gaming machines

The gaming machine uses movable members and state setting mechanisms to enhance gameplay variety and excitement by altering game ball entry and prize acquisition dynamics, addressing the limitations of conventional machines.

JP7811193B2Active Publication Date: 2026-02-04HEIWA CORP
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Patent Information

Application Number
JP2023090660
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-06-01
Publication Date
2026-02-04
Estimated Expiration
2043-06-01

AI Technical Summary

Technical Problem

Conventional gaming machines offer limited gameplay variety, leading to a narrow range of player engagement, particularly when jackpot wins are determined by game state.

Method used

A gaming machine with a game board featuring movable members that alter the ease of game ball entry into starting areas, combined with state setting mechanisms that change gameplay dynamics based on specific conditions and expected value calculations for prize acquisition, offering varied gameplay experiences.

Benefits of technology

Enhances player enjoyment by introducing new gameplay features and increasing the unpredictability and excitement of prize acquisition, thereby improving overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 0007811193000002
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    Figure 0007811193000003
Patent Text Reader

Abstract

To provide new playability.SOLUTION: When a winning symbol is displayed, a big winning combination game is executed, and after the big winning combination game, the game state may transition to a first time-shortened state A. When a special symbol X which is a losing symbol is displayed in a second time-shortened state, the game state may transition to a first time-shortened state C without going through the big winning combination game. When a special symbol Z3 which is a winning symbol is displayed in the first time-shortened state A or the first time-shortened state C, the game state may be set to the first time-shortened state A or the second time-shortened state after the big winning combination. The number of times of special 1 variation is different between the first time-shortened state A and the second time-shortened state.SELECTED DRAWING: Figure 63
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] Conventionally, gaming machines have been known that are provided with a non-time-saving gaming state and a time-saving gaming state in which a gaming ball is more likely to enter the starting hole than in the non-time-saving gaming state. For example, the gaming machine shown in Patent Document 1 discloses a gaming feature in which the number of time-saving times is set to be greater when a predetermined jackpot symbol is won in the time-saving gaming state than when a predetermined jackpot symbol is won in the non-time-saving gaming state. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2022-124221 Summary of the Invention [Problem to be solved by the invention]

[0004] As mentioned above, simply varying the number of time-saving bonuses awarded depending on whether the game state when a jackpot is won is a non-time-saving game state or a time-saving game state results in a narrow range of gameplay. Therefore, there is a need for the development of a gaming machine that can increase the interest of players by providing new gameplay features that have never been seen before.

[0005] An object of the present invention is to provide a gaming machine that can provide new gaming features. [Means for solving the problem]

[0007] In order to solve the above problems, the gaming machine of the present invention comprises: a game board having a starting area; A movable member that changes the ease with which the game ball enters the starting area; A determination means for determining whether or not a game has been won based on the entry of the game ball into the starting area; A winning game control means for executing a winning game in which a big prize opening provided on the game board is opened based on the result of the winning / losing judgment; A state setting means for setting the movable member to one of a plurality of states including a normal state, a first specific state in which the movable member is controlled so that the game ball can enter the starting area more easily than in the normal state, and a second specific state; Equipped with The state setting means When the winning game is executed due to the establishment of a first start condition including the fact that a first winning determination result is derived, the state after the winning game is set as the first specific state, When a preset second start condition is established, the state is set to the second specific state without going through the winning game, In the first specific state or the second specific state, when the number of predetermined games reaches a predetermined number of endings, the first specific state or the second specific state is ended; The number of times of ending in the first specific state after the winning game executed by the establishment of the first start condition differs depending on whether the state when the first start condition is established is the first specific state or the second specific state, When a second hit determination result is derived in the first specific state, the first specific state can be set after a predetermined state; The predetermined state has a higher expected value that the hit determination result will be derived by the hit / miss determination and the hit game will be executed than the first specific state and the second specific state, The expected value of the prize balls that can be acquired from the time when the determination result of the first win is derived in the first specific state until the time when the first specific state is set after the winning game is derived is greater than the expected value of the prize balls that can be acquired from the time when the determination result of the second win is derived in the first specific state until the time when the first specific state is set after the winning game. via The expected value of the prize balls that can be acquired until the first specific state is set is higher, It is characterized by: [Effects of the Invention]

[0008] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a perspective view of the gaming machine showing the door in an open state. [Figure 2] FIG. [Figure 3] FIG. [Figure 4] FIG. 1 is a block diagram of a gaming machine. [Figure 5] This is an address map of the memory area used by the main CPU. [Figure 6] This is a diagram explaining the special jackpot determination random number judgment table for 1st prize. [Figure 7] This is a diagram explaining the special 2 jackpot determination random number judgment table. [Figure 8] FIG. 10 is a diagram illustrating a winning symbol random number determination table. [Figure 9] FIG. 10 is a diagram illustrating a reach group determination random number determination table. [Figure 10] FIG. 10 is a diagram illustrating a reach mode determination random number determination table. [Figure 11] FIG. 10 is a diagram illustrating a fluctuation pattern random number determination table. [Figure 12] FIG. 10 is a diagram illustrating a variable time determination table. [Figure 13] FIG. 10 is a diagram illustrating a special electric accessory operation ram set table. [Figure 14] A diagram explaining the opening and closing manner of the second large prize opening and the opening and closing manner of a specific area by a movable member. [Figure 15] FIG. 10 is a diagram illustrating a game status setting table for setting the game status after the end of a major winning game. [Figure 16] This is a diagram explaining a random number judgment table for determining a normal winning number. [Figure 17] FIG. 10 is a diagram illustrating a random number determination table. [Figure 18]10A is a diagram illustrating a normal symbol fluctuation time data table, and FIG. 10B is a diagram illustrating an opening / closing control pattern table. [Figure 19] FIG. 10 is a diagram illustrating the gameplay of the embodiment. [Figure 20] FIG. 10 is a diagram illustrating a gaming machine status flag. [Figure 21] 10 is a first flowchart illustrating a CPU initialization process on the main control board. [Figure 22] 10 is a second flowchart illustrating the CPU initialization process on the main control board. [Figure 23] 10 is a flowchart illustrating a sub-command group setting process on the main control board. [Figure 24] 10 is a flowchart illustrating a power-off evacuation process in the main control board. [Figure 25] 10 is a flowchart illustrating a timer interrupt process in the main control board. [Figure 26] 10 is a flowchart illustrating setting-related processing in the main control board. [Figure 27] 10 is a flowchart illustrating a switch management process in the main control board. [Figure 28] 10 is a flowchart explaining the general map reservation processing on the main control board. [Figure 29] 10 is a flowchart illustrating the first start port passing process in the main control board. [Figure 30] 10 is a flowchart illustrating the second start port passing process in the main control board. [Figure 31] 10 is a flowchart illustrating the special pattern random number acquisition process on the main control board. [Figure 32] 10 is a flowchart illustrating a specific area passing process in the main control board. [Figure 33] FIG. 10 is a diagram illustrating a special game management phase. [Figure 34] 10 is a flowchart illustrating the special game management process on the main control board. [Figure 35]10 is a flowchart illustrating the special symbol change waiting process on the main control board. [Figure 36] 10 is a flowchart illustrating the special pattern variable number determination process on the main control board. [Figure 37] 10 is a flowchart explaining the processing during special pattern fluctuations on the main control board. [Figure 38] 10 is a flowchart illustrating the special symbol stop symbol display process on the main control board. [Figure 39] 10 is a flowchart illustrating a number of cutoff management process in the main control board. [Figure 40] This is a flowchart explaining the processing before opening the large prize opening on the main control board. [Figure 41] This is a flowchart explaining the large prize opening / closing switching process on the main control board. [Figure 42] 10 is a flowchart explaining the control process for opening the large prize opening on the main control board. [Figure 43] This is a flowchart explaining the large prize opening closure validity processing on the main control board. [Figure 44] This is a flowchart explaining the large prize slot end wait processing on the main control board. [Figure 45] FIG. 10 is a diagram illustrating the normal game management phase. [Figure 46] 10 is a flowchart illustrating the normal game management process on the main control board. [Figure 47] 10 is a flowchart explaining the normal pattern change waiting process on the main control board. [Figure 48] This is a flowchart explaining the processing during normal pattern fluctuations on the main control board. [Figure 49] 10 is a flowchart illustrating the normal symbol stop symbol display process on the main control board. [Figure 50] This is a flowchart explaining the pre-opening processing of a normal electric device winning slot on the main control board. [Figure 51]This is a flowchart explaining the normal electric role winning opening / closing switching process on the main control board. [Figure 52] This is a flowchart explaining the control process for opening the winning slot of a normal electric device on the main control board. [Figure 53] This is a flowchart explaining the normal electric device winning opening closure validity processing on the main control board. [Figure 54] This is a flowchart explaining the normal electric device winning slot end wait processing on the main control board. [Figure 55] FIG. 10 is a diagram illustrating an example of a presentation when the second time-shortened gaming state is set. [Figure 56] FIG. 10 is a diagram illustrating an example of a stock effect. [Figure 57] FIG. 10 is a diagram illustrating an example of a stock release effect. [Figure 58] 10 is a flowchart illustrating a sub-CPU initialization process on the sub-control board. [Figure 59] 10 is a flowchart illustrating a sub-timer interrupt process in the sub-control board. [Figure 60] 10 is a flowchart illustrating a variable command receiving process in the sub-control board. [Figure 61] 10 is a flowchart illustrating a pre-read designation command reception process in the sub-control board. [Figure 62] 10 is a flowchart illustrating an opening designation command reception process on the sub-control board. [Figure 63] FIG. 10 is a diagram illustrating a game status setting table for setting the game status after the end of a big win game in a modified example. 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, a brief description will be given of the mechanical and electrical configurations of the gaming machine, and then specific processing on each board will be described.

[0012] 1 is a perspective view of a gaming machine 100 with the door 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] Fig. 2 is a front view of the gaming machine 100, and Fig. 3 is a front view of the gaming board 108. However, Fig. 2 shows a state in which the gaming board 108 has been removed.

[0015] 2, 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, and 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.

[0016] The game ball thus launched rises between rails 114a and 114b provided on the game board 108 and is guided to the game area 116, as shown in FIG.

[0017] The play area 116 is a space formed between the play board 108 and the transparent plate 110, and is an area where game balls can flow down or roll. The play board 108 is provided with a large number of nails and windmills, and game balls guided into the play area 116 collide with the nails and windmills, causing them to flow down or roll in irregular directions.

[0018] 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.

[0019] 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.

[0020] 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 win game or a minor win game that is advantageous to the player, and what the subsequent gaming state will be. 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.

[0021] Two first start ports 120 are provided. Here, one of the two first start ports 120 will be described as first start port 120A, and the other first start port 120 will be described as first start port 120B. There is no functional difference between first start port 120A and first start port 120B, and the same processing is performed regardless of whether a gaming ball enters first start port 120A or first start port 120B.

[0022] The first starting port 120A 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.

[0023] The first starting opening 120B is provided in the second game area 116b, and is provided so that game balls flowing down the second game area 116b can enter. However, above the first starting opening 120B, a normal map operating opening 125, which will be described later, is provided, and the normal map operating opening 125 is configured to prevent game balls from entering the first starting opening 120B. Here, for example, the board is configured so that when about 100 game balls are launched into the second game area 116b, only one game ball will enter the first starting opening 120B.

[0024] The second starting port 122 is located in the second game area 116b, and only game balls flowing down the second game area 116b can enter, or is located in a position where 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.

[0025] This second start opening 122 is configured by a variable start opening (variable start winning device) having a movable piece 122b, and the ease with which the gaming ball can enter the second start opening 122 can be varied.

[0026] The movable piece 122b is normally sunk into the back side of the game board 108, closing the second starting port 122, causing the game ball to flow down the front side of the movable piece 122b, making it impossible or difficult for the game ball to enter the second starting port 122.

[0027] On the other hand, when a gaming ball passes through a gate 124 provided in the second gaming area 116b or enters a normal symbol activation opening 125, a lottery for normal symbols, which will be described later, is held. The normal symbols include winning symbols, and when a winning symbol is selected, an auxiliary game is executed. The auxiliary game is a game in which the movable piece 122b protrudes to the front side of the gaming board 108, allowing a gaming ball to enter the second activation opening 122.

[0028] When the movable piece 122b is in the protruding state, a game ball flowing down the front side of the movable piece 122b falls onto the movable piece 122b. The game ball that has fallen onto the movable piece 122b is guided by the movable piece 122b and led to the second starting hole 122. In this way, when the movable piece 122b is in the protruding state, the movable piece 122b functions as a tray that leads the game ball to the second starting hole 122, making it easier for the game ball to enter the second starting hole 122.

[0029] Furthermore, a first large prize opening 126 and a second large prize opening 128 are disposed at positions where at least game balls flowing down the second game area 116b can enter. Specifically, the first large prize opening 126 is provided above the second starting opening 122 in the second game area 116b. Furthermore, the second large prize opening 128 is provided below the second starting opening 122 in the second game area 116b.

[0030] The first large prize opening 126 is provided with a movable piece 126b that can be opened and closed, and normally the movable piece 126b closes the first large prize opening 126, making it impossible for game balls to enter the first large prize opening 126. When a major prize game, which will be described later, starts, the movable piece 126b is opened, making it possible for game balls to enter the first large prize opening 126.

[0031] Specifically, the movable piece 126b protrudes into the second game area 116b (game area 116) where game balls roll and flow down, facing above the gaming machine 100. Therefore, when the movable piece 126b is maintained in the closed state, game balls flowing down the second game area 116b fall onto the movable piece 126b.

[0032] Here, the movable piece 126b maintained in the closed state is inclined so that the right side of the gaming machine 100 is slightly lower than the left side. Therefore, when the movable piece 126b is in the closed state, a gaming ball that has fallen onto the movable piece 126b rolls slowly from left to right on the movable piece 126b.

[0033] When a major prize game, which will be described later, is executed, the movable piece 126b transitions to an open state in which it opens the first special prize opening 126. Here, the movable piece 126b is caused to protrude and retract in the front-to-rear direction of the gaming machine 100 from a hole formed in the gaming board 108 by an actuator (solenoid), not shown. Normally, the actuator is maintained in an unenergized state, and the movable piece 126b is held in a position protruding forward from the hole in the gaming board 108, thereby closing the first special prize opening 126. When the actuator is energized, the movable piece 126b is held in a position retracted backward from the hole in the gaming board 108, and the first special prize opening 126 is opened. In this way, when the first special prize opening 126 is in an open state, a gaming ball enters the first special prize opening 126.

[0034] In addition, the width of the movable piece 126b is set to be equal to or greater than the diameter of a game ball (11 mm) so that multiple game balls can roll on the movable piece 126b at the same time and multiple game balls can enter the first large prize opening 126 at the same time.

[0035] When a gaming ball enters the first major winning opening 126, a predetermined number of prize balls are paid out to the player. In this embodiment, 15 gaming balls are paid out to the player as prize balls for one gaming ball entering the first major winning opening 126. In other words, by having a gaming ball enter the first major winning opening 126, the player can increase the number of gaming balls he or she owns.

[0036] Additionally, the second large prize opening 128 is provided with a movable piece 128b that can be opened and closed, and normally the movable piece 128b closes the second large prize opening 128, making it impossible for game balls to enter the second large prize opening 128. When a small prize game, which will be described later, is executed, the movable piece 128b is opened, making it possible for game balls to enter the second large prize opening 128.

[0037] Specifically, the movable piece 128b protrudes into the game area 116 where game balls roll and flow down, facing above the gaming machine 100. Therefore, when the movable piece 128b is maintained in the closed state, game balls flowing down in the second game area 116b (game area 116) fall onto the movable piece 128b. Here, the movable piece 128b maintained in the closed state is inclined so that the left side of the gaming machine 100 is slightly lower than the right side. Therefore, when the movable piece 128b is in the closed state, game balls that have fallen onto the movable piece 128b roll slowly from right to left on the movable piece 128b.

[0038] When a small jackpot game (described later) is executed, the movable piece 128b transitions to an open state in which it opens the second large prize opening 128. Here, the movable piece 128b is caused to protrude and retract in the front-to-rear direction of the gaming machine 100 from a hole formed in the gaming board 108 by an actuator (solenoid) (not shown). Normally, the actuator is maintained in an unenergized state, and the movable piece 128b is held in a position protruding forward from the hole in the gaming board 108, thereby closing the second large prize opening 128. When the actuator is energized, the movable piece 128b is held in a position retracted backward from the hole in the gaming board 108, thereby opening the second large prize opening 128. In this manner, when the second large prize opening 128 is in an open state, a gaming ball enters the second large prize opening 128.

[0039] In addition, the width of the movable piece 128b is set to be equal to or greater than the diameter of a game ball (11 mm) so that multiple game balls can roll on the movable piece 128b at the same time and multiple game balls can enter the second large winning opening 128 at the same time.

[0040] When a gaming ball enters the second major winning opening 128, a predetermined number of prize balls are paid out to the player. In this embodiment, one gaming ball is paid out to the player as a prize ball for each gaming ball that enters the second major winning opening 128. In other words, even if a gaming ball enters the second major winning opening 128, the number of gaming balls held by the player does not increase. This makes it possible to prevent excessive gambling.

[0041] Further, a lead-out path 128d is provided inside second large prize opening 128, and second large prize opening 128 is inclined so that a gaming ball that enters second large prize opening 128 is led to lead-out path 128d. Lead-out path 128d is provided with specific area 140b and non-specific area 140c, each of which is made up of holes through which gaming balls can pass, and is configured so that a gaming ball that enters second large prize opening 128 passes through either specific area 140b or non-specific area 140c.

[0042] The second large winning opening 128 is provided with a movable member 142 that opens and closes the specific area 140b and the non-specific area 140c. This movable member 142 appears and disappears in the front-to-rear direction of the gaming machine 100 through a hole formed in the gaming board 108 by an actuator (solenoid) not shown. Normally, the actuator is maintained in an unpowered state, and the movable member 142 is held in a position that protrudes further forward than the hole in the gaming board 108, preventing gaming balls from entering the specific area 140b. More specifically, when the movable member 142 is held in a position that protrudes further forward than the hole in the gaming board 108, the specific area 140b is blocked by the movable member 142, and gaming balls can pass through the non-specific area 140c.

[0043] Furthermore, when the actuator is energized, the movable member 142 is held in a position where it is recessed further back than the hole in the gaming board 108, allowing the gaming ball to enter the specific area 140b. More specifically, when the movable member 142 is held in a position where it is recessed further back than the hole in the gaming board 108, the specific area 140b is opened, allowing the gaming ball to pass through the specific area 140b. As will be described in detail later, when a gaming ball enters the specific area 140b in a small prize game, a jackpot (type 2 jackpot) is awarded, and a major prize game, which will be described later, is started.

[0044] At the bottom of the game area 116, there is provided an outlet 130 which discharges game balls that do not enter any of the general winning opening 118, the first starting opening 120, the second starting opening 122, the general operation opening 125, the first large winning opening 126, and the second large winning opening 128 from the game area 116 to the back side of the game board 108.

[0045] The gaming machine 100 is provided with a performance display device 200 consisting of a liquid crystal display device as a performance device that performs performances while a game is in progress, etc. As shown in Fig. 2, the gaming machine 100 is also provided with a performance lighting device 204 consisting of lamps that can be controlled to various lighting modes and emission colors, a sound output device 206 consisting of a speaker, and a performance button 208 that accepts player operations, as performance devices that perform performances while a game is in progress, etc.

[0046] 3, the effect display device 200 is equipped with a main effect display unit 200a consisting of an image display unit that displays images. The main effect display unit 200a is arranged in the approximate center of the gaming board 108 so as to be visible from the front side of the gaming machine 100. This main effect display unit 200a displays images for various effects.

[0047] Returning to Figure 2, the audio output device 206 is located at the upper position of the front frame 106 or at the lowest 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.

[0048] 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.

[0049] 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.

[0050] 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.

[0051] (Internal configuration of control means) FIG. 4 is a block diagram showing the internal configuration of the control means that controls the progress of the game.

[0052] 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.

[0053] The gaming machine 100 is broadly divided into a special game that is started when a gaming ball enters the first start hole 120 or the second start hole 122, and a normal game that is started when a gaming ball passes through the gate 124. The main ROM 300b of the main control board 300 stores various programs for progressing the special game and the normal game, as well as data and tables required for various games.

[0054] The main control board 300 is equipped with a general winning opening detection switch 118s for detecting that a gaming ball has entered the general winning opening 118, a first starting opening detection switch 120s for detecting that a gaming ball has entered the first starting opening 120, a second starting opening detection switch 122s for detecting that a gaming ball has entered the second starting opening 122, a gate detection switch 124s for detecting that a gaming ball has passed through the gate 124, and a general operating opening detection switch 125s for detecting that a gaming ball has entered the general operating 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, a specific area detection switch 140s that detects when a game ball enters the specific area 140b, and an out ball detection switch 130s that detects when a game ball is ejected from the game area 116 are connected, and detection signals are input from each of these detection switches to the main control board 300.

[0055] The first start port detection switch 120s is provided in each of the first start ports 120A and 120B. Therefore, the main control board 300 is connected to two first start port detection switches 120s.

[0056] In addition, a junction passage is provided on the back of the game board 108, and game balls that have entered 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 have been guided to the back side from the discharge opening 130 join together in the junction passage and are then 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 have been discharged from the game area 116, in other words, all game balls that have been shot into the game area 116, are detected by the out ball detection switch 130s.

[0057] In addition, the main control board 300 is connected to a normal electric device solenoid 122c that operates the movable piece 122b of the second starting opening 122, a first large prize opening solenoid 126c that operates the movable piece 126b that opens and closes the first large prize opening 126, a second large prize opening solenoid 128c that operates the movable piece 128b that opens and closes the second large prize opening 128, and a movable member drive solenoid 142c that moves the movable member 142 provided within the second large prize opening 128, and the main control board 300 is configured to control the opening and closing of the second starting opening 122, the first large prize opening 126, the second large prize opening 128 and the specific area 140b.

[0058] 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.

[0059] 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.

[0060] 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, the gaming machine 100 stores one of six setting values ​​with different degrees of advantage as a registered setting value in a setting value buffer, and the game progresses according to the stored registered setting value.

[0061] 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.

[0062] A performance display monitor 184 is provided on the back of the game board 108. The main control board 300 causes the performance display monitor 184 to display registered setting values ​​and base ratios.

[0063] In addition, a dispensing control board 310 and a sub-control board 330 are connected to the main control board 300.

[0064] 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.

[0065] 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.

[0066] 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.

[0067] 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.

[0068] 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.

[0069] 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.

[0070] Specifically, the sub-control board 330 controls image display to display images on the main effect display unit 200a. The sub-ROM 330b stores a large number of various image data to be displayed on the main effect display unit 200a, 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 effect display unit 200a.

[0071] The sub-control board 330 also controls the movement of the stage prop device 202 and the lighting of the stage lighting devices 204, 204a, 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 the stage button detection switch 208s that detects that the stage button 208 has been pressed, a predetermined stage is executed.

[0072] 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.

[0073] Fig. 5 is an address map of the memory area used by the main CPU 300a. In Fig. 5, addresses are shown in hexadecimal, with "H" indicating a hexadecimal number. As shown in Fig. 5, the memory area used by the main CPU 300a includes a memory area (0000H to 2FFFH) allocated to the main ROM 300b and a memory area (F000H to F3FFH) allocated to the main RAM 300c.

[0074] 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).

[0075] 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).

[0076] 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.

[0077] 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.

[0078] 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.

[0079] 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).

[0080] 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.

[0081] 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).

[0082] 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.

[0083] 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.

[0084] 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.

[0085] Next, the game in the gaming machine 100 will be explained together with various tables stored in the main ROM 300b.

[0086] As mentioned above, the gaming machine 100 is a machine in which two types of games, special games and normal games, progress in parallel, and the game states when these two games progress are provided as non-time-shortened game states, first time-shortened game states, and second time-shortened game states. In the following description, when there is no need to distinguish between the first time-shortened game state and the second time-shortened game state, these two game states will be collectively referred to as the time-shortened game state.

[0087] Details of each game state will be described later, but the non-time-shortened game state is a game state in which the movable piece 122b is less likely to be in the open state and it is more difficult for a game ball to enter the second starting hole 122, and the time-shortened game state is a game state in which the movable piece 122b is more likely to be in the open state than in the non-time-shortened game state and it is more likely for a game ball to enter the second starting hole 122. Each of these three game states has game progress conditions that are at least partially different from each other, and the game progresses according to the progress conditions corresponding to the game state currently set. The initial state of the gaming machine 100 is set to the non-time-shortened game state.

[0088] 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 port 120 or the second starting port 122, a lottery (hereinafter referred to as a "big role lottery") is held to determine whether or not the player will receive a gaming profit. In this big role lottery, if a big win is won, a big role game is executed in which the first big winning port 126 is opened, and if a small win is won, a small win game is executed in which the second big winning port 128 is opened, and a big role game that develops from the small win game can also be executed. The big role lottery method will be described below.

[0089] 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.

[0090] 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 memory section to fourth memory section). 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.

[0091] 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 units of the first special chart reservation storage area, a special 1 reservation is stored in the first storage unit. Also, for example, if 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 units, a special 1 reservation is stored in the fourth storage unit.

[0092] However, the number of special 1 reserves (X1) that can be stored in the first special chart reserve memory area and the number of special 2 reserves (X2) that can be stored in the second special chart reserve memory area are both set to 4. 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.

[0093] 6 is a diagram illustrating the special 1 jackpot determination random number judgment table. When a gaming ball enters the first start hole 120 or the second start hole 122, one jackpot determination random number is obtained from the range of 0 to 65535. Then, a jackpot determination random number judgment table is selected according to the reserved type read when the big prize lottery starts, and the big prize lottery is performed using the selected jackpot determination random number judgment table and the obtained jackpot determination random number.

[0094] When starting a lottery for a special 1 reserved prize, a special 1 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 special 1 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 special 1 jackpot is performed by referring to the special 1 jackpot determination random number judgment table corresponding to the currently set setting value (registered setting value stored in the setting value buffer).

[0095] When the setting value is set to 1 (registered setting value = 1), the lottery for the big prize is performed by referring to the special 1 jackpot determination random number judgment table a shown in Figure 6 (a). According to this special 1 jackpot determination random number judgment table a, if the jackpot determination random number is 20001 to 20206, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, the probability of a jackpot in this case is approximately 1 / 318.1.

[0096] Also, when the setting value is set to 2 (registered setting value = 2), the lottery for the big prize is performed by referring to the special 1 jackpot determination random number judgment table b shown in Figure 6 (b). According to this special 1 jackpot determination random number judgment table b, if the jackpot determination random number is 20001 to 20216, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, the probability of winning in this case is approximately 1 / 303.4.

[0097] Also, when the setting value is set to 3 (registered setting value = 3), the big role lottery is performed by referring to the special 1 jackpot determination random number judgment table c shown in Figure 6 (c). According to this special 1 jackpot determination random number judgment table c, if the jackpot determination random number is 20001 to 20226, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, the jackpot probability in this case is approximately 1 / 289.9.

[0098] Also, when the setting value is set to 4 (registered setting value = 4), the big role lottery is performed by referring to the special 1 jackpot determination random number judgment table d shown in Figure 6 (d). According to this special 1 jackpot determination random number judgment table d, if the jackpot determination random number is 20001 to 20236, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, the jackpot probability in this case is approximately 1 / 277.6.

[0099] Also, when the setting value is set to 5 (registered setting value = 5), the big role lottery is performed by referring to the special 1 jackpot determination random number judgment table e shown in Figure 6 (e). According to this special 1 jackpot determination random number judgment table e, if the jackpot determination random number is 20001 to 20246, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, the jackpot probability in this case is approximately 1 / 266.4.

[0100] Also, when the setting value is set to 6 (registered setting value = 6), the big role lottery is performed by referring to the special 1 jackpot determination random number judgment table f shown in Figure 6 (f). According to this special 1 jackpot determination random number judgment table f, if the jackpot determination random number is 20001 to 20256, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, the jackpot probability in this case is approximately 1 / 256.0.

[0101] FIG. 7 is a diagram illustrating the special 2 jackpot determination random number judgment table. When starting a lottery for a special 2 reserved jackpot, the special 2 jackpot determination random number judgment table is referenced. The special 2 jackpot determination random number judgment table is provided for each setting value, just like the special 1 jackpot determination random number judgment table. For each setting value, the probability of winning a jackpot according to the special 2 jackpot determination random number judgment table and the special 1 jackpot determination random number judgment table is the same.

[0102] In addition, according to the special 2 jackpot determination random number judgment table, all random numbers other than the jackpot determination random number that is judged as a jackpot are judged as small wins for all set values. Therefore, in the big role lottery based on the special 2 reservation, the probability of winning a jackpot or small win is 1 / 1 regardless of the set value.

[0103] As mentioned above, in the big role lottery, it is easier to win a big prize when the registered setting value is large compared to when it is small, but even if the registered setting value is different, the probability of winning a big prize may not change. Also, here, it is assumed that a small prize cannot be won by the special 1 reservation, but a small prize may also be won by the special 1 reservation with a predetermined probability.

[0104] 8 is a diagram illustrating the winning symbol random number determination table. When a gaming ball enters the first starting hole 120 or the second starting hole 122, one winning symbol random number is obtained from the range of 0 to 99. Then, when the determination result of "big win" or "small win" is derived by the major role lottery, the type of special symbol is determined by the obtained winning symbol random number and the winning symbol random number determination table.

[0105] When a "big win" is won by special 1 reservation, the special 1 winning symbol random number determination table is selected as shown in Fig. 8(a). Also, when a "big win" is won by special 2 reservation, the special 2 winning symbol random number determination table a is selected as shown in Fig. 8(b), and when a "small win" is won, the special 2 winning symbol random number determination table b is selected as shown in Fig. 8(c).

[0106] In the following, among the special patterns determined by the winning pattern random number, the special pattern determined when a big win is determined is called a big win pattern, the special pattern determined when a small win is determined is called a small win pattern, and the special pattern determined when a loss is determined is called a loss pattern.

[0107] According to the special 1 winning symbol random number determination table shown in Fig. 8(a) and the special 2 winning symbol random number determination table a shown in Fig. 8(b), the type of special symbol (big winning symbol) is determined according to the value of the acquired winning symbol random number, as shown in the figure. Also, according to the special 2 winning symbol random number determination table b shown in Fig. 8(c), the type of special symbol (small winning symbol) is determined according to the value of the acquired winning symbol random number, as shown in the figure.

[0108] 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, the special pattern X is determined as the missing pattern without drawing a lottery.

[0109] In other words, the winning symbol random number determination table is referenced when the result of the big role lottery is a "big win" or a "small win," 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 a. However, the same 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.

[0110] Here, the selection ratio of the big win symbol and the small win symbol is common to all the setting values, but the selection ratio of the big win symbol and the small win symbol may be different for each setting value.

[0111] Also, here, all "misses" derived based on the special 1 reservation are specific misses, and the special symbol X is a specific miss symbol. However, if the result of the major role lottery is a "miss," the type of miss symbol may be determined in the same way as when a big win or small win is won. At this time, only specific miss symbols may be provided as miss symbols, or normal miss symbols and specific miss symbols may be provided, and the type of miss symbol may be determined by lottery.

[0112] In this embodiment, common controls (execution modes of special games) that are executed depending on the type of special symbol that is stopped and displayed are grouped together as a "type." For example, in the special 1 winning symbol random number determination table, multiple types of special symbols such as special symbol Z1a, special symbol Z1b, and special symbol Z1c can be determined within the range of winning symbol random numbers "0" to "79," and the "types" of these multiple special symbols are collectively shown as a "type."

[0113] FIG. 9 is a diagram illustrating a reach group determination random number judgment table. 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, and variable status associated with the game status. When a game ball enters the first start opening 120 or the second start opening 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 performance pattern (variation mode number, variable pattern number) that notifies the big role lottery result. In the embodiment, when the big role lottery result is a "miss," in determining the variable performance pattern, the group type is first determined by the reach group determination random number and the reach group determination random number judgment table. Note that the variable status specifies which table is referenced to determine the variable performance pattern, and is a concept set separately from the game status.

[0114] 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 1 is selected, as shown in FIG. 9(a). Similarly, 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 when the big role lottery is performed is 1, then the reach group determination random number judgment table 2 is selected, as shown in FIG. 9(b). If the number of reserved special 1s is 2 to 3, then the reach group determination random number judgment table 3 is selected, as shown in FIG. 9(c). Note that in FIG. 9, the group x listed in the group type column indicates an arbitrary group number. Therefore, various group numbers are determined as the group type depending on the acquired reach group determination random number and the type of reach group determination random number judgment table referenced.

[0115] 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.

[0116] 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", and is not referenced when the result of the big role lottery is a "big win" or a "small win".

[0117] 10 is a diagram illustrating the reach mode determination random number judgment table. This reach mode determination random number judgment table is roughly divided into a miss reach mode determination random number judgment table that is selected when the big role lottery result is a "miss," and a win reach mode determination random number judgment table that is selected when the big role lottery result is a "big win" or a "small win." Note that a miss reach mode determination random number judgment table is provided for each group type determined as described above, and a win reach mode determination random number judgment table is provided for each reserve type.

[0118] 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 10(a), an example of a reach mode determination random number judgment table when a special 1 win is made is shown in Figure 10(b), and an example of a reach mode determination random number judgment table when a special 2 win is made is shown in Figure 10(c).

[0119] When a game ball enters the first start hole 120 or the second start hole 122, one reach mode determination random number is obtained from the range of 0 to 250. If the result of the big role lottery is a "lose", as shown in Figure 10(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.

[0120] Furthermore, if the result of the major prize lottery is a "big win" or a "small win," as shown in Figures 10(b) and (c), a hit-time reach mode determination random number judgment table corresponding to the read-out hold type is selected, and a variable mode number is determined based on the selected hit-time reach mode determination random number judgment table and the reach mode determination random number.

[0121] Furthermore, in each reach mode determination random number determination table, the reach mode determination random number is associated with a fluctuation pattern random number determination table, which will be described later, along with a fluctuation mode number. The fluctuation pattern random number determination table is determined at the same time that the fluctuation mode number is determined. In FIG. 10, the table x listed in the fluctuation pattern random number determination table column indicates an arbitrary table number. Therefore, the fluctuation mode number and the table number of the fluctuation 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 the embodiment, the fluctuation mode number and the fluctuation pattern number, which will be described later, are set in hexadecimal. Hereinafter, hexadecimal numbers are indicated by the letter "H," but the notation ○○H in FIGS. 10 to 12 indicates an arbitrary value expressed in hexadecimal.

[0122] As described above, when the result of the big role lottery is a "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 9. 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 when a miss is shown in Figure 10(a) and the reach mode determination random number.

[0123] On the other hand, if the result of the major role lottery is a "big win" or a "small win," the hit-time reach mode determination random number judgment table shown in Figure 10, which corresponds to the type of special pattern determined, will be referenced, and the reach mode determination random number will be used to determine the fluctuation mode number and fluctuation pattern random number judgment table.

[0124] 11 is a diagram illustrating a fluctuation pattern random number determination table. Here, a fluctuation pattern random number determination table x for a predetermined table number x is shown, but in addition to this, many other fluctuation pattern random number determination tables are provided for each table number.

[0125] 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.

[0126] 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.

[0127] Fig. 12 is a diagram illustrating a fluctuation time determination table. Once the fluctuation mode number is determined as described above, fluctuation time 1 is determined according to the fluctuation time 1 determination table shown in Fig. 12(a). According to this fluctuation time 1 determination table, fluctuation time 1 is associated with each fluctuation mode number, and the corresponding fluctuation time 1 is determined according to the determined fluctuation mode number.

[0128] Furthermore, as described above, once the fluctuation pattern number is determined, fluctuation time 2 is determined according to the fluctuation time 2 determination table shown in Figure 12 (b). According to this fluctuation time 2 determination table, fluctuation time 2 is associated with each fluctuation pattern number, and the corresponding fluctuation time 2 is determined according to the determined fluctuation pattern number. The total time of the fluctuation times 1 and 2 determined in this way is the time of the fluctuation performance that notifies the result of the big role lottery, that is, the fluctuation time.

[0129] 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.

[0130] 13 is a diagram illustrating the special electric accessory activation ram set table. The special electric accessory activation ram set table stores various data for controlling small win games and big win games, and during small win games and big win games, the first large win opening solenoid 126c and the second large win opening solenoid 128c are controlled to be energized by referring to this special electric accessory activation ram set table.

[0131] According to the special electric accessory operation ram set table, the opening time (waiting time until the first round game starts), the maximum number of times the special electric accessory is operated (the number of round games executed during one small win game or one big win game), the opening large prize opening (the first large prize opening 126 and the second large prize opening 128 opened in each round game), the number of times the special electric accessory is opened and closed (the number of times the first large prize opening 126 and the second large prize opening 128 are opened during one round game), the solenoid energization time (the first large prize opening solenoid 126c and the second large prize opening solenoid 126d for each number of times the first large prize opening 126 and the second large prize opening 128 are opened), The power supply time of the noid 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 play is resumed) are pre-stored as control data for the big prize game for each type of big prize pattern or small prize pattern as shown in the figure.

[0132] In this embodiment, a common special electric device activation ram set table is referenced for all jackpot symbols (special symbols Z1, Z2, Z3a, Z4a). When a jackpot is won, 10 rounds of play are played in which the first large prize winning slot 126 is opened. Each round of play ends when the specified number (10) of game balls enter the first large prize winning slot 126 or the maximum opening time (29.0 seconds) has elapsed.

[0133] In addition, in this embodiment, a common special electric device activation ram set table is referenced for all small prize symbols (special symbols Z3b, Z4b). When a small prize is won, a small prize game consisting of one round of play is first played. In this small prize game, the second large prize opening 128 is repeatedly opened and closed. Specifically, the second large prize opening 128 is controlled to open for 0.1 seconds (open 1), close for 3.0 seconds (close 1), open for 0.1 seconds (open 2), close for 1.0 seconds (close 2), open for 0.1 seconds (open 3), close for 1.0 seconds (close 3), and open for 0.1 seconds (open 4) in this order.

[0134] As described above, in the small prize game, the second large prize opening 128 is opened a maximum of four times in the first round of play, but this is not limited to this. For example, the second large prize opening 128 may be opened a maximum of ten times or more in the first round of play, and as long as the total opening time of the second large prize opening 128 in the first round of play is designed not to exceed 1.8 seconds, it may be configured to perform 15 0.12-second opening operations. In particular, if it is desired to win a sufficient number of prize balls by entering the maximum number of balls possible in one round that satisfies the closing condition of the large prize opening even in the small prize game (first round), a design with a large number of opening operations, such as 15 0.12-second opening operations, is preferable.

[0135] Here, a specific area 140b and a non-specific area 140c are provided inside the second large prize opening 128, and a gaming ball that enters the second large prize opening 128 always enters the specific area 140b or the non-specific area 140c. Then, in a small prize game, if a gaming ball that has entered the second large prize opening 128 enters the specific area 140b, a condition device (flag) for executing a big prize game is activated, and following the small prize game, a role continuous operating device (a device that manages the big prize game) is activated, and a big prize game in which the first large prize opening 126 is opened is executed.

[0136] Figure 14 is a diagram illustrating the opening and closing modes of second large prize opening 128 and the opening and closing mode of specific area 140b by movable member 142. As shown in Figure 14, in a small prize game in which second large prize opening 128 is opened, movable member 142 opens specific area 140b for an instant (about 0.1 seconds) at the same time as opening second large prize opening 128, then maintains specific area 140b in a closed state for a predetermined period of time, and then maintains specific area 140b in an open state again.

[0137] 14, when the special patterns Z3b and Z4b are determined and a small win game is executed, the second large prize opening 128 is opened a total of four times in the small win game. Therefore, although a gaming ball that enters the second large prize opening 128 at the same time as the first opening of the second large prize opening 128 may not be able to enter the specific area 140b, when the second or subsequent openings of the second large prize opening 128 are performed, a gaming ball that enters the second large prize opening 128 can reliably enter the specific area 140b.

[0138] Although detailed explanation will be omitted, a structure is provided above the second large prize opening 128 to decelerate the game ball rolling on the second large prize opening 128. This ensures that the game ball is launched appropriately into the second game area 116b from the start of the small prize game, and when the game ball reaches above the second large prize opening 128, the game ball always enters the specific area 140b.

[0139] In addition, if an unforeseen event occurs, such as a gaming ball getting stuck in the second large winning opening 128, or a gaming ball becoming stuck in the second large winning opening 128 for a long period of time for some reason, even if the gaming ball enters the second large winning opening 128 in a small winning game, the gaming ball may not enter the specific area 140b. Therefore, in this specification, for ease of understanding, the words "always" and "certainly" are used in explanations, but this is based on the assumption that the gaming machine 100 is in an appropriate state for progressing with the game and that no unforeseen event has occurred, and does not mean a physical 100% success rate.

[0140] As described above, in this embodiment, as long as the player is playing appropriately, it is possible to win a type 2 jackpot in a small prize game regardless of the type of small prize symbol. However, a small prize symbol may be provided in which the second large prize opening 128 is controlled to open and close in a manner that prevents a gaming ball from entering the specific area 140b.

[0141] Returning to FIG. 13, when a gaming ball enters the specific area 140b in a small prize game and a type 2 jackpot is won, a big prize game is executed. In this big prize game, nine round games (2R to 10R) are executed. In each round game, the first big prize opening 126 is opened once. In this case, the maximum opening time of the first big prize opening 126 is 29.0 seconds.

[0142] Each round of play ends when a specified number (10) of game balls enter the first large prize opening 126 or when the maximum opening time described above has elapsed. In the large prize play, if the player plays properly, the specified number of game balls will certainly enter the first large prize opening 126. Therefore, in this embodiment, when a small prize is won, a total of 10 rounds of play can be played by the small prize play and the large prize play.

[0143] In each round of play, 10 game balls enter the first major prize slot 126 or the second major prize slot 128. When a game ball enters the first major prize slot 126 or the second major prize slot 128, 15 prize balls are paid out for each ball that enters. Therefore, by winning one big or small prize, a player can win 1,500 game balls (number of rounds (10R) x specified number (10 balls) x number of prize balls (15 balls)).

[0144] FIG. 15 is a diagram illustrating a game state setting table for setting the game state after the end of a major win game. As will be described in detail later, the transition of the game state and the game profit awarded to the player are the same when the special symbol Z3a, which is the jackpot symbol, is won and when the special symbol Z3b, which is the small win symbol, is won. Therefore, hereinafter, when the special symbols Z3a and Z3b are not distinguished, these two special symbols are collectively referred to as the special symbol Z3. Similarly, the transition of the game state and the game profit awarded to the player are the same when the special symbol Z4a, which is the jackpot symbol, is won and when the special symbol Z4b, which is the small win symbol, is won. Therefore, hereinafter, when the special symbols Z4a and Z4b are not distinguished, these two special symbols are collectively referred to as the special symbol Z4.

[0145] When a big win is won in a big win lottery or when a two-type big win is won in a small win game, the game state after the big win game is over is set depending on the type of special symbol won and the game state at the time of winning.

[0146] As described above, a non-time-shortened gaming state and a time-shortened gaming state (first time-shortened gaming state, second time-shortened gaming state) are provided here. The non-time-shortened gaming state is the initial state of the gaming machine 100, and the time-shortened gaming state is a state in which the second start opening 122 is more likely to open than the non-time-shortened gaming state. In other words, an opening condition for opening the second start opening 122 is set for each gaming state, and an opening condition for opening the second start opening 122 is set for the time-shortened gaming state that is more likely to open than the non-time-shortened gaming state.

[0147] In addition, when the game state after the big role game is set to the time-saving game state, the time-saving end condition for ending the time-saving game state is also set. Here, the time-saving end condition is set as the number of normal pattern changes and the number of special pattern changes.

[0148] The number of normal symbol changes is the number of symbol changes based on the normal symbol reservation (hereinafter referred to as normal symbol changes), that is, the number of normal games. The number of normal symbol changes is subtracted every time a normal game is played in the time-saving game state (every time a normal symbol change display is executed, or every time a normal electric device is activated), and when the remaining number of normal symbol changes becomes 0, the game state is changed to a non-time-saving game state.

[0149] The number of special pattern changes is the number of pattern changes based on the special 1 reserve or special 2 reserve (hereinafter referred to as special pattern changes), that is, the number of special games. Here, among the special pattern changes, the special pattern changes based on the special 1 reserve are called special 1 changes, and the special pattern changes based on the special 2 reserve are called special 2 changes. Here, the number of special 1 changes and the number of special 2 changes are set as the time-saving end conditions.

[0150] The number of special 1 variations is subtracted each time a special 1 variation is executed in the time-shortened game state, and the game state is changed when the remaining number of special 1 variations reaches 0. Similarly, the number of special 2 variations is subtracted each time a special 2 variation is executed in the time-shortened game state, and the game state is changed when the remaining number of special 2 variations reaches 0.

[0151] In other words, the time-saving game state has a set number of normal variations, special 1 variations, and special 2 variations that can be performed before the time-saving game state ends. When any one of these time-saving end conditions is met, the game state changes. Note that, although this is a time-saving end condition that is not set in this embodiment, it is also possible to configure the time-saving game state to end using a counter that is decremented each time any of the variations is performed, depending on the total number of variations of special 1 variations and special 2 variations.

[0152] As shown in FIG. 15, if a player wins on special symbols Z1 or Z3 in the non-time-saving game state or the first time-saving game state and then plays a big role, the game state after the big role is set to the first time-saving game state. In this case, the time-saving termination conditions for the first time-saving game state are set as follows: the number of normal symbol changes is 100, the number of special 1 changes is 100, and the number of special 2 changes is 1. Also, if a player wins on special symbol Z1 in the second time-saving game state and then plays a big role, the game state after the big role is set to the second time-saving game state. In this case, the time-saving termination conditions for the second time-saving game state are set as follows: the number of normal symbol changes is 100, the number of special 1 changes is 1, and the number of special 2 changes is 1. Also, if a player wins on special symbol Z3 in the second time-saving game state and then plays a big role, the game state after the big role is set to the first time-saving game state. In this case, the conditions for ending the time-saving in the second time-saving game state are set as follows: the number of normal changes is 100, the number of special 1 changes is 100, and the number of special 2 changes is 1.

[0153] In addition, if you win the special symbols Z2 and Z4 and then play a big role, the game state after the big role is set to the second time-saving game state, regardless of the game state at the time of winning. In this case, the time-saving end conditions for the second time-saving game state are set as follows: the number of normal variations is 100, the number of special 1 variations is 1, and the number of special 2 variations is 1.

[0154] Also, as described above, in this embodiment, the special symbol X, which is a losing symbol, is set as a specific losing symbol. In the second time-saving game state, when the special symbol X is stopped and displayed on the first special symbol display 160, the game state is set to the first time-saving game state. At this time, the time-saving end conditions are set as follows: the number of normal symbol variations is 100, the number of special 1 variations is 100, and the number of special 2 variations is 1. Note that in the non-time-saving game state and the first time-saving game state, the game state does not change even if the special symbol X is stopped and displayed.

[0155] FIG. 16 is a diagram illustrating a winning determination random number judgment table. When a gaming ball flowing down the gaming area 116 passes through the gate 124 or enters the normal symbol operating port 125, a normal symbol judgment process (hereinafter referred to as "normal symbol lottery") is performed, which is associated with whether or not to control the energization of the movable piece 122b of the second starting port 122. Note that the process when the gaming ball passes through the gate 124 is completely the same as the process when the gaming ball enters the normal symbol operating port 125. Therefore, the following will explain the case where the gaming ball passes through the gate 124 as an example.

[0156] As will be described in more detail later, when a gaming ball passes through gate 124, one random number for determining a winning combination, a random number for determining a winning combination, and a random number for determining a winning combination pattern are obtained from the range of 0 to 99, and this random number value is stored in the general map reserve memory area of ​​main RAM 300c, up to a maximum of four. In other words, the general map reserve memory area has four memory sections for saving the general map winning combination, the general map determination random number, and the general map variation pattern determination random number. Therefore, if a gaming ball passes through gate 124 with the general map winning combination random number, etc. stored in all four memory sections of the general map reserve memory area, the general map winning combination random number, the general map determination random number, and the general map variation pattern determination random number are not stored based on the passage of the gaming ball. Hereinafter, the winning combination random number, the general map determination random number, and the general map variation pattern determination random number stored in the general map reserve memory area are referred to as the general map reserve.

[0157] When the normal lottery is started in the non-time-saving game state, the normal lottery winning determination random number judgment table for the non-time-saving game state is referenced, as shown in Figure 16(a). According to this normal lottery winning determination random number judgment table for the non-time-saving game state, if the normal lottery winning determination random number is 0, a winning result is derived, and if the normal lottery winning random number is 1 to 99, a losing result is derived. Therefore, the probability of winning in the normal lottery in the non-time-saving game state is 1 / 100.

[0158] Although not adopted in this embodiment, as a modified example, it is possible to configure the table for determining a normal winning symbol for non-time-reduced play state so that a random number range that results in a winning symbol is not set, or to configure the table so that various random numbers such as the random number for determining a normal winning symbol are not obtained even if the game ball passes through gate 124 in the non-time-reduced play state so that a winning symbol is not obtained in the normal lottery in the non-time-reduced play state.

[0159] Also, when the normal lottery is started in the first time-saving game state, the normal lottery determination random number judgment table for the first time-saving game state is referenced, as shown in Figure 16(b). According to this normal lottery determination random number judgment table for the first time-saving game state, if the normal lottery determination random number is 0 to 98, a win judgment result is derived, and if the normal lottery determination random number is 99, a loss judgment result is derived. Therefore, the probability of winning in the normal lottery in the first time-saving game state is 99 / 100.

[0160] Furthermore, when the normal lottery is started in the second time-saving game state, the normal lottery determination random number judgment table for the second time-saving game state is referenced, as shown in Figure 16(c). According to this normal lottery determination random number judgment table for the second time-saving game state, if the normal lottery determination random number is 0 to 98, a win judgment result is derived, and if the normal lottery determination random number is 99, a loss judgment result is derived. Therefore, the probability of winning in the normal lottery in the second time-saving game state is 99 / 100.

[0161] Here, the winning probability is the same in the first time-saving game state and the second time-saving game state, but the winning probability may be different in both game states. Also, the winning probability may be constant regardless of the game state. For example, the winning probability of the normal lottery may be set high in all game states, including the non-time-saving game state.

[0162] FIG. 17 is a diagram illustrating the normal symbol determination random number judgment table. When a winning determination result is derived in the normal symbol lottery, the type of normal symbol, i.e., the winning normal symbol, is determined by referring to the normal symbol determination random number judgment table. Here, normal symbol S and normal symbol L are provided as the "types" of winning normal symbols. In the following explanation, it is explained that normal symbol S or normal symbol L is determined as the normal symbol type by the normal symbol determination random number judgment table provided for each game state, but in reality, one of normal symbols 1 to normal symbol N (N is an integer of 2 or more) is determined, and the control associated with the stopped display of the winning normal symbol is configured to differ for each game state. In other words, the ordinary patterns described as ordinary pattern S and ordinary pattern L in the following explanation are configured so that in one game state the ordinary pattern type is ordinary pattern S, while in another game state the type of ordinary pattern belonging to ordinary pattern L can be determined as the winning ordinary pattern by the ordinary pattern determination random number judgment table.

[0163] As will be described in more detail later, in the current game state, if a normal symbol whose normal symbol type is normal symbol S is determined, the opening time of the second start hole 122 is short, and it is almost impossible for a gaming ball to enter the second start hole 122. Therefore, winning the normal symbol S is essentially equivalent to losing the normal symbol lottery. On the other hand, in the current game state, if a normal symbol whose normal symbol type is normal symbol L is determined, the opening time of the second start hole 122 is long, and if the game is played appropriately, at least one gaming ball will certainly enter the second start hole 122. Therefore, it can be said that the objective of normal play is to win the normal symbol L.

[0164] A normal symbol determination random number judgment table is provided for each game state, and the normal symbol determination random number judgment table corresponding to the game state when the normal symbol lottery is performed is referenced. In the non-time-saving game state, the normal symbol determination random number judgment table for the non-time-saving game state shown in Figure 17(a) is referenced. According to this normal symbol determination random number judgment table for the non-time-saving game state, when the value of the normal symbol determination random number acquired as a normal symbol reservation is 0 to 65534, the normal symbol S is determined, and when the value of the normal symbol determination random number is 65535, the normal symbol L is determined. Therefore, the probability of winning the normal symbol L in the non-time-saving game state is almost 0%.

[0165] In the first time-saving game state, the normal symbol determination random number judgment table for the first time-saving game state shown in Figure 17 (b) is referenced. According to this normal symbol determination random number judgment table for the first time-saving game state, when the value of the normal symbol determination random number acquired as a normal symbol reservation is 0 to 64600, the normal symbol S is determined, and when the value of the normal symbol determination random number is 64601 to 65535, the normal symbol L is determined. Therefore, the probability of winning the normal symbol L in the first time-saving game state is approximately 1 / 70.

[0166] In the second time-saving game state, the normal symbol determination random number judgment table for the second time-saving game state shown in Figure 17(c) is referenced. According to this normal symbol determination random number judgment table for the second time-saving game state, when the value of the normal symbol determination random number acquired as a normal symbol reservation is 0 to 58981, the normal symbol S is determined, and when the value of the normal symbol determination random number is 58982 to 65535, the normal symbol L is determined. Therefore, the probability of winning the normal symbol L in the second time-saving game state is approximately 1 / 10.

[0167] In this embodiment, the game state when the normal symbol lottery is performed, that is, the timing when the variable display of the normal symbol begins, is set as the normal symbol type, either normal symbol S or normal symbol L. However, since the game state may change during the variable display of the normal symbol due to the variable display of the special symbol or the implementation of a special game, it is also possible to set only the type of symbol to be stopped and displayed when the normal symbol lottery is performed, and at the timing of the stopped display, refer to the game state when the normal symbol is stopped and display, and determine the normal symbol type based on the type of normal symbol that has stopped and the current game state in order to determine the subsequent control state.

[0168] 18(a) is a diagram explaining the normal symbol variation time data table, and FIG. 18(b) is a diagram explaining the opening / closing control pattern table. As described above, when a normal symbol lottery is conducted, a lottery is conducted using the normal symbol variation pattern determination random number obtained when the gaming ball passes through gate 124 and the normal symbol variation time data table, and the normal symbol variation time is determined. The normal symbol variation time data table is referenced when determining the variation time of the normal symbol when a winning or losing normal symbol is determined by the normal symbol lottery.

[0169] According to this normal symbol fluctuation time data table, when the gaming state is set to the non-time-shortened gaming state, the fluctuation time is determined to be 30 seconds, and when the gaming state is set to the first time-shortened gaming state or the second time-shortened gaming state, the fluctuation time is determined to be any one of 2 to 20 seconds. When the fluctuation time is determined in this way, the normal symbol display 168 is variably displayed (blinking display) for the determined time. Then, when the fluctuation time has elapsed, a winning symbol or a losing symbol is stopped and displayed on the normal symbol display 168.

[0170] Then, when a winning normal symbol is determined by the normal symbol lottery and the winning symbol is stopped and displayed on the normal symbol display 168, the movable piece 122b of the second starting hole 122 is controlled to be energized by referring to the opening / closing control pattern table, as shown in Fig. 18(b). Note that, in reality, an opening / closing control pattern table is provided for each game state, and depending on the game state when the normal symbol is determined, the corresponding table is set when the normal electric accessory solenoid 122c starts to be energized, but here, for convenience of explanation, the control data corresponding to each game state is shown in one table.

[0171] When a winning normal symbol is determined, the second starting hole 122 is controlled to open and close with reference to the opening and closing control pattern table, as shown in FIG. 18(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 effective 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 effective state time has elapsed) are pre-stored as control data for the second start port 122 for each type of normal pattern (winning pattern) as shown in the figure.

[0172] When the normal symbol S is stopped and displayed, the second start hole 122 is opened once every 0.01 seconds as shown in the figure (the movable piece 122b provided near the second start hole 122 is displaced to a state where it protrudes forward of the game board surface, making it easier for the ball to enter). Therefore, in an auxiliary game in which the normal symbol S is stopped and displayed, it is almost impossible for a game ball to enter the second start hole 122. In contrast, when the normal symbol L is stopped and displayed, the second start hole 122 is opened twice every 2.9 seconds as shown in the figure. Therefore, in an auxiliary game in which the normal symbol L is stopped and displayed, it is possible to reliably allow a game ball to enter the second start hole 122.

[0173] Here, the specified number is set to one, and when the above-mentioned solenoid energization time, i.e., the maximum opening time of the second start port 122, has elapsed or when one game ball, which is the specified number, enters the second start port 122, the second start port 122 closes and the auxiliary game ends.

[0174] As described above, each game state is associated with an opening / closing control condition for opening and closing the second start opening 122 as a game progress condition, and in the time-saving game state, the probability that the normal symbol L will be determined as the normal symbol type is higher than in the non-time-saving game state, making it relatively easier for the game ball to enter the second start opening 122. In other words, in the time-saving game state, as long as the game ball passes through the gate 124, normal symbol lotteries are performed one after another, and the probability that the second start opening 122 will be in an open state is set higher than in the non-time-saving game state. Therefore, the player can participate in the big role lottery while reducing the consumption of game balls.

[0175] The opening and 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 variably, and the opening time of the second start opening 122. In the embodiment, all three of these elements are set to be more advantageous in the time-shortened game state than in the non-time-shortened game state, so that the 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.

[0176] However, one or two of the three elements may be set to be more advantageous in the time-shortened game state than in the non-time-shortened game state. In any case, by making the time-shortened game state more advantageous in at least one element compared to the non-time-shortened game state, it is possible to make it easier for the game ball to enter the second starting hole 122 in the time-shortened game state overall than in the non-time-shortened game state. In other words, it is possible to make it easier to execute the lottery for a major role based on the special 2 reserve in the time-shortened game state compared to the non-time-shortened game state.

[0177] 19 is a diagram illustrating gameplay characteristics according to an embodiment. The following mainly describes a case where a player appropriately launches a game ball and the game progresses in accordance with the original gameplay characteristics, i.e., a case where the game continues normally, and a description of cases where an irregular event occurs will be omitted. Here, the description will be given assuming that the registration setting value is set to 1. A case where the game continues normally refers to a case where a player plays in accordance with the original gameplay characteristics, and where no irregular event such as various errors or game stoppages occurs.

[0178] The initial state of the gaming machine 100 is the non-time-saving game state, and the player begins playing in the non-time-saving game state, as shown in Figure 19(a). In the non-time-saving game state, the second starting port 122 is barely open, so the player performs a so-called left shot, firing the game ball toward the first game area 116a, causing the game ball to enter the first starting port 120A. In other words, in the non-time-saving game state, the special game is the main game, and the target reserve that is subject to change is the special 1 reserve, i.e., the target change is the special 1 change. In the non-time-saving game state, the player plays in the hope of winning a jackpot through the special 1 reserve. Note that in the non-time-saving game state, the probability of winning a jackpot based on the special 1 reserve is set to approximately 1 / 318.1.

[0179] In the non-time-saving game state, if a jackpot is won by the special 1 reserve, either the special symbol Z1 or Z2 is determined as the jackpot symbol, and a big role game is executed. In this big role game, the player can get 1500 prize balls.

[0180] Then, when the special symbol Z1 is won, the game state after the big win is set to the first time-saving game state, as shown in (b) of Figure 19. In the first time-saving game state, the time of normal symbol fluctuation (hereinafter referred to as normal symbol fluctuation time) is shorter than in the non-time-saving game state, and the probability of winning the normal symbol L is higher. Specifically, in the first time-saving game state, the probability of winning the normal symbol L is set to about 1 / 70.

[0181] Since the gate 124 and the normal play operation port 125 are provided in the second play area 116b, the player performs a so-called right hit, which causes the game ball to flow down into the second play area 116b, in the first time-saving play state. In other words, in the first time-saving play state, normal play is the main play, and the target reserve that is subject to fluctuation is the normal play reserve, that is, the target fluctuation is the normal play fluctuation.

[0182] Since the probability of winning the normal lottery in the first time-saving game state is 99 / 100, the normal lottery results in a winning result almost every time. Then, either the normal S or L symbol is determined as the winning symbol, but if the normal S symbol is selected, as described above, the opening time of the second start hole 122 is extremely short, and under conditions where the game is being played properly, the game ball will almost never enter the second start hole 122.

[0183] If the normal symbol S is won, the normal symbol will change again after the supplementary game ends. The first time-saving game state ends when the normal symbol change has been performed 100 times. Therefore, in the first time-saving game state, if the results of all 100 normal symbol lotteries are misses or normal symbol S wins, the time-saving state ends, and the game state transitions to the non-time-saving game state.

[0184] In contrast, in the first time-saving game state, the probability of winning the normal symbol L is set to approximately 1 / 70, and when the normal symbol L is won, the second start hole 122 is opened 2.9 seconds x 2 times, as shown in (c) of Figure 19. Therefore, when the normal symbol L is won in the first time-saving game state, the game ball enters the second start hole 122 and the special 2 reserve is acquired. Note that, since the specified number in the auxiliary game is one, only one special 2 reserve can be acquired by winning the normal symbol L once. In this way, in the first time-saving game state, the player plays in the hope of winning the normal symbol L through the normal symbol reserve.

[0185] Then, when a normal symbol L is won in the first time-saving game state, and a game ball enters the second starting slot 122 and a special 2 reserve is acquired, a lottery for a major prize based on the special 2 reserve is executed. In the lottery for a major prize based on the special 2 reserve, a big prize or a small prize is always won, and either the special symbol Z3 or Z4 is determined as the big prize or small prize symbol. If the special symbol Z3b or Z4b is won, a small prize game is executed, and if the small prize game is played properly, a type 2 big prize is won. Therefore, in both cases where the special symbol Z3b or Z4b is won and a small prize game and a major prize game are executed, or where the special symbol Z3a or Z4a is won and a major prize game is executed, the player can win 1,500 game balls.

[0186] If the special symbol Z3 is won, the game is set to the first time-saving game state after the big role game, and the game is played again with the aim of winning the normal symbol L after 100 normal symbol variations, as shown in (b) of Figure 19. On the other hand, if the special symbol Z4 is won, the game is set to the second time-saving game state shown in (d) of Figure 19 after the big role game. Also, as shown in (a) of Figure 19, if the special symbol Z2 is won in the non-time-saving game state, the game is set to the second time-saving game state after the big role game.

[0187] In the second time-saving game state, like the first time-saving game state, the normal symbol fluctuation time is shorter and the probability of winning the normal symbol L is higher than in the non-time-saving game state. Specifically, the probability of winning the normal symbol L in the second time-saving game state is set to about 1 / 10. Therefore, in the second time-saving game state, the player must perform a so-called right hit to launch the game ball toward the gate 124 or the normal symbol operating port 125.

[0188] Here, in this embodiment, the special 1 variation and the special 2 variation are not executed simultaneously, and when both the special 1 reservation and the special 2 reservation are stored, the special 2 variation is executed in priority to the special 1 variation. However, when the non-time-shortened game state is shifted to the second time-shortened game state, and when the first time-shortened game state is shifted to the second time-shortened game state, the special 2 reservation does not usually exist.

[0189] In this embodiment, a first starting hole 120B is provided in the second game area 116b. This first starting hole 120B is arranged so that at least one game ball will enter if game balls are continuously launched during one major role game. Therefore, when a transition is made from a non-time-saving game state or a first time-saving game state to a second time-saving game state via a major role game, at the start of the second time-saving game state, there are no special 2 reserves and one or more special 1 reserves are stored. Therefore, after the end of the major role game, special 1 fluctuation begins when game play begins in the second time-saving game state.

[0190] As mentioned above, the fluctuation time for the special symbol is determined based on the game state, the type of fluctuation (whether it is a special 1 fluctuation or a special 2 fluctuation), the result of the major role lottery, etc. Here, the fluctuation time when the special 1 fluctuation in the second time-saving game state is a miss is set to 120 seconds. The second time-saving game state is also set to have an end condition of 1 special 1 fluctuation. Therefore, when the 120-second fluctuation time has elapsed in the second time-saving game state and the first special 1 fluctuation ends with a miss, the second time-saving game state ends.

[0191] In other words, the second time-saving game state continues until the first special 1 variation ends. Here, since the variation time when the special 1 variation is a miss is 120 seconds, the second time-saving game state will continue for at least 120 seconds. In this embodiment, the variation time of this special 1 variation, 120 seconds, is called the stock period. The stock period is the second time-saving game state, and the probability of winning the normal symbol L is approximately 1 / 10. Also, the normal symbol variation time in the second time-saving game state is 2 to 20 seconds, and for example, an average of 20 to 25 normal symbol lotteries are executed within 120 seconds.

[0192] During the stock period, if a normal symbol L is drawn in the normal symbol lottery, the second start port 122 is opened for 2.9 seconds x 2 times, and as described above, one normal symbol L is won and one special symbol 2 reservation is acquired. Even if a special symbol 2 reservation is acquired, the special symbol 1 variation continues, so the player can acquire up to four special symbol 2 reservations during the stock period.

[0193] When both Special 1 Reserve and Special 2 Reserve are stored, Special 2 Variation takes priority over Special 1 Variation. Therefore, if Special 2 Reserve is acquired during the stock period, the stock release period begins after the Special 1 Variation ends. This stock release period is the period during which Special 2 Variation is executed based on the Special 2 Reserve acquired during the stock period. Since all Special 2 Variations result in a jackpot or small jackpot with a 1 / 1 probability, the player can acquire 1,500 game balls multiplied by the number of Special 2 Reserves acquired during the stock period. Note that the stock release period is actually the period during small jackpot play, large role play, the first time-saving play state, or the second time-saving play state.

[0194] On the other hand, if the special 2 reserve is not acquired during the stock period, and if the special 1 variation in the second time-saving game state is a miss, the special symbol X, which is the miss symbol, will be determined and stopped and displayed, and the end condition of the second time-saving game state, that is, the number of times the special 1 variation has occurred once, will be satisfied. Here, as described above, the special symbol X, which is the miss symbol for the special 1 variation, is a specific miss symbol that can be controlled to the first time-saving game state after the special symbol is stopped and displayed, and when the special symbol X is stopped and displayed in the second time-saving game state, the game state is set to the first time-saving game state.

[0195] Therefore, when the stock period (second time-saving game state) ends, the game state becomes the first time-saving game state. If the special 2 reserve is not acquired during the stock period, as described above, in the first time-saving game state shown in (b) of Figure 19, the game will be played with the aim of winning the normal pattern L.

[0196] On the other hand, if the special 2 reserve is stored during the stock period, the special 2 variation is executed when the first time-saving game state is entered. The variation time for the special 2 variation at this time is short, for example, 1 second or 0.5 seconds. When the big win symbol or small win symbol is stopped and displayed by the special 2 variation, the small win game and the big role game are executed, and the player can win 1,500 game balls.

[0197] Here, when the Special 2 variation is a small win and the small win pattern is displayed once on the second special pattern display 162, the first time-shortened game state or the second time-shortened game state ends, and the period during which the first time-shortened game state or the second time-shortened game state is maintained after a big win during the stock release period is set to an extremely short time of 1 second or 0.5 seconds, which is the variation time of Special 2, so that the possibility of a pattern that becomes the normal pattern L being displayed on the normal pattern display 168 is extremely low, and the possibility of a new stock being generated by the normal pattern that is varying during the stock release period is set to be low.

[0198] When the big win game ends, the first or second time-saving game state is set depending on the type of special symbol (special symbol Z3, Z4) that has stopped and displayed. If a special 2 reserve is also stored at this time, the special 2 variation is executed as described above, and then the small win game and big win game are executed. In other words, the stock release period continues as long as a special 2 reserve exists at the end of the big win game, and the game state during this time may be either the first time-saving game state or the second time-saving game state. During the stock period, a maximum of four special 2 reserves can be acquired, so a player can acquire a maximum of 6,000 game balls in one stock release period.

[0199] Then, among the special 2 reserves acquired during the stock period, if the special symbol determined based on the last acquired special 2 reserve, in other words, the special symbol won in the last special 2 variation during the stock release period, is special symbol Z4, after the big role game, it is set to the second time-saving game state shown in (d) of Figure 19. In other words, in this case, the second time-saving game state loops.

[0200] On the other hand, if the special symbol won in the last special 2 variation of the stock release period is the special symbol Z3, after the big win game, the game is set to the first time-saving game state shown in (b) of FIG. 19.

[0201] Additionally, the probability of winning a jackpot in the special 1 reserved lottery in the second time-saving game state is approximately 1 / 318.1. If a jackpot is won in the first special 1 reserved lottery in the second time-saving game state, the special 1 reserved lottery is executed, and then the second time-saving game state is reset. If a jackpot is won in the special 1 reserved lottery in the second time-saving game state, the fluctuation time is 120 seconds. In this case, a maximum of four special 2 reserved lottery balls are acquired during the special 1 reserved lottery that results in a jackpot. Therefore, in this case, five consecutive special 1 reserved lottery balls can be executed.

[0202] However, if a jackpot is won in the big role lottery based on the special 1 reserved in the second time-saving game state, the fluctuation time may be short, so that it is difficult to generate a stock during the special 1 variable period that results in a jackpot. In this case, after one big role game, a new big role lottery based on the special 1 reserved is held again, and a new stock period will begin.

[0203] As described above, according to this embodiment, when the second time-saving game state is set, the gameplay is enhanced by the possibility of consecutive big wins being played in a short period of time, which can increase the interest of the game. In particular, in the second time-saving game state, the chance to acquire the special 2 reserve is managed by time, and the number of regular lottery draws changes depending on the progress of the game. This gives the player a sense of tension and anticipation, further increasing the interest of the game.

[0204] In addition, if the special 2 reserve is not acquired during the stock period, the game state will transition to the first time-saving game state. This will increase the player's motivation to continue playing even if the special 2 reserve is not acquired, and will increase the player's interest in the game.

[0205] Next, the main processing of the main control board 300 for realizing the above-mentioned gameplay will be described.

[0206] 20 is a diagram illustrating the gaming machine status flag. 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.

[0207] 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 a setting abnormality 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 a RAM abnormality 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 abnormality 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.

[0208] (CPU initialization process of main control board 300) FIG. 21 is a first flowchart illustrating the CPU initialization process in main control board 300, and FIG. 22 is a second flowchart illustrating the CPU initialization process in main control board 300.

[0209] 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).

[0210] (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.

[0211] (Step S100-3) The main CPU 300a sets a wait processing time in a timer counter.

[0212] (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.

[0213] (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.

[0214] (Step S100-9) The main CPU 300a executes the processing required to permit access to the main RAM 300c.

[0215] (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.

[0216] (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.

[0217] (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.

[0218] (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.

[0219] (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.

[0220] (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.

[0221] (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.

[0222] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.

[0223] (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.

[0224] (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.

[0225] (Step S100-31) The main CPU 300a checks and clears the read / write memory of the used area.

[0226] (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.

[0227] (Step S100-35) The main CPU 300a sets 04H (RAM abnormal state) in the D register and moves the process to step S100-45.

[0228] (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.

[0229] (Step S100-39) The main CPU 300a sets 00H (playable state) in the D register.

[0230] (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.

[0231] (Step S100-43) The main CPU 300a sets 01H (setting changed state) in the D register.

[0232] (Step S100-45) The main CPU 300a saves the value set in the D register in the gaming machine status flag.

[0233] (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.

[0234] (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.

[0235] (Step S100-51) The main CPU 300a loads the gaming machine status flag.

[0236] (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.

[0237] (Step S110) The main CPU 300a performs a sub-command group set process, which will be described later.

[0238] (Step S100-55) The main CPU 300 a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330 .

[0239] (Step S100-57) The main CPU 300a sets the timer interrupt period.

[0240] (Step S100-59) The main CPU 300a performs processing to disable interrupts.

[0241] (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.

[0242] (Step S100-63) The main CPU 300a analyzes the received data (main command) received from the dispensing control board 310, and executes various processes according to the received data.

[0243] (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 .

[0244] (Step S100-67) The main CPU 300a performs processing to permit an interrupt.

[0245] (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.

[0246] FIG. 23 is a flowchart illustrating the sub-command group setting process (S110) in the main control board 300.

[0247] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine status flag.

[0248] (Step S110-3) The main CPU 300 a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330 .

[0249] (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.

[0250] (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.

[0251] (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.

[0252] (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.

[0253] (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.

[0254] (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.

[0255] (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.

[0256] (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.

[0257] (Step S110-21) The main CPU 300a sets the customer waiting designation command in the transmission buffer, and ends the sub-command group setting process.

[0258] Next, a description will be given of interrupt processing in the main control board 300. Here, a description will be given of power-off save processing (XINT interrupt processing) and timer interrupt processing.

[0259] (Main control board 300 power off evacuation process (XINT interrupt process)) 24 is a flowchart explaining the power-off save processing (XINT interrupt processing) in the main control board 300. 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 processing and executes the power-off save processing.

[0260] (Step S300-1) When the power-off warning signal is input, the main CPU 300a saves the registers.

[0261] (Step S300-3) The main CPU 300a checks the power-off warning signal.

[0262] (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.

[0263] (Step S300-7) The main CPU 300a restores the register.

[0264] (Step S300-9) The main CPU 300a performs processing to permit an interrupt, and then ends the power-off save processing.

[0265] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.

[0266] (Step S300-13) The main CPU 300a executes a checksum setting process that calculates and stores a checksum.

[0267] (Step S300-15) The main CPU 300a executes RAM protection setting processing required to prohibit access to the main RAM 300c.

[0268] (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.

[0269] (Step S300-19) The main CPU 300a checks the power-off warning signal.

[0270] (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.

[0271] (Step S300-23) The main CPU 300a subtracts one from the value of the loop counter set in step S300-17.

[0272] (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.

[0273] 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.

[0274] (Timer interrupt processing of main control board 300) 25 is a flowchart explaining the timer interrupt process in the main control board 300. 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 this 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 process is executed.

[0275] (Step S400-1) The main CPU 300a saves the registers.

[0276] (Step S400-3) The main CPU 300a performs processing to permit an interrupt.

[0277] (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.

[0278] (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.

[0279] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine status flag.

[0280] (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.

[0281] (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.

[0282] (Step S450) The main CPU 300a executes the setting-related processing and moves the process to step S400-27, which will be described later.

[0283] (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.

[0284] (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.

[0285] (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.

[0286] 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.

[0287] (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 first large prize hole detection switch 126s, the second large prize hole detection switch 128s, the specific area detection switch 140s, and the out ball detection switch 130s. Details of this switch management process will be described later.

[0288] (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.

[0289] (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.

[0290] (Step S400-21) The main CPU 300a executes error management processing for determining various errors and making settings according to the error determination results.

[0291] (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 general operation opening detection switch 125s, 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.

[0292] (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.

[0293] (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.

[0294] (Step S400-29) The main CPU 300a executes an LED display setting process that sets display data for controlling 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, in an output buffer corresponding to each common.

[0295] (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.

[0296] (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.

[0297] (Step S400-35) The main CPU 300a performs processing to disable interrupts.

[0298] (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. Furthermore, the base ratio displayed on the performance display monitor 184 may be switched in response to a predetermined operation.

[0299] (Step S400-39) The main CPU 300a restores the register and ends the timer interrupt process.

[0300] FIG. 26 is a flowchart illustrating the setting-related processing (S450) described above.

[0301] (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.

[0302] (Step S450-3) The main CPU 300a loads the registered setting values ​​stored in the setting value buffer into a predetermined processing area.

[0303] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s has been pressed (whether a RAM clear operation signal has been input). If it is determined that the RAM clear switch 182s has been pressed, the process proceeds to step S450-7, and if it is determined that the RAM clear switch 182s has not been pressed, the process proceeds to step S450-9.

[0304] (Step S450-7) The main CPU 300a adds 1 to the setting value of the processing area.

[0305] (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.

[0306] (Step S450-11) The main CPU 300a sets the setting value of the processing area to 1.

[0307] (Step S450-13) The main CPU 300a sets the setting value of the processing area in the setting value buffer.

[0308] (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.

[0309] (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.

[0310] (Step S110) The main CPU 300a executes the sub-command group set process of Fig. 23. That is, when the setting-related process is executed, at the end of the process, the model command, the setting value designation command, the special chart 1 hold designation command, the special chart 2 hold designation command, the number of times command, the variable pattern selection state designation command, the special chart phase designation command, and the customer waiting designation command are transmitted to the sub-control board 330.

[0311] (Step S450-19) The main CPU 300a sets the gaming machine state flag to 00H (playable state), and ends the setting-related processing.

[0312] 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. 21). After that, the timer interrupt process is executed, but since the gaming machine status flag is set to 01H (setting change status), all processes related to the progress of the game (steps S400-15 to S400-25 in Fig. 25) are stopped, and setting-related processes are executed.

[0313] 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.

[0314] 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.

[0315] Here, in the setting-related processing, after the RAM clear button is pressed, i.e., after the acceptance of the setting change operation of the registered setting value has finished, the sub-command group set processing transmits a setting value designation command corresponding to the registered setting value to the sub-control board 330. On the other hand, while the setting change operation is being accepted, the setting value designation command is not transmitted to the sub-control board 330. In this way, while the setting change operation is being accepted, the setting value designation command is not transmitted, and when the acceptance of the setting change operation has finished and the state has shifted to one in which game progress can be made, the risk of the registered setting value being obtained fraudulently can be reduced.

[0316] 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 a game is in progress, a setting value designation command is not sent while a game is in progress, and the risk of the registered setting value being obtained fraudulently is reduced.

[0317] 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.

[0318] FIG. 27 is a flowchart illustrating the switch management process (step S500) in the main control board 300.

[0319] (Step S500-1) The main CPU 300a determines whether the gate detection switch is on, that is, whether the game ball has passed through the gate 124 and the detection signal from the gate detection switch 124s has been turned on. As a result, if it is determined that the gate detection switch is on, the process proceeds to step S500-2, and if it is determined that the gate detection switch is not on, the process proceeds to step S500-3.

[0320] (Step S500-2) The main CPU 300a determines whether the normal operation port detection switch is on, that is, whether a game 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 normal operation port detection switch is on, the process proceeds to step S510, and if it is determined that the normal operation port detection switch is not on, the process proceeds to step S500-3.

[0321] (Step S510) The main CPU 300a executes a normal map reservation process based on the passage of a gaming ball through the gate 124 or the entry of a gaming ball into the normal map operation port 125. Details of this normal map reservation process will be described later.

[0322] (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.

[0323] (Step S520) The main CPU 300a executes first start hole passage processing based on the entry of the gaming ball into the first start hole 120. Details of this first start hole passage processing will be described later.

[0324] (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.

[0325] (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.

[0326] (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.

[0327] (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.

[0328] (Step S500-11) The main CPU 300a determines whether the specific area detection switch is on, that is, whether the gaming ball has entered the specific area 140b and a detection signal has been input from the specific area detection switch 140s. If it is determined that the specific area detection switch is on, the process proceeds to step S540, and if it is determined that the specific area detection switch is not on, the process proceeds to step S500-13.

[0329] (Step S540) The main CPU 300a executes a specific area passing process based on the entry of the gaming ball into the specific area 140b, and ends the switch management process. The specific area passing process will be described in detail later.

[0330] (Step S500-13) 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. If it is determined that the general winning opening detection switch is on, the process proceeds to step S500-15, and if it is determined that the general winning opening detection switch is not on, the process proceeds to step S500-17.

[0331] (Step S500-15) The main CPU 300a sets the general prize slot winning designation command in the transmission buffer.

[0332] (Step S500-17) 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 S500-19, and if it is determined that the out ball detection switch is not on, the switch management process is terminated.

[0333] (Step S500-19) The main CPU 300a sets the out ball detection designation command in the transmission buffer and ends the switch management process.

[0334] FIG. 28 is a flowchart illustrating the general map reservation process (step S510) in the main control board 300.

[0335] (Step S510-1) The main CPU 300a loads the random numbers for determining a normal hit, the random numbers for determining a normal hit, and the random numbers for determining a normal fluctuation pattern that have been updated by the hardware random number generation unit.

[0336] (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 normal symbol reserved processing 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 processing proceeds to step S510-5.

[0337] (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.

[0338] (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 various random numbers, such as the acquired general map hit determination random number.

[0339] (Step S510-9) The main CPU 300a saves the random number for determining a normal map hit, the random number for determining a normal map hit, and the random number for determining a normal map fluctuation pattern obtained in step S510-1 above in the target memory unit calculated in step S510-7 above.

[0340] (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 general map reservation processing.

[0341] FIG. 29 is a flowchart illustrating the first start port passage process (step S520) in the main control board 300.

[0342] (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.

[0343] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball number counter.

[0344] (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.

[0345] FIG. 30 is a flowchart illustrating the second start port passage process (step S530) in the main control board 300.

[0346] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.

[0347] (Step S530-3) The main CPU 300a sets the address of the special symbol 2 reserved ball number counter.

[0348] (Step S535) The main CPU 300a executes a special symbol random number acquisition process, which will be described later.

[0349] (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.

[0350] (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.

[0351] (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.

[0352] 31 is a flowchart explaining the special symbol random number acquisition process (step S535) in the main control board 300. This special symbol random number acquisition process is executed using a common module in the first start port passing process (step S520) and the second start port passing process (step S530) described above.

[0353] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1.

[0354] (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.

[0355] (Step S535-5) The main CPU 300a loads the jackpot determination random number updated by the hardware random number generator.

[0356] (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 S535-23. If it is determined that the number is not equal to or greater than the upper limit, the process proceeds to step S535-9.

[0357] (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.

[0358] (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, etc. is to be saved.

[0359] (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.

[0360] (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.

[0361] (Step S535-17) 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.

[0362] (Step S535-19) 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.

[0363] (Step S535-21) The main CPU 300a sets the special symbol reservation designation command in the transmission buffer based on the counter value loaded in step S535-19 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.

[0364] (Step S535-23) The main CPU 300a loads the normal game management phase.

[0365] (Step S535-25) The main CPU 300a checks the normal game management phase loaded in step S535-23 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 S535-27, 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.

[0366] (Step S535-27) 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 ends the special symbol random number acquisition process (step S535). Note that although the branching processing steps are not shown, the processes from step S535-23 to step S535-27 are processes that are performed only for the entry of a game ball into the second start port 122, which is the winning port for a normal electric device.

[0367] FIG. 32 is a flowchart illustrating the specific area passing process in step S540.

[0368] (Step S540-1) If the main CPU 300a determines in step S500-11 that the specific area detection switch has been turned on, it determines whether the valid period flag is on. If it determines that the valid period flag is on, it proceeds to step S540-3, and if it determines that the valid period flag is not on, it proceeds to step S540-9.

[0369] As will be described in more detail later, this valid period flag is used to determine whether the entry of a game ball into the specific area 140b is considered valid, and in this embodiment, it is turned on at the start of a small win game (first round game).

[0370] (Step S540-3) In the above step S540-1, if it is determined that the valid period flag is on, the main CPU 300a determines whether the specific area entry flag is on. The specific area entry flag identifies that the gaming ball has already validly entered the specific area 140b. If it is determined that the specific area entry flag is on, the specific area passing process is terminated, and if it is determined that the specific area entry flag is not on, the process proceeds to step S540-5.

[0371] (Step S540-5) The main CPU 300a turns on the specific area entry flag.

[0372] (Step S540-7) The main CPU 300a sets a specific area entry command in the transmission buffer to notify the sub-control board 330 that the gaming ball has validly entered the specific area 140b, and ends the specific area passing process.

[0373] (Step S540-9) The main CPU 300a executes a predetermined error process.

[0374] (Step S540-11) The main CPU 300a sets an error command indicating that an error has been detected in the transmission buffer, and ends the specific area passing process.

[0375] 33 is a diagram illustrating the special game management phase. As already explained, in this embodiment, a special game triggered by a game ball entering the first start gate 120 or the second start gate 122 and a normal game triggered by a game ball passing through the gate 124 proceed simultaneously in parallel. The processing related to the special game is executed stepwise and repeatedly, and the main control board 300 manages each processing related to such special game by the special game management phase.

[0376] As shown in FIG. 33, the main ROM 300b stores a plurality of special game control modules for controlling the execution of special games, and each of these special game control modules is associated with a special game management phase. Specifically, when the special game management phase is "00H", a module for executing "special 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. Here, two values ​​are set for each of the phases indicating "pre-opening processing of the large prize opening," "control processing of opening of the large prize opening," "effective processing of closing the large prize opening," and "waiting processing at the end of the large prize opening." "03H," "04H," "05H," and "06H" are the values ​​for small prize games, while "07H," "08H," "09H," and "0AH" are the values ​​for big prize games.

[0377] FIG. 34 is a flowchart illustrating the special game management process (step S600) in the main control board 300.

[0378] (Step S600-1) The main CPU 300a loads the special game management phase.

[0379] (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.

[0380] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 and starts processing.

[0381] (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.

[0382] 35 is a flowchart illustrating the special symbol change waiting process in the main control board 300. This special symbol change waiting process is executed when the special game management phase is "00H".

[0383] (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.

[0384] (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.

[0385] (Step S610-5) The main CPU 300a sets the customer waiting designation command in the transmission buffer, executes customer waiting setting processing for setting the state to customer waiting, and ends the special symbol change waiting processing.

[0386] (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.

[0387] (Step S610-9) The main CPU 300a loads the jackpot determination random number and reservation type transferred to the 0th memory unit, selects the corresponding jackpot determination random number judgment table, draws a big role, and executes a special symbol winning judgment process that stores the lottery results.

[0388] (Step S610-11) The main CPU 300a executes a special symbol determination process to determine a special symbol. Here, if the result of the major role lottery in step S610-9 above is a big win or a small win, the winning symbol random number and reservation type transferred to the 0th memory unit are loaded, the corresponding winning symbol random number determination table is selected to extract special symbol determination data, and the extracted special symbol determination data (type of big win symbol or small win symbol) is saved. Also, if the result of the major role lottery in step S610-9 above is a loss, the special symbol determination data for a loss (type of loss symbol) corresponding to the reservation type is saved. Specifically, the special symbol X is saved as a loss symbol. In this way, after the special symbol determination data is saved, a symbol type designation command corresponding to the special symbol determination data is set in the transmission buffer.

[0389] (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.

[0390] (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.

[0391] (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.

[0392] (Step S610-17) The main CPU 300a performs a spare area setting process for storing the type of big win symbol or small win symbol (special symbol determination data) and the like in a spare area of ​​the main RAM 300c.

[0393] (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.

[0394] (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.

[0395] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol change waiting process.

[0396] FIG. 36 is a flowchart illustrating the special symbol variable number determination process in the main control board 300.

[0397] (Step S612-1) The main CPU 300a determines whether the result of the major role lottery in step S610-9 is a big win or a small win. If it is determined to be a big win or a small win, the main CPU 300a proceeds to step S612-3, and if it is determined to be neither a big win nor a small win (a miss), the main CPU 300a proceeds to step S612-5.

[0398] (Step S612-3) The main CPU 300a sets a reach mode determination random number judgment table corresponding to the current game state, the type of big win symbol or small win symbol, the reserved type, and the variable state.

[0399] (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.

[0400] (Step S612-7) The main CPU 300a sets the corresponding reach group determination random number judgment table based on the current game state, the reserved number and reserved type confirmed in the above step S612-5. Then, based on the set reach group determination random number judgment table and the reach group determination random number transferred to the 0th storage unit in the above step S610-7, the reach group (group type) is determined.

[0401] (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.

[0402] (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.

[0403] (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.

[0404] (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.

[0405] (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.

[0406] 37 is a flowchart for explaining the special symbol variation process in the main control board 300. This special symbol variation process is executed when the special game management phase is "01H".

[0407] (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.

[0408] (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.

[0409] (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.

[0410] (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.

[0411] (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.

[0412] (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.

[0413] (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.

[0414] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".

[0415] (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.

[0416] (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.

[0417] (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.

[0418] 38 is a flowchart illustrating the special symbol stop symbol display process in the main control board 300. This special symbol stop symbol display process is executed when the special game management phase is "02H".

[0419] (Step S630-1) The main CPU 300a determines whether the timer value of the special game timer set in the above step S620-21 is 0. As a result, 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 S631.

[0420] (Step S631) The main CPU 300a executes a number cut management process, and ends the special symbol stop symbol display process. This number cut management process will be described later.

[0421] (Step S630-3) 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.

[0422] (Step S630-5) The main CPU 300a sets a count command in the transmission buffer to transmit the values ​​of various counters (special 1 fluctuation count, special 2 fluctuation count, normal fluctuation count) updated in the count cut management process of step S631 above to the sub-control board 330.

[0423] (Step S630-7) The main CPU 300a checks the result of the big role lottery.

[0424] (Step S630-9) The main CPU 300a determines whether the result of the major role lottery 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 S630-19, and if it is determined not to be a big win or a small win, the process proceeds to step S630-11.

[0425] (Step S630-11) The main CPU 300a determines whether the stopped special symbol is a specific losing symbol, that is, a special symbol X. If it is determined that the special symbol is an X, the process proceeds to step S630-13, and if it is determined that the special symbol is not an X, the process proceeds to step S630-17.

[0426] (Step S630-13) The main CPU 300a determines whether the game state at the time of winning the special symbol X is the second time-shortened game state. If it is determined that the game state is the second time-shortened game state, the main CPU 300a proceeds to step S630-15. If it is determined that the game state is not the second time-shortened game state, the main CPU 300a proceeds to step S630-17.

[0427] (Step S630-15) The main CPU 300a sets the game state to the first time-shortened game state. Also, here, a normal variation count cut-off counter that counts the remaining normal variation count, a special 1 variation count cut-off counter that counts the remaining special 1 variation count, and a special 2 variation count cut-off counter that counts the remaining special 2 variation count are set to "100", "100", and "1", respectively.

[0428] (Step S630-17) 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.

[0429] (Step S630-19) The main CPU 300a sets data in the special electric accessory operation RAM set table according to the type of the determined special symbol.

[0430] (Step S630-21) The main CPU 300a performs a process for setting the maximum number of times a special electric device is activated. Specifically, the data set in step S630-19 is referenced, and a predetermined number (the counter value corresponding to the type of special symbol = the number of rounds) is set as the 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 ("10" or "1") that can be executed in the upcoming big win game or small win game. Meanwhile, the main RAM 300c is provided with a continuous special electric device activation counter, and the current number of rounds is managed by adding "1" to the counter value of the continuous special electric device activation counter at the start of each round of game. Here, a process for resetting (updating to "0") the counter value of the continuous special electric device activation counter is also executed upon the start of the big win game or small win game.

[0431] (Step S630-23) The main CPU 300a refers to the data set in step S630-19 and saves a predetermined opening time as a timer value in the special game timer.

[0432] (Step S630-25) 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 S630-23 is set in the transmission buffer.

[0433] (Step S630-27) The main CPU 300a updates the special game management phase to "03H" (for a small win) or "07H" (for a big win), and ends the special symbol stop symbol display process. This starts the small win game or the big win game.

[0434] FIG. 39 is a flowchart illustrating the number of cutoff management process in the main control board 300.

[0435] (Step S631-1) The main CPU 300a loads a time-shortening state flag for identifying whether the gaming state is a non-time-shortening gaming state or a time-shortening gaming state (first time-shortening gaming state, second time-shortening gaming state), and determines whether the current gaming state is a time-shortening gaming state. If it is determined that the current gaming state is a time-shortening gaming state, the main CPU 300a transfers the processing to step S631-3, and if it is determined that the current gaming state is not a time-shortening gaming state, the main CPU 300a terminates the number-cut management processing.

[0436] (Step S631-3) The main CPU 300a subtracts "1" from the target number of times counter. Specifically, when a special symbol is stopped and displayed on the first special symbol display 160, the main CPU 300a subtracts "1" from the special 1 variation number of times counter, and when a special symbol is stopped and displayed on the second special symbol display 162, the main CPU 300a subtracts "1" from the special 2 variation number of times counter.

[0437] (Step S631-5) The main CPU 300a determines whether the counter value of the counter updated in step S631-3 has become 0. If it is determined that the counter value has become 0, the main CPU 300a proceeds to step S631-7, and if it is determined that the counter value has not become 0, the main CPU 300a ends the number-of-times cut management process.

[0438] (Step S631-7) The main CPU 300a sets the time-shortening state flag to set the gaming state to the non-time-shortening gaming state. Here, each of the number-cut counters is reset.

[0439] (Step S631-9) The main CPU 300a sets a game state change designation command indicating the game state when the special symbol is stopped and displayed in the transmission buffer, and ends the number-stop management process. That is, when the game state is changed from the time-shortened game state to the non-time-shortened game state in the number-stop management process, the game state change designation command is transmitted to the sub-control board 330.

[0440] 40 is a flowchart explaining the process before opening the large prize opening in the main control board 300. This process before opening the large prize opening is executed when the special game management phase is "03H" (small win) or "07H" (large win).

[0441] (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.

[0442] (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.

[0443] (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).

[0444] (Step S641) The main CPU 300a executes a special prize opening / closing switching process, which will be described later.

[0445] (Step S640-7) The main CPU 300a determines whether the special game management phase is 03H, that is, whether a small win game is in progress. If it is determined that the special game management phase is 03H, the process proceeds to step S640-9. If it is determined that the special game management phase is not 03H, the process proceeds to step S640-13.

[0446] (Step S640-9) The main CPU 300a determines whether it is the start of the first round of play based on the counter value of the special electric accessory continuous operation counter. If it is determined that it is the start of the first round of play, the process proceeds to step S640-11. If it is determined that it is not the start of the first round of play, the process proceeds to step S640-17.

[0447] (Step S640-11) The main CPU 300a turns on the valid period flag, which enables the entry of the gaming ball into the specific area 140b upon the start of the small win game.

[0448] (Step S640-13) The main CPU 300a determines whether it is the start of the second round of play based on the counter value of the special electric accessory continuous operation counter. If it is determined that it is the start of the second round of play, the process proceeds to step S640-15. If it is determined that it is not the start of the second round of play, the process proceeds to step S640-17.

[0449] (Step S640-15) The main CPU 300a resets the gaming state to the normal gaming state, which is the initial state.

[0450] (Step S640-17) 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.

[0451] FIG. 41 is a flowchart illustrating the process of switching the opening and closing of the big prize opening in the main control board 300.

[0452] (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.

[0453] (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.

[0454] (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.

[0455] (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.

[0456] (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.

[0457] (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.

[0458] 42 is a flowchart illustrating the special prize opening control process in the main control board 300. This special prize opening control process is executed when the special game management phase is "04H" or "08H".

[0459] (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.

[0460] (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.

[0461] (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.

[0462] (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.

[0463] (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.

[0464] (Step S650-9) The main CPU 300a saves the effective time (interval time) for closing the big prize opening in the special game timer.

[0465] (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").

[0466] (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.

[0467] 43 is a flowchart illustrating the special prize opening closure validity process in the main control board 300. This special prize opening closure validity process is executed when the special game management phase is "05H" or "09H".

[0468] (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.

[0469] (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.

[0470] (Step S660-5) The main CPU 300a updates the special game management phase to "07H". Note that if the special game management phase is "03H", 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.

[0471] (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.

[0472] (Step S660-9) The main CPU 300a determines whether the special game management phase is 05H, that is, whether a small win game is in progress. If it is determined that the special game management phase is 05H, the process proceeds to step S660-11. If it is determined that the special game management phase is not 05H, the process proceeds to step S660-21.

[0473] (Step S660-11) The main CPU 300a determines whether all of the gaming balls that entered the second large prize opening 128 have been dispensed. Here, it is determined that dispensing has been completed when the value obtained by subtracting the total number of gaming balls that entered the specific area 140b and the non-specific area 140c from the number of gaming balls that entered the second large prize opening 128 becomes 0. If it is determined that dispensing has been completed, the process proceeds to step S660-13, and if it is determined that dispensing has not been completed, the large prize opening closure validating process is terminated. Note that if the determination result that dispensing has not been completed is derived continuously for a certain period of time, error processing is performed.

[0474] (Step S660-13) The main CPU 300a determines whether the specific area entry flag is on. If it is determined that the specific area entry flag is on, the process proceeds to step S660-15. If it is determined that the specific area entry flag is not on, the process proceeds to step S660-21.

[0475] (Step S660-15) The main CPU 300a turns off the specific area entry flag.

[0476] (Step S660-17) The main CPU 300a checks the type of small winning symbol and sets a predetermined number (counter value corresponding to the type of special symbol = value obtained by subtracting 1 from the number of rounds, i.e., the number of rounds played in a big winning game) as the counter value in the special electric device maximum operation count counter.

[0477] (Step S660-19) The main CPU 300a sets 07H in the special game management phase and ends the big prize opening closure validity processing.

[0478] (Step S660-21) The main CPU 300a executes an ending time setting process for saving the ending time in a special game timer.

[0479] (Step S660-23) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("06H" or "0AH").

[0480] (Step S660-25) 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.

[0481] 44 is a flowchart illustrating the special prize opening end wait process in the main control board 300. This special prize opening end wait process is executed when the special game management phase is "06H" or "0AH".

[0482] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in the above step S660-21 is 0. If it is determined that the timer value of the special game timer is not 0, the main CPU 300a ends the large prize winning port end wait process, and if it is determined that the timer value of the special game timer is 0, the process proceeds to step S670-3.

[0483] (Step S670-3) The main CPU 300a executes a state setting process to set the game state after the end of a big win game in which a big win symbol is stopped and displayed as a special symbol, or a big win game in which a game ball enters the specific area 140b during a small win game. Specifically, the main CPU 300a refers to the game state setting table (FIG. 15) and sets the game state after the end of the big win game, the number of normal symbol variations, the number of special 1 variations, and the number of special 2 variations based on the type of special symbol that triggered the execution of the big win game or the small win game, and the game state at the time of winning. Note that if a game ball does not enter the specific area 140b during a small win game, that is, if the special game management phase is "06H," the game state is not set in step S670-3.

[0484] In addition, here, a process is also performed to set the variable state after the end of the big win game based on the big win pattern that triggered the execution of the big win game or the small win pattern that triggered the execution of the small win game, and the setting value currently being set.

[0485] (Step S670-5) The main CPU 300a sets in the transmission buffer a game state change designation command for transmitting the game state and the variable state that are set after the end of the big win game or the end of the small win game.

[0486] (Step S670-7) The main CPU 300a sets in the transmission buffer the number of times designation commands corresponding to the normal number of times of change, the special 1 number of times of change, and the special 2 number of times of change set in step S670-3 above.

[0487] (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.

[0488] 45 is a diagram illustrating the normal game management phase. As already explained, in the embodiment, the processing related to the normal game 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.

[0489] As shown in FIG. 45, 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.

[0490] FIG. 46 is a flowchart illustrating the normal game management process (step S700) in the main control board 300.

[0491] (Step S700-1) The main CPU 300a loads the normal game management phase.

[0492] (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.

[0493] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 and starts processing.

[0494] (Step S700-7) The main CPU 300a loads a normal game timer that manages the control time of the normal game.

[0495] 47 is a flowchart illustrating the normal symbol change waiting process in the main control board 300. This normal symbol change waiting process is executed when the normal game management phase is "00H".

[0496] (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.

[0497] (Step S710-3) The main CPU 300a transfers the regular symbol reserves (regular symbol winning determination random numbers, regular symbol determination random numbers, regular symbol variation pattern 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. In addition, the main RAM 300c is provided with a 0th memory section to be processed, and the regular symbol reserve stored in the 1st memory section is transferred to the 0th memory section. In addition, in this regular symbol memory area shift process, the counter value of the regular symbol reserve ball count counter is subtracted by "1", and a regular symbol reserve reduction designation command indicating that the regular symbol reserve has been subtracted by "1" is set in the transmission buffer.

[0498] (Step S710-5) The main CPU 300a loads the random number for determining a normal winning symbol transferred to the 0th memory unit, selects a random number determination table for determining a normal winning symbol corresponding to the current game state, performs a normal winning symbol lottery, and executes a normal winning symbol determination process that stores the lottery results.

[0499] (Step S710-7) The main CPU 300a performs normal symbol determination processing based on the result of the normal symbol lottery in step S710-5. Here, if the result of the normal symbol lottery is a win, the normal symbol determination random number judgment table corresponding to the current game state is referenced, and the type of normal symbol is determined based on the normal symbol determination random number transferred to the 0th memory unit. Also, if the result of the normal symbol lottery is a loss, a predetermined loss symbol is determined. Then, the normal symbol stop symbol number corresponding to the determined type of normal symbol is saved.

[0500] (Step S710-9) The main CPU 300a checks the current game state, and selects and sets the corresponding normal symbol variation time data table.

[0501] (Step S710-11) The main CPU 300a refers to the normal symbol variation time data table set in step S710-9 above, and determines the normal symbol variation time by lottery based on the normal symbol variation pattern determination random number transferred to the 0th memory unit.

[0502] (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.

[0503] (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.

[0504] (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.

[0505] (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 (winning pattern or losing pattern) determined by the normal pattern winning determination process.

[0506] (Step S710-21) The main CPU 300a loads the time-shortened state flag and determines whether the current game state is the time-shortened game state. If it is determined that the current game state is the time-shortened game state, the main CPU 300a shifts the process to step S710-23, and if it is determined that the current game state is not the time-shortened game state, the main CPU 300a shifts the process to step S710-33.

[0507] (Step S710-23) The main CPU 300a decrements the counter value of the normal fluctuation cut-off counter.

[0508] (Step S710-25) The main CPU 300a determines whether the counter value updated in step S710-23 is 0. If it is determined that the counter value is 0, the process proceeds to step S710-27, and if it is determined that the counter value is not 0, the process proceeds to step S710-33.

[0509] (Step S710-27) The main CPU 300a sets the time-saving state flag to set the game state to the non-time-saving game state. As a result, after the game state is set to the time-saving game state, if the number of times that the execution of normal game has been started reaches the preset normal number of fluctuations, the game state will be changed to the non-time-saving game state. In addition, here, the special 1 fluctuation count cut-off counter and the special 2 fluctuation count cut-off counter are reset.

[0510] (Step S710-29) The main CPU 300a sets a game state change designation command indicating the game state at the start of the normal symbol change in the transmission buffer. That is, when the game state is changed from the time-shortened game state to the non-time-shortened game state in the normal symbol change waiting process, the game state change designation command is transmitted to the sub-control board 330.

[0511] (Step S710-31) The main CPU 300a stores the current gaming state as a reference gaming state in the main RAM 300c.

[0512] (Step S710-33) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol change waiting process.

[0513] In this embodiment, in the normal pattern change waiting process, the pattern type of the normal pattern is set at the start of the change, so when the normal pattern starts to change, the normal pattern change count counter is updated (step S710-23) and then a transition to a non-time-saving game state (step S710-27) is made. However, by providing control of the game state transition based on the number of normal pattern changes as a process when the normal pattern stop pattern display process described later fails, or by providing it in the normal electric device winning port end wait process, it is possible to configure it so that the time-saving game state is maintained even during the change of the normal pattern at the timing when the normal pattern change count counter becomes 0. By configuring it in this way, it is also possible to set the operating mode of the normal electric device to suit the current situation depending on the game state that has changed due to the change of the special pattern or the progress of the special game when the normal pattern is stopped and displayed.

[0514] 48 is a flowchart for explaining the normal symbol variation process in the main control board 300. This normal symbol variation process is executed when the normal game management phase is "01H".

[0515] (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.

[0516] (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.

[0517] (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.

[0518] (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.

[0519] (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 is stopped and displayed on the normal symbol display 168.

[0520] (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.

[0521] (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.

[0522] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the normal pattern variation processing.

[0523] 49 is a flowchart illustrating the normal symbol stop symbol display process in the main control board 300. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".

[0524] (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.

[0525] (Step S730-3) The main CPU 300a checks the result of the regular lottery.

[0526] (Step S730-5) The main CPU 300a determines whether the result of the regular lottery is a win. If it is determined to be a win, the process proceeds to step S730-9. If it is determined to be a loss, the process proceeds to step S730-7.

[0527] (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.

[0528] (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.

[0529] (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.

[0530] 50 is a flowchart explaining the normal electric device winning opening pre-processing in the main control board 300. This normal electric device winning opening pre-processing is executed when the normal game management phase is "03H".

[0531] (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.

[0532] (Step S741) The main CPU 300a executes a normal electric accessory winning opening opening / closing switching process, which will be described later.

[0533] (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.

[0534] FIG. 51 is a flowchart explaining the normal electric role winning opening / closing switching process in the main control board 300.

[0535] (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.

[0536] (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.

[0537] (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.

[0538] (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.

[0539] (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.

[0540] (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.

[0541] 52 is a flowchart explaining the normal electric device winning opening control process in the main control board 300. This normal electric device winning opening control process is executed when the normal game management phase is "04H".

[0542] (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.

[0543] (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.

[0544] (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.

[0545] (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.

[0546] (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.

[0547] (Step S750-9) The main CPU 300a saves the normal power valid state time in the normal game timer.

[0548] (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.

[0549] 53 is a flowchart explaining the normal electric accessory winning opening closing validity processing in the main control board 300. This normal electric accessory winning opening closing validity processing is executed when the normal game management phase is "05H".

[0550] (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.

[0551] (Step S760-3) The main CPU 300a saves the normal power end wait time in the normal game timer.

[0552] (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.

[0553] 54 is a flowchart explaining the normal electric device winning port end wait processing in the main control board 300. This normal electric device winning port end wait processing is executed when the normal game management phase is "06H".

[0554] (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.

[0555] (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.

[0556] Next, an example of the effects executed during the above-mentioned game when the second time-shortened game state is set will be described.

[0557] Figure 55 is a diagram illustrating an example of an effect when the second time-shortened gaming state is set. When the special symbol Z2 is won in the non-time-shortened gaming state, or when the special symbol Z4 is won in the first time-shortened gaming state, a variable effect is executed while the symbols are being displayed variably on the first special symbol display device 160 or the second special symbol display device 162. In this variable effect, for example, nine types of effect symbols 210 with the numbers 1 to 9 written on them are displayed variably on the main effect display unit 200a. Then, as shown in Figure 55(a), the effect symbol 210 with the number "7" written on it is finally displayed stationary.

[0558] After that, when a big win game or a small win game is executed, a right-hit notification effect is executed, as shown in Figure 55(b). The right-hit notification effect is an effect that encourages the game ball to flow down into the second game area 116b and enter the second large winning port 128. In the case of a small win game, when the game ball enters the specific area 140b and a type 2 jackpot is won, a round effect is executed, and in the case of a big win game, a round effect is executed from a substantially similar effect display. During the round effect, the current number of rounds played is displayed in the upper right corner of the main effect display section 200a, as shown in Figure 55(c).

[0559] Furthermore, during the round effect, the main effect display unit 200a executes a winning number notification effect, which displays the number of game balls (denominator) that can be acquired in small wins and big wins and the number of game balls (numerator) that have been acquired so far. This winning number notification effect displays the cumulative number of game balls that can be acquired during a series of consecutive wins after the first win and the number of game balls acquired during that series. Furthermore, if the special symbol Z2 is won in the non-time-saving game mode, or if the special symbol Z4 is won in the first time-saving game mode, after all rounds have ended, during the ending period, the main effect display unit 200a displays "Limit Break Chance," as shown in FIG. 55(d). The winning number notification effect is not limited to the embodiment described herein. As a modified example, it may be configured to display the number of game balls that can be acquired during a period spanning a series of jackpots acquired during a stock release period, as well as the number of game balls acquired during that period.

[0560] When the ending period ends, the game state is set to the second time-saving game state. During small win and big win games, the player hits the right button, but as described above, if the game is played properly, at least one special 1 reserve will be acquired during one big win game. In addition, especially when the special pattern Z2 is won in a non-time-saving game state, there is a high possibility that one or more special 1 reserves will be stored.

[0561] On the other hand, if you transition directly from the non-time-saving game state to the second time-saving game state, or if you transition from the non-time-saving game state to the second time-saving game state via the first time-saving game state, the special 2 reserve is not stored. Therefore, after playing a major role, when the second time-saving game state is set, a major role lottery based on the special 1 reserve is executed and the special 1 fluctuation begins. This special 1 fluctuation is the above-mentioned stock period.

[0562] FIG. 56 is a diagram illustrating an example of a stock effect. The stock effect is executed upon the start of the special 1 variation in the second time-shortened game state. In the stock effect, as shown in FIG. 56(a), "STOCK TIME START" is displayed on the main effect display unit 200a. In addition, "120" indicating the remaining time of the stock period is displayed in the upper right corner of the main effect display unit 200a. Note that in this embodiment, "STOCK TIME START" is displayed after the transition to the second time-shortened game state. However, the same display may be configured to be performed as a demo effect of the end of the major role game that will result in the transition to the second time-shortened game state, and a notification regarding the lottery result of the normal pattern may be made immediately after the transition to the second time-shortened game state.

[0563] After that, as shown in FIG. 56(b), the remaining time of the stock period is subtracted and displayed as time passes. Although not shown, in the stock effect, a predetermined background image is displayed on the main effect display section 200a. Also, as mentioned above, the stock period is a period in which the aim is to win as many normal symbols L as possible within 120 seconds. Therefore, the stock effect may include an effect that suggests the result of the normal symbol lottery, such as by displaying the effect symbol 210 in a variable or stationary manner.

[0564] When the remaining time of the stock period becomes short (for example, 10 seconds remaining), the darkened area gradually expands from the periphery of the effect display area, reducing the visibility of the variable effect performed in conjunction with the variable display of the normal symbol, and even if the variable effect of the normal symbol is being executed at the timing when the remaining time of the stock period becomes 0, the game will move to the stock release period described below without announcing the result of the normal symbol lottery. However, even if the remaining time becomes short, if the variable that wins the normal symbol L as the symbol type switches to a stopped display before the start of the stock release period, the game ball will be launched toward the second starting port 122 to ensure the visibility of the instruction effect that encourages the acquisition of stocks, so the darkening display may be prevented from starting or may be temporarily canceled.

[0565] Then, when the normal symbol L is won and the game ball enters the second starting hole 122 and the special 2 reserve is acquired, the stock acquisition effect is executed. Here, as the stock acquisition effect, "1500 GET" or "V Acquired" (not shown) is displayed on the main effect display section 200a, suggesting that one right to a small win game or a big win game has been acquired. Note that this stock acquisition effect ends after a predetermined time has elapsed.

[0566] Furthermore, when a special 2 reserve is acquired, a stock acquisition effect is executed in the same manner as above. Here, as the stock acquisition effect, "3000GET" or "V x 2 acquired" (not shown) is displayed on the main effect display section 200a. In this way, the display content of the stock acquisition effect differs depending on the number of special 2 reserves acquired during one stock period. Here, the total number of game balls that can be acquired in small win games and big win games based on all special 2 reserves acquired during one stock period is displayed.

[0567] However, the content of the stock acquisition effect is not limited to this. For example, a reserve icon corresponding to the special 2 reserve may be displayed on the main effect display unit 200a. In this case, the reserve icon indicates the number of special 2 reserves, that is, the number of small win games and big win games that can be executed.

[0568] Figure 57 is a diagram illustrating an example of a stock release effect. When the special 1 variation ends, the stock period ends. If one or more special 2 reserves are stored at the end of the stock period, the stock release period begins following the stock period. The stock release period begins with the start of the first special 2 variation after the end of the special 1 variation. The stock release effect is executed with the start of the stock release period. Here, in the stock release effect, three effect patterns 210 with the number "7" written on them are stopped and displayed, as shown in Figure 57(a).

[0569] Although a detailed explanation will be omitted, the variation time of the special 2 variation during the stock release period (first time-saving game state or second time-saving game state) is, for example, about 0.5 to 1 second. Therefore, when the stock release period begins, the effect pattern 210 is displayed for only a short time, and then the small win game and the big win game begin immediately. During the stock release period, as shown in Figures 57(b) and (c), the round effect is executed, the current number of rounds played is displayed, and the number of winning balls notification effect is executed. At this time, the number of game balls that can be acquired and the number of game balls that have been acquired, which are displayed in the number of winning balls notification effect, correspond to the cumulative number of small win games and big win games since the first win.

[0570] Then, when the big win game ends, if the special 2 reserve is stored, as shown in Figure 57 (d), three effect patterns 210 with the number "7" written on them are stopped and displayed again with the start of the next special 2 variation. After that, during the small win game and the big win game, as shown in Figure 57 (e), the number of winnings notification effect is executed again. Here, since it is the third consecutive win including the first win, the number of winning balls is displayed as "4500".

[0571] In this embodiment, as shown in Figures 57(a) and (d), a large "7" symbol is displayed as a variation effect for a variation that results in a small win or a big win of the special 2 variation, but in order to give the impression that a series of small wins (big wins) released during the stock release period are continuous and that many prize balls have been obtained during that period, the "7" symbol is displayed in small size, and depending on the number of special 2 reserves stocked, it is also possible to configure it so that "Limit Break BONUS_V x 2" (an example when there are 2 stocks at the timing of Figure 57(a)) or a character appears and says something suggesting continuation, such as "It's not over yet" (an example of the timing of Figure 57(d)).If configured in this way, a continuous background effect (animation display) can be performed across multiple big role games (small win games) during the stock release period. Furthermore, when the background effect is displayed across major role effects corresponding to multiple jackpots, there is a risk that one background effect will be looped multiple times, so the background effect may be configured to be changeable by the player operating the effect button 208, etc., and it is also preferable that the background effect be changeable even under circumstances such as when special 2 is fluctuating during the stock release period.

[0572] As described above, during the stock release period, the special 2 reserves acquired during the stock period are continuously released, and up to four small wins and big wins are played consecutively as if they were one big win. Moreover, during the stock release performance, the same winning number notification performance as during the first win that triggered the transition to the stock period is executed.

[0573] That is, in this embodiment, when a specific winning symbol (special symbol Z2, Z4) is displayed, the state after the winning game (big role game) is set to a specific state (second time-shortened game state) in which the game ball is more likely to enter the second starting area (second starting hole 122) than in the normal state (non-time-shortened game state). Also, when the termination condition is established in the specific state, the state is changed from the specific state to a predetermined state (first time-shortened game state) in which the game ball is more likely to enter the second starting area than in the normal state.

[0574] After the specific state is set, the first change process (special 1 change) is executed before the second change process (special 2 change), and if second information (special 2 reserve) that determines the winning pattern (special patterns Z3, Z4) is acquired during the first change process, at least some of the same effects (winning number notification effects and background effects) are executed between the winning game executed just before the specific state is set and the winning game executed after the winning pattern is determined based on the second information.

[0575] The above configuration gives the player the impression that an additional round of play has been added after the first win.

[0576] Next, a description will be given of the processing in the sub-control board 330 for executing the stock effect and stock release effect described above. Note that, in the following, a description of processing unrelated to the stock effect and stock release effect will be omitted.

[0577] (Sub-CPU initialization process of the sub-control board 330) FIG. 58 is a flowchart illustrating the sub-CPU initialization process (S1000) of the sub-control board 330.

[0578] (Step S1000-1) When power is turned on, the sub-CPU 330a reads a CPU initialization processing program from the sub-ROM 330b, and initializes and sets flags and the like stored in the sub-RAM 330c.

[0579] (Step S1000-3) Next, the sub-CPU 330a performs a process of updating each effect random number, and thereafter repeats the process of step S1000-3 until an interrupt process is performed. Note that multiple types of effect random numbers are provided, and here, each effect random number is updated asynchronously.

[0580] (Sub-timer interrupt processing of the sub-control board 330) 59 is a flowchart explaining the sub-timer interrupt processing (S1100) of the sub-control board 330. The sub-control board 330 is provided with a reset clock pulse generating circuit (not shown) that generates clock pulses at a predetermined cycle (30 times per second). When this reset clock pulse generating circuit generates clock pulses, the sub-CPU 330a reads a timer interrupt processing program and starts the sub-timer interrupt processing.

[0581] (Step S1100-1) The sub CPU 330a saves the register.

[0582] (Step S1100-3) The sub CPU 330a performs processing to permit an interrupt.

[0583] (Step S1100-5) The sub-CPU 330a performs update processing of various timer counters used in the sub-control board 330. Here, unless otherwise specified, the various timer counters are decremented by 1 each time the sub-timer interrupt processing of the sub-control board 330 is performed, and the decrementing stops when the counter reaches 0.

[0584] (Step S1200) The sub-CPU 330a analyzes the commands stored in the receive buffer of the sub-RAM 330c and performs various processes according to the received commands. When a command is transmitted from the main control board 300, the sub-control board 330 performs a command reception interrupt process, and the command transmitted from the main control board 300 is stored in the receive buffer. Here, the command stored in the receive buffer is analyzed by the command reception interrupt process.

[0585] (Step S1100-7) The sub-CPU 330a performs a time schedule management process that refers to a time table and executes a process corresponding to the time stored in the time table. Here, based on the time data set in the time table, various flags are turned on or off or commands are sent to each performance device, thereby controlling the execution of each performance, including variable performances and major role performances.

[0586] (Step S1100-9) The sub CPU 330a restores the register and ends the sub timer interrupt process.

[0587] Figure 60 is a flowchart illustrating the variable command receiving process that is executed when a variable command is received, part of the command analysis process. As described above, the variable command is set in the main control board 300 in steps S612-13 and S612-17 of Figure 36, and then transmitted to the sub-control board 330 by the sub-command transmitting process of step S100-65.

[0588] (Step S1210-1) When the variation command is received, the sub-CPU 330a first analyzes and stores the received variation pattern command.

[0589] (Step S1210-3) Sub-CPU 330a acquires the effect random number (0 to 249) updated in step S1000-3 above, and determines and stores an execution pattern for the variable effect in the latter half based on the acquired effect random number and the analysis result in step S1220-1 above.

[0590] (Step S1210-5) The sub-CPU 330a analyzes and stores the received variation mode command.

[0591] (Step S1210-7) Sub-CPU 330a acquires the effect random number (0 to 249) updated in step S1000-3 above, and determines and stores an execution pattern for the first half of the variable effect based on the acquired effect random number and the analysis result in step S1220-5 above.

[0592] (Step S1210-9) The sub-CPU 330a acquires the performance random number (0 to 249) updated in the above step S1000-3 for each preview performance, and based on the acquired performance random number and the analysis results in the above steps S1220-1 and S1220-5, it refers to each preview performance decision table to determine whether or not to execute each preview performance and the execution pattern, and stores the information.

[0593] (Step S1210-11) The sub-CPU 330a determines whether execution of the stock effect has been determined in each of the above steps. If it is determined that execution of the stock effect has been determined, the process proceeds to step S1210-13, and if it is determined that execution of the stock effect has not been determined, the process proceeds to step S1210-15.

[0594] (Step S1210-13) The sub-CPU 330a turns on the stock flag.

[0595] (Step S1210-15) The sub-CPU 330a determines whether a big win or a small win has been won based on the special 2 reservation. As a result, if it is determined that a big win or a small win has been won based on the special 2 reservation, the process moves to step S1210-17, and if it is determined that a big win or a small win has not been won based on the special 2 reservation, the process moves to step S1210-21.

[0596] (Step S1210-17) The sub-CPU 330a determines whether the stock flag is on. If it is determined that the stock flag is on, the process proceeds to step S1210-19, and if it is determined that the stock flag is not on, the process proceeds to step S1210-21.

[0597] (Step S1210-19) The sub-CPU 330a performs a stock release effect execution process for executing a stock release effect.

[0598] (Step S1220-21) The sub-CPU 330a sets the time data of the time table based on the decisions made in each of the above steps, and then ends the variable command reception process. Based on the time table set here, in step S1100-7, the process of displaying an image for variable performance on the main performance display unit 200a, audio output process, lighting control process for the performance lighting device 204, and other performance execution control processes are performed.

[0599] 61 is a flowchart illustrating the read-ahead designation command reception process that is executed when a read-ahead designation command is received, part of the command analysis process. As described above, the read-ahead designation command is set in the main control board 300 in step S535-17, and then transmitted to the sub-control board 330 by the sub-command transmission process in step S100-65.

[0600] (Step S1220-1) The sub-CPU 330a analyzes the received read-ahead designation command and determines whether it has received a read-ahead designation command related to special 2 reservation. As a result, if it is determined that it has received a read-ahead designation command related to special 2 reservation, it moves the process to step S1220-3, and if it is determined that it has not received a read-ahead designation command related to special 2 reservation (it has received a read-ahead designation command related to special 1 reservation), it ends the read-ahead designation command reception process.

[0601] (Step S1220-3) The sub-CPU 330a determines whether the stock flag is on. If it is determined that the stock flag is on, the process proceeds to step S1220-5, and if it is determined that the stock flag is not on, the pre-read designation command reception process is terminated.

[0602] (Step S1220-5) The sub-CPU 330a performs a stock acquisition effect execution process for executing a stock acquisition effect, and ends the pre-read designation command reception process.

[0603] 62 is a flowchart illustrating the opening designation command reception process executed when an opening designation command is received, part of the command analysis process. As described above, the opening designation command is set in the main control board 300 in step S630-25, and then transmitted to the sub-control board 330 by the sub-command transmission process in step S100-65.

[0604] (Step S1230-1) The sub-CPU 330a checks the number of consecutive wins. The number of consecutive wins is counted based on a command that can determine whether a big win or a small win has been won, such as a variable command or a special symbol designation command received from the main control board 300, and the game state when the command is received.

[0605] (Step S1230-3) The sub-CPU 330a determines and executes the effects during the small win game and the big win game based on the confirmed consecutive win number, and then ends the opening designation command reception process. Here, the number of game balls acquired during the consecutive win game and the number of game balls that can be acquired, which are displayed in the background image during the round game and the acquisition number notification effect, are determined.

[0606] 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.

[0607] In the above embodiment, an example of the case where the present invention is applied to a first-type / second-type mixed gaming machine has been described, but the gaming characteristics of the gaming machine to which the present invention can be applied are not limited to this. For example, it goes without saying that the present invention can also be applied to a first-type gaming machine and a second-type mixed gaming machine. Therefore, in the above embodiment, so-called big wins and small wins are provided, but a big win may not be provided as a winning type of the big role lottery, and only a small win may be provided. In addition, a small win may be won based on a special 1 reservation.

[0608] Note that the game progress conditions in the non-time-saving game state, first time-saving game state, and second time-saving game state shown in the above embodiment are merely examples, and the game progress conditions are not limited to these. For example, in the above embodiment, a case was described in which the second time-saving game state is more advantageous to the player than the first time-saving game state. However, the degree of advantage to the player may be equal between the first time-saving game state and the second time-saving game state. Furthermore, for example, a low-probability game state in which the probability of winning a major prize in the lottery is low and a high-probability game state in which the probability of winning a prize is higher than in the low-probability game state may be provided, with the non-time-saving game state being the low-probability game state and the first and second time-saving game states being the high-probability game states.

[0609] In the above embodiment, when the special symbol Z2 is selected, the game state transitions from the non-time-shortened game state to the second time-shortened game state, but the special symbol Z2 is not required. In other words, the game state may be configured so that the game state can be transitioned to the second time-shortened game state only via the first time-shortened game state, and the game state may not be transitioned from the non-time-shortened game state to the second time-shortened game state.

[0610] In addition, in the above embodiment, the first start hole 120B is provided in the second game area 116b, but the first start hole 120B is not essential. For example, when transitioning to the second time-shortened game state, if the special 1 reserve is not stored, it is preferable to execute an effect that encourages left-handed play.

[0611] In addition, in the above embodiment, the time-saving game state is switched to the non-time-saving game state at the start of the normal map fluctuation, but the time-saving game state may be switched to the non-time-saving game state at the end of the normal map fluctuation.

[0612] In addition, the board configuration and gameplay in the above embodiment are merely examples, and it goes without saying that they can be modified as appropriate. In any case, the present invention includes a game board 108 provided with a first start area (first start opening 120) and a second start area (second start opening 122), an acquisition means for acquiring first information (special 1 reservation) based on the entry of a game ball into the first start area and acquiring second information (special 2 reservation) based on the entry of a game ball into the second start area, a first variation means for executing a first variation process (special 1 variation) including a process of determining one of a plurality of symbols (special symbols) based on the first information and a process of displaying the determined symbol on a first display unit (first special symbol display 160) after a predetermined variation time has elapsed, and a process of determining one of a plurality of symbols based on the second information and a process of displaying the determined symbol on a second display unit (second special symbol display 162) after a predetermined variation time has elapsed. The game system may include a second variation means for executing a second variation process (special 2 variation) in priority to the first variation process, a winning game control means for executing a winning game (small winning game, big role game) in which a large prize opening on the game board is opened based on the display of a winning symbol (large winning or small winning symbol) on the first display unit or the second display unit, a state setting means for setting the state after the winning game to a specific state (second time-shortened game state) in which the game ball is more likely to enter the second starting area than in the normal state (non-time-shortened game state) when a specific winning symbol (special symbol Z2, Z4) is displayed, and a state change means for changing the state from the specific state to a predetermined state (first time-shortened game state) in which the game ball is more likely to enter the second starting area than in the normal state when an end condition (time-shortened end condition) is established in the specific state.

[0613] Therefore, in the above embodiment, the fluctuation time of the special 1 fluctuation in the second time-saving game state is fixed, but the fluctuation time of the special 1 fluctuation may be variable. In this case, the number of normal fluctuations executed during the second time-saving game state varies depending on the determined fluctuation time of the special 1 fluctuation, so the expected value of obtaining the special 2 reserve can be varied depending on the fluctuation time of the special 1 fluctuation.

[0614] In addition, the content of the effects in the above embodiment is merely an example. In the above embodiment, when the special symbol Z2 is won in the non-time-saving game state, and when the special symbol Z4 is won in the first time-saving game state, the winning number notification effect is executed during the big role game, and then, even during the stock release period, the same winning number notification effect is executed during the big role game. In other words, in the above embodiment, the winning number notification effect is executed as an effect with common content during the big role game based on the stop display of the special symbol that triggered the start of the stock period and during the big role game based on the special 2 reserve acquired during the stock period.

[0615] However, the common effects executed during both the big role game based on the stop display of the special symbol that triggered the start of the stock period and the big role game based on the special 2 reserve acquired during the stock period are not limited to this. For example, a common background image may be displayed or the same background music may be output in both of the big role games. Furthermore, the lighting mode of a predetermined lamp may be the same.

[0616] In any case, after the specific state (second time-shortened game state) is set, the first variable process is executed before the second variable process, and if second information that determines the winning symbol is acquired during the first variable process, it is sufficient to execute an effect that is at least partially common between the winning game executed immediately before the specific state is set and the winning game executed after the winning symbol is determined based on the second information, and the specific content is not particularly limited.

[0617] In another variant, in the case where a big win or small win is won in the big role lottery and the game state that is set after the big role play is played is played, if the game state at the time the big role lottery that resulted in the big win or small win was played is a time-saving game state, the setting of the time-saving game state after the big role play may be configured to be different depending on which trigger caused the transition to the time-saving game state.

[0618] Here, the "time-saving game state transitioned by which trigger" does not depend on the type of special symbol, but on whether the time-saving game state transitioned after a big win (time-saving game state A, referred to as "A time-saving"), the time-saving game state transitioned when the big win lottery is lost a predetermined number of times (or a small win that does not transition to a big win game) in the normal state (time-saving game state B, referred to as "B time-saving" and not implemented in this embodiment), or the time-saving game state transitioned when a specific losing symbol (time-saving symbol) is won (time-saving game state C, referred to as "C time-saving"), is the condition. Therefore, for example, the type of time-saving game state after a big win is not changed depending on whether the player is in the time-saving game state A1, which is set when the special symbol A, which is a big win symbol, is won, or the time-saving game state A2, which is set when the special symbol B, which is a big win symbol, is won. Furthermore, the type of time-saving game state after a big win is not changed depending on whether the player is in the time-saving game state C1, which is entered by winning a specific losing symbol X1, or the time-saving game state C2, which is entered by winning a specific losing symbol X2.

[0619] For example, as in the modified example shown in Figure 63, the first time-shortened game state set after a big win game based on winning special patterns Z1 and Z3 is called first time-shortened game state A (shown as first time-shortened A in the figure), and the first time-shortened game state to which the game transitions after a specific losing pattern (time-shortened pattern, special pattern X) is stopped and displayed in a special 1 variation in the second time-shortened game state is called first time-shortened game state C (shown as first time-shortened C in the figure), and the game state set after a big win game can be configured to differ depending on which of the first time-shortened game states is set.

[0620] Specifically, for the special symbol Z3 that can be won in the big role lottery based on the special 2 reservation, the game state to be set is different when it is won in the first time-shortened game state A and when it is won in the first time-shortened game state C. Here, as shown in FIG. 63, when the special symbol Z3 is won in the first time-shortened game state A, the game state is set to the first time-shortened game state A after the big role play. On the other hand, when the special symbol Z3 is won in the first time-shortened game state C, the game state is set to the second time-shortened game state after the big role play, just like the special symbol Z4. In this modified example, the time-saving game state after a big win is different between the first time-saving game state A and the first time-saving game state C only for the special pattern Z3, and for other special patterns, the first time-saving game state A and the first time-saving game state C are the same game state, so although explanation is omitted in Figure 63, the type of time-saving game state after a big win may also be made different for other special patterns, as with the special pattern Z3.

[0621] According to the above configuration, in the first time-shortened game state A, which is entered after winning the special symbol Z1 from the normal state where the game is mainly based on the special 1 variation and playing a big role, or in the first time-shortened game state A, which is entered after winning the special symbol Z3 and playing a big role, even if the special symbol Z3 is won, the first time-shortened game state A is set again. On the other hand, in the first time-shortened game state C, which is entered after the special symbol Z2 reserve is not acquired during the stock period and the specific losing symbol of special 1 is stopped and displayed, even if the special symbol Z3 or the special symbol Z4 is won, it is possible to enter the second time-shortened game state (stock period) after playing a big role, and if the normal symbol L is won during the period of 100 normal symbol variations after the stock period and the special symbol 2 reserve is acquired, the stock period is confirmed, providing an innovative and highly entertaining game.

[0622] In addition, although not included in this embodiment, a time-saving game state B may be provided which occurs when the result of the big prize game is not obtained a predetermined number of times consecutively in the big prize lottery under normal conditions. For example, in the time-saving game state B which occurs in this way, by setting the end condition to 10,000 normal pattern changes, it is possible to essentially win one big prize, while by controlling to transition to the first time-saving game state whether the special pattern Z3 or the special pattern Z4 is won, it is possible to reduce the gambling nature of the time-saving game state B which occurs as a rescue function to make it easier to win one big prize, and to prevent addiction.

[0623] Furthermore, as a further modification of this embodiment, in the big role lottery based on the special 1 reservation, it may be configured to provide other specific losses (time-saving symbols), and as an example of use when providing other specific losses in the special 1 variation, there is an example of providing two or more types of specific losses. In the following modification, an example will be described in which two types of specific loss symbols are provided as specific losses.

[0624] The two types of specific misses provided for the special 1 variation are "special symbol X" and "special symbol Y", and as described above, "special symbol X" is controlled to be given the first time-shortened game state C, and "special symbol Y" is controlled to be given the third time-shortened game state C, which is a special time-shortened game state.

[0625] Here, the third time-shortened game state C is a time-shortened game state in which, when the normal lottery is won, the opening time of the second starting port 122 is set slightly longer (for example, 4 ms, which is one interruption) compared to the non-time-shortened game state, and the opening extension function is activated, and the actual shooting position recommended for the player as the position from which to fire the game ball is set to the left side of the game area 116 (sometimes referred to as a "slight time-shortened game state").

[0626] In the third time-shortened game state C, the launch position recommended to the player is the same as in the non-time-shortened game state of this embodiment, so when the game is controlled in the third time-shortened game state C, the execution content of the presentation can be made to be substantially the same as in the non-time-shortened game state, so that the situation is not distinguished as being relatively disadvantageous to the player.

[0627] In this way, in a further variant, when the type of time-saving game state after a big win is selected by referring to the game state at the time of a big win, as in the variant described above, the game state based on a specific miss (time-saving pattern) will transition to the same time-saving game state A (A time-saving) for the first time-saving game state C based on the stopped display of "special pattern X" and the third time-saving game state C based on the stopped display of "special pattern Y".

[0628] When controlled in this manner, in the first time-shortened game state C based on the stopped display of "special symbol X" and the third time-shortened game state C based on the stopped display of "special symbol Y," if the benefits (such as the termination conditions of the time-shortened game state A to be granted) when a jackpot is won are similar for the player in the first time-shortened game state C, in which the recommended launch position is on the right side of the game area 116 and is provided as an advantageous state for the player, and the third time-shortened game state C, in which the recommended launch position is on the left side of the game area 116 and is provided as an unfavorable state for the player, it is considered that the interest that can be granted as gameplay is insufficient. For example, if a jackpot is won in the first time-shortened game state C, which is an advantageous state for the player, it is considered that more interesting gameplay can be provided by configuring the system to control the time-shortened game state to be more advantageous than if a jackpot was won in the third time-shortened game state C.

[0629] Therefore, the first time-saving game state C and the third time-saving game state C may be configured so that the number of jackpots (number of small jackpots) is different as a condition for ending the time-saving game state other than the number of times the special pattern changes or the number of times the normal pattern changes in the normal pattern lottery (or the number of times the normal electric device is operated).

[0630] For example, in the first time-shortened game state C, by setting a condition to end with the number of jackpots (number of small jackpots) being "1", the game state is transitioned to the normal game state when the variation of the special symbols that result in a jackpot or small jackpot has ended, and by regarding the big role game (small role game) as having been played in the normal game state, it is treated as if a jackpot (small role game) has occurred in the non-time-shortened game state and a big role game has been played, while in the third time-shortened game state C, the number of jackpots (small role game) is set to "2" (or "0", "0" is treated the same as infinite times in processing), so that the game state is not transitioned to the normal game state when the variation of the special symbols that result in a jackpot or small jackpot has ended, and it is treated as if a jackpot (small role game) has occurred in the time-shortened game state C, and different controls can be adopted for setting the time-shortened game state A (A time-shortened) when a jackpot has been won in different time-shortened game states C triggered by the stop display of a specific losing symbol (time-shortened pattern). In addition, when the number of jackpots (number of small jackpots) is set as the condition for ending the time-saving game state, the number of times may be counted for some specific jackpot patterns (small jackpot patterns) rather than for all jackpot patterns (small jackpot patterns).

[0631] In a further modified example, the setting of the termination condition for the time-shortened gaming state C based on the number of jackpots (number of small jackpots) in the first time-shortened gaming state and the second time-shortened gaming state, which are the time-shortened gaming state C, may be reversed. Also, although an example in which two types of specific losing symbols (time-shortened symbols) are set has been described, three or more types of specific losing symbols (time-shortened symbols) may be provided, and control for transitioning to a time-shortened gaming state C different from the example described above may be provided. And, even in the time-shortened gaming state A (time-shortened A), it may be configured to have a time-shortened gaming state A' that can change the gaming state when a jackpot occurs to a non-time-shortened gaming state.

[0632] In this way, by setting differently the setting of the time-shortened game state A (A time-shortened) after playing a big win based on the "trigger for the time-shortened game state," and by setting whether the game state when a jackpot is hit as a time-shortened ending condition is to be considered a non-time-shortened game state or a time-shortened game state, the degree of freedom in setting the time-shortened game state A (A time-shortened) after playing a big win is increased, making it possible to create more complex gameplay.

[0633] In any case, new gameplay is realized by combining the above-described embodiments and various modified examples to create a gaming machine having the following configuration. A game board provided with a starting area (second starting opening 122), A movable member (movable piece 122b) that changes the ease with which the game ball enters the starting area; A determination means (S610-9, S610-11) for determining whether or not a game ball has entered the starting area; A winning game control means (S640 to S660) that executes a winning game (big prize game) in which a big prize opening provided on the game board is opened based on the result of the winning / losing judgment; A state setting means (S670) for setting the state to one of a normal state (non-time-shortened game state) or a plurality of specific states (first time-shortened game state A, first time-shortened game state C, second time-shortened game state) in which the movable member is controlled so that the game ball can enter the starting area more easily than in the normal state; Equipped with The state setting means When a winning game is executed due to the establishment of a first start condition (display of the special symbol Z3 in a predetermined game state) including the fact that a predetermined winning judgment result (special symbol Z3) has been derived, the state after the winning game is set to a specific state (first time-saving game state A), When the preset second start condition (display of special symbol X during the second time-saving game state) is established, the state is set to a specific state (first time-saving game state C) without going through a winning game. In the specific state, the specific state is ended based on the fact that the number of times of a predetermined game (special game) (special 1 variable number of times) has reached a preset ending number (S631), The number of times to end in a specific state (first time-shortened game state A, second time-shortened game state) after a winning game that is executed when the first start condition is established differs depending on whether the state when the first start condition is established is a specific state (first time-shortened game state A) that is set as a result of the execution of a winning game, or a specific state (first time-shortened game state C) that is set without going through a winning game. A gaming machine characterized by:

[0634] In the modified example shown in FIG. 63, only the number of special 1 variations differs between the case where the special symbol Z3 is won in the first time-saving game state A and the case where the special symbol Z3 is won in the first time-saving game state C. That is, in the modified example of FIG. 63, the above-mentioned predetermined game is a special game, and the above-mentioned number of endings is the number of special 1 variations. However, when the predetermined game is a special game, the above-mentioned number of endings may be the number of special 2 variations, or the total number of variations obtained by adding up the number of special 1 variations and the number of special 2 variations, or the number of winnings of other specific losing symbols (time-saving symbols). In addition, the predetermined game may be a normal game, and in this case, the number of endings may be different as long as the number of normal symbol variations is different.

[0635] 63, the game progress conditions may be completely the same in the first time-shortened game state A and the first time-shortened game state C, or different game progress conditions may be included. For example, some or all of the winning probability of the regular symbol lottery, the winning ratio of the winning symbol, the regular symbol fluctuation time, the opening / closing control pattern of the second start port 122, and the fluctuation time of the special symbol may be different in the first time-shortened game state A and the first time-shortened game state C.

[0636] 63, when the special symbol Z3 is won in the first time-shortened gaming state C, the second time-shortened gaming state is set after the big role is played, but it may also be set to the first time-shortened gaming state A after the big role is played. In this case, as in the above, at least one of the normal number of fluctuations, the special 1 number of fluctuations, the special 2 number of fluctuations, and the total number of fluctuations may be different.

[0637] In other words, a gaming machine having the following configuration also realizes new gaming features. A game board provided with a starting area (second starting opening 122), A movable member (movable piece 122b) that changes the ease with which the game ball enters the starting area; A determination means (S610-9, S610-11) for determining whether or not a game ball has entered the starting area; A winning game control means (S640 to S660) that executes a winning game (big prize game) in which a big prize opening provided on the game board is opened based on the result of the winning / losing judgment; A state setting means (S670) for setting one of a plurality of states including a normal state (non-time-shortened game state), a first specific state (first time-shortened game state A) in which the movable member is controlled so that the game ball can enter the starting area more easily than in the normal state, and a second specific state (first time-shortened game state C); Equipped with The state setting means When a winning game is executed due to the establishment of a first start condition (display of the special symbol Z3 in a predetermined game state) including the fact that a predetermined winning judgment result (special symbol Z3) is derived, the state after the winning game is set to a first specific state (first time-saving game state A), When the preset second start condition (display of special symbol X during the second time-saving game state) is established, the state is set to the second specific state (first time-saving game state C) without going through the winning game, In the first specific state or the second specific state, the first specific state or the second specific state is ended based on the fact that the number of times (special 1 variation number) of a predetermined game (special game) has reached a preset ending number (S631), The number of times that the game ends in the first specific state after the winning game is executed when the first start condition is established varies depending on whether the state when the first start condition is established is the first specific state or the second specific state. A gaming machine characterized by: [Explanation of symbols]

[0638] 100 gaming machines 108 Game Board 122 Second starting point 128 Second Grand Prize Winner 300 Main control board 300a Main CPU 300b Main ROM 300c main RAM

Claims

[Claim 1] a game board having a starting area; A movable member that changes the ease with which the game ball enters the starting area; A determination means for determining whether or not a game has been won based on the entry of the game ball into the starting area; A winning game control means for executing a winning game in which a big prize opening provided on the game board is opened based on the result of the winning / losing judgment; A state setting means for setting the movable member to one of a plurality of states including a normal state, a first specific state in which the movable member is controlled so that the game ball can enter the starting area more easily than in the normal state, and a second specific state; Equipped with The state setting means When the winning game is executed due to the establishment of a first start condition including the fact that a first winning determination result is derived, the state after the winning game is set as the first specific state, When a preset second start condition is established, the state is set to the second specific state without going through the winning game, ending the first specific state or the second specific state based on the fact that the number of predetermined games has reached a preset number of endings in the first specific state or the second specific state; The number of times to end the first specific state after the winning game executed when the first start condition is established varies depending on whether the state when the first start condition is established is the first specific state or the second specific state, When a second hit determination result is derived in the first specific state, the first specific state can be set after a predetermined state; The predetermined state has a higher expected value that a winning determination result will be derived by the winning / losing determination and the winning game will be executed than the first specific state and the second specific state, the expected value of prize balls that can be acquired from the determination result of the second win in the first specific state to the setting of the first specific state via the predetermined state is higher than the expected value of prize balls that can be acquired from the determination result of the first win in the first specific state to the setting of the first specific state after the winning game; A gaming machine characterized by:

Citation Information

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