the embodiment.
[0217] When power is supplied from the power supply board, a system reset occurs in the main CPU 300a, and the main CPU 300a performs the following CPU initialization process (S100).
[0218] (Step S100-1) When the power is turned on, the main CPU 300a reads a boot program from the main ROM 300b as an initial setting process, and also performs setting processes required to execute various processes.
[0219] (Step S100-3) The main CPU 300a sets a wait processing time in a timer counter.
[0220] (Step S100-5) The main CPU 300a determines whether a power-off warning signal has been detected. The main control board 300 is provided with a power-off detection circuit, which outputs a power-off warning signal when the power supply voltage drops below a predetermined value. If a power-off warning signal has been detected, the process proceeds to step S100-3, and if a power-off warning signal has not been detected, the process proceeds to step S100-7.
[0221] (Step S100-7) The main CPU 300a determines whether the wait time set in step S100-3 has elapsed. If it is determined that the wait time has elapsed, the process proceeds to step S100-9. If it is determined that the wait time has not elapsed, the process proceeds to step S100-5.
[0222] (Step S100-9) The main CPU 300a executes the processing required to permit access to the main RAM 300c.
[0223] (Step S100-11) The main CPU 300a loads the flag value of the gaming machine status flag before the power is turned off into the D register.
[0224] (Step S100-13) The main CPU 300a calculates the checksum and determines whether the calculated checksum matches the checksum saved at the time of power-off (is normal) and whether the backup flag is normal. If the main CPU 300a determines that the backup flag and checksum are normal, it proceeds to step S100-15. If it determines that either or both of them are abnormal, it proceeds to step S100-25.
[0225] (Step S100-15) The main CPU 300a sets an address that does not include a setting value or a gaming machine status flag as the first address to be cleared in the main RAM 300c.
[0226] (Step S100-17) The main CPU 300a determines whether a RAM clear operation signal has been input from the RAM clear switch 182s (whether the RAM clear button has been pressed). If it is determined that a RAM clear operation signal has been input, the main CPU 300a proceeds to step S100-31, and if it is determined that a RAM clear operation signal has not been input, the main CPU 300a proceeds to step S100-19.
[0227] (Step S100-19) The main CPU 300a determines whether the flag value of the gaming machine status flag loaded in step S100-11 is 00H (playable state), the setting change switch 180s is on, and the middle frame 104 is open. If it is determined that all three conditions are met, the process proceeds to step S100-21. If it is determined that any one of the three conditions is not met, the process proceeds to step S100-23.
[0228] (Step S100-21) The main CPU 300a sets the gaming machine status flag to 02H (setting confirmation status). That is, when the power is turned on normally with the middle frame 104 open, the setting change switch 180s on, and the RAM clear button not pressed, the setting confirmation status is entered.
[0229] (Step S100-23) The main CPU 300a executes initialization processing to clear the areas of the main RAM 300c that are to be cleared when the power is restored, which are areas after the start address set in step S100-15, and then proceeds to step S100-49.
[0230] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.
[0231] (Step S100-27) The main CPU 300a performs an outside area read / write check process that checks and clears the read / write memory in the unused area.
[0232] (Step S100-29) The main CPU 300a sets an address including the set value and the gaming machine status flag as the first address to be cleared in the main RAM 300c.
[0233] (Step S100-31) The main CPU 300a checks and clears the read / write memory of the used area.
[0234] (Step S100-33) The main CPU 300a determines whether the check result of the read / write memory in step S100-31 is normal. If it is determined to be normal, the process proceeds to step S100-37. If it is determined to be abnormal, the process proceeds to step S100-35.
[0235] (Step S100-35) The main CPU 300a sets 04H (RWM abnormal state) in the D register and moves the process to step S100-45.
[0236] (Step S100-37) The main CPU 300a determines whether 02H (setting confirmation state) is set in the D register. If it is determined that 02H is set, the process proceeds to step S100-39. If it is determined that 02H is not set, the process proceeds to step S100-41.
[0237] (Step S100-39) The main CPU 300a sets 00H (playable state) in the D register.
[0238] (Step S100-41) The main CPU 300a determines whether the setting change conditions are met. If it is determined that the setting change conditions are met, the process proceeds to step S100-43. If it is determined that the setting change conditions are not met, the process proceeds to step S100-45. Note that the setting change conditions here include at least the following: the setting change switch 180s is on; the middle frame 104 is open; and a RAM clear operation signal is input from the RAM clear switch 182s.
[0239] (Step S100-43) The main CPU 300a sets 01H (setting changed state) in the D register.
[0240] (Step S100-45) The main CPU 300a saves the value set in the D register in the gaming machine status flag.
[0241] (Step S100-47) The main CPU 300a executes initialization processing to clear the items in the main RAM 300c that are to be cleared when the RAM is cleared, and then proceeds to step S100-49.
[0242] (Step S100-49) The main CPU 300a performs a transmission process (storing the RAM clear command in a transmission buffer) of a dispensing command (RAM clear command) to notify the dispensing control board 310 that the main RAM 300c has been cleared.
[0243] (Step S100-51) The main CPU 300a loads the gaming machine status flag.
[0244] (Step S100-53) The main CPU 300a determines whether the gaming machine status flag loaded in step S100-51 is 00H (playable state). If it is determined that the flag is 00H, the process proceeds to step S110. If it is determined that the flag is not 00H, the process proceeds to step S100-55.
[0245] (Step S110) The main CPU 300a performs a sub-command group set process, which will be described later.
[0246] (Step S100-55) The main CPU 300a performs sub-command set processing to send a predetermined command to the sub-control board 330. Here, a command corresponding to the gaming machine status flag is set. For example, if the gaming machine status flag is 01H, a setting change status designation command is set, and if the gaming machine status flag is 02H, a setting confirmation status designation command is set. In this way, by sending a command corresponding to the gaming machine status flag to the sub-control board 330, the internal status of the main control board 300 can be grasped on the sub-control board 330.
[0247] (Step S100-57) The main CPU 300a sets the timer interrupt period.
[0248] (Step S100-59) The main CPU 300a performs processing to disable interrupts.
[0249] (Step S100-61) The main CPU 300a updates the initial value update random number for the winning symbol random number. The initial value update random number for the winning symbol random number is used to determine the initial value and the end value of the winning symbol random number. In other words, when the winning symbol random number goes through one cycle from the initial value update random number for the winning symbol random number to the initial value update random number for the winning symbol random number - 1 by the update process of the winning symbol random number described later, the winning symbol random number will be updated to the initial value update random number for the winning symbol random number at that time.
[0250] (Step S100-63) The main CPU 300a analyzes the received data (main command) received from the dispensing control board 310, and executes various processes according to the received data.
[0251] (Step S100-65) The main CPU 300 a performs processing to transmit the sub-commands stored in the transmission buffer to the sub-control board 330 .
[0252] (Step S100-67) The main CPU 300a performs processing to permit an interrupt.
[0253] (Step S100-69) The main CPU 300a updates the reach group determination random number, reach mode determination random number, and variation pattern random number, and thereafter repeats the process from step S100-59. Note that, hereinafter, the reach group determination random number, reach mode determination random number, and variation pattern random number for determining the variation presentation pattern are collectively referred to as variation presentation random numbers.
[0254] FIG. 23 is a flowchart illustrating the sub-command group setting process (S110) in the main control board 300 according to the embodiment.
[0255] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine status flag.
[0256] (Step S110-3) The main CPU 300a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330. Here, for example, if the initialization processing is executed in the above step S100-47, a RAM clear designation command is set.
[0257] (Step S110-5) The main CPU 300a performs a model command setting process to set a model command indicating model information of the gaming machine 100 in a transmission buffer.
[0258] (Step S110-7) The main CPU 300a performs a setting value designation command setting process for setting a setting value designation command indicating a registered setting value in a transmission buffer.
[0259] (Step S110-9) The main CPU 300a performs a special chart 1 reservation designation command setting process that sets a special chart 1 reservation designation command indicating the special chart 1 reservation number in the transmission buffer.
[0260] (Step S110-11) The main CPU 300a performs a special 2 reserve designation command setting process to set a special 2 reserve designation command indicating the special 2 reserve number in the transmission buffer.
[0261] (Step S110-13) The main CPU 300a performs a count command setting process for setting a count command indicating the remaining number of times in the time-shortened gaming state in a transmission buffer.
[0262] (Step S110-15) The main CPU 300a performs a fluctuation pattern selection state designation command setting process for setting a fluctuation pattern selection state designation command indicating a fluctuation pattern selection state in a transmission buffer.
[0263] (Step S110-17) The main CPU 300a performs a special game phase designation command setting process to set a special game phase designation command indicating a special game management phase in a transmission buffer. The special game management phase will be described later.
[0264] (Step S110-19) The main CPU 300a determines whether the special game management phase is in a special symbol change waiting state. If it is determined that the special symbol change waiting state is in effect, the main CPU 300a proceeds to step S110-21, and if it is determined that the special symbol change waiting state is not in effect, the sub-command group set process is terminated.
[0265] (Step S110-21) The main CPU 300a sets the customer waiting designation command in the transmission buffer, and ends the sub-command group setting process.
[0266] Next, a description will be given of interrupt processing in the main control board 300 according to the embodiment. Here, a description will be given of a power-off save processing (XINT interrupt processing) and a timer interrupt processing.
[0267] (Main control board 300 power off evacuation process (XINT interrupt process)) 24 is a flowchart illustrating the power-off save process (XINT interrupt process) in the main control board 300 according to the embodiment. The main CPU 300a monitors the power-off detection circuit, and when the power supply voltage drops below a predetermined value, it interrupts the CPU initialization process and executes the power-off save process.
[0268] (Step S300-1) When the power-off warning signal is input, the main CPU 300a saves the registers.
[0269] (Step S300-3) The main CPU 300a checks the power-off warning signal.
[0270] (Step S300-5) The main CPU 300a determines whether a power-off warning signal has been detected. If it is determined that a power-off warning signal has been detected, the process proceeds to step S300-11. If it is determined that a power-off warning signal has not been detected, the process proceeds to step S300-7.
[0271] (Step S300-7) The main CPU 300a restores the register.
[0272] (Step S300-9) The main CPU 300a performs processing to permit an interrupt, and then ends the power-off save processing.
[0273] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.
[0274] (Step S300-13) The main CPU 300a executes a checksum setting process that calculates and stores a checksum.
[0275] (Step S300-15) The main CPU 300a executes RAM protection setting processing required to prohibit access to the main RAM 300c.
[0276] (Step S300-17) The main CPU 300a sets the counter value of the loop counter to a predetermined number of times the power interruption detection signal has been detected, in order to set the power interruption occurrence monitoring time.
[0277] (Step S300-19) The main CPU 300a checks the power-off warning signal.
[0278] (Step S300-21) The main CPU 300a determines whether a power-off warning signal has been detected. If it is determined that a power-off warning signal has been detected, the process proceeds to step S300-17. If it is determined that a power-off warning signal has not been detected, the process proceeds to step S300-23.
[0279] (Step S300-23) The main CPU 300a subtracts one from the value of the loop counter set in step S300-17.
[0280] (Step S300-25) The main CPU 300a determines whether the counter value of the loop counter is 0. If it is determined that the counter value is not 0, the process proceeds to step S300-19, and if it is determined that the counter value is 0, the process proceeds to the CPU initialization process (step S100) described above.
[0281] In addition, if a power outage actually occurs, the operation of the gaming machine 100 will stop while steps S300-17 to S300-25 are being looped.
[0282] (Timer interrupt processing of main control board 300) 25 is a flowchart illustrating timer interrupt processing in the main control board 300 according to the embodiment. The main control board 300 is provided with a reset clock pulse generating circuit that generates a clock pulse every predetermined period (4 milliseconds in the embodiment, hereinafter referred to as "4 ms"). When a clock pulse is generated by the reset clock pulse generating circuit, an interrupt occurs in the CPU initialization process (step S100), and the following timer interrupt processing is executed.
[0283] (Step S400-1) The main CPU 300a saves the registers.
[0284] (Step S400-3) The main CPU 300a performs processing to permit an interrupt.
[0285] (Step S400-5) The main CPU 300a outputs the common data set in the common output buffer to the output port and executes dynamic port output processing that controls the lighting of the first special pattern display 160, the second special pattern display 162, the first special pattern reserve display 164, the second special pattern reserve display 166, the normal pattern display 168, the normal pattern reserve display 170, the right hit notification display 172, and the performance display monitor 184.
[0286] (Step S400-7) The main CPU 300a reads various types of input port information and executes port input processing to accurately obtain the latest switch status.
[0287] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine status flag.
[0288] (Step S400-11) The main CPU 300a determines whether the flag value loaded in step S400-9 is 00H (playable state). If it is determined that the flag value is 00H, the process proceeds to step S400-15. If it is determined that the flag value is not 00H, the process proceeds to step S400-13.
[0289] (Step S400-13) The main CPU 300a determines whether the flag value loaded in step S400-9 is equal to or greater than 03H (abnormal setting state). If it is determined that the flag value is equal to or greater than 03H, the process proceeds to step S400-27. If it is determined that the flag value is not equal to or greater than 03H, the process proceeds to step S450.
[0290] (Step S450) The main CPU 300a executes the setting-related processing and moves the process to step S400-27, which will be described later.
[0291] (Step S400-15) The main CPU 300a performs a timer update process to update various timer counters. Here, unless otherwise specified, the timer counters are decremented each time the main control board 300 executes a timer interrupt process, and the decrement stops when the counter reaches 0.
[0292] (Step S400-17) The main CPU 300a executes the update process of the initial value update random number for the winning symbol random number, similar to the above step S100-61.
[0293] (Step S400-19) The main CPU 300a performs a process to update the winning symbol random number. Specifically, the random number counter is updated by adding 1, and if the result of the addition exceeds the maximum value of the random number range, the random number counter is reset to 0, and if the random number counter has completed one cycle, the random number is updated from the value of the initial value update random number for the winning symbol random number at that time.
[0294] Although a detailed explanation will be omitted, in this embodiment, the random numbers for determining a jackpot and a normal jackpot are hardware random numbers updated by a hardware random number generator built into the main control board 300. The hardware random number generator updates both the random numbers for determining a jackpot and a normal jackpot according to a set rule, automatically changing the random number sequence each time the random number sequence completes one cycle, and changing the start value each time the system is reset.
[0295] (Step S500) The main CPU 300a executes a switch management process to determine whether or not a signal has been input from the first start hole detection switch 120s, the second start hole detection switch 122s, the gate detection switch 124s, the normal operation hole detection switch 125s, and the special prize hole detection switch 128s. Details of this switch management process will be described later.
[0296] (Step S600) The main CPU 300a executes a special game management process for controlling the progress of the special game, which will be described in detail later.
[0297] (Step S700) The main CPU 300a executes a normal game management process for controlling the progress of the normal game. Details of this normal game management process will be described later.
[0298] (Step S400-21) The main CPU 300a executes an error management process to determine various errors and make settings according to the error determination results. If it determines that an error has occurred, the main CPU 300a sets an error specification command corresponding to the type of error.
[0299] (Step S400-23) The main CPU 300a checks the general prize opening detection switch 118s, the first start opening detection switch 120s, the second start opening detection switch 122s, and the large prize opening detection switch 128s, and executes prize opening switch processing to increment the corresponding counters for prize ball control, etc.
[0300] (Step S400-25) The main CPU 300a executes a payout control management process to create and send a payout command based on the counter value of the counter for controlling the winning balls set in step S400-23.
[0301] (Step S400-27) The main CPU 300a executes an external information management process for setting output data for external information to be output from the game information output terminal board 312 to the outside.
[0302] (Step S400-29) The main CPU 300a executes an LED display setting process that sets common data to a common output buffer to control the lighting of various indicators (LEDs) such as the first special pattern indicator 160, the second special pattern indicator 162, the first special pattern reserved indicator 164, the second special pattern reserved indicator 166, the normal pattern indicator 168, the normal pattern reserved indicator 170, and the right-hit notification indicator 172.
[0303] (Step S400-31) The main CPU 300a executes a solenoid output image synthesis process for synthesizing the solenoid output images of the normal electric accessory solenoid 122c, the big winning opening solenoid 128c, and the movable member driving solenoid 142c, and storing the synthesized images in an output port buffer.
[0304] (Step S400-33) The main CPU 300a executes a port output process for outputting the values of the common output buffers stored in the respective output port buffers to the output ports.
[0305] (Step S400-35) The main CPU 300a performs processing to disable interrupts.
[0306] (Step S400-37) The main CPU 300a uses the unused area of the main RAM 300c to perform processing for calculating a base ratio to be displayed on the performance display monitor 184, and executes a performance display monitor control processing for setting common data for displaying the calculated base ratio on the performance display monitor 184 in a common output buffer. In the performance display monitor control processing, the base ratio is calculated for each predetermined period. Here, the performance display monitor 184 may alternate between displaying the base ratio for the current period and the base ratio for the previous period at predetermined time intervals. The base ratio displayed on the performance display monitor 184 may also be switched in response to a predetermined operation. Furthermore, here, when the gaming machine status flag is 01H or 02H, the main CPU 300a displays the registered setting value set in the setting value buffer on the performance display monitor 184.
[0307] (Step S400-39) The main CPU 300a restores the register and ends the timer interrupt process.
[0308] FIG. 26 is a flowchart illustrating the setting-related processing (S450) according to this embodiment.
[0309] (Step S450-1) The main CPU 300a determines whether the flag value of the gaming machine status flag is 01H (setting change status). If it is determined that the flag value is 01H, the process proceeds to step S450-3. If it is determined that the flag value is not 01H, the process proceeds to step S450-15.
[0310] (Step S450-3) The main CPU 300a loads the registered setting values stored in the setting value buffer into a predetermined processing area.
[0311] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s is on (whether a RAM clear operation signal has been input). If it is determined that the RAM clear switch 182s is on, the process proceeds to step S450-7, and if it is determined that the RAM clear switch 182s is not on, the process proceeds to step S450-9.
[0312] (Step S450-7) The main CPU 300a adds 1 to the setting value of the processing area.
[0313] (Step S450-9) Main CPU 300a determines whether the setting value of the processing region is in the range of 1 to 6. As a result, if it is determined that the setting value is in the range of 1 to 6, it proceeds to step S450-13, and if it is determined that the setting value is not in the range of 1 to 6, it proceeds to step S450-11.
[0314] (Step S450-11) The main CPU 300a sets the setting value of the processing area to 1.
[0315] (Step S450-13) The main CPU 300a sets the setting value of the processing area in the setting value buffer.
[0316] (Step S450-15) The main CPU 300a determines whether the setting change switch 180s is on. If it is determined that the setting change switch 180s is on, the setting-related processing ends, but if it is determined that the setting change switch 180s is not on, the processing proceeds to step S450-17.
[0317] (Step S450-17) The main CPU 300a sets a setting-related end designation command indicating the end of the setting-related processing in the transmission buffer.
[0318] (Step S110) The main CPU 300a executes the sub-command group set process of Fig. 23. That is, when the setting-related process is executed, at the end of the process, the model command, the setting value designation command, the special chart 1 hold designation command, the special chart 2 hold designation command, the number of times command, the variable pattern selection state designation command, the special chart phase designation command, and the customer waiting designation command are transmitted to the sub-control board 330.
[0319] (Step S450-19) The main CPU 300a sets the gaming machine state flag to 00H (playable state), and ends the setting-related processing.
[0320] As described above, according to the embodiment, when the power is turned on normally with the middle frame 104 open, the setting change switch 180s on, and the RAM clear button pressed, the gaming machine status flag is set to 01H (setting change status) in the CPU initialization process (FIG. 21). After that, the timer interrupt process is executed, but because the gaming machine status flag is set to 01H (setting change status), all processes related to the progress of the game (steps S400-15 to S400-25 in FIG. 25) are stopped, and setting-related processes are executed.
[0321] The setting-related process is repeatedly executed while the setting change switch 180s is on, and during this setting-related process, pressing the RAM clear button is accepted as a setting change operation for the registered setting value. That is, during the setting change process (S450-1 to S450-13) that accepts the setting change operation, the registered setting value stored in the setting value buffer is switched to one of multiple stages of setting values in accordance with the setting change operation.
[0322] Then, when the setting change switch 180s is switched off while the gaming machine status flag is set to 01H (setting change status), the setting change process ends and the gaming machine status flag is set to 00H (playable status). This allows the process related to the progress of the game to be executed from the next timer interrupt process.
[0323] Here, in the setting-related processing of the embodiment, after the RAM clear button is pressed, i.e., after acceptance of the setting change operation of the registered setting value has finished, the setting value designation command corresponding to the registered setting value is sent to the sub-control board 330 in the sub-command group set processing. On the other hand, while the setting change operation is being accepted, the setting value designation command is not sent to the sub-control board 330. In this way, while the setting change operation is being accepted, the setting value designation command is not sent, and when acceptance of the setting change operation has finished and the state has shifted to one in which game progress is possible, the risk of the registered setting value being obtained fraudulently can be reduced.
[0324] In addition, in the embodiment, a plurality of flag values including at least 01H (setting change state) are switched. Then, when the gaming machine state flag is set to 01H (setting change state), setting-related processing becomes executable, and progress of the game is stopped. In this way, since setting-related processing is not executed while the game is in progress, setting value designation commands are not sent while the game is in progress, and the risk of registered setting values being obtained fraudulently is reduced.
[0325] Next, among the above-mentioned timer interrupt processing, the switch management processing in step S500, the special game management processing in step S600, and the normal game management processing in step S700 will be described in detail.
[0326] FIG. 27 is a flowchart illustrating the switch management process (step S500) in the main control board 300 according to the embodiment.
[0327] (Step S500-1) The main CPU 300a determines whether the gate detection switch is on or the normal operation port detection switch is on, that is, whether the game ball has passed through the gate 124 and the detection signal from the gate detection switch 124s has been turned on. If it is determined that the gate detection switch is on, the process proceeds to step S510, and if it is determined that the gate detection switch is not on or the normal operation port detection switch is not on, the process proceeds to step S500-3.
[0328] (Step S510) The main CPU 300a executes gate passing processing based on the passage of the gaming ball through the gate 124. Details of this gate passing processing will be described later.
[0329] (Step S500-3) The main CPU 300a determines whether the first start hole detection switch is on, that is, whether a game ball has entered the first start hole 120 and a detection signal has been input from the first start hole detection switch 120s. If it is determined that the first start hole detection switch is on, the process proceeds to step S520, and if it is determined that the first start hole detection switch is not on, the process proceeds to step S500-5.
[0330] (Step S520) The main CPU 300a executes first start hole passage processing based on the entry of the gaming ball into the first start hole 120. Details of this first start hole passage processing will be described later.
[0331] (Step S500-5) The main CPU 300a determines whether the second start hole detection switch is on, that is, whether a game ball has entered the second start hole 122 and a detection signal has been input from the second start hole detection switch 122s. If it is determined that the second start hole detection switch is on, the process proceeds to step S530, and if it is determined that the second start hole detection switch is not on, the process proceeds to step S500-7.
[0332] (Step S530) The main CPU 300a executes second start opening passage processing based on the entry of the gaming ball into the second start opening 122. Details of this second start opening passage processing will be described later.
[0333] (Step S500-7) The main CPU 300a determines whether the special prize opening detection switch is on, that is, whether a gaming ball has entered the special prize opening 128 and a detection signal has been input from the special prize opening detection switch 128s. If it is determined that the special prize opening detection switch is on, the process proceeds to step S500-9, and if it is determined that the special prize opening detection switch is not on, the process proceeds to step S500-11.
[0334] (Step S500-9) The main CPU 300a determines whether or not a big win game is currently being played, and determines whether the game ball has entered the big win port 128 properly. If it is determined that a big win game is not being played, a predetermined fraud detection process is executed, and if it is determined that a big win game is being played and the game ball has entered the big win port 128 properly, the main CPU 300a increments the big win port winning ball number counter by 1, and sets a big win port winning designation command in the transmission buffer.
[0335] (Step S500-11) The main CPU 300a determines whether the general winning opening detection switch is on, that is, whether a gaming ball has entered the general winning opening 118 and a detection signal has been input from the general winning opening detection switch 118s. As a result, if it is determined that the general winning opening detection switch is on, the process proceeds to step S500-13, and if it is determined that the general winning opening detection switch is not on, the process proceeds to step S500-15.
[0336] (Step S500-13) The main CPU 300a sets the general prize slot winning designation command in the transmission buffer.
[0337] (Step S500-15) The main CPU 300a determines whether the out ball detection switch is on, i.e., whether a detection signal has been input from the out ball detection switch 130s. If it is determined that the out ball detection switch is on, the process proceeds to step S500-17, and if it is determined that the out ball detection switch is not on, the process proceeds to step S500-19.
[0338] (Step S500-17) The main CPU 300a sets the out ball detection designation command in the transmission buffer.
[0339] (Step S500-19) The main CPU 300a determines whether the probability variable area detection switch is on, that is, whether the game ball has entered the probability variable area 140b and a detection signal has been input from the probability variable area detection switch 140s. As a result, if it is determined that the probability variable area detection switch is on, the process proceeds to step S540, and if it is determined that the probability variable area detection switch is not on, the switch management process is terminated.
[0340] (Step S540) The main CPU 300a executes the probability variable area passing process based on the entry of the gaming ball into the probability variable area 140b, and ends the switch management process. The details of this probability variable area passing process will be described later.
[0341] FIG. 28 is a flowchart illustrating the gate passage process (step S510) in the main control board 300 according to the embodiment.
[0342] (Step S510-1) The main CPU 300a loads the random number for determining whether or not a game will be won that has been updated by the hardware random number generator.
[0343] (Step S510-3) The main CPU 300a determines whether the counter value of the normal symbol reserved ball counter is equal to or greater than the maximum value, that is, whether the counter value of the normal symbol reserved ball counter is equal to or greater than 4. As a result, if it is determined that the counter value of the normal symbol reserved ball counter is equal to or greater than the maximum value, the gate passing process is terminated, and if it is determined that the normal symbol reserved ball counter is not equal to or greater than the maximum value, the process proceeds to step S510-5.
[0344] (Step S510-5) The main CPU 300a updates the counter value of the normal symbol reserved ball number counter to a value obtained by adding "1" to the current counter value.
[0345] (Step S510-7) The main CPU 300a determines which of the four memory sections in the general map reserve memory area is the target memory section in which to save the acquired general map hit determination random number.
[0346] (Step S510-9) The main CPU 300a saves the random number for determining whether a normal winning number is to be won obtained in step S510-1 above in the target memory unit calculated in step S510-7 above.
[0347] (Step S510-11) The main CPU 300a sets a general map reservation designation command indicating the number of general map reservations stored in the general map reservation memory area in the transmission buffer, and terminates the gate passing process.
[0348] FIG. 29 is a flowchart illustrating the first start opening passage process (step S520) in the main control board 300 according to the embodiment.
[0349] (Step S520-1) The main CPU 300a sets "00H" as the special symbol identification value. The special symbol identification value is used to identify whether the reserved type is special 1 reserved or special 2 reserved, and the special symbol identification value (00H) indicates special 1 reserved, and the special symbol identification value (01H) indicates special 2 reserved.
[0350] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball number counter.
[0351] (Step S535) The main CPU 300a executes the special symbol random number acquisition process and ends the first start gate passing process. Note that this special symbol random number acquisition process is executed using a module common to the second start gate passing process (step S530). Therefore, the details of the special symbol random number acquisition process will be explained after the explanation of the second start gate passing process.
[0352] FIG. 30 is a flowchart illustrating the second start port passage process (step S530) in the main control board 300 according to the embodiment.
[0353] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.
[0354] (Step S530-3) The main CPU 300a sets the address of the special symbol 2 reserved ball number counter.
[0355] (Step S535) The main CPU 300a executes a special symbol random number acquisition process, which will be described later.
[0356] (Step S530-5) The main CPU 300a loads the normal game management phase. Note that, as will be described in detail later, the normal game management phase indicates the stage of the execution process of the normal game, i.e., the progress status of the normal game, and is updated according to the stage of the execution process of the normal game.
[0357] (Step S530-7) The main CPU 300a determines whether the normal game management phase loaded in step S530-5 is "04H." The normal game management phase "04H" indicates that the normal electric device prize opening control process is in progress. In this normal electric device prize opening control process, the normal electric device solenoid 122c is energized and the movable piece 122b is controlled to the open state, so here, it is determined whether the second start opening 122 is in a state in which it can be properly opened. If it is determined that the normal game management phase is not "04H," the second start opening passage process is terminated. If it is determined that the normal game management phase is "04H," the process proceeds to step S530-9.
[0358] (Step S530-9) The main CPU 300a updates the counter value of the normal electric device winning ball number counter to a value obtained by adding "1" to the current counter value, and ends the second start port passage process.
[0359] 31 is a flowchart illustrating the special symbol random number acquisition process (step S535) in the main control board 300 according to the embodiment. This special symbol random number acquisition process is executed using a common module in the first start opening passage process (step S520) and the second start opening passage process (step S530) described above.
[0360] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1.
[0361] (Step S535-3) The main CPU 300a loads the number of reserved balls for the target special symbol. Here, if the special symbol identification value loaded in the above step S535-1 is "00H", the counter value of the special symbol 1 reserved ball counter, i.e., the special 1 reserved number, is loaded. Also, if the special symbol identification value loaded in the above step S535-1 is "01H", the counter value of the special symbol 2 reserved ball counter, i.e., the special 2 reserved number, is loaded.
[0362] (Step S535-5) The main CPU 300a loads the jackpot determination random number updated by the hardware random number generator.
[0363] (Step S535-7) The main CPU 300a determines whether the number of reserved balls for the target special symbol loaded in step S535-3 is equal to or greater than the upper limit. If it is determined that the number is equal to or greater than the upper limit, the main CPU 300a ends the special symbol random number acquisition process. If it is determined that the number is not equal to or greater than the upper limit, the main CPU 300a proceeds to step S535-9.
[0364] (Step S535-9) The main CPU 300a updates the counter value of the target special symbol reserved ball number counter to a value obtained by adding "1" to the current counter value.
[0365] (Step S535-11) The main CPU 300a determines which of the eight storage units in the special chart reservation storage area is the target storage unit in which the acquired jackpot determination random number is to be saved.
[0366] (Step S535-13) The main CPU 300a obtains the jackpot determination random number loaded in step S535-5, the winning pattern random number updated in step S400-19, the reach group determination random number updated in step S100-69, the reach mode determination random number, and the variation pattern random number, and stores them in the target memory unit calculated in step S535-11.
[0367] (Step S535-15) The main CPU 300a performs a special symbol reserved ball winning order setting process for updating and storing the winning order of the special 1 reserved and special 2 reserved balls stored in the special symbol reserved storage area.
[0368] (Step S535-16) The main CPU 300a executes an acquisition time effect determination process to perform a provisional big role lottery, provisional winning symbol determination, and provisional variable information determination based on the various random numbers stored in the target memory unit in step S535-13. In this acquisition time effect determination process, a pre-reading designation command indicating variable information to be determined when a newly stored reserved symbol is read out is transmitted to the sub-control board 330.
[0369] (Step S535-17) The main CPU 300a loads the counter values of the special symbol 1 reserved ball number counter and the special symbol 2 reserved ball number counter.
[0370] (Step S535-19) The main CPU 300a sets the special symbol reservation designation command in the transmission buffer based on the counter value loaded in step S535-17 above, and terminates the special symbol random number acquisition process. Here, the special symbol 1 reservation designation command is set based on the counter value (special 1 reservation number) of the special symbol 1 reservation ball number counter, and the special symbol 2 reservation designation command is set based on the counter value (special 2 reservation number) of the special symbol 2 reservation ball number counter. As a result, each time special 1 reservation or special 2 reservation is stored, the special 1 reservation number and special 2 reservation number are transmitted to the sub-control board 330.
[0371] FIG. 32 is a flowchart illustrating the process of passing through the probability variable area in step S540.
[0372] (Step S540-1) When the main CPU 300a determines that the probability variable area detection switch is ON in the above step S500-19, it determines whether the valid period flag is ON. As a result, if it is determined that the valid period flag is ON, it moves the process to step S540-3, and if it is determined that the valid period flag is not ON, it moves the process to step S540-9.
[0373] As will be described in more detail later, this valid period flag is used to determine whether or not the entry of a game ball into the special probability area 140b is considered valid, and in this embodiment, it is turned on at the start of the first round of play during a big role play, and is turned off after a certain amount of time has passed since the end of the first round of play.
[0374] (Step S540-3) In the above step S540-1, if it is determined that the valid period flag is on, the main CPU 300a determines whether the probability variable area entry flag is on. The probability variable area entry flag identifies that the game ball has already validly entered the probability variable area 140b. If it is determined that the probability variable area entry flag is on, the probability variable area passing process is terminated, and if it is determined that the probability variable area entry flag is not on, the process is transferred to step S540-5.
[0375] (Step S540-5) The main CPU 300a turns on the probability variable area entry flag.
[0376] (Step S540-7) The main CPU 300a sets a probability variable area entry command in a transmission buffer to notify the sub-control board 330 that the game ball has validly entered the probability variable area 140b, and ends the probability variable area passage process.
[0377] (Step S540-9) The main CPU 300a executes a predetermined error process.
[0378] (Step S540-11) The main CPU 300a sets an error command indicating that an error has been detected in the transmission buffer, and ends the process of passing through the probability variable area.
[0379] 33 is a diagram illustrating the special game management phase according to the embodiment. As already explained, in the embodiment, a special game triggered by a game ball entering the first start gate 120 or the second start gate 122 and a normal game triggered by a game ball passing through the gate 124 proceed simultaneously in parallel. The processing related to the special game is executed stepwise and repeatedly, and the main control board 300 manages each processing related to such special game by the special game management phase.
[0380] As shown in FIG. 33, the main ROM 300b stores a plurality of special game control modules for controlling the execution of special games, and each of these special game control modules is associated with a special game management phase. Specifically, when the special game management phase is "00H", a module for executing "special pattern change waiting processing" is called, when the special game management phase is "01H", a module for executing "special pattern change in progress processing" is called, when the special game management phase is "02H", a module for executing "special pattern stop pattern display processing" is called, when the special game management phase is "03H", a module for executing "large prize opening pre-processing" is called, when the special game management phase is "04H", a module for executing "large prize opening opening control processing" is called, when the special game management phase is "05H", a module for executing "large prize opening closure enable processing" is called, and when the special game management phase is "06H", a module for executing "large prize opening end wait processing" is called.
[0381] FIG. 34 is a flowchart illustrating the special game management process (step S600) in the main control board 300.
[0382] (Step S600-1) The main CPU 300a loads the special game management phase.
[0383] (Step S600-3) The main CPU 300a selects the special game control module corresponding to the special game management phase loaded in step S600-1.
[0384] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 and starts processing.
[0385] (Step S600-7) The main CPU 300a loads a special game timer that manages the control time of the special game, and ends the special game management process.
[0386] 35 is a flowchart illustrating the special symbol change waiting process in the main control board 300. This special symbol change waiting process is executed when the special game management phase is "00H".
[0387] (Step S610-1) The main CPU 300a determines whether the counter value of the special symbol 2 reserved ball counter, that is, the special 2 reserved number (X2) is "1" or more. As a result, if it is determined that the special 2 reserved number (X2) is "1" or more, the process moves to step S610-7, and if it is determined that the special 2 reserved number (X2) is not "1" or more, the process moves to step S610-3.
[0388] (Step S610-3) The main CPU 300a determines whether the counter value of the special symbol 1 reserved ball counter, that is, the special 1 reserved number (X1), is greater than or equal to 1. As a result, if it is determined that the special 1 reserved number (X1) is greater than or equal to 1, the process proceeds to step S610-7, and if it is determined that the special 1 reserved number (X1) is not greater than or equal to 1, the process proceeds to step S610-5.
[0389] (Step S610-5) The main CPU 300a sets the customer waiting command in the transmission buffer, executes a customer waiting setting process for setting the state to customer waiting, and ends the special symbol change waiting process.
[0390] (Step S610-7) The main CPU300a transfers the special 2 reserve stored in the first to fourth storage units of the second special symbol reserve storage area, or the special 1 reserve stored in the first to fourth storage units of the first special symbol reserve storage area, to a storage unit with a smaller ordinal number by one. Specifically, in the above step S610-1, when it is determined that the number of special symbol 2 reserved balls is "1" or more, the special 2 reserve stored in the second to fourth storage units of the second special symbol reserve storage area is transferred to the first to third storage units. In addition, the main RAM300c is provided with a 0th storage unit to be processed, and the special 2 reserve stored in the 1st storage unit is block-transferred to the 0th storage unit. Also, in the above step S610-3, if it is determined that the number of reserved balls for special symbol 1 is "1" or more, the special symbol 1 reserved balls stored in the second to fourth memory units of the first special symbol reserved memory area are transferred to the first to third memory units, and the special symbol 1 reserved balls stored in the first memory unit are block-transferred to the 0th memory unit. In addition, in this special symbol memory area shift process, the counter value of the target special symbol reserved ball number counter corresponding to the reserved type transferred to the 0th memory unit is subtracted by "1", and a reserved reduction designation command indicating that the special symbol 1 reserved or special symbol 2 reserved has been subtracted by "1" is set in the transmission buffer.
[0391] (Step S610-9) The main CPU 300a loads the jackpot determination random number, the hold type, and the special symbol probability state flag that identifies whether the game is in a high probability state or a low probability state that have been transferred to the 0th memory unit, selects the corresponding jackpot determination random number judgment table, draws a big role, and executes a special symbol win judgment process that stores the lottery results.
[0392] (Step S610-11) The main CPU 300a executes a special symbol determination process to determine a special symbol. Here, if the determination information (the lottery result of the major role lottery) stored in step S610-9 above is a jackpot or a specific miss, the win type (whether it is a jackpot or a specific miss) and the reserve type are loaded, and the corresponding winning symbol random number determination table is set. Then, the set winning symbol random number determination table is referenced, and special symbol determination data is extracted using the winning symbol random number transferred to the 0th storage unit, and the extracted special symbol determination data (type of jackpot symbol or specific miss symbol) is saved. On the other hand, if the lottery result of the major role lottery stored in step S610-9 above is a miss, if the reserve type is special 1 reserve, special symbol X is saved as a miss symbol, and if the reserve type is special 2 reserve, special symbol Y is saved as a miss symbol. Here, a symbol type designation command corresponding to the saved special symbol determination data is set in the transmission buffer.
[0393] (Step S610-13) The main CPU 300a saves the special symbol stop symbol number corresponding to the special symbol determination data extracted in step S610-11. Note that the first special symbol display 160 and the second special symbol display 162 are each composed of 7 segments, and each segment constituting the 7 segments is associated with a number (counter value). The special symbol stop symbol number determined here indicates the number (counter value) of the segment that will ultimately light up.
[0394] (Step S612) The main CPU 300a executes a special symbol variable number determination process for determining a variable mode number and a variable pattern number. The details of this special symbol variable number determination process will be described later.
[0395] (Step S610-15) The main CPU 300a loads the fluctuation mode number and fluctuation pattern number determined in step S612, and refers to the fluctuation time determination table to determine fluctuation time 1 and fluctuation time 2. Then, the total time of the determined fluctuation times 1 and 2 is set in the special symbol fluctuation timer.
[0396] (Step S610-17) The main CPU 300a performs a reserve area setting process for storing the game status when the big role lottery is executed in a game status buffer, etc. In addition, in this reserve area setting process, when the result of the big role lottery is a big win, game status information to be set after the big role game, the type of big win symbol (special symbol determination data), etc. are stored in the reserve area of the main RAM 300c.
[0397] (Step S610-19) The main CPU 300a executes a process of setting a special symbol display symbol counter in order to start the variable display of special symbols in the first special symbol display device 160 or the second special symbol display device 162. A counter value is associated with each of the 7-segment segments constituting the first special symbol display device 160 and the second special symbol display device 162, and the segments corresponding to the counter value set in the special symbol display symbol counter are controlled to light up. Here, the counter value corresponding to the segment to be lit when the variable display of the special symbol starts is set in the special symbol display symbol counter. Note that the special symbol display symbol counter is provided separately as a special symbol 1 display symbol counter corresponding to the first special symbol display device 160 and a special symbol 2 display symbol counter corresponding to the second special symbol display device 162, and here, a counter value is set in the counter corresponding to the hold type.
[0398] (Step S610-21) The main CPU 300a loads the counter values of the special symbol 1 reserved ball counter and the special symbol 2 reserved ball counter and sets a special symbol reserved command in the transmission buffer. Here, the special symbol 1 reserved command is set based on the counter value of the special symbol 1 reserved ball counter (special symbol 1 reserved number), and the special symbol 2 reserved command is set based on the counter value of the special symbol 2 reserved ball counter (special symbol 2 reserved number). Also, here, the special symbol winning order command corresponding to the winning order of the special symbol 1 reserved and special symbol 2 reserved stored in step S610-7 above is set in the transmission buffer. As a result, each time the special symbol 1 reserved or special symbol 2 reserved is consumed, the number of special symbol 1 reserved and special symbol 2 reserved, as well as the winning order of each reserved symbol, are transmitted to the sub-control board 330.
[0399] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol change waiting process.
[0400] FIG. 36 is a flowchart illustrating the special symbol variable number determination process in the main control board 300 according to the embodiment.
[0401] (Step S612-1) The main CPU 300a determines whether the result of the big win lottery in step S610-9 is a jackpot. If it is determined to be a jackpot, the process proceeds to step S612-3. If it is determined not to be a jackpot, the process proceeds to step S612-5.
[0402] (Step S612-3) The main CPU 300a sets a reach mode determination random number judgment table corresponding to the type of the special symbol that has been won.
[0403] (Step S612-5) If the hold type of the read hold is special 2 hold, the main CPU 300a checks the counter value of the special pattern 2 hold ball number counter, and if the hold type of the read hold is special 1 hold, the main CPU 300a checks the counter value of the special pattern 1 hold ball number counter.
[0404] (Step S612-7) The main CPU 300a refers to a reach group determination random number judgment table corresponding to the hold type, hold number, etc., and determines the reach group (group type) based on the reach group determination random number transferred to the 0th memory unit in step S610-7 above.
[0405] (Step S612-9) The main CPU 300a sets a random number judgment table for determining a reach mode when losing, which corresponds to the group type determined in step S612-7.
[0406] (Step S612-11) The main CPU 300a determines a variation mode number based on the reach mode determination random number judgment table set in the above step S612-3 or step S612-9 and the reach mode determination random number transferred to the 0th storage unit in the above step S610-7. Here, a variation pattern random number judgment table is determined together with the variation mode number.
[0407] (Step S612-13) The main CPU 300a sets the fluctuation mode command corresponding to the fluctuation mode number determined in step S612-11 in the transmission buffer.
[0408] (Step S612-15) The main CPU 300a determines a variation pattern number based on the variation pattern random number determination table determined in step S612-11 above and the variation pattern random number transferred to the 0th storage unit in step S610-7 above.
[0409] (Step S612-17) The main CPU 300a sets the variation pattern command corresponding to the variation pattern number determined in the above step S612-15 in the transmission buffer, and ends the special symbol variation number determination process.
[0410] 37 is a flowchart illustrating the special symbol variation process in the main control board 300 according to the embodiment. This special symbol variation process is executed when the special game management phase is "01H".
[0411] (Step S620-1) The main CPU 300a executes a process to update the special symbol variation base counter. The counter value of the special symbol variation base counter is set so that it completes one cycle in a predetermined cycle (for example, 100 ms). Specifically, if the counter value of the special symbol variation base counter is "0", a predetermined counter value (for example, 25) is set, and if the counter value is "1" or more, the counter value is updated to a value obtained by subtracting "1" from the current counter value.
[0412] (Step S620-3) The main CPU 300a determines whether the counter value of the special symbol variation base counter updated in step S620-1 is 0. If the counter value is 0, the process proceeds to step S620-5. If the counter value is not 0, the process proceeds to step S620-9.
[0413] (Step S620-5) The main CPU 300a performs a special symbol fluctuation timer update process to subtract a predetermined value from the timer value of the special symbol fluctuation timer set in step S610-15.
[0414] (Step S620-7) The main CPU 300a determines whether the timer value of the special symbol fluctuation timer updated in step S620-5 is 0. If the timer value is 0, the process proceeds to step S620-15. If the timer value is not 0, the process proceeds to step S620-9.
[0415] (Step S620-9) The main CPU 300a updates the special symbol display timer that measures the lighting time of each of the 7-segment displays that make up the first special symbol display device 160 and the second special symbol display device 162. Specifically, if the timer value of the special symbol display timer is "0", a predetermined timer value is set, and if the timer value is "1" or greater, the timer value is updated to a value obtained by subtracting "1" from the current timer value.
[0416] (Step S620-11) The main CPU 300a determines whether the timer value of the special symbol display timer is "0." If it is determined that the timer value of the special symbol display timer is "0," the process proceeds to step S620-13. If it is determined that the timer value of the special symbol display timer is not "0," the process during the special symbol variation is terminated.
[0417] (Step S620-13) The main CPU 300a updates the counter value of the special symbol display symbol counter to be updated and ends the special symbol variation process. As a result, each segment constituting the 7-segment display lights up in sequence at predetermined time intervals.
[0418] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".
[0419] (Step S620-17) The main CPU 300a saves the special symbol stop symbol number (counter value) determined in step S610-13 in the target special symbol display symbol counter. As a result, the determined special symbol is stopped and displayed on the first special symbol display device 160 or the second special symbol display device 162.
[0420] (Step S620-19) The main CPU 300a sets a special symbol stop designation command, which indicates that a special symbol has been stopped and displayed on the first special symbol display device 160 or the second special symbol display device 162, in the transmission buffer.
[0421] (Step S620-21) The main CPU 300a sets the special symbol variation stop time, which is the time for which the special symbol is stopped and displayed, in the special game timer, and ends the special symbol variation process.
[0422] 38 is a flowchart illustrating the special symbol stop symbol display process in the main control board 300 according to the embodiment. This special symbol stop symbol display process is executed when the special game management phase is "02H".
[0423] (Step S630-1) The main CPU 300a determines whether the timer value of the special game timer set in step S620-21 is 0. If it is determined that the timer value of the special game timer is not 0, the main CPU 300a ends the special symbol stop symbol display process, and if it is determined that the timer value of the special game timer is 0, the process proceeds to step S630-3.
[0424] (Step S630-3) The main CPU 300a checks the result of the big role lottery.
[0425] (Step S630-5) The main CPU 300a determines whether the result of the big win lottery is a jackpot. If it is determined to be a jackpot, the process proceeds to step S630-13, and if it is determined not to be a jackpot, the process proceeds to step S631.
[0426] (Step S631) The main CPU 300a executes a number cutoff management process, which will be described later with reference to FIG.
[0427] (Step S630-7) The main CPU 300a sets a game state confirmation designation command at the time of special symbol determination, which indicates the game state when the special symbol is determined, in a transmission buffer.
[0428] (Step S630-9) The main CPU 300a sets a number command for transmitting the high probability number of times and the time reduction number of times updated in the above step S631 to the sub-control board 330 in the transmission buffer.
[0429] (Step S630-11) The main CPU 300a updates the special game management phase to "00H" and ends the special symbol stop symbol display process. This ends the special game management process based on the reservation of 1, and if special 1 reservation or special 2 reservation is stored, processing to start the variable display of the special symbol based on the next reservation will be performed.
[0430] (Step S630-13) The main CPU 300a resets (sets) the gaming state to the initial state, that is, the low-probability gaming state and the non-time-shortening gaming state.
[0431] (Step S630-15) The main CPU 300a sets data in the special electric accessory operation RAM set table according to the type of the determined special symbol.
[0432] (Step S630-17) The main CPU 300a performs a process for setting the maximum number of times a special electric device is activated. Specifically, by referencing the data set in step S630-21, a predetermined number (the counter value corresponding to the type of special symbol = the number of rounds) is set as a counter value in the maximum number of times a special electric device is activated counter. This maximum number of times a special electric device is activated counter indicates the number of rounds that can be executed in the big role game that is about to start. Meanwhile, the main RAM 300c is provided with a counter for the number of consecutive times a special electric device is activated, and the current number of rounds is managed by adding "1" to the counter value of the counter for the number of consecutive times a special electric device is activated at the start of each round of play. Here, a process for resetting (updating to "0") the counter value of the counter for the number of consecutive times a special electric device is activated is also executed upon the start of the big role game.
[0433] (Step S630-19) The main CPU 300a refers to the data set in step S630-15 and saves a predetermined opening time as a timer value in the special game timer.
[0434] (Step S630-21) The main CPU 300a sets in the transmission buffer an opening designation command for transmitting the start of the big win game to the sub-control board 330. Note that this opening designation command is provided for each opening time, and here, the opening designation command corresponding to the opening time saved in the above step S630-19 is set in the transmission buffer.
[0435] (Step S630-23) The main CPU 300a updates the special game management phase to "03H" and ends the special symbol stop symbol display process, thereby starting the big win game.
[0436] FIG. 39 is a flowchart illustrating the number of cutoff management process in the main control board 300 according to the embodiment.
[0437] (Step S631-1) The main CPU 300a determines whether the counter value of the time-saving number-of-times-off counter is greater than 0. As a result, if it is determined that the counter value is greater than 0, the process proceeds to step S631-3, and if it is determined that the counter value is not greater than 0 (counter value=0), the process proceeds to step S631-9. In this embodiment, a counter value is set in at least one of the special 1 time-saving number-of-times-off counter, the special 2 time-saving number-of-times-off counter, or the total number-of-times-off counter for the special 1 time-saving number and the special 2 time-saving number.
[0438] (Step S631-3) The main CPU 300a subtracts the counter value of the time-saving count counter. At this time, when a symbol is stopped and displayed on the first special symbol display 160, the main CPU 300a subtracts the value of the special 1 time-saving count counter or the total number of times that the special 1 time-saving count and the special 2 time-saving count are cut off. Also, when a symbol is stopped and displayed on the second special symbol display 162, the main CPU 300a subtracts the value of the special 2 time-saving count counter or the total number of times that the special 1 time-saving count and the special 2 time-saving count are cut off.
[0439] (Step S631-5) The main CPU 300a determines whether the counter value updated in step S631-3 is 0. If it is determined that the counter value is 0, the process proceeds to step S631-7, and if it is determined that the counter value is not 0, the process proceeds to step S631-9.
[0440] (Step S631-7) The main CPU 300a sets the gaming state to the non-time-shortening gaming state.
[0441] (Step S631-9) The main CPU 300a determines whether the result of the big role lottery is a specific miss. If it is determined to be a specific miss, the process proceeds to step S631-11. If it is determined not to be a specific miss, the process proceeds to step S631-29.
[0442] (Step S631-11) The main CPU 300a determines whether the game is in a high-probability gaming state. If it is determined that the game is in a high-probability gaming state, the process proceeds to step S631-29. If it is determined that the game is not in a high-probability gaming state, the process proceeds to step S631-13.
[0443] (Step S631-13) The main CPU 300a determines whether the time-shortened gaming state is in effect. If it is determined that the time-shortened gaming state is in effect, the process proceeds to step S631-15. If it is determined that the time-shortened gaming state is not in effect, the process proceeds to step S631-25.
[0444] (Step S631-15) The main CPU 300a determines whether the specific losing symbol displayed in a stopped state is the special symbol Yb. If the specific losing symbol displayed in a stopped state is the special symbol Yb, the process proceeds to step S631-17. If the specific losing symbol displayed in a stopped state is not the special symbol Yb, the process proceeds to step S631-29.
[0445] (Step S631-17) The main CPU 300a determines whether the counter value of the specific miss (Yb) number-off counter is greater than 0. As a result, if it is determined that the counter value is greater than 0, the process proceeds to step S631-19, and if it is determined that the counter value is not greater than 0 (is 0), the process proceeds to step S631-29.
[0446] (Step S631-19) The main CPU 300a subtracts the counter value of the specific miss (Yb) count counter.
[0447] (Step S631-21) In step S631-19, the main CPU 300a determines whether the counter value of the specific miss (Yb) number-off counter has been updated to 0. As a result, if it is determined that the counter value has been updated to 0, the main CPU 300a shifts the process to step S631-23, and if it is determined that the counter value has not been updated to 0, the main CPU 300a shifts the process to step S631-29.
[0448] (Step S631-23) The main CPU 300a sets the gaming state to the non-time-shortening gaming state.
[0449] (Step S631-25) The main CPU 300a sets the game state corresponding to the type of the specific losing symbol that is stopped and displayed. Specifically, when the special symbol Xa is stopped and displayed, the game state is set to the minute time-shortening mode, when the special symbol Xb is stopped and displayed, the game state is set to the second time-shortening mode, when the special symbol Ya is stopped and displayed, the game state is set to the minute time-shortening mode, and when the special symbol Yb is stopped and displayed, the game state is set to the third time-shortening mode.
[0450] (Step S631-27) The main CPU 300a sets the counter values of the time-saving number-off counter and the specific loss (Yb) number-off counter based on the type of the specific loss symbol stopped and displayed, and ends the number-off management process.
[0451] (Step S631-29) The main CPU 300a determines whether the counter value of the high probability number of times cut counter is greater than 0. As a result, if it is determined that the counter value is greater than 0, the process proceeds to step S631-31, and if it is determined that the counter value is not greater than 0 (counter value = 0), the number of times cut management process is terminated.
[0452] (Step S631-31) The main CPU 300a subtracts the counter value of the high probability number cut counter.
[0453] (Steps S631-33) The main CPU 300a determines whether the counter value updated in step S631-31 is 0. If it is determined that the counter value is 0, the process proceeds to step S631-35, and if it is determined that the counter value is not 0, the process ends.
[0454] (Step S631-35) The main CPU 300a sets the gaming state to a low probability gaming state, and ends the number cut management process.
[0455] 40 is a flowchart illustrating the process before opening the special prize opening in the main control board 300 according to the embodiment. This process before opening the special prize opening is executed when the special game management phase is "03H".
[0456] (Step S640-1) The main CPU 300a judges whether the timer value of the special game timer is not "0." If it is judged that the timer value of the special game timer is not "0," the main CPU 300a ends the pre-opening process of the special winning port, and if it is judged that the timer value of the special game timer is "0," the process proceeds to step S640-3.
[0457] (Step S640-3) The main CPU 300a updates the counter value of the special electric accessory continuous operation number counter to a value obtained by adding "1" to the current counter value.
[0458] (Step S640-5) The main CPU 300a sets a special prize opening opening designation command for transmitting the start of opening of the special prize opening 128 (start of a round game) to the sub-control board 330 in the transmission buffer.
[0459] (Step S641) The main CPU 300a executes a special prize opening / closing switching process, which will be described later.
[0460] (Step S640-7) The main CPU 300a determines whether the round game to start is the first round game, i.e., the start of a specific round game, based on the counter value of the special electric device continuous operation counter. If it is determined that the first round game is to start, the process proceeds to step S640-9, and if it is determined that the round game to start is not the first round game, the process proceeds to step S640-11.
[0461] (Step S640-9) The main CPU 300a turns on the valid period flag. As a result, entry of the game ball into the probability variable area 140b is validated upon the start of the first round of play.
[0462] (Step S640-11) The main CPU 300a updates the special game management phase to "04H" and ends the pre-opening process for the big prize opening.
[0463] FIG. 41 is a flowchart illustrating the process of switching between opening and closing the big prize opening in the main control board 300 according to the embodiment.
[0464] (Step S641-1) The main CPU 300a judges whether the counter value of the special electric accessory opening / closing switching number counter is the upper limit value of the special electric accessory opening / closing switching number (the number of times the special electric accessory opening / closing port 128 is opened and closed during one round of play). As a result, if it is judged that the counter value is the upper limit value, the main CPU 300a ends the special electric accessory opening / closing switching process, and if it is judged that the counter value is not the upper limit value, it proceeds to step S641-3.
[0465] (Step S641-3) The main CPU 300a refers to the data in the special electric device operation RAM set table and extracts solenoid control data for controlling the energization of the large prize opening solenoid 128c, as well as timer data which is the energization time or de-energization time of the large prize opening solenoid 128c, based on the counter value of the special electric device opening / closing switching count counter.
[0466] (Step S641-5) The main CPU 300a executes a special prize opening solenoid energization control process to start energization of the special prize opening solenoid 128c or to stop energization of the special prize opening solenoid 128c based on the solenoid control data extracted in step S641-3 above. By executing this special prize opening solenoid energization control process, the start or stop of energization of the special prize opening solenoid 128c is controlled in steps S400-31 and S400-33 above.
[0467] (Step S641-7) The main CPU 300a sets a movable member control table (not shown) and controls the energization of the movable member drive solenoid 142c by referring to the table.
[0468] (Step S641-9) The main CPU 300a saves the timer value based on the timer data extracted in step S641-3 in the special game timer. The timer value saved in the special game timer here is the maximum opening time of the special winning port 128 in one time.
[0469] (Step S641-11) The main CPU 300a determines whether the special prize opening solenoid 128c is in the energization start state, i.e., whether control processing to start energization of the special prize opening solenoid 128c has been performed in the above step S641-5. If it is determined that it is in the energization start state, the main CPU 300a moves the processing to step S641-13, and if it is determined that it is not in the energization start state, the special prize opening open / close switching processing is terminated.
[0470] (Step S641-13) The main CPU 300a updates the counter value of the special electric accessory open / close switching number counter to a value obtained by adding "1" to the current counter value, and ends the big prize opening open / close switching process.
[0471] 42 is a flowchart illustrating the special prize opening control process in the main control board 300 according to the embodiment. This special prize opening control process is executed when the special game management phase is "04H".
[0472] (Step S650-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S641-9 is 0. If it is determined that the timer value of the special game timer is not 0, the process proceeds to step S650-5. If it is determined that the timer value of the special game timer is 0, the process proceeds to step S650-3.
[0473] (Step S650-3) The main CPU 300a determines whether the counter value of the special electric accessory opening / closing switching counter is the upper limit value of the special electric accessory opening / closing switching number of times. If it is determined that the counter value is the upper limit value, the process proceeds to step S650-7, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S641.
[0474] (Step S641) In the above step S650-3, if it is determined that the counter value of the special electric accessory opening / closing switching number counter is not the upper limit value of the special electric accessory opening / closing switching number of times, the main CPU 300a executes the processing of the above step S641.
[0475] (Step S650-5) The main CPU 300a determines whether the counter value of the special prize opening ball counter updated in step S500-9 has reached a specified number, that is, whether the same number of game balls as the maximum number of wins in one round have entered the special prize opening 128. As a result, if it is determined that the specified number has not been reached, the main CPU 300a ends the special prize opening opening control process, and if it is determined that the specified number has been reached, the process proceeds to step S650-7.
[0476] (Step S650-7) The main CPU 300a stops the energization of the special prize opening solenoid 128c and executes special prize opening closing processing required to close the special prize opening 128. As a result, the special prize opening 128 is brought into a closed state.
[0477] (Step S650-9) The main CPU 300a saves the effective time (interval time) for closing the big prize opening in the special game timer.
[0478] (Step S650-11) The main CPU 300a determines whether the first round of play has ended, i.e., whether the specific round of play has ended, based on the counter value of the special electric accessory continuous operation counter. If it determines that the first round of play has ended, the process proceeds to step S650-13, and if it determines that the first round of play has not ended, the process proceeds to step S650-15.
[0479] (Step S650-13) The main CPU 300a sets a valid period flag off timer that counts the time until the valid period flag is turned off. The valid period flag off timer is decremented each time a timer interrupt process is performed in the timer update process of step S400-15, and when the timer reaches 0, the valid period flag is turned off.
[0480] (Step S650-15) The main CPU 300a updates the special game management phase to "05H".
[0481] (Step S650-17) The main CPU 300a sets a special prize opening closure designation command indicating that the special prize opening 128 has been closed in the transmission buffer, and ends the special prize opening opening control process.
[0482] 43 is a flowchart illustrating the special prize opening closure validity process in the main control board 300 according to the embodiment. This special prize opening closure validity process is executed when the special game management phase is "05H".
[0483] (Step S660-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S650-9 is 0. If it is determined that the timer value of the special game timer is not 0, the main CPU 300a terminates the special prize opening closure validity process, and if it is determined that the timer value of the special game timer is 0, the process proceeds to step S660-3.
[0484] (Step S660-3) The main CPU 300a determines whether the counter value of the special electric device continuous operation counter matches the counter value of the special electric device maximum operation counter, i.e., whether a preset number of rounds of play have been completed. If it is determined that the counter value of the special electric device continuous operation counter matches the counter value of the special electric device maximum operation counter, the process proceeds to step S660-9, and if it is determined that they do not match, the process proceeds to step S660-5.
[0485] (Step S660-5) The main CPU 300a updates the special game management phase to "03H". Note that if the special game management phase is "05H", that is, during control of the small win game, the number of rounds of the small win game is "1", so the determination in step S660-3 above is YES, and the process does not proceed to this step.
[0486] (Step S660-7) The main CPU 300a saves the predetermined special prize opening closing time in the special game timer and ends the special prize opening closing validity process, thereby starting the next round of games.
[0487] (Step S660-9) The main CPU 300a executes an ending time setting process for saving the ending time in a special game timer.
[0488] (Step S660-11) The main CPU 300a updates the special game management phase to "06H".
[0489] (Step S660-13) The main CPU 300a sets an ending designation command indicating the start of the ending in the transmission buffer, and ends the big prize opening closure validity processing.
[0490] 44 is a flowchart illustrating the special prize opening end wait process in the main control board 300 according to the embodiment. This special prize opening end wait process is executed when the special game management phase is "06H".
[0491] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S660-9 is 0. If it is determined that the timer value of the special game timer is not 0, the main CPU 300a ends the waiting process for the end of the special prize slot, and if it is determined that the timer value of the special game timer is 0, the process proceeds to step S671.
[0492] (Step S671) The main CPU 300a executes a state setting process for setting the game state after the end of the big win game. This state setting process will be described later with reference to FIG.
[0493] (Step S670-5) The main CPU 300a sets in the transmission buffer a game state change designation command for transmitting the game state to be set after the big win game ends.
[0494] (Step S670-7) The main CPU 300a sets in the transmission buffer the number-of-times designation command corresponding to the number of high probability times and the number of time-shortening times saved in step S671 above.
[0495] (Step S670-9) The main CPU 300a updates the special game management phase to "00H" and ends the waiting process for the end of the special winning slot. As a result, if the special 1 reserve or the special 2 reserve is stored, the variable display of the special symbol will be resumed.
[0496] FIG. 45 is a flowchart illustrating the state setting process in the main control board 300 according to the embodiment.
[0497] (Step S671-1) The main CPU 300a determines whether the probability variable area entry flag is on. As a result, if it is determined that the probability variable area entry flag is on, the process proceeds to step S671-13, and if it is determined that the probability variable area entry flag is not on, the process proceeds to step S671-3.
[0498] (Step S671-3) The main CPU 300a sets the gaming state to a low probability gaming state and a time-shortening gaming state.
[0499] (Step S671-5) The main CPU 300a resets the counter value of the high probability number cut counter.
[0500] (Step S671-7) The main CPU 300a sets the counter value of the time-saving number cut counter to 100.
[0501] (Step S671-9) The main CPU 300a determines whether the stopped jackpot symbol is the special symbol D. If the stopped jackpot symbol is the special symbol D, the process proceeds to step S671-11. If the stopped jackpot symbol is not the special symbol D, the state setting process is terminated.
[0502] (Step S671-11) The main CPU 300a sets the counter value of the specific miss (Yb) number cut counter to 1, and ends the state setting process.
[0503] (Step S671-13) The main CPU 300a turns off the probability variable area entry flag.
[0504] (Step S671-15) The main CPU 300a sets the gaming state to a high probability gaming state and a time-shortening gaming state.
[0505] (Step S671-17) The main CPU 100a sets the counter value of the high probability number cut counter to 104.
[0506] (Step S671-19) The main CPU 300a sets the counter value of the time-saving cut-off counter to 100, and ends the state setting process.
[0507] 46 is a diagram illustrating the normal game management phase according to the embodiment. As already explained, in the embodiment, the processing related to the normal game triggered by the passage of the gaming ball through the gate 124 is executed stepwise and repeatedly, and the main control board 300 manages each processing related to such normal game by the normal game management phase.
[0508] As shown in FIG. 46, the main ROM 300b stores a plurality of normal game control modules for controlling the execution of normal games, and each of these normal game control modules is associated with a normal game management phase. Specifically, when the normal game management phase is "00H", a module for executing "normal symbol change waiting processing" is called, when the normal game management phase is "01H", a module for executing "normal symbol change in progress processing" is called, when the normal game management phase is "02H", a module for executing "normal symbol stop symbol display processing" is called, when the normal game management phase is "03H", a module for executing "normal electric device prize opening pre-processing" is called, when the normal game management phase is "04H", a module for executing "normal electric device prize opening opening control processing" is called, when the normal game management phase is "05H", a module for executing "normal electric device prize opening closure enable processing" is called, and when the normal game management phase is "06H", a module for executing "normal electric device prize opening end wait processing" is called.
[0509] FIG. 47 is a flowchart illustrating the normal game management process (step S700) in the main control board 300 according to the embodiment.
[0510] (Step S700-1) The main CPU 300a loads the normal game management phase.
[0511] (Step S700-3) The main CPU 300a selects the normal game control module corresponding to the normal game management phase loaded in step S700-1.
[0512] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 and starts processing.
[0513] (Step S700-7) The main CPU 300a loads a normal game timer that manages the control time of the normal game.
[0514] 48 is a flowchart illustrating the normal symbol change waiting process in the main control board 300 according to the embodiment. This normal symbol change waiting process is executed when the normal game management phase is "00H".
[0515] (Step S710-1) The main CPU 300a loads the counter value of the normal symbol reserved ball number counter and determines whether the counter value is "0", that is, whether the normal symbol reserved is "0". As a result, if it is determined that the counter value is "0", the normal symbol change waiting process is terminated, and if it is determined that the counter value is not "0", the process proceeds to step S710-3.
[0516] (Step S710-3) The main CPU 300a transfers the regular symbol reserves (regular symbol winning determination random numbers) stored in the first to fourth memory sections of the regular symbol reserve memory area in blocks to the memory section with the next smaller ordinal number. Specifically, the regular symbol reserves stored in the second to fourth memory sections are transferred to the first to third memory sections. The main RAM 300c also has a zeroth memory section to be processed, and the regular symbol reserve stored in the first memory section is transferred to the zeroth memory section. In this regular symbol memory area shift process, the counter value of the regular symbol reserve ball count counter is decremented by "1," and a regular symbol reserve decrement command indicating that the regular symbol reserve has been decremented by "1" is set in the transmission buffer.
[0517] (Step S710-5) The main CPU 300a loads the normal symbol winning determination random number transferred to the 0th memory unit, selects a normal symbol winning determination random number judgment table corresponding to the current game state, performs a normal symbol lottery, and executes a normal symbol winning determination process that stores the lottery results.
[0518] (Step S710-7) The main CPU 300a saves the normal symbol stop symbol number corresponding to the result of the normal symbol lottery in step S710-5. In this embodiment, the normal symbol display 168 is composed of one LED lamp, and in the case of a normal symbol win, the normal symbol display 168 is turned on, and in the case of a loss, the normal symbol display 168 is turned off. The normal symbol stop symbol number determined here indicates whether or not the normal symbol display 168 is ultimately turned on. For example, in the case of a normal symbol win, "0" is determined as the normal symbol stop symbol number, and in the case of a loss, "1" is determined as the normal symbol stop symbol number.
[0519] (Step S710-9) The main CPU 300a checks the current game state, and selects and sets the corresponding normal symbol variation time data table.
[0520] (Step S710-11) The main CPU 300a determines the normal symbol variation time based on the normal symbol winning determination random number transferred to the 0th storage unit in step S710-3 and the normal symbol variation time data table set in step S710-9.
[0521] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in the above step S710-11 in the normal game timer.
[0522] (Step S710-15) The main CPU 300a executes a process of setting a normal symbol display symbol counter in order to start the variable display of normal symbols in the normal symbol display device 168. When the counter value of this normal symbol display symbol counter is set to, for example, "0", the normal symbol display device 168 is controlled to be turned on, and when the counter value is set to "1", the normal symbol display device 168 is controlled to be turned off. Here, a predetermined counter value is set in the normal symbol display symbol counter when the variable display of normal symbols starts.
[0523] (Step S710-17) The main CPU 300a sets a general map reservation designation command indicating the number of general map reservations stored in the general map reservation memory area in the transmission buffer.
[0524] (Step S710-19) The main CPU 300a sets the normal pattern designation command in the transmission buffer based on the normal pattern stop pattern number determined in step S710-7 above, i.e., the pattern type (normal pattern winning pattern or losing pattern) determined by the normal pattern normal pattern winning determination process.
[0525] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol change waiting process.
[0526] 49 is a flowchart illustrating the normal symbol variation process in the main control board 300 according to the embodiment. This normal symbol variation process is executed when the normal game management phase is "01H".
[0527] (Step S720-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S710-13 is 0. If the timer value is 0, the process proceeds to step S720-9. If the timer value is not 0, the process proceeds to step S720-3.
[0528] (Step S720-3) The main CPU 300a updates the normal symbol display timer that measures the lighting time and extinguishing time of the normal symbol display device 168. Specifically, if the timer value of the normal symbol display timer is "0", a predetermined timer value is set, and if the timer value is "1" or greater, the timer value is updated to a value obtained by subtracting "1" from the current timer value.
[0529] (Step S720-5) The main CPU 300a determines whether the timer value of the normal symbol display timer is "0". As a result, if it is determined that the timer value of the normal symbol display timer is "0", the process proceeds to step S720-7, and if it is determined that the timer value of the normal symbol display timer is not "0", the normal symbol variable process is terminated.
[0530] (Step S720-7) The main CPU 300a updates the counter value of the normal symbol display symbol counter. Here, if the counter value of the normal symbol display symbol counter is a counter value indicating that the normal symbol display 168 is turned off, it is updated to a counter value indicating that it is turned on, and if it is a counter value indicating that the normal symbol display 168 is turned on, it is updated to a counter value indicating that it is turned off, and the normal symbol variation processing is terminated. As a result, the normal symbol display 168 will repeatedly turn on and off (flash) at predetermined time intervals over the normal symbol variation time.
[0531] (Step S720-9) The main CPU 300a saves the normal symbol stop symbol number (counter value) determined in step S710-7 in the normal symbol display symbol counter. As a result, the normal symbol display 168 is finally turned on or off, and the result of the normal symbol lottery is announced.
[0532] (Step S720-11) The main CPU 300a sets the normal symbol variation stop time, which is the time for stopping and displaying the normal symbol, in the normal game timer.
[0533] (Step S720-13) The main CPU 300a sets a normal symbol stop command, which indicates that the stop display of the normal symbol has started, in the transmission buffer.
[0534] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the normal pattern variation processing.
[0535] 50 is a flowchart illustrating the normal symbol stop symbol display process in the main control board 300 according to the embodiment. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".
[0536] (Step S730-1) The main CPU 300a determines whether the timer value of the normal game timer set in step S720-11 is 0. If it is determined that the timer value of the normal game timer is not 0, the main CPU 300a ends the normal symbol stop symbol display process, and if it is determined that the timer value of the normal game timer is 0, the process proceeds to step S730-3.
[0537] (Step S730-3) The main CPU 300a checks the result of the regular lottery.
[0538] (Step S730-5) The main CPU 300a determines whether the result of the regular lottery is a regular winning. If it is determined that it is a regular winning, the process proceeds to step S730-9. If it is determined that it is not a regular winning (a losing result), the process proceeds to step S730-7.
[0539] (Step S730-7) The main CPU 300a updates the normal game management phase to "00H" and ends the normal symbol stop symbol display process. This ends the normal game management process based on the normal symbol reservation of 1, and if the normal symbol reservation is stored, processing to start the variable display of the normal symbol based on the next reservation will be performed.
[0540] (Step S730-9) The main CPU 300a refers to the data in the opening / closing control pattern table and saves the time before normal power release in the normal game timer as a timer value.
[0541] (Step S730-11) The main CPU 300a updates the normal game management phase to "03H" and ends the normal symbol stop symbol display process. This starts the opening and closing control of the second start port 122.
[0542] 51 is a flowchart illustrating the normal electric device winning opening pre-processing in the main control board 300 according to the embodiment. This normal electric device winning opening pre-processing is executed when the normal game management phase is "03H".
[0543] (Step S740-1) The main CPU 300a judges whether the timer value of the normal game timer is not "0." If it is judged that the timer value of the normal game timer is not "0," the normal electric device prize opening pre-opening process is terminated, and if it is judged that the timer value of the normal game timer is "0," the process proceeds to step S741.
[0544] (Step S741) The main CPU 300a executes a normal electric accessory winning opening opening / closing switching process, which will be described later.
[0545] (Step S740-3) The main CPU 300a updates the normal game management phase to "04H" and ends the normal electric accessory winning opening pre-processing.
[0546] FIG. 52 is a flowchart illustrating the normal electric role winning opening / closing switching process in the main control board 300 according to the embodiment.
[0547] (Step S741-1) The main CPU 300a judges whether the counter value of the normal electric accessory opening / closing switching number counter is the upper limit value of the normal electric accessory opening / closing switching number (the number of times the movable piece 122b opens and closes during one opening / closing control). As a result, if it is judged that the counter value is the upper limit value, the normal electric accessory winning opening opening / closing switching process is terminated, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S741-3.
[0548] (Step S741-3) The main CPU 300a refers to the data in the opening / closing control pattern table and extracts solenoid control data (power-on control data or power-off control data) for controlling the power supply to the normal electric role solenoid 122c based on the counter value of the normal electric role opening / closing switching count counter, and timer data which is the power supply time (solenoid power supply time) or power-off time (normal power closing effective time = pause time) of the normal electric role solenoid 122c.
[0549] (Step S741-5) The main CPU 300a executes a normal electric role solenoid energization control process to start energization of the normal electric role solenoid 122c or stop energization of the normal electric role solenoid 122c based on the solenoid control data extracted in the above step S741-3. By executing this normal electric role solenoid energization control process, the start or stop of energization of the normal electric role solenoid 122c is controlled in the above step S400-31 and step S400-33.
[0550] (Step S741-7) The main CPU 300a saves the timer value based on the timer data extracted in step S741-3 in the normal game timer. The timer value saved in the normal game timer here is the maximum opening time of the second start port 122 once.
[0551] (Step S741-9) The main CPU 300a judges whether the normal electric accessory solenoid 122c is in the energization start state, that is, whether the control process to start energizing the normal electric accessory solenoid 122c has been performed in the above step S741-5. As a result, if it is judged to be in the energization start state, the process moves to step S741-11, and if it is judged not to be in the energization start state, the normal electric accessory winning opening opening / closing switching process is terminated.
[0552] (Step S741-11) The main CPU 300a updates the counter value of the normal electric accessory opening / closing switching number counter to a value obtained by adding "1" to the current counter value.
[0553] 53 is a flowchart illustrating the normal electric device winning opening control process in the main control board 300 according to the embodiment. This normal electric device winning opening control process is executed when the normal game management phase is "04H".
[0554] (Step S750-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S741-7 is 0. If it is determined that the timer value of the normal game timer is not 0, the process proceeds to step S750-5. If it is determined that the timer value of the normal game timer is 0, the process proceeds to step S750-3.
[0555] (Step S750-3) The main CPU 300a determines whether the counter value of the normal electric accessory opening / closing switching counter is the upper limit value of the normal electric accessory opening / closing switching number. If it is determined that the counter value is the upper limit value, the process proceeds to step S750-7, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S741.
[0556] (Step S741) In the above step S750-3, if it is determined that the counter value of the normal electric role opening / closing switching number counter is not the upper limit value of the normal electric role opening / closing switching number, the main CPU 300a executes the processing of the above step S741.
[0557] (Step S750-5) The main CPU 300a determines whether the counter value of the normal electric device winning ball number counter updated in step S530-9 above has reached a specified number, that is, whether the same number of game balls as the maximum number of winning balls during one opening / closing control has entered the second starting opening 122. As a result, if it is determined that the specified number has not been reached, the normal electric device winning opening opening control process is terminated, and if it is determined that the specified number has been reached, the process proceeds to step S750-7.
[0558] (Step S750-7) The main CPU 300a executes the normal electric accessory closing process required to stop the energization of the normal electric accessory solenoid 122c and close the second start opening 122. As a result, the second start opening 122 is in a closed state.
[0559] (Step S750-9) The main CPU 300a saves the normal power valid state time in the normal game timer.
[0560] (Step S750-11) The main CPU 300a updates the normal game management phase to "05H" and ends the normal electric accessory winning opening control process.
[0561] 54 is a flowchart illustrating the normal electric device winning hole closing validity process in the main control board 300 according to the embodiment. This normal electric device winning hole closing validity process is executed when the normal game management phase is "05H".
[0562] (Step S760-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S750-9 is 0. If it is determined that the timer value of the normal game timer is not 0, the normal electric accessory winning port closure validity process is terminated, and if it is determined that the timer value of the normal game timer is 0, the process proceeds to step S760-3.
[0563] (Step S760-3) The main CPU 300a saves the normal power end wait time in the normal game timer.
[0564] (Step S760-5) The main CPU 300a updates the normal game management phase to "06H" and ends the normal electric role winning hole closure valid processing.
[0565] 55 is a flowchart explaining the normal electric device winning port end wait processing in the main control board 300 according to the embodiment. This normal electric device winning port end wait processing is executed when the normal game management phase is "06H".
[0566] (Step S770-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S760-3 is 0. If it is determined that the timer value of the normal game timer is not 0, the normal electric accessory winning port end wait process is terminated, and if it is determined that the timer value of the normal game timer is 0, the process proceeds to step S770-3.
[0567] (Step S770-3) The main CPU 300a updates the normal game management phase to "00H" and ends the normal electric accessory winning port end wait process. As a result, if a normal symbol reservation is stored, the variable display of the normal symbol will be resumed.
[0568] While the preferred embodiments of the present invention have been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to these embodiments. It is clear that those skilled in the art can conceive of various modifications and alterations within the scope of the claims, and it is understood that these modifications and alterations also fall within the technical scope of the present invention.
[0569] In the above embodiment, an example of the application of the present invention to a type 1 gaming machine has been described, but the gameplay of the gaming machine to which the present invention can be applied is not limited to this. For example, it goes without saying that the present invention can also be applied to a type 1 / type 2 mixed gaming machine or a type 2 gaming machine. Therefore, the present invention can also be applied to a gaming machine that does not have a jackpot symbol but has a small jackpot symbol, and when a gaming ball enters a specific area during a small jackpot game, a type 2 jackpot is won and a major role game is executed. Furthermore, in the above embodiment, the first start hole 120 and the second start hole 122 are provided, but the number of start holes (start areas) is not limited to this and may be one or three or more.
[0570] In the above embodiment, a low-probability gaming state and a non-time-shortening gaming state, a low-probability gaming state and a slightly time-shortening gaming state, a low-probability gaming state and a time-shortening gaming state, and a high-probability gaming state and a time-shortening gaming state are provided. However, the content of the gaming states is merely an example, and other gaming states other than those described above, such as a high-probability gaming state and a slightly time-shortening gaming state, may also be provided.
[0571] In the above embodiment, a low-probability gaming state and a high-probability gaming state are provided, which have different jackpot winning probabilities. However, the jackpot winning probability may be constant regardless of the gaming state.
[0572] In the above embodiment, special symbols A, B, C, and D are provided as jackpot symbols, and the game state is set according to the type of jackpot symbol that is won, as shown in Figure 15(a). However, the type of jackpot symbol and the game state set for the jackpot symbol are not limited to this.
[0573] For example, a special symbol E, which is a jackpot symbol, may be provided, and when the special symbol E is won, the game state may be set to a low probability game state and a time-saving game state after the big win game, and the number of time-saving times may be set to 10,000. This special symbol E is a jackpot symbol that essentially guarantees the next jackpot.
[0574] In addition, in the above embodiment, when a special symbol B, which is a jackpot based on the special 1 reservation, is won during ST mode or the time-saving game state, the game state after the big win transitions to the first time-saving mode. However, this is not limited to this. For example, when a special symbol B, which is a jackpot based on the special 1 reservation, is won during ST mode or the time-saving game state, the game state after the big win is set to a low-probability game state and a time-saving game state, and the time-saving end condition may be set to a number such as 300 times for the special 2 time-saving. This makes it possible to reduce the risk of the player suffering a disadvantage.
[0575] In any case, the present invention is widely applicable to gaming machines that can set at least the first easy-to-win state (ST mode) or the second easy-to-win state (second time-saving mode) as the easy-to-win state after the execution of a special game (big role game).
[0576] It should be noted that the types of special symbols, the contents of the game state, the high probability ending conditions, and the time-saving ending conditions in the above embodiment are merely examples, and the design can be modified as appropriate within the scope that allows the above gameplay to be realized.
[0577] In any case, the present invention is widely applicable to the following gaming machines. A starting port including a first starting port (in an embodiment, a first starting port 120) and an openable / closable second starting port (in an embodiment, a second starting port 122); A symbol determination means (main CPU 300a in the embodiment) that executes a symbol determination process to determine one of a plurality of symbols including a winning symbol (a jackpot symbol in the embodiment) and a specific symbol (special symbol Xb in the embodiment) different from the winning symbol based on the entry of a game ball into the starting hole, and the main CPU 300a in the embodiment that executes the process of S610-11; A main CPU 300a (in this embodiment, the main CPU 300a executes the processes of FIGS. 40 to 44) for executing a large prize opening / closing game (in this embodiment, a large prize opening game) in which a large prize opening (in this embodiment, the large prize opening 128) is opened based on the determination of a winning symbol; a game state setting means (in the embodiment, the main CPU 300a that executes the processing of steps S631 and S671 in the embodiment) that has a non-easy-to-win state (in the embodiment, a non-time-shortened game state) and an advantageous state (in the embodiment, an ST mode, a first time-shortened mode, a second time-shortened mode, a third time-shortened mode) accompanied by an easy-to-win state (in the embodiment, a time-shortened game state) in which it is relatively easier for a game ball to enter the second starting hole than in the non-easy-to-win state, and that is capable of setting a game state that includes at least the first advantageous state (in the embodiment, the ST mode) and the second advantageous state (in the embodiment, the second time-shortened mode) as the advantageous state (in the embodiment, the ST mode, the first time-shortened mode, the second time-shortened mode, the third time-shortened mode); Equipped with The game state setting means After the execution of the large prize opening and closing game, it is possible to set the first advantageous state (ST mode in the embodiment) or the second advantageous state (second time-saving mode in the embodiment), After the determination of the specific symbol (in the embodiment, the special symbol Xb) in the symbol determination process, a predetermined advantageous state (in the embodiment, the second time-saving mode) other than the first advantageous state (in the embodiment, the ST mode) can be set, A gaming machine characterized in that a specific pattern is determined in a pattern determination process based on the entry of a gaming ball into a first starting hole, and the expectation of a predetermined advantageous state (in an embodiment, the second time-shortening mode) being set differs between the end of a first advantageous state (in an embodiment, the ST mode) and the end of a second advantageous state (in an embodiment, the second time-shortening mode).
[0578] Furthermore, the present invention is widely applicable to the following gaming machines. A starting port including a first starting port (in an embodiment, a first starting port 120) and an openable / closable second starting port (in an embodiment, a second starting port 122); A symbol determination means (in the embodiment, the main CPU 300a that executes the process of S610-11) that executes a symbol determination process that determines one of a plurality of types of symbols including a winning symbol (in the embodiment, a jackpot symbol), a first specific symbol different from the winning symbol (in the embodiment, a special symbol Xb), a second specific symbol (in the embodiment, a special symbol Yb), and a third specific symbol (in the embodiment, a special symbol Ya) based on the entry of a game ball into the starting hole; A main CPU 300a (in this embodiment, the main CPU 300a executes the processes of FIGS. 40 to 44) for executing a large prize opening / closing game (in this embodiment, a large prize game) in which the large prize opening is opened based on the determination of a winning symbol; a game state setting means (in the embodiment, the main CPU 300a that executes the processing of steps S631 and S671) that is capable of setting a game state that has a non-easy-to-win state (in the embodiment, a non-time-shortened game state) and an advantageous state accompanied by the easy-to-win state in which it is relatively easier for the game ball to enter the second starting hole than in the non-easy-to-win state, and that includes at least a first advantageous state (in the embodiment, the ST mode) and a second advantageous state (in the embodiment, the first time-shortened mode, the second time-shortened mode, and the third time-shortened mode) as the advantageous state; Equipped with The game state setting means After the execution of the large prize opening and closing game, it is possible to set the first advantageous state (ST mode in the embodiment) or the second advantageous state (second time-saving mode in the embodiment), After the first advantageous state (ST mode in the embodiment) ends, if a first specific symbol (special symbol Xb in the embodiment) is determined in the symbol determination process based on the entry of the game ball into the first starting hole, a predetermined advantageous state (second time-saving mode in the embodiment) other than the first advantageous state (ST mode in the embodiment) can be set. In the case where a second specific symbol (in the embodiment, the special symbol Yb) is determined in the symbol determination process based on the game ball entering the second starting hole, which triggers the end of the second advantageous state, if a first specific symbol (in the embodiment, the special symbol Xb) is determined in the symbol determination process based on the game ball entering the first starting hole after the end of the second advantageous state, a predetermined advantageous state (in the embodiment, the second time-shortening mode) can be set; A gaming machine characterized in that when a third specific pattern (in an embodiment, special pattern Ya) is determined in a pattern determination process based on a gaming ball entering a second starting port, which triggers the end of a second advantageous state, even if a first specific pattern (in an embodiment, special pattern Xb) is determined in a pattern determination process based on a gaming ball entering a first starting port after the end of the second advantageous state, the machine does not set a predetermined advantageous state (in an embodiment, second time-saving mode).
[0579] In the above embodiment, the case where the game state to which the player enters when the special symbol D, which is a jackpot symbol, is won and the game state to which the player enters when the special symbol Xb, which is a specific losing symbol in the non-time-shortening mode, are won are the same second time-shortening mode is shown, but this is not limited to this. For example, the game state to which the player enters when the special symbol D, which is a jackpot symbol, is won and the game state to which the player enters when the special symbol Xb, which is a specific losing symbol in the non-time-shortening mode, are won (second time-shortening mode) may be different game states.
[0580] Furthermore, in the above embodiment, the case where the second time-shortening mode is set after the first advantageous state (ST mode in the embodiment) has ended (non-time-shortening mode in the embodiment) and the first specific symbol (special symbol Xb in the embodiment) has been determined in the symbol determination process based on the game ball entering the first starting hole has been shown, but this is not limited to this. In other words, it is sufficient that a predetermined advantageous state (second time-shortening mode in the embodiment) other than the first advantageous state (ST mode in the embodiment) can be set after the first advantageous state (ST mode in the embodiment) has ended (non-time-shortening mode in the embodiment) and the first specific symbol (special symbol Xb in the embodiment) has been determined in the symbol determination process based on the game ball entering the first starting hole. For example, after the first advantageous state (ST mode in this embodiment) ends (non-time-saving mode in this embodiment), if a first specific pattern (special pattern Xb in this embodiment) is determined in the pattern determination process based on the game ball entering the first starting hole, it may be possible to set a fourth time-saving mode, which is a time-saving game state different from the first to third time-saving modes. [Explanation of symbols]
[0581] 100 gaming machines 120 First starting point 122 Second starting point 128 Grand Prize Winner 300 Main control board 300a Main CPU 300b Main ROM 300c main RAM
Claims
[Claim 1] a starting port including a first starting port and a second starting port that can be opened and closed; A symbol determination means executes a symbol determination process to determine one of a plurality of symbols including a winning symbol, a first specific symbol different from the winning symbol, a second specific symbol, and a third specific symbol, based on the entry of the game ball into the starting hole; a large prize opening control means for executing a large prize opening opening / closing game in which the large prize opening is opened based on the determination of the winning symbol; a game state setting means for setting a game state including a non-easy-to-win state and an advantageous state accompanied by an easy-to-win state in which it is relatively easier for a game ball to enter the second starting hole than in the non-easy-to-win state, the advantageous states including at least a first advantageous state and a second advantageous state; Equipped with The game state setting means After the execution of the large prize opening / closing game, the first advantageous state or the second advantageous state can be set, After the first advantageous state ends, if the first specific symbol is determined in the symbol determination process based on the entry of the gaming ball into the first starting hole, a predetermined advantageous state other than the first advantageous state can be set; When the second specific symbol is determined in the symbol determination process based on the entry of a gaming ball into the second starting hole, which triggers the end of the second advantageous state, if the first specific symbol is determined in the symbol determination process based on the entry of a gaming ball into the first starting hole after the end of the second advantageous state, the predetermined advantageous state can be set; A gaming machine characterized in that, when the third specific pattern is determined in the pattern determination process based on the entry of a gaming ball into the second starting hole, which triggers the end of the second advantageous state, the predetermined advantageous state is not set even if the first specific pattern is determined in the pattern determination process based on the entry of a gaming ball into the first starting hole after the end of the second advantageous state.
Citation Information
Patent Citations
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