gaming machines
Patent Information
- Application Number
- JP2023124274
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-07-31
- Publication Date
- 2025-12-10
- Estimated Expiration
- 2043-07-31
Smart Images

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Figure 0007783857000002 
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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 established, a lottery for a big prize is conducted based on the reserved information acquired, and when a big win is won, a big prize game in which a large number of prize balls can be obtained 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 predetermined pattern is won, the easy-to-win state ends. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2022-191558 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]
[0006] In order to solve the above problems, the gaming machine of the present invention comprises: A movable member is provided to change the ease with which the game ball can enter the starting area, As a game state, there is a non-winning easy state and a state where the winning is easier than the non-winning easy state. , the above The ball easily enters the starting area A control condition is set so that the movable member is controlled to A gaming machine having a plurality of types of easy-to-win states, Based on the entry of the game ball into the starting area, a winning symbol and Multiple types A symbol determination means for determining one of a plurality of types of symbols including a specific symbol; a symbol display means for displaying the determined symbol on a symbol display unit; an advantageous game execution means for executing an advantageous game in which a big prize opening is opened when the winning symbol is displayed on the symbol display section; a state setting means for setting the game state to the easy-to-win state when the advantageous game is executed or when the specific symbol is displayed on the symbol display section; before Easy entry award status When the termination condition is met, before fill in End the prize-ease state, Other aforementioned games situation of a state change means for setting the Equipped with 、 The multiple types of winning easy states include: A first winning-prone state in which a count end condition that is established when the number of times the pattern is determined or displayed reaches a predetermined number of times, and a specific end condition that is established when the specific pattern is determined or displayed are both set as the end conditions; A second easy-to-win state in which the number-of-times end condition is set and the specific end condition is not set; Contains, In the first easy-to-win state, The specific winning likelihood state includes a specific ending condition that is established when the number of times the specific symbol is determined or displayed reaches a specific number of times, which is a plurality of times. When the specific ending condition is established in the specific winning easy state, different game states may be set depending on the type of the specific symbol that is finally determined in the specific winning easy state. It is characterized by the following. [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] 1 is a block diagram of a gaming machine according to an embodiment. [Figure 4] 1 is an address map of a memory area used by a main CPU according to an embodiment. [Figure 5]A diagram explaining the random number judgment table for determining a jackpot when the probability is low in the embodiment. [Figure 6] A diagram explaining the random number judgment table for determining a high probability jackpot in the embodiment. [Figure 7] 10 is a diagram illustrating a winning symbol random number determination table according to an embodiment. FIG. [Figure 8] 10 is a diagram illustrating a reach group determination random number determination table according to the embodiment. FIG. [Figure 9] 10 is a diagram illustrating a reach mode determination random number judgment table according to the embodiment. FIG. [Figure 10] A figure explaining a fluctuation pattern random number determination table related to the embodiment. [Figure 11] FIG. 10 is a diagram illustrating a variable time determination table according to the embodiment. [Figure 12] FIG. 10 is a diagram illustrating a special electric accessory activation ram set table according to an embodiment. [Figure 13] 10 is a diagram illustrating a game status setting table for setting the game status after the end of a big win game according to an embodiment. FIG. [Figure 14] A diagram explaining a random number judgment table for determining a normal winning number according to the embodiment. [Figure 15] 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 16] 10 is a diagram illustrating a gaming machine status flag according to an embodiment. FIG. [Figure 17] 10 is a first flowchart illustrating a CPU initialization process in a main control board according to the embodiment. [Figure 18] 10 is a second flowchart illustrating the CPU initialization process in the main control board according to the embodiment. [Figure 19] 10 is a flowchart illustrating a sub-command group set process in the main control board according to the embodiment. [Figure 20] 10 is a flowchart illustrating a power-off save process in a main control board according to an embodiment. [Figure 21] 10 is a flowchart illustrating a timer interrupt process in a main control board according to an embodiment. [Figure 22] 10 is a flowchart illustrating setting-related processing in a main control board according to an embodiment. [Figure 23] 10 is a flowchart illustrating a switch management process in a main control board according to an embodiment. [Figure 24] 10 is a flowchart illustrating gate passage processing in the main control board according to the embodiment. [Figure 25] 10 is a flowchart illustrating the first starting port passing process in the main control board according to the embodiment. [Figure 26] 10 is a flowchart illustrating the second starting port passing process in the main control board according to the embodiment. [Figure 27] 10 is a flowchart illustrating the special pattern random number acquisition process in the main control board according to the embodiment. [Figure 28] FIG. 10 is a diagram illustrating a special game management phase according to an embodiment. [Figure 29] 10 is a flowchart illustrating a special game management process in a main control board according to an embodiment. [Figure 30] 10 is a flowchart illustrating the special symbol change waiting process in the main control board according to the embodiment. [Figure 31] 10 is a flowchart illustrating the special symbol winning determination process in the main control board according to the embodiment. [Figure 32] 10 is a flowchart illustrating the special pattern variable number determination process in the main control board according to the embodiment. [Figure 33] 10 is a flowchart illustrating processing during special pattern fluctuations in the main control board according to the embodiment. [Figure 34] 10 is a flowchart illustrating the special symbol stop symbol display process in the main control board according to the embodiment. [Figure 35] 10 is a flowchart illustrating a number of cutoff management process in a main control board according to an embodiment. [Figure 36] 10 is a flowchart illustrating a state change process in a main control board according to an embodiment. [Figure 37] This is a flowchart explaining the processing before opening the large prize opening on the main control board according to the embodiment. [Figure 38] 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 39] 10 is a flowchart explaining the large prize opening control process on the main control board according to the embodiment. [Figure 40] 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 41] This is a flowchart explaining the large prize opening end wait processing in the main control board of the embodiment. [Figure 42] 10 is a flowchart illustrating a state setting process in a main control board according to the embodiment. [Figure 43] FIG. 10 is a diagram illustrating the normal game management phase according to the embodiment. [Figure 44] 10 is a flowchart illustrating the normal game management process in the main control board according to the embodiment. [Figure 45] 10 is a flowchart illustrating the normal pattern change waiting process in the main control board according to the embodiment. [Figure 46] This is a flowchart explaining the processing during normal pattern fluctuations on the main control board according to the embodiment. [Figure 47] 10 is a flowchart illustrating the normal symbol stop symbol display processing in the main control board according to the embodiment. [Figure 48] 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 49] This is a flowchart explaining the normal electric role winning opening / closing switching process on the main control board of the embodiment. [Figure 50] 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 51] This is a flowchart explaining the normal electric device winning opening closure validity processing on the main control board of the embodiment. [Figure 52] 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-defined special symbols. Each special symbol is associated with various gaming benefits, such as whether or not a player can execute a major or minor winning game advantageous to the player, and the type of gaming state the player will be in after that. 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 gates 124 provided in the first gaming area 116a and the second gaming area 116b, or when a gaming ball enters the normal symbol operating port 125 provided in the second gaming area 116b, it is determined whether or not to execute an auxiliary game in which the second start port 122 is opened, and if it is determined that an auxiliary game will be executed, the auxiliary game is executed in which the second start port 122 is controlled to open and close. More specifically, on the condition that a gaming ball has passed through the gate 124 or entered the normal symbol operating port 125, 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 first large prize opening 126 and a second large prize opening 128 are provided at the bottom of the gaming area 116. The first large prize opening 126 and the second large prize opening 128 are positioned so that at least gaming balls flowing down the second gaming area 116b can enter them. An opening / closing door 126b is provided at the first large prize opening 126 so that the opening / closing door 126b can open and close. Normally, the opening / closing door 126b closes the first large prize opening 126, preventing gaming balls from entering the first large prize opening 126. In contrast, when the aforementioned small prize game is executed, the opening / closing door 126b opens and functions as a tray, allowing gaming balls to enter the first large prize opening 126. When a gaming ball enters the first large prize opening 126, a predetermined number of prize balls are paid out to the player.
[0025] Furthermore, the second large prize opening 128 is provided with an openable / closable door 128b, and normally the openable / closable door 128b closes the second large prize opening 128, preventing game balls from entering the second large prize opening 128. In contrast, when the aforementioned big prize game is executed, the openable / closable door 128b opens and functions as a tray, allowing game balls to enter the second large prize opening 128. When a game ball enters the second large prize opening 128, a predetermined number of prize balls are paid out to the player. The first large prize opening 126 and the second large prize opening 128 are also collectively referred to simply as the large prize openings.
[0026] In addition, at the bottom of the game area 116, there is a discharge 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, the first large prize opening 126, or the second large prize opening 128 from the game area 116 to the back side of the game board 108.
[0027] 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.
[0028] 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.
[0029] 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.
[0030] 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.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] 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.
[0036] (Internal configuration of control means) FIG. 3 is a block diagram showing the internal configuration of a control means for controlling the progress of a game according to the embodiment.
[0037] 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.
[0038] The gaming machine 100 of the embodiment is broadly divided into a special game that is started by a gaming ball entering the first start port 120 or the second start port 122, and a normal game that is started by a gaming ball passing through the gate 124 (entering the normal operation port 125). 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.
[0039] The main control board 300 is connected to a general prize opening detection switch 118s that detects when a game ball enters the general prize opening 118, a first start opening detection switch 120s that detects when a game ball enters the first start opening 120, a second start opening detection switch 122s that detects when a game ball enters the second start opening 122, a gate detection switch 124s that detects when a game ball passes through the gate 124, a general prize opening detection switch 125s that detects when a game ball enters the general prize opening 125, a first large prize opening detection switch 126s that detects when a game ball enters the first large prize opening 126, a second large prize opening detection switch 128s that detects when a game ball enters the second large prize opening 128, and an out ball detection switch 130s that detects when a game ball is ejected from the game area 116, and detection signals are input from each of these detection switches to the main control board 300.
[0040] 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, the first large winning opening 126, and the second large 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 equipment of the game parlor. 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.
[0041] 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 first large prize opening solenoid 126c that operates the opening and closing door 126b that opens and closes the first large prize opening 126, and a second large prize opening solenoid 128c that operates the opening and closing door 128b that opens and closes the second large prize opening 128, and the main control board 300 controls the opening and closing of the second starting opening 122, the first large prize opening 126 and the second large prize opening 128.
[0042] 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.
[0043] 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.
[0044] 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.
[0045] 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.
[0046] 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 the registered setting values and the base ratio.
[0047] In addition, a dispensing control board 310 and a sub-control board 330 are connected to the main control board 300.
[0048] 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.
[0049] 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.
[0050] 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.
[0051] 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.
[0052] 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.
[0053] 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.
[0054] 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.
[0055] 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.
[0056] 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.
[0057] Fig. 4 is an address map of the memory area used by the main CPU 300a according to the embodiment. In Fig. 4, addresses are shown in hexadecimal, with "H" indicating a hexadecimal number. As shown in Fig. 4, 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.
[0058] 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).
[0059] 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).
[0060] 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.
[0061] 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.
[0062] 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.
[0063] 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).
[0064] 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.
[0065] 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).
[0066] 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.
[0067] 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.
[0068] 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.
[0069] Next, a game in the gaming machine 100 of the embodiment will be described together with various tables stored in the main ROM 300b.
[0070] 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.
[0071] Details of each game state will be described later, but the 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 first large prize slot 126 and the second large prize slot 128 are opened is set low, and the 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.
[0072] 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.
[0073] 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 prize or a small prize is won in this big prize lottery, the first big prize opening 126 and the second big prize opening 128 are opened and a big prize game or a small prize game is executed in which gaming balls can enter the first big prize opening 126 and the second big prize opening 128. Furthermore, the gaming state after the big prize game ends is set to one of the gaming states described above. The big prize lottery method will be described below.
[0074] 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.
[0075] 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.
[0076] 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.
[0077] 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.
[0078] 5 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.
[0079] 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).
[0080] 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 determination table a shown in Figure 5(a). According to this low-probability jackpot determination random number determination table a, a jackpot is determined if the jackpot determination random number is 10001 to 10329, a small jackpot is determined if the jackpot determination random number is 20001 to 21310, a specific miss is determined if the jackpot determination random number is 30001 to 30437, and a miss is determined if the jackpot determination random number is any other number. Therefore, in this case, the jackpot probability is approximately 1 / 199.2, the small jackpot probability is approximately 1 / 50, and the specific miss probability is approximately 1 / 150.0.
[0081] Also, in a low probability game state, when 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 5(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, while the small jackpot probability and specific miss probability remain constant regardless of the setting value.
[0082] 6 is a diagram illustrating the high probability jackpot determination random number judgment table according to the embodiment. In a high probability game state, when starting a lottery for special 1 reserve and special 2 reserve, 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.
[0083] 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 determination table a shown in Figure 6 (a). According to this high probability jackpot determination random number determination table a, if the jackpot determination random number is 10001 to 10780, it is determined to be a jackpot, if the jackpot determination random number is 20001 to 21310, it is determined to be a small jackpot, if the jackpot determination random number is 20001 to 21310, it is determined to be a small jackpot, and if it is any other jackpot determination random number, it is determined to be a miss. Therefore, in this case, the probability of a jackpot is approximately 1 / 84.0, and the probability of a small jackpot is approximately 1 / 50.
[0084] 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 6(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, while the small jackpot probability and specific miss probability remain constant regardless of the setting value.
[0085] As described above, the big prize lottery is conducted according to the registered setting value. At this time, the probability of winning a big prize differs according to the registered setting value, and when the registered setting value is large, it is easier to win a big prize than when the registered setting value is small. Here, it has been assumed that the probability of winning a small prize does not change even when the registered setting value differs, but the probability of winning a small prize may be made different for each registered setting value. Also, it has been assumed that the probability of winning a specific loss does not change even when the registered setting value differs, but the probability of winning a specific loss may be made different for each registered setting value. Also, small wins and losses are not required, and only either a big prize or a specific loss may be determined in the big prize lottery.
[0086] 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.
[0087] 7 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," "small win," or "specific miss" is derived by the major 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.
[0088] 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 7(a), if a "small win" is won by the special 1 reservation, the special 1 winning pattern random number determination table b is selected as shown in Figure 7(b), and if a "specific miss" is won by the special 1 reservation, the special 1 winning pattern random number determination table c is selected as shown in Figure 7(c).
[0089] In addition, if a "big win" is won by the special 2 reserve, the special 2 winning pattern random number determination table a is selected as shown in Figure 7(d), if a "small win" is won by the special 2 reserve, the special 2 winning pattern random number determination table b is selected as shown in Figure 7(e), and if a "specific miss" is won by the special 2 reserve, the special 2 winning pattern random number determination table c is selected as shown in Figure 7(f).
[0090] In the following, the special pattern determined by the winning pattern random number, i.e., the special pattern determined when a big win determination result is obtained, will be called the big win pattern, the special pattern determined when a small win determination result is obtained will be called the small win pattern, the special pattern determined when a specific miss determination result is obtained will be called the specific miss pattern, and the special pattern determined when a miss determination result is obtained will be called the miss pattern.
[0091] According to the special 1 winning symbol random number determination table a shown in Figure 7(a) and the special 2 winning symbol random number determination table a shown in Figure 7(d), 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 symbols A and B, which are the jackpot symbols, are determined with a probability of 50%, respectively. Also, according to the special 2 winning symbol random number determination table a, the special symbols C and D, which are the jackpot symbols, are determined with a probability of 20% and 80%, respectively.
[0092] Furthermore, according to the special 1 winning pattern random number determination table b shown in Figure 7(b) and the special 2 winning pattern random number determination table b shown in Figure 7(e), regardless of the value of the acquired winning pattern random number, the type of special pattern (small winning pattern) is determined to be special pattern a, which is a small winning pattern, as shown in the figure.
[0093] Furthermore, according to the special 1 winning pattern random number determination table c shown in Figure 7(c), the special pattern Xa, which is a specific losing pattern, is determined regardless of the value of the acquired winning pattern random number, and according to the special 2 winning pattern random number determination table c shown in Figure 7(f), the special patterns Ya and Yb, which are specific losing patterns, are determined with probabilities of 10% and 90%, respectively.
[0094] On the other hand, when the result of the big role lottery is "miss", if the result of the lottery is derived by special 1 reservation, special pattern X is determined as the losing pattern without drawing a lottery. Also, when the result of the big role lottery is "miss", if the result of the lottery is derived by special 2 reservation, special pattern Y is determined as the losing pattern without drawing a lottery.
[0095] In other words, the winning symbol random number determination table is referenced only when the result of the big role lottery is a "big win," a "small win," or a "specific miss," and is not referenced when the result of the big role lottery is a "miss." Here, different jackpot 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 may be determined in both tables, or the type of special symbol (jackpot symbol) may be determined by referring to the winning symbol random number determination table 1 regardless of the reserved type.
[0096] Here, the selection ratio of the big win symbol and the small win symbol is common to all setting values, but either one or both of the big win symbol and the small win symbol may be made different for each setting value.
[0097] FIG. 8 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 "miss" or a "specific miss," in determining the variable presentation pattern, the group type is first determined by the reach group determination random number and the reach group determination random number judgment table.
[0098] For example, when the game state is set to a non-time-saving game state, if a "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") when the big role lottery is performed is 0, then the reach group determination random number judgment table A1 is selected, as shown in FIG. 8(a). Similarly, when the game state is set to a normal game state, if a "miss" big role lottery result is derived based on the special 1 reserve, and the number of reserved special 1s when the big role lottery is performed is 1 to 2, then the reach group determination random number judgment table A2 is selected, as shown in FIG. 8(b), and 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. 8(c). Note that in FIG. 8, 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.
[0099] Here, we have explained the reach group determination random number judgment table that is referenced when a ``miss'' major role lottery result is derived based on special 1 reserve in a non-time-saving game state, but the main ROM 300b also stores many other reach group determination random number judgment tables.
[0100] In addition, if the result of the big role lottery is a "big win" or a "small win", 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 "miss" or a "specific miss", and is not referenced when the result of the big role lottery is a "big win" or a "small win". 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 "big win" or a "small win".
[0101] 9 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 "miss" or a "specific miss," a jackpot reach mode determination random number judgment table that is selected when the big role lottery result is a "jackpot," and a small win reach mode determination random number judgment table that is selected when the big role lottery result is a "small win." Note that the miss reach mode determination random number judgment table is provided for each group type determined as described above, and the jackpot reach mode determination random number judgment table and the small win reach mode determination random number judgment table are provided for each reserve type.
[0102] 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 when a group x loses, which is referenced in a predetermined game state and type of symbol, is shown in Figure 9(a), an example of a reach mode determination random number judgment table when a special 1 jackpot is reached, is shown in Figure 9(b), an example of a reach mode determination random number judgment table when a special 2 jackpot is reached, is shown in Figure 9(c), an example of a reach mode determination random number judgment table when a special 1 small jackpot is reached, is shown in Figure 9(d), and an example of a reach mode determination random number judgment table when a special 2 small jackpot is reached, is shown in Figure 9(e).
[0103] When a game ball enters the first starting hole 120 or the second starting 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 "miss" or a "specific miss," as shown in Figure 9(a), a reach mode determination random number judgment table at the time of a miss corresponding to the group type determined by the lottery for the group type is selected, and a variation mode number is determined based on the selected reach mode determination random number judgment table at the time of a miss and the reach mode determination random number. Also, if the result of the big role lottery is a "jackpot," as shown in Figures 9(b) and 9(c), a reach mode determination random number judgment table at the time of a jackpot corresponding to the read-out reserve type is selected, and a variation mode number is determined based on the selected reach mode determination random number judgment table at the time of a jackpot and the reach mode determination random number.
[0104] Furthermore, if the result of the above-mentioned big prize lottery is a "small prize," as shown in Figures 9(d) and (e), a random number judgment table for determining the reach mode at the time of a small prize corresponding to the read-out hold type is selected, and a variable mode number is determined based on the selected random number judgment table for determining the reach mode at the time of a small prize and the reach mode determination random number.
[0105] 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. 9, 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, but the notation ○○H in FIGS. 9 to 11 indicates an arbitrary value expressed in hexadecimal.
[0106] As described above, when the result of the big role lottery is a "miss" or a "specific miss," the group type is first determined by the reach group determination random number judgment table and reach group determination random number shown in Figure 8. Then, depending on 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 a miss and the reach mode determination random number shown in Figure 9(a).
[0107] On the other hand, if the result of the big prize lottery is a "big win" or a "small win," the reach mode determination random number judgment table shown in Figure 9, which corresponds to the determined big win pattern or small win pattern (type of special pattern), the game state at the time of winning the big win or small win, etc., will be referenced, and the reach mode determination random number will be used to determine the variation mode number and variation pattern random number judgment table.
[0108] 10 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.
[0109] 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.
[0110] 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.
[0111] Fig. 11 is a diagram illustrating a fluctuation time determination table according to an 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. 11(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.
[0112] 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 11 (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.
[0113] 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.
[0114] 12 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 or a small win game. During a big win game or a small win game, the first big win opening solenoid 126c and the second big win opening solenoid 128c are energized and controlled by referring to this special electric device activation ram set table. In reality, multiple special electric device activation ram set tables are provided for each type of special symbol (big win symbol and small win symbol), and a corresponding table is set at the start of a big win game or a small 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.
[0115] When the special symbols A, B, C, and D, which are the big win symbols, or the special symbol a, which is the small win symbol, are determined, an opening and closing process is executed to control the opening and closing of the first large winning opening 126 and the second large winning opening 128 in a predetermined opening and closing pattern, with reference to the special electric role activation ram set table, as shown in Figure 12. The big win game is made up of multiple rounds of play in which the second large winning opening 128 is opened and closed a predetermined number of times, and the small win game is made up of only one round of play in which the first large winning opening 126 is opened and closed a predetermined number of times.
[0116] According to this special electric device operation ram set table, the opening time (waiting time until the first round of play starts), the maximum number of times the special electric device operates (the number of rounds of play executed during one major role play or one small win play), the open large prize opening (the first large prize opening 126 and the second large prize opening 128 that are opened in each round of play), the number of times the special electric device opens and closes (the number of times the first large prize opening 126 and the second large prize opening 128 are opened during one round of play), the solenoid energization time (the number of times the first large prize opening solenoid 126c and the second large prize opening solenoid 126d are opened for each number of times the first large prize opening 126 and the second large prize opening 128 are opened), the number of times the solenoid energizes (the number of times the first large prize opening 126 and the second large prize opening 128 are opened for each number of times the first large prize opening 126 and the second large prize opening 128 are opened), the number of times the solenoid energizes (the number of times the first large prize opening 126 and the second large prize opening solenoid 126c and the second large prize opening solenoid 126d are opened for each number of times the first large prize opening 126 and the second large prize opening 128 are opened) and the number of times the solenoid energizes (the number of times the first large prize opening 126 and the second large prize opening solenoid 126c and the second large prize opening solenoid 126d are opened for each number of times the first large prize opening 126 and the second large prize opening 128 are opened) are set. The control data for the big prize game includes the power supply time of the resonoid 128c, i.e., the opening time of the first large prize opening 126 and the second large prize opening 128 in one play), the specified number (the maximum number of wins that can be won in the first large prize opening 126 and the second large prize opening 128 in one round of play), the effective time for closing the large prize opening (the closing time of the first large prize opening 126 and the second large prize opening 128 between rounds of play, i.e., the interval time between rounds), and the ending time (the waiting time from the end of the last round of play until the normal special game is resumed) which are pre-stored as shown in the figure for each type of big prize pattern and small prize pattern as the control data for the big prize game.
[0117] In the embodiment, when the special symbols A and C, which are the jackpot symbols, are determined, a big win game consisting of four rounds of play is executed, and when the special symbols B and D are determined, a big win game consisting of ten rounds of play is executed. Each round of play ends when a specified number (10) of game balls enter the second big win opening 128 or when a predetermined time (here, 29.0 seconds) has elapsed since the second big win opening 128 was opened. The number of rounds of play executed in one big win game can be designed as appropriate, but as an example, the number of rounds of play may be set to 10 or less.
[0118] In addition, when the special symbol a, which is the small win symbol, is determined, a small win game consisting of one round of play is executed. In the small win game executed when the special symbol a is determined, the first large prize opening 126 is opened twice for 0.9 seconds with a predetermined pause between them in the first round of play.
[0119] 13 is a diagram illustrating a game state setting table for setting the game state after the end of the big win game according to the embodiment. In the embodiment, when the big win game is executed, the game state after the end of the big win game is set by referring to the game state setting table a shown in FIG. 13(a) according to the type of special symbol determined at the time of winning the big win. In the following, when explaining the game state, it is explained that the registered setting value is set to "1".
[0120] As shown in FIG. 13(a), according to the game state setting table a, if the special symbols A and C are selected as the jackpot symbols, the game state is set to a low probability game state after the big win game ends, and if the special symbols B and D are selected as the jackpot symbols, the game state is set to a high probability game state after the big win game ends. When the high probability game state is set, an end condition for the high probability game state is set. When the end condition for the high probability game state is met, the high probability game state ends and the game state transitions to a low probability game state.
[0121] Here, the high probability number of times is set to 120 as the end condition of the high probability gaming state. This means that the high probability gaming state continues until the big role lottery result is determined 120 times. In other words, when the big role lottery result is determined 120 times in the high probability gaming state, the high probability gaming state ends.
[0122] However, the above-mentioned high probability count indicates the maximum number of continuations in the high probability game state of 1, and if a jackpot is won before the above-mentioned number of continuations is reached, the game state will be set again. Therefore, if the high probability game state is set after the end of the big role game, and if a lottery result other than a jackpot is determined 120 times without a jackpot result being derived in the high probability game state, the game state will be changed to the low probability game state.
[0123] Furthermore, after the big win game ends, the game is set to a time-saving game state regardless of the type of jackpot symbol. In addition, along with the setting of the time-saving game state, an end condition for the time-saving game state is set according to the jackpot symbol that was won. When the end condition for the time-saving game state is established, the time-saving game state ends. Here, a variable number end condition and a specific end condition are set as the end conditions for the time-saving game state.
[0124] The variable count end condition is met when the number of times a special symbol other than the jackpot symbol is determined or displayed reaches the upper limit. Here, the upper limit set as the variable count end condition for the time-saving game state is called the time-saving count. In other words, the time-saving count means the number of times the big win lottery result is determined until the time-saving game state ends. Also, the specific end condition is met when the number of times a specific losing symbol is determined or displayed reaches a specific number. Here, the specific number set as the specific end condition for the time-saving game state is called the specific losing count. In other words, the specific losing count means the number of times a specific losing symbol is won (determined number) until the time-saving game state ends.
[0125] In this embodiment, depending on the type of jackpot symbol, both the variable number of times end condition and the specific end condition may be set, or only the variable number of times end condition may be set. Specifically, when the special symbols A and C are selected as the jackpot symbol, the variable number of times end condition is set to 10,000, and the specific end condition is set to 2, which is less than the time-saving number of times, with the specific misses. This means that the time-saving game state continues until the result of the big role lottery other than the jackpot is determined 10,000 times, or until the result of the big role lottery with the specific miss is determined twice. In other words, when the result of the big role lottery 10,000 times is determined in the time-saving game state, or when the specific miss is won twice, the time-saving game state ends.
[0126] In other words, if the special symbols A and C are won, the game state after the big win is set to a low-probability game state and a time-saving game state, and the conditions for ending the time-saving game state are set to 10,000 time-saving times and two specific misses. As mentioned above, the probability of winning a specific miss in the low-probability game state is approximately 1 / 150. Therefore, the time-saving game state set by winning the special symbols A and C ends when two specific misses are won.
[0127] In other words, the game state that is set when the special patterns A and C are won is that of a so-called falling machine, where the aim is to win a jackpot with a winning probability of approximately 1 / 199.2 before winning two specific misses with a winning probability of approximately 1 / 150.
[0128] If the result of the lottery for the major role is confirmed 10,000 times in the time-saving game state and the variable number end condition is met, the time-saving game state ends and the game transitions to a non-time-saving game state. On the other hand, if the specific miss is won twice in the time-saving game state and the specific end condition is met, the time-saving game state ends and the game transitions to a minute time-saving game state or the time-saving game state is reset.
[0129] In the low-probability game state and the time-saving game state, if a specific miss is won twice and the specific termination condition is met, the game state is set based on the type of the specific miss symbol won the second time by referring to the game state setting table b shown in FIG. 13(b). Specifically, if the specific symbol Ya is won, after the special symbol Ya is confirmed, the game state is set to the low-probability game state and the time-saving game state. At this time, as the termination conditions for the time-saving game state, the time-saving number of times that becomes the variable number termination condition is set to 10,000, and the specific miss number of times that becomes the specific termination condition is set to 2. In other words, if the specific miss symbol won the second time is the special symbol Ya, the game state will be reset to the same as when the specific miss symbol was won.
[0130] On the other hand, if the specific losing symbol won the second time is the specific symbol Yb, after the special symbol Yb is confirmed, the game is set to a low-probability game state and a short-time game state. The short-time game state also has a time-saving count of 10,000 as a variable count termination condition. As described above, the short-time game state is essentially the same game state as the non-time-saving game state. Therefore, if the specific losing symbol won the second time is the special symbol Yb, the time-saving game state, which is relatively advantageous to the player, ends, and the game transitions to a short-time game state, which is relatively disadvantageous to the player and is equivalent to the non-time-saving game state.
[0131] In the time-saving game state, as long as the game is being played properly, the player fires the game ball toward the second game area 116b, and a lottery for a major prize is executed based on the special 2 reservation. Therefore, the specific losing symbols that are won in the low-probability game state and the time-saving game state are basically the special symbols Ya and Yb that can be won based on the special 2 reservation. As described above, when a specific losing symbol is won by the special 2 reservation, the selection ratios of the special symbols Ya and Yb are 10% and 90%, respectively. Therefore, when the specific termination condition is met, the probability that the time-saving game state will be reset is 10%, and the probability that the time-saving game state will end and the slight time-saving game state will be set is 90%.
[0132] In contrast, when the special symbols B and D are selected as the jackpot symbols, only the variable number of times termination condition is set as the termination condition for the time-saving game state, and no specific termination condition is set. Specifically, when the special symbols B and D are selected, the game state after the big win is set to a high probability game state and a time-saving game state, and the termination conditions for the high probability game state and the time-saving game state are set to 120 times for both the high probability number of times and the time-saving number of times. In this case, the termination conditions for the time-saving game state (high probability game state) do not include winning a predetermined number of times in the specific number of times of loss.
[0133] As mentioned above, the probability of winning in the high probability game state is approximately 1 in 84. Therefore, the game state set when special symbols B and D are won is the so-called ST machine gameplay, in which the aim is to win the jackpot with a winning probability of approximately 1 in 84 through 120 big role draws.
[0134] In this way, in this embodiment, two game states with completely different gameplay characteristics are provided: a game state in which the aim is to win a jackpot through a predetermined number of big win lotteries (120 times), and a game state in which the aim is to win a jackpot before winning a specific miss a predetermined number of times (two times). Furthermore, these two game states have different so-called consecutive win continuation rates. As described above, according to this embodiment, unprecedented new gameplay characteristics are realized, and the enjoyment of the game is enhanced.
[0135] In this embodiment, the specific miss cannot be won in the high-probability gaming state, and the specific miss can only be won in the low-probability gaming state. However, the specific miss may also be won in the high-probability gaming state. In this case, for example, the number of specific misses set as the termination condition when the high-probability gaming state or the time-saving gaming state is set may be set to a number equal to or greater than the number of high-probability or time-saving, or to 0, so that the specific termination condition is not met. According to the processing in the main control board 300 described below, even if the number of specific misses is set to 0, the number of specific misses does not meet the termination condition.
[0136] In addition, in this embodiment, when a specific miss is won based on the special 1 reserved, the special symbol Xa is always determined. When the special symbol Xa is won in a non-time-saving game state, as shown in FIG. 13 (b), after the special symbol Xa is determined, the game is set to the same minute time-saving game state as when the special symbol Yb is won. By configuring in this way, when the high probability game state or the time-saving game state ends, a situation is intentionally created where there is no special 2 reserved, and a big role lottery based on the special 1 reserved is executed, which prevents the game from being more advantageous than when a big role lottery based on the special 2 reserved is executed.
[0137] Furthermore, in this embodiment, a Yu-Time is provided. Yu-Time refers to a game state that is set to a low-probability game state or a time-saving game state upon the establishment of a predetermined start condition, or a game that proceeds in that game state. Here, the game progress conditions, such as the probability of winning a jackpot during Yu-Time and the conditions for opening the second start slot 122, are the same as those for the game state that is set after winning special symbols A or C and winning a big win. However, multiple time-saving game states with different game progress conditions may be provided, and the game progress conditions may differ between the time-saving game state during Yu-Time and the time-saving game state that is set after winning a big win (for example, the game may not end when the number of specific misses is "0").
[0138] Here, as shown in Figure 13 (c), the start condition for Yu-Time is set to be that the main RAM 300c is cleared when the power is turned on, or the high-probability game state ends, and the result of the big role lottery is determined 500 times without winning a big role or a specific loss. In other words, in a low-probability game state and in a non-time-saving game state or a small-time-saving game state, if a big role lottery is won 500 times or a specific loss is not won, Yu-Time will be entered and the game state will be set to a time-saving game state. Note that, although the case where Yu-Time is provided has been described here, Yu-Time is not required.
[0139] 14 is a diagram illustrating a random number determination table for determining a winning normal symbol according to the embodiment. When a gaming ball flowing down the gaming area 116 passes through the gate 124 (the gaming ball enters the normal symbol operating port 125), a determination process of a normal symbol (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.
[0140] As will be described in more detail later, when a gaming ball passes through gate 124 (enters normal map operation port 125), one normal map winning determination random number is obtained from the range of 0 to 99, and this random number value is stored in the normal map reserve memory area of main RAM 300c, up to a maximum of four. In other words, the normal map reserve memory area has four memory units for saving normal map winning determination random numbers. Therefore, if a gaming ball passes through gate 124 (enters normal map operation port 125) with normal map winning determination random numbers stored in all four memory units of the normal map reserve memory area, no normal map winning determination random number will be stored based on the passage of the gaming ball. Hereinafter, the normal map winning determination random number stored in the normal map reserve memory area after a gaming ball passes through gate 124 (enters normal map operation port 125) will be referred to as a normal map reserve.
[0141] When the normal symbol lottery is started in the non-time-saving game state, the normal symbol winning random number determination table for the non-time-saving game state is referenced, as shown in Figure 14(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.
[0142] Also, when starting the normal symbol lottery in the short time game state, as shown in Figure 14 (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.
[0143] 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 14 (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.
[0144] 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).
[0145] FIG. 15(a) is a diagram illustrating a normal symbol variation time data table according to an embodiment, and FIG. 15(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.
[0146] 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 Figure 15(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 energization of the normal electric role solenoid 122c begins, but here, for convenience of explanation, the control data corresponding to each game state is shown in one table.
[0147] 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. 15(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.
[0148] 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 (a game ball enters the normal game operation port 125), normal game lotteries are held one after another, and the second start port 122 is frequently in an open state, so the player can participate in big role lotteries while reducing the consumption of game balls.
[0149] 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.
[0150] 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.
[0151] In addition, in the embodiment, a normal map operating port 125 is provided in the second game area 116b, and almost all of the game balls that flow down to below the second game area 116b enter the normal map operating port 125. When a game ball enters the normal map operating port 125, one prize ball is paid out. Therefore, even if a game ball is launched into the second game area 116b in a non-time-saving game state, the game balls are hardly reduced. However, the normal map operating port 125 is not a required component, and the board configuration is merely an example. Therefore, a configuration in which the game balls are reduced when a game ball is launched into the second game area 116b in a non-time-saving game state may also be used.
[0152] 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.
[0153] 16 is a diagram illustrating the gaming machine status flag according to the embodiment. In the main control board 300, the gaming machine status flag is used to manage 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.
[0154] 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.
[0155] (CPU initialization process of main control board 300) FIG. 17 is a first flowchart illustrating the CPU initialization process in the main control board 300 according to the embodiment, and FIG. 18 is a second flowchart illustrating the CPU initialization process in the main control board 300 according to the embodiment.
[0156] 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).
[0157] (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.
[0158] (Step S100-3) The main CPU 300a sets a wait processing time in a timer counter.
[0159] (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.
[0160] (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.
[0161] (Step S100-9) The main CPU 300a executes the processing required to permit access to the main RAM 300c.
[0162] (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.
[0163] (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.
[0164] (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.
[0165] (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.
[0166] (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.
[0167] (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.
[0168] (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.
[0169] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.
[0170] (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.
[0171] (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.
[0172] (Step S100-31) The main CPU 300a checks and clears the read / write memory of the used area.
[0173] (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.
[0174] (Step S100-35) The main CPU 300a sets 04H (RWM abnormal state) in the D register and moves the process to step S100-45.
[0175] (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.
[0176] (Step S100-39) The main CPU 300a sets 00H (playable state) in the D register.
[0177] (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.
[0178] (Step S100-43) The main CPU 300a sets 01H (setting changed state) in the D register.
[0179] (Step S100-45) The main CPU 300a saves the value set in the D register in the gaming machine status flag.
[0180] (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.
[0181] (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.
[0182] (Step S100-51) The main CPU 300a loads the gaming machine status flag.
[0183] (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.
[0184] (Step S110) The main CPU 300a performs a sub-command group set process, which will be described later.
[0185] (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.
[0186] (Step S100-57) The main CPU 300a sets the timer interrupt period.
[0187] (Step S100-59) The main CPU 300a performs processing to disable interrupts.
[0188] (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.
[0189] (Step S100-63) The main CPU 300a analyzes the received data (main commands) received from the dispensing control board 310, and executes various processes according to the received data.
[0190] (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 .
[0191] (Step S100-67) The main CPU 300a performs processing to permit an interrupt.
[0192] (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.
[0193] FIG. 19 is a flowchart illustrating the sub-command group setting process (S110) in the main control board 300 according to the embodiment.
[0194] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine status flag.
[0195] (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.
[0196] (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.
[0197] (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.
[0198] (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.
[0199] (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.
[0200] (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.
[0201] (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.
[0202] (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.
[0203] (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.
[0204] (Step S110-21) The main CPU 300a sets the customer waiting designation command in the transmission buffer, and ends the subcommand group setting process.
[0205] 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.
[0206] (Main control board 300 power off evacuation process (XINT interrupt process)) 20 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.
[0207] (Step S300-1) When the power-off warning signal is input, the main CPU 300a saves the registers.
[0208] (Step S300-3) The main CPU 300a checks the power-off warning signal.
[0209] (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.
[0210] (Step S300-7) The main CPU 300a restores the register.
[0211] (Step S300-9) The main CPU 300a performs processing to permit an interrupt, and ends the power-off save processing.
[0212] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.
[0213] (Step S300-13) The main CPU 300a executes a checksum setting process that calculates and stores a checksum.
[0214] (Step S300-15) The main CPU 300a executes RAM protection setting processing required to prohibit access to the main RAM 300c.
[0215] (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.
[0216] (Step S300-19) The main CPU 300a checks the power-off warning signal.
[0217] (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.
[0218] (Step S300-23) The main CPU 300a subtracts one from the value of the loop counter set in step S300-17.
[0219] (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.
[0220] 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.
[0221] (Timer interrupt processing of main control board 300) 21 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.
[0222] (Step S400-1) The main CPU 300a saves the registers.
[0223] (Step S400-3) The main CPU 300a performs processing to permit an interrupt.
[0224] (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.
[0225] (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.
[0226] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine status flag.
[0227] (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.
[0228] (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.
[0229] (Step S450) The main CPU 300a executes the setting-related processing and moves the process to step S400-27, which will be described later.
[0230] (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.
[0231] (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.
[0232] (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.
[0233] 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.
[0234] (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, the first large prize hole detection switch 126s, and the second large prize hole detection switch 128s. Details of this switch management process will be described later.
[0235] (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.
[0236] (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.
[0237] (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.
[0238] (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, the first large prize opening detection switch 126s, and the second large prize opening detection switch 128s, and executes prize opening switch processing to increment the corresponding counters for prize ball control, etc.
[0239] (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.
[0240] (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.
[0241] (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.
[0242] (Step S400-31) The main CPU 300a executes a solenoid output image synthesis process to synthesize the solenoid output images of the normal electric role solenoid 122c, the first large prize opening solenoid 126c, the second large prize opening solenoid 128c and the movable member drive solenoid 142c and store them in an output port buffer.
[0243] (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.
[0244] (Step S400-35) The main CPU 300a performs processing to disable interrupts.
[0245] (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.
[0246] (Step S400-39) The main CPU 300a restores the register and ends the timer interrupt process.
[0247] FIG. 22 is a flowchart illustrating the setting-related processing (S450) according to this embodiment.
[0248] (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.
[0249] (Step S450-3) The main CPU 300a loads the registered setting values stored in the setting value buffer into a predetermined processing area.
[0250] (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.
[0251] (Step S450-7) The main CPU 300a adds 1 to the setting value of the processing area.
[0252] (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.
[0253] (Step S450-11) The main CPU 300a sets the setting value of the processing area to 1.
[0254] (Step S450-13) The main CPU 300a sets the setting value of the processing area in the setting value buffer.
[0255] (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.
[0256] (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.
[0257] (Step S110) The main CPU 300a executes the sub-command group set process of Fig. 19. 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.
[0258] (Step S450-19) The main CPU 300a sets the gaming machine state flag to 00H (playable state), and ends the setting-related processing.
[0259] 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 turned 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. 17). 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. 21) are stopped, and setting-related processes are executed.
[0260] 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.
[0261] 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.
[0262] 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.
[0263] 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.
[0264] 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.
[0265] FIG. 23 is a flowchart illustrating the switch management process (step S500) in the main control board 300 according to the embodiment.
[0266] (Step S500-1) The main CPU 300a determines whether the gate detection switch is turned on or the normal operation port detection switch is turned on, that is, whether a gaming ball has passed through the gate 124 and the detection signal from the gate detection switch 124s has been turned on, or whether a gaming ball has entered the normal operation port 125 and the detection signal from the normal operation port detection switch 125s has been turned on. If it is determined that the gate detection switch is turned on or the normal operation port detection switch is turned on, the process proceeds to step S510, and if it is determined that the gate detection switch is not turned on or the normal operation port detection switch is not turned on, the process proceeds to step S500-3.
[0267] (Step S510) The main CPU 300a executes gate passage processing based on the passage of the gaming ball through the gate 124 (entry of the gaming ball into the normal operation port 125). Details of this gate passage processing will be described later.
[0268] (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.
[0269] (Step S520) The main CPU 300a executes first start opening passage processing based on the entry of the gaming ball into the first start opening 120. Details of this first start opening passage processing will be described later.
[0270] (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.
[0271] (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.
[0272] (Step S500-7) The main CPU 300a determines whether it is the time when the special prize opening detection switch is detected as being on, that is, whether a gaming ball has entered the first special prize opening 126 and the second special prize opening 128 and a detection signal has been input from the first special prize opening detection switch 126s and the second special prize opening detection switch 128s. If it is determined as a result that it is the time when the special prize opening detection switch is detected as being on, the process proceeds to step S500-9, and if it is determined that it is not the time when the special prize opening detection switch is detected as being on, the process proceeds to step S500-11.
[0273] (Step S500-9) The main CPU 300a determines whether a big win game or a small win game is currently in progress, and determines whether the game balls have entered the first large win port 126 and the second large win port 128 properly. If it is determined that a big win game or a small win game is not in progress, a predetermined fraud detection process is executed, and if it is determined that a big win game or a small win game is in progress and the game balls have entered the first large win port 126 and the second large win port 128 properly, the main CPU 300a increments the large win port winning ball counter by 1, and sets a large win port winning designation command in the transmission buffer.
[0274] (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.
[0275] (Step S500-13) The main CPU 300a sets the general prize slot winning designation command in the transmission buffer.
[0276] (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 switch management process is terminated.
[0277] (Step S500-17) The main CPU 300a sets the out ball detection designation command in the transmission buffer and ends the switch management process.
[0278] FIG. 24 is a flowchart illustrating the gate passage process (step S510) in the main control board 300 according to the embodiment.
[0279] (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.
[0280] (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.
[0281] (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.
[0282] (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.
[0283] (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.
[0284] (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.
[0285] FIG. 25 is a flowchart illustrating the first start port passage process (step S520) in the main control board 300 according to the embodiment.
[0286] (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.
[0287] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball number counter.
[0288] (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.
[0289] FIG. 26 is a flowchart illustrating the second start port passage process (step S530) in the main control board 300 according to the embodiment.
[0290] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.
[0291] (Step S530-3) The main CPU 300a sets the address of the special symbol 2 reserved ball number counter.
[0292] (Step S535) The main CPU 300a executes a special symbol random number acquisition process, which will be described later.
[0293] (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.
[0294] (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.
[0295] (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.
[0296] 27 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.
[0297] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1.
[0298] (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.
[0299] (Step S535-5) The main CPU 300a loads the jackpot determination random number updated by the hardware random number generator.
[0300] (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 process proceeds to step S535-21. If it is determined that the number is not equal to or greater than the upper limit, the process proceeds to step S535-9.
[0301] (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.
[0302] (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.
[0303] (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.
[0304] (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.
[0305] (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.
[0306] (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.
[0307] (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. 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 a special symbol 1 reservation or special symbol 2 reservation is stored, the special symbol 1 reservation number and the special symbol 2 reservation number are transmitted to the sub-control board 330.
[0308] (Step S535-21) The main CPU 300a loads the normal game management phase.
[0309] (Step S535-23) The main CPU 300a checks the normal game management phase loaded in step S535-21 and determines whether it is below the normal electric device winning opening control state described later. If it is determined that it is below the normal electric device winning opening control state, the process proceeds to step S535-25, and if it is determined that it is not below the normal electric device winning opening control state, the special symbol random number acquisition process is terminated.
[0310] (Step S535-25) The main CPU 300a determines whether or not an abnormal winning has occurred, and if it determines that an abnormal winning has occurred, executes a start port abnormal winning error process to perform a predetermined process, and terminates the special pattern random number acquisition process (step S535).
[0311] 28 is a diagram illustrating the special game management phase according to the embodiment. As already explained, in the embodiment, a special game triggered by the entry of a game ball into the first start gate 120 or the second start gate 122 and a normal game triggered by the passage of a game ball through the gate 124 (entry of a game ball into the normal operation gate 125) 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 games by the special game management phase.
[0312] As shown in FIG. 28, 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 symbol change waiting processing" is called, when the special game management phase is "01H", a module for executing "special symbol change in progress processing" is called, when the special game management phase is "02H", a module for executing "special symbol stop symbol display processing" is called, when the special game management phase is "03H" or "07H", a module for executing "large prize opening pre-processing" is called, when the special game management phase is "04H" or "08H", a module for executing "large prize opening opening control processing" is called, when the special game management phase is "05H" or "09H", a module for executing "large prize opening closure valid processing" is called, and when the special game management phase is "06H" or "0AH", a module for executing "large prize opening end wait processing" is called.
[0313] FIG. 29 is a flowchart illustrating the special game management process (step S600) in the main control board 300.
[0314] (Step S600-1) The main CPU 300a loads the special game management phase.
[0315] (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.
[0316] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 and starts processing.
[0317] (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.
[0318] 30 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".
[0319] (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.
[0320] (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.
[0321] (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.
[0322] (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.
[0323] (Step S611) The main CPU 300a executes a special symbol winning determination process for performing a big role lottery, which will be described later.
[0324] (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 S611 is a big win, a small win, or a specific loss, the win type (whether it is a big win, a small win, or a specific loss) 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 big win symbol, small win symbol, or specific loss symbol) is saved. On the other hand, if the lottery result of the major role lottery stored in step S611 is a loss, if the reserve type is special 1 reserve, special symbol X is saved as a loss symbol, and if the reserve type is special 2 reserve, special symbol Y is saved as a loss symbol. Here, a symbol type designation command corresponding to the saved special symbol determination data is set in the transmission buffer.
[0325] (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.
[0326] (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.
[0327] (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.
[0328] (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.
[0329] (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.
[0330] (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.
[0331] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol change waiting process.
[0332] FIG. 31 is a flowchart illustrating the special symbol winning determination process (S611) according to the embodiment.
[0333] (Step S611-1) The main CPU 300a loads the special symbol probability state flag.
[0334] (Step S611-3) The main CPU 300a loads the registered setting values in the setting value buffer.
[0335] (Step S611-5) The main CPU 300a determines whether the registered setting value loaded in step S611-3 is within the normal range. If it is determined that the value is within the normal range, the process proceeds to step S611-11. If it is determined that the value is not within the normal range, the process proceeds to step S611-7.
[0336] (Step S611-7) The main CPU 300a sets the gaming machine status flag to 03H (setting abnormal status).
[0337] (Step S611-9) The main CPU 300a sets the setting abnormality state command (sub-command) in the transmission buffer and ends the special symbol winning determination process. When this setting abnormality state command is sent to the sub-control board 330, a notification that a setting abnormality has occurred is issued.
[0338] (Step S611-11) The main CPU 300a refers to the jackpot determination random number judgment table corresponding to the information loaded in steps S611-1 and S611-3, and sets the lower and upper limits for determining a jackpot, a small jackpot, or a specific miss.
[0339] (Step S611-13) The main CPU 300a compares the big win determination random number transferred to the 0th storage unit with the above-mentioned lower limit and upper limit values, and performs a determination process (big win lottery) to determine whether or not a big win, small win, or specific miss has been won.
[0340] (Step S611-15) The main CPU 300a sets the result of the determination process in step S611-13 as determination information, and ends the special symbol winning determination process.
[0341] FIG. 32 is a flowchart illustrating the special symbol variable number determination process in the main control board 300 according to the embodiment.
[0342] (Step S612-1) The main CPU 300a determines whether the result of the major role lottery in step S611 is a big win or a small win. If it is determined to be a big win or a small win, the process proceeds to step S612-3, and if it is determined to be neither a big win nor a small win (a miss), the process proceeds to step S612-5.
[0343] (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.
[0344] (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.
[0345] (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.
[0346] (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.
[0347] (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.
[0348] (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.
[0349] (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.
[0350] (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.
[0351] 33 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".
[0352] (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.
[0353] (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.
[0354] (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.
[0355] (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.
[0356] (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.
[0357] (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.
[0358] (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.
[0359] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".
[0360] (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.
[0361] (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.
[0362] (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.
[0363] 34 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".
[0364] (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.
[0365] (Step S630-3) The main CPU 300a checks the result of the big role lottery.
[0366] (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 S630-19. If it is determined not to be a jackpot, the process proceeds to step S631.
[0367] (Step S631) The main CPU 300a executes a number cutoff management process, which will be described later with reference to FIG.
[0368] (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.
[0369] (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.
[0370] (Step S630-11) The main CPU 300a determines whether the result of the big role lottery is a small win. If it is determined to be a small win, the process proceeds to step S630-21. If it is determined not to be a small win, the process proceeds to step S630-13.
[0371] (Step S630-13) 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 S632, and if it is determined not to be a specific miss, the process proceeds to step S630-15.
[0372] (Step S632) The main CPU 300a executes a state change process, which will be described later with reference to FIG.
[0373] (Step S630-15) 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.
[0374] (Step S630-19) 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.
[0375] (Step S630-21) The main CPU 300a sets data in the special electric accessory operation RAM set table according to the type of the determined special symbol.
[0376] (Step S630-23) 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.
[0377] (Step S630-25) The main CPU 300a refers to the data set in step S630-21 and saves a predetermined opening time as a timer value in the special game timer.
[0378] (Step S630-27) The main CPU 300a sets in the transmission buffer an opening designation command for transmitting the start of a major win game or a minor win game to the sub-control board 330. 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 S630-25 is set in the transmission buffer.
[0379] (Step S630-29) If the result of the big win lottery confirmed in step S630-3 is a big win, the main CPU 300a updates the special game management phase to "07H", and if it is a small win, updates the special game management phase to "03H" and ends the special symbol stop symbol display process. This starts the big win game or small win game.
[0380] FIG. 35 is a flowchart illustrating the number of cutoff management process in the main control board 300 according to the embodiment.
[0381] (Step S631-1) The main CPU 300a determines whether the counter value of the Yu-time entry counter is greater than 0. The Yu-time entry counter counts the number of remaining fluctuations until Yu-time is entered, and if the main RAM 300c is cleared when the power is turned on, the counter value is set to "500" before play becomes possible. Also, as will be described later, the counter value is set to "500" when a high-probability game state is changed to a low-probability game state. 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 S631-11.
[0382] (Step S631-3) The main CPU 300a subtracts the counter value of the Yu-time entry counter.
[0383] (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 S631-11.
[0384] (Step S631-7) The main CPU 300a sets the time-shortened game state and sets the time-shortened number counter to "10000" as the number of time-shortened times.
[0385] (Step S631-9) The main CPU 300a sets the specific loss count limit counter to "2" as the specific loss count, and ends the loss count limit management process.
[0386] (Step S631-11) The main CPU 300a determines whether the counter value of the high probability number 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 S631-13, and if it is determined that the counter value is not greater than 0 (counter value=0), the process proceeds to step S631-23.
[0387] (Step S631-13) The main CPU 300a subtracts the counter value of the high probability number cut counter.
[0388] (Step S631-15) The main CPU 300a determines whether the counter value updated in step S631-13 is 0. If it is determined that the counter value is 0, the process proceeds to step S631-17, and if it is determined that the counter value is not 0, the cut-off count management process is terminated.
[0389] (Step S631-17) The main CPU 300a sets the gaming state to a low probability gaming state and a non-time-shortening gaming state.
[0390] (Step S631-19) The main CPU 300a resets the counter values of the high probability number of times cut counter, the time reduction number of times cut counter, and the specific number of times cut counter.
[0391] (Step S631-21) The main CPU 300a sets the counter value of the Yu-time entry counter to "500" and ends the number cut management process.
[0392] (Step S631-23) The main CPU 300a determines whether the counter value of the time-saving cut-off counter is greater than 0. If it is determined that the counter value is greater than 0, the process proceeds to step S631-25, and if it is determined that the counter value is not greater than 0 (counter value=0), the cut-off counter management process is terminated.
[0393] (Step S631-25) The main CPU 300a subtracts the counter value of the time-saving cut-off counter.
[0394] (Step S631-27) The main CPU 300a determines whether the counter value updated in step S631-25 is 0. If it is determined that the counter value is 0, the process proceeds to step S631-29. If it is determined that the counter value is not 0, the main CPU 300a ends the number cut management process.
[0395] (Step S631-29) The main CPU 300a sets the gaming state to the non-time-shortening gaming state.
[0396] (Step S631-31) The main CPU 300a resets the counter values of the high probability number cut counter, the time-saving number cut counter, and the specific number cut counter, and ends the number cut management process.
[0397] FIG. 36 is a flowchart illustrating the state change process in the main control board 300 according to the embodiment.
[0398] (Step S632-1) 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 state change process is terminated. If it is determined that the game is not in a high-probability gaming state, the process proceeds to step S632-3.
[0399] (Step S632-3) The main CPU 300a determines whether the game is in a time-shortened gaming state. If it is determined that the game is in a time-shortened gaming state, the process proceeds to step S632-5. If it is determined that the game is not in a time-shortened gaming state, the process proceeds to step S632-11.
[0400] (Step S632-5) The main CPU 300a determines whether the counter value of the specific miss count 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 S632-7, and if it is determined that the counter value is not greater than 0 (is 0), the state change process ends.
[0401] (Step S632-7) The main CPU 300a subtracts the counter value of the specific miss count counter.
[0402] (Step S632-9) In step S632-7, the main CPU 300a determines whether the counter value of the specific miss count counter has been updated to 0. If it is determined that the counter value has been updated to 0, the main CPU 300a proceeds to step S632-11, and if it is determined that the counter value has not been updated to 0, the main CPU 300a ends the state change process.
[0403] (Step S632-11) 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 symbols Xa and Ya are stopped and displayed, the game state is set to the time-shortened game state, and when the special symbol Yb is stopped and displayed, the game state is set to the minute time-shortened game state.
[0404] (Step S632-13) The main CPU 300a sets the counter values of the time-saving count cutoff counter and the specific miss count cutoff counter based on the type of the specific miss symbol that is stopped and ends the state change process. Here, when the special symbol Ya is stopped and displayed, the time-saving count cutoff counter is set to "10000" and the specific miss count cutoff counter is set to "2". Also, when the special symbols Xa and Yb are stopped and displayed, the time-saving count cutoff counter is set to "10000".
[0405] 37 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" or "07H".
[0406] (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.
[0407] (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.
[0408] (Step S640-5) The main CPU 300a sets in the transmission buffer a special prize opening designation command for transmitting to the sub-control board 330 the start of opening of the first special prize opening 126 and the second special prize opening 128 (start of a round game).
[0409] (Step S641) The main CPU 300a executes a special prize opening / closing switching process, which will be described later.
[0410] (Step S640-7) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("04H" or "08H"), and ends the pre-opening process for the big prize opening.
[0411] FIG. 38 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.
[0412] (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 first large prize opening 126 and the second large prize opening 128 are opened and closed during one round of play). If it is judged that the counter value is the upper limit value, the main CPU 300a ends the large prize opening opening / closing switching process, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S641-3.
[0413] (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 first large prize opening solenoid 126c or the second large prize opening solenoid 128c, as well as timer data which is the energization time or de-energization time of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c, based on the counter value of the special electric device opening / closing switching count counter.
[0414] (Step S641-5) Based on the solenoid control data extracted in step S641-3 above, the main CPU 300a executes a large prize opening solenoid energization control process to start energizing the first large prize opening solenoid 126c or the second large prize opening solenoid 128c, or to stop energizing the first large prize opening solenoid 126c or the second large prize opening solenoid 128c. By executing this large prize opening solenoid energization control process, the start or stop of energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is controlled in steps S400-31 and S400-33 above.
[0415] (Step S641-7) 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 first special winning opening 126 and the second special winning opening 128 in one time.
[0416] (Step S641-9) The main CPU 300a determines whether the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is in the energization start state, i.e., whether control processing to start energization of the first large prize opening solenoid 126c or the second large prize opening solenoid 128c has been performed in the above step S641-5. If it is determined that the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is in the energization start state, the main CPU 300a proceeds to step S641-11, and if it is determined that the first large prize opening solenoid 126c or the second large prize opening solenoid 128c is not in the energization start state, the main CPU 300a ends the large prize opening open / close switching processing.
[0417] (Step S641-11) 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.
[0418] 39 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" or "08H".
[0419] (Step S650-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S641-7 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.
[0420] (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.
[0421] (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.
[0422] (Step S650-5) The main CPU 300a determines whether the counter value of the special prize opening ball count counter updated in step S500-9 has reached a specified number, i.e., whether the same number of game balls as the maximum number of wins in one round have entered the first special prize opening 126 or the second special prize opening 128. If it is determined that the specified number has not been reached, the main CPU 300a terminates the special prize opening opening opening control process, and if it is determined that the specified number has been reached, the process proceeds to step S650-7.
[0423] (Step S650-7) The main CPU 300a stops the energization of the first major prize opening solenoid 126c and the second major prize opening solenoid 128c and executes the major prize opening closing process required to close the first major prize opening 126 and the second major prize opening 128. As a result, the first major prize opening 126 and the second major prize opening 128 are closed.
[0424] (Step S650-9) The main CPU 300a saves the effective time (interval time) for closing the big prize opening in the special game timer.
[0425] (Step S650-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("05H" or "09H").
[0426] (Step S650-13) The main CPU 300a sets a special prize opening closure designation command indicating that the first special prize opening 126 and the second special prize opening 128 have been closed in the transmission buffer, and ends the special prize opening opening control process.
[0427] 40 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" or "09H."
[0428] (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.
[0429] (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.
[0430] (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.
[0431] (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.
[0432] (Step S660-9) The main CPU 300a executes an ending time setting process for saving the ending time in a special game timer.
[0433] (Step S660-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("06H" or "0AH").
[0434] (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.
[0435] 41 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" or "0AH".
[0436] (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.
[0437] (Step S671) The main CPU 300a executes a state setting process for setting the game state after the big win game ends. This state setting process will be described later with reference to FIG.
[0438] (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.
[0439] (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.
[0440] (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.
[0441] FIG. 42 is a flowchart illustrating the state setting process in the main control board 300 according to the embodiment.
[0442] (Step S671-1) The main CPU 300a checks the big win symbol that is stopped and displayed.
[0443] (Step S671-3) The main CPU 300a sets the game state after the big win game to a high probability game state or a low probability game state based on the confirmed big win symbol, and also sets it to a time-shortened game state.
[0444] (Step S671-5) The main CPU 300a sets the number of high probability times and the number of time reduction times in a high probability times cut-off counter and a time reduction times cut-off counter, respectively, based on the big win symbol.
[0445] (Step S671-7) The main CPU 300a sets the specific number of misses to the specific number of misses counter based on the big win symbol, and ends the state setting process.
[0446] 43 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 game ball through the gate 124 (entry of the game ball into the normal game operating port 125) 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.
[0447] As shown in FIG. 43, 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.
[0448] FIG. 44 is a flowchart illustrating the normal game management process (step S700) in the main control board 300 according to the embodiment.
[0449] (Step S700-1) The main CPU 300a loads the normal game management phase.
[0450] (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.
[0451] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 and starts processing.
[0452] (Step S700-7) The main CPU 300a loads a normal game timer that manages the control time of the normal game.
[0453] 45 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".
[0454] (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.
[0455] (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.
[0456] (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.
[0457] (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.
[0458] (Step S710-9) The main CPU 300a checks the current game state, and selects and sets the corresponding normal symbol variation time data table.
[0459] (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.
[0460] (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.
[0461] (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.
[0462] (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.
[0463] (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.
[0464] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol change waiting process.
[0465] 46 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".
[0466] (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.
[0467] (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.
[0468] (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.
[0469] (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.
[0470] (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.
[0471] (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.
[0472] (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.
[0473] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the normal pattern variation processing.
[0474] 47 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".
[0475] (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.
[0476] (Step S730-3) The main CPU 300a checks the result of the regular lottery.
[0477] (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.
[0478] (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.
[0479] (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.
[0480] (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.
[0481] 48 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".
[0482] (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.
[0483] (Step S741) The main CPU 300a executes a normal electric accessory winning opening opening / closing switching process, which will be described later.
[0484] (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.
[0485] FIG. 49 is a flowchart illustrating the normal electric role winning opening / closing switching process in the main control board 300 according to the embodiment.
[0486] (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.
[0487] (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.
[0488] (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.
[0489] (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.
[0490] (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.
[0491] (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.
[0492] 50 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".
[0493] (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.
[0494] (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.
[0495] (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.
[0496] (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.
[0497] (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.
[0498] (Step S750-9) The main CPU 300a saves the normal power valid state time in the normal game timer.
[0499] (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.
[0500] 51 is a flowchart explaining 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".
[0501] (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.
[0502] (Step S760-3) The main CPU 300a saves the normal power end wait time in the normal game timer.
[0503] (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.
[0504] 52 is a flowchart illustrating 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".
[0505] (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.
[0506] (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.
[0507] 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.
[0508] 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.
[0509] 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 may also be provided, such as a high-probability gaming state and a non-time-shortening gaming state or a slightly time-shortening gaming state.
[0510] In addition, in the above embodiment, a low-probability game state and a high-probability game state are provided, which have different jackpot winning probabilities. However, the jackpot winning probability may be constant regardless of the game state. Also, the micro-time-saving game state is not required. If the micro-time-saving game state is not provided, for example, when a specific losing symbol is won and a specific ending condition is met, the time-saving game state may be ended and the game may be transitioned to a non-time-saving game state.
[0511] In the above embodiment, when a specific losing symbol is won and a specific termination condition is met, the currently set time-shortened game state is terminated, and a time-shortened game state or a minute time-shortened game state is set based on the type of specific losing symbol. In this case, the change resulting from the winning of the specific losing symbol is the final change in the time-shortened game state. However, the display settings of the right-hit notification indicator 172 and the external terminal output settings are executed in steps S400-27 and S400-29 during the same timer interrupt process after the game state is set based on the winning of the specific losing symbol (step S600). Therefore, even when the time-shortened game state is set based on the winning of the specific losing symbol, the display and output indicating the state immediately before the stop display of the specific losing symbol continue. However, when a specific termination condition is met, the time-shortened game state may be terminated and transitioned to a non-time-shortened game state without setting the time-shortened game state or the minute time-shortened game state.
[0512] 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 Fig. 13(a). However, the type of jackpot symbol and the game state set for the jackpot symbol are not limited to this.
[0513] For example, a special symbol E, which is a jackpot symbol, may be further provided, and when the special symbol E is won, the game may be set to a high probability game state and a time-saving game state after the big win game, and both the number of high probability times 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.
[0514] In addition, for example, a special symbol F, which is a jackpot symbol, may be provided, and when the special symbol F is won, the game state may be set to a low probability game state and a non-time-saving game state after the big win game. This special symbol F becomes a jackpot symbol that ends a so-called consecutive win state, such as a high probability game state or a time-saving game state.
[0515] In the above embodiment, the above special symbols E and F may be provided instead of the special symbols B and D. In the above embodiment, when the special symbols B and D are won, a game state is provided in which the player aims to win a jackpot by drawing a predetermined number of big prizes, as in a so-called ST machine, but when the special symbols E and F are provided, a game state is provided in which whether or not the consecutive win state continues is different depending on the type of symbol of the jackpot that is won, as in a so-called loop machine.
[0516] In the above embodiment, when the low-probability game state and the time-saving game state are set, the number of specific misses is set to 2, regardless of the type of jackpot symbol or specific miss symbol. However, a different number of specific misses may be set depending on the type of special symbol set in the low-probability game state and the time-saving game state.
[0517] For example, if a special symbol G, which is a jackpot symbol, is provided, and if the special symbol G is won, after the big win game, the game is set to a low-probability game state and a time-saving game state. In this case, the number of time-saving times is set to 10,000, and the number of specific misses is set to 1 or 3 or more. By providing the special symbol G, it is possible to provide a game state with the same playability as a so-called falling machine, but with multiple game states each with different continuation rates. Also, for example, by setting the number of specific misses to 0 or not setting it, a time-saving game state in which the next jackpot is essentially guaranteed may be provided.
[0518] In the above embodiment, multiple time-saving game states with different game progress conditions may be provided. For example, a first time-saving game state and a second time-saving game state may be provided in which at least one of the winning probability of the normal symbol, the opening / closing control pattern of the second start opening 122, and the normal symbol variation time differ from one another. Both the first time-saving game state and the second time-saving game state are game states in which a game ball is more likely to enter the second start opening 122 than in a non-time-saving game state. In the above embodiment, for example, the first time-saving game state may be set when the special symbol A or C is won, and the second time-saving game state may be set when the special symbol B or D is won. In this case, the first time-saving game state may make it easier or more difficult for a game ball to enter the second start opening 122 than the second time-saving game state.
[0519] Furthermore, even when the special patterns E and G of the above-mentioned modified examples are provided, one of a plurality of time-saving game states in which the ease of a game ball entering the second starting hole 122 differs may be set depending on the type of special pattern.
[0520] In any case, the present invention can be widely applied to gaming machines that have a non-easily winning state (non-time-saving game state) and multiple types of easily winning states (time-saving game states) in which the gaming ball is more likely to enter the starting area than in the non-easily winning state. In the above embodiment, the two types of time-saving game states with different termination conditions for the time-saving game states (time-saving game states with the number of time-saving times being 10,000 and 120) correspond to the multiple types of easily winning states of the present invention.
[0521] In the above embodiment, a specific losing symbol is provided as the specific symbol. However, the specific symbol may be the small winning symbol described above. At least one of a big winning symbol and a small winning symbol may be provided as the winning symbol. In any case, the present invention determines one of a plurality of symbols, including a winning symbol and a specific symbol, based on the entry of the gaming ball into the starting area, displays the determined symbol on the symbol display unit (first special symbol display 160, second special symbol display 162), and executes a favorable game (big prize game) in which the big prize opening is opened when a winning symbol is displayed on the symbol display unit. When the favorable game is executed or when a specific symbol is displayed on the symbol display unit, the game state is set to a prize-prone state.
[0522] In the above embodiment, the time-saving game state in which the number of time-saving times is set to 10,000 and the number of specific misses is set to 2 corresponds to the specific easy-to-win state of the present invention, and the time-saving game state in which the number of time-saving times is set to 120 corresponds to the other easy-to-win state. In the specific easy-to-win state, the specific easy-to-win state ends when the number of times a specific symbol (specific miss symbol) is displayed reaches a predetermined specific number (specific miss number). In the above embodiment, only one type of time-saving game state that ends when a specific miss is won is provided, but multiple types of time-saving game states that end when a specific miss is won, i.e., specific easy-to-win states, may be provided. In the above embodiment, the determination of whether the termination condition is met and the game state are set after the special symbol is displayed. However, the determination of whether the termination condition is met and the game state may also be set when the special symbol is determined.
[0523] In any case, when the number of times a specific symbol is determined or displayed in a specific easy-to-win state among the multiple types of easy-to-win states reaches a predetermined specific number of times, the specific easy-to-win state is terminated, or when the number of times a specific symbol is determined or displayed in a specific easy-to-win state among the multiple types of easy-to-win states reaches a predetermined specific number of times, the specific easy-to-win state is terminated and set to another easy-to-win state different from the specific easy-to-win state.
[0524] Furthermore, in the above embodiment, the game state is set based on the type of jackpot symbol. However, for example, a V area (probability fluctuation function activation area) may be provided within the jackpot opening, and a different game state may be set after the jackpot game depending on whether or not a game ball enters the V area during a predetermined period of a specific round game (e.g., the period during which the V area is open for a ball, which is set during the first 10 seconds of the 30-second jackpot opening time during the specific round game). For example, if a game ball enters the V area during a specific round game, the game state is set to the same as when the special symbols B and D are won in the above embodiment. If the game ball does not enter the V area during the specific round game, the game state is set to the same as when the special symbols A and C are won in the above embodiment. In this case, the player can select the game state after the jackpot game by launching or stopping the launch of the game ball during the specific round game, thereby realizing a new gameplay experience never before seen.
[0525] In the above embodiment, the main CPU 300a that executes the processes of step S611 and step S610-11 corresponds to the symbol determination means of the present invention. In the above embodiment, the main CPU 300a that executes the processing of FIG. 33 corresponds to the symbol display means of the present invention. In the above embodiment, the main CPU 300a that executes the processes of FIGS. 37 to 40 corresponds to the advantageous game executing means of the present invention. In the above embodiment, the main CPU 300a that executes the processing of FIG. 42 corresponds to the state setting means of the present invention. In the above embodiment, the main CPU 300a that executes the processes of FIGS. 35 and 36 corresponds to the state changing means of the present invention. [Explanation of symbols]
[0526] 100 gaming machines 120 First starting point 122 Second starting point 126 First Grand Prize Winner 128 Second Grand Prize Winner 160 1st Special Pattern Display 162 Second Special Pattern Display 300 Main control board 300a Main CPU 300b Main ROM 300c main RAM
Claims
[Claim 1] A gaming machine provided with a movable member that changes the ease with which a gaming ball can enter a starting area, and with gaming states including a non-easy-to-win state and a plurality of easy-to-win states in which control conditions are set to control the movable member so that the gaming ball can enter the starting area more easily than in the non-easy-to-win state, A symbol determination means for determining one of a plurality of symbols including a winning symbol and a plurality of specific symbols based on the entry of the gaming ball into the starting area; a symbol display means for displaying the determined symbol on a symbol display unit; an advantageous game execution means for executing an advantageous game in which a big prize opening is opened when the winning symbol is displayed on the symbol display section; a state setting means for setting the game state to the easy-to-win state when the advantageous game is executed or when the specific symbol is displayed on the symbol display section; a state change means for ending the set easy-to-win state and setting another game state when a termination condition is met in the easy-to-win state; Equipped with The multiple types of winning easy states include: A first winning-prone state in which both a count end condition, which is established when the number of times the pattern is determined or displayed reaches a predetermined number, and a specific end condition, which is established when the specific pattern is determined or displayed, are set as the end condition; A second easy-to-win state in which the number-of-times end condition is set and the specific end condition is not set; Contains, In the first easy-to-win state, The specific winning likelihood state includes a specific ending condition that is established when the number of times the specific symbol is determined or displayed reaches a specific number of times, which is a plurality of times. A gaming machine characterized in that, when the specific ending condition is met in the specific winning-easiness state, different game states can be set depending on the type of the specific symbol that is finally determined in the specific winning-easiness state.
Citation Information
Patent Citations
Pachinko game machine
JP2022191558A
Pachinko game machine
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