gaming machines

The gaming machine enhances presentation effects by allowing dynamic performance changes based on player input, addressing the issue of reduced operability and engagement from hidden interfaces.

JP7824193B2Active Publication Date: 2026-03-04HEIWA CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-11-04
Publication Date
2026-03-04

AI Technical Summary

Technical Problem

Hiding the interface in gaming machines can reduce operability and presentation effects.

Method used

The gaming machine includes a game progression means, predetermined effect execution, and status display means to change performance output based on player input, with specific image display and performance execution, enhancing the presentation effect.

Benefits of technology

This approach suppresses a decrease in dramatic effect and maintains player engagement by making the presentation more engaging.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To suppress deterioration in a performance effect.SOLUTION: A game machine includes: game progressing means for controlling the progress of a game; predetermined performance execution means for executing a predetermined performance including display of an image during a game; specific image display means capable of displaying a specific image during the predetermined performance, which brings the specific image into a non-display state on the basis of an operation input by a player while the specific image is displayed; and specific performance execution means for executing a specific performance on the basis of an operation input by the player during a period in which the specific image can be displayed regardless of whether or not the specific image is displayed.SELECTED DRAWING: Figure 67
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Description

[Technical Field]

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

[0002] Conventionally, there is known a gaming machine in which a lottery for a big role is held based on a game ball entering a starting hole, and if the lottery for a big role is won, a big role game in which a large number of prize balls can be obtained is executed. For example, Patent Document 1 discloses that during a reach effect, an interface that suggests that various settings can be made by operating buttons is hidden, thereby improving the effect of the effect. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2017-46881 Summary of the Invention [Problem to be solved by the invention]

[0004] However, simply hiding the interface may reduce operability, which may result in a reduced presentation effect.

[0005] The present invention aims to provide a gaming machine that can suppress a decline in presentation effects. [Means for solving the problem]

[0006] In order to solve the above problems, the gaming machine of the present invention comprises a game progression means for controlling the progress of a game, a predetermined effect execution means for executing a predetermined effect including the display of an image during a game, and a game progress control means for controlling the progress of a game. , which suggests that the performance output can be changed by the first operation. A specific image can be displayed, and the player's No. 2 operation ofa specific image display means for displaying the specific image based on the input; and a specific image display means for displaying the specific image based on the input of the specific image during the predetermined effect. The first operation of a performance execution means for changing the output of the performance based on the input of the player while the specific image is not displayed; The first operation of The device is provided with a status display means for displaying the status of the output after the change when the output of the performance is changed based on the input. [Effects of the Invention]

[0008] According to the present invention, it is possible to suppress a decrease in the dramatic effect. [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. [Figure 5] FIG. 1 is a block diagram of a gaming machine. [Figure 6] This is an address map of the memory area used by the main CPU. [Figure 7] This is a diagram explaining the random number judgment table for determining small wins for special 1. [Figure 8] This is a diagram explaining the random number judgment table for determining small wins for special 2. [Figure 9] FIG. 10 is a diagram illustrating a winning symbol random number determination table. [Figure 10] FIG. 10 is a diagram illustrating a reach group determination random number determination table. [Figure 11] FIG. 10 is a diagram illustrating a reach mode determination random number determination table. [Figure 12] FIG. 10 is a diagram illustrating a fluctuation pattern random number determination table. [Figure 13] FIG. 10 is a diagram illustrating a variable time determination table. [Figure 14] FIG. 10 is a diagram illustrating a special electric accessory operation ram set table. [Figure 15] 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 16] 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 17] FIG. 10 is a diagram illustrating a winning determination 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. 1 is a first diagram illustrating the gameplay characteristics of an embodiment. [Figure 20] FIG. 2 is a second diagram illustrating the gameplay characteristics of the embodiment. [Figure 21] FIG. 3 is a third diagram illustrating the gameplay characteristics of the embodiment. [Figure 22] FIG. 4 is a fourth diagram illustrating the gameplay characteristics of the embodiment. [Figure 23] FIG. 10 is a diagram illustrating a gaming machine status flag. [Figure 24] 10 is a first flowchart illustrating a CPU initialization process on the main control board. [Figure 25] 10 is a second flowchart illustrating the CPU initialization process on the main control board. [Figure 26] 10 is a flowchart illustrating a sub-command group setting process on the main control board. [Figure 27] 10 is a flowchart illustrating a power-off evacuation process in the main control board. [Figure 28] 10 is a flowchart illustrating a timer interrupt process in the main control board. [Figure 29] 10 is a flowchart illustrating setting-related processing in the main control board. [Figure 30] 10 is a flowchart illustrating a switch management process in the main control board. [Figure 31]10 is a flowchart illustrating gate passage processing in the main control board. [Figure 32] 10 is a flowchart illustrating the first start port passing process in the main control board. [Figure 33] 10 is a flowchart illustrating the second start port passing process in the main control board. [Figure 34] 10 is a flowchart illustrating the special pattern random number acquisition process on the main control board. [Figure 35] 10 is a flowchart illustrating a specific area passing process in the main control board. [Figure 36] FIG. 10 is a diagram illustrating a special game management phase. [Figure 37] 10 is a flowchart illustrating the special game management process on the main control board. [Figure 38] 10 is a flowchart illustrating the special symbol change waiting process on the main control board. [Figure 39] 10 is a flowchart illustrating the special pattern variable number determination process on the main control board. [Figure 40] 10 is a flowchart explaining the processing during special pattern fluctuations on the main control board. [Figure 41] 10 is a flowchart illustrating the special symbol stop symbol display process on the main control board. [Figure 42] 10 is a flowchart illustrating a number of cutoff management process in the main control board. [Figure 43] This is a flowchart explaining the processing before opening the large prize opening on the main control board. [Figure 44] This is a flowchart explaining the large prize opening / closing switching process on the main control board. [Figure 45] 10 is a flowchart explaining the control process for opening the large prize opening on the main control board. [Figure 46] This is a flowchart explaining the large prize opening closure validity processing on the main control board. [Figure 47] This is a flowchart explaining the large prize slot end wait processing on the main control board. [Figure 48] FIG. 10 is a diagram illustrating the normal game management phase. [Figure 49] 10 is a flowchart illustrating the normal game management process on the main control board. [Figure 50] 10 is a flowchart explaining the normal pattern change waiting process on the main control board. [Figure 51] This is a flowchart explaining the processing during normal pattern fluctuations on the main control board. [Figure 52] 10 is a flowchart illustrating the normal symbol stop symbol display process on the main control board. [Figure 53] This is a flowchart explaining the pre-opening processing of a normal electric device winning slot on the main control board. [Figure 54] This is a flowchart explaining the normal electric role winning opening / closing switching process on the main control board. [Figure 55] This is a flowchart explaining the control process for opening the winning slot of a normal electric device on the main control board. [Figure 56] This is a flowchart explaining the normal electric device winning opening closure validity processing on the main control board. [Figure 57] This is a flowchart explaining the normal electric device winning slot end wait processing on the main control board. [Figure 58] FIG. 10 is a diagram illustrating an example of a 3000 bonus effect. [Figure 59] This is a diagram illustrating an example of the presentation that occurs when special patterns Z4 and Z6 are won in the most advantageous mode. [Figure 60] This is a time chart of the 3000 bonus effect when you win the special patterns Z4 and Z6 in the most advantageous mode. [Figure 61] This is a diagram illustrating an example of the presentation when the special pattern Z5 is won in the most advantageous mode. [Figure 62] This is a time chart of the 3000 bonus effect when you win the special pattern Z5 in the most advantageous mode. [Figure 63]This is a time chart for when you win the special patterns Z4 and Z6 in the second most advantageous mode. [Figure 64] This is the first time chart explaining an example of a presentation during consecutive holds. [Figure 65] This is a second time chart illustrating an example of a presentation during consecutive holds. [Figure 66] This is a time chart that explains an example of a presentation when multiple small win reservations are stored. [Figure 67] This is a diagram illustrating an example of the presentation that occurs when special patterns Z4 and Z6 are won in the higher mode. [Figure 68] 10 is a first time chart illustrating a BGM selection operation valid period and a performance mode selection operation valid period. [Figure 69] 10 is a second time chart illustrating a BGM selection operation valid period and a performance mode selection operation valid period. [Figure 70] 10 is a flowchart illustrating a sub-CPU initialization process on the sub-control board. [Figure 71] 10 is a flowchart illustrating a sub-timer interrupt process in the sub-control board. [Figure 72] 10 is a flowchart illustrating a pre-read designation command reception process in the sub-control board. [Figure 73] 10 is a flowchart illustrating an opening designation command reception process on the sub-control board. [Figure 74] 10 is a flowchart illustrating a specific area entry command reception process in the sub-control board. [Figure 75] This is a flowchart explaining the process of receiving a command to open the large prize opening on the sub-control board. [Figure 76] 10 is a flowchart illustrating an ending designation command reception process on the sub-control board. [Figure 77] 10 is a flowchart illustrating an operation input process on the sub-control board. 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 the play balls can flow down or roll. The play board 108 is provided with a large number of nails and windmills, and the play balls guided into the play area 116 collide with the nails and windmills, causing them to flow down or roll in irregular directions.

[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 small jackpot game advantageous to the player can be executed and what kind of gaming state the subsequent game 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] The first starting port 120 is located at the bottom of the game area 116 and is either capable of receiving only game balls flowing down the first game area 116a, or is located at a position where game balls that have entered the first game area 116a can enter more easily than game balls that have entered the second game area 116b.

[0022] The second starting opening 122 is located in the second game area 116b, and is either capable of receiving only game balls flowing down the second game area 116b, or is positioned so that game balls that have entered the second game area 116b can enter more easily than game balls that have entered the first game area 116a. The second starting opening 122 is configured as a variable starting opening (variable starting winning device) having a movable piece 122b, and the ease with which game balls can enter the second starting opening 122 can be varied.

[0023] 4 is a partially enlarged view of the game board 108. The specific configuration of the second start opening 122 is not particularly limited, but here, the movable piece 122b is normally recessed into the back side of the game board 108, the second start opening 122 is closed, and the game ball flows down the front side of the movable piece 122b, making it impossible or difficult for the game ball to enter the second start opening 122.

[0024] In contrast, when a gaming ball passes through a gate 124 provided in the second gaming area 116b, the movable piece 122b protrudes to the front side of the gaming board 108, and it is determined whether or not to execute an auxiliary game that makes it easier for the gaming ball to enter the second starting hole 122. If it is determined that an auxiliary game should be executed, the movable piece 122b protrudes to the front side of the gaming board 108, and the auxiliary game is executed that makes it easier for the gaming ball to enter the second starting hole 122. More specifically, on the condition that the gaming ball has passed through the gate 124, a lottery for a normal symbol, which will be described later, is held, and if a winning combination is selected in this lottery, the movable piece 122b is controlled to be in an open state for a predetermined time.

[0025] 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.

[0026] Furthermore, a first major prize opening 126 and a second major prize opening 128 are provided at the bottom of the game area 116. The first major prize opening 126 and the second major prize opening 128 are positioned so that at least game balls flowing down the second game area 116b can enter them.

[0027] An opening / closing door 126b is provided at the first large prize opening 126 so that it can be opened and closed, and normally the opening / closing door 126b closes the first large prize opening 126, making it impossible for game balls to enter the first large prize opening 126. In contrast, when a small prize game based on winning a special pattern Z7, which will be described later, among the small prize games mentioned above, is executed, the opening / closing door 126b opens and functions as a tray, making it possible for game balls to enter the first large prize opening 126.

[0028] 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, one gaming ball is paid out to the player as a prize ball for each gaming ball that enters the first major winning opening 126. In other words, even if a gaming ball enters the first major winning opening 126, the number of gaming balls held by the player does not increase. This makes it possible to prevent excessive gambling.

[0029] In the embodiment, the width (size) W1 of the entrance (opening) of the first large prize opening 126 is formed to be equal to or greater than the diameter (11 mm) of a gaming ball. Specifically, when the opening / closing door 126b is opened, the width W1 of the entrance (opening) of the first large prize opening 126 is set to 5 times the diameter (11 mm) of a gaming ball, i.e., 55 mm, so that the gaming ball can easily enter the first large prize opening 126. The width (size) W1 of the entrance (opening) of the first large prize opening 126 indicates the maximum width (size) of the range (area) that a gaming ball will reach when it enters (reaches) the opening / closing door 126b.

[0030] In the embodiment, the width (size) W2 of the passage where the opening and closing door 126b is provided is set to a value smaller than twice the diameter (11 mm) of the gaming ball. Specifically, in order to regulate the movement of the gaming ball in the passage where the opening and closing door 126b is provided, the width W2 of the passage where the opening and closing door 126b is provided is set to 13 mm.

[0031] Furthermore, as described above, in the embodiment, even if a gaming ball enters the first major winning opening 126, the number of gaming balls owned by the player does not increase, and therefore the first major winning opening 126 offers little benefit to the player. Therefore, if the first major winning opening 126 stands out too much, the player may feel stressed and lose motivation to play.

[0032] Therefore, in the embodiment, the width (size) W3 of the opening / closing door 126b is formed to be smaller than twice the diameter (11 mm) of the gaming ball. Specifically, the width W3 of the opening / closing door 126b is set to 10 mm so that the opening / closing door 126b can function as a tray. That is, in the embodiment, the width W3 of the opening / closing door 126b is formed to be smaller than the diameter of the gaming ball. Furthermore, in the embodiment, the opening / closing door 126b is formed from a transparent member. This makes it possible to make the opening / closing door 126b less noticeable, thereby reducing the risk of the player feeling stressed and reducing the risk of the player losing motivation to play.

[0033] Also, 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. In contrast, when a small prize game based on winning any of the special patterns Z1 to Z6 described below among the above-mentioned small prize games is executed, the movable piece 128b is opened, making it possible for game balls to enter the second large prize opening 128.

[0034] When a gaming ball enters the second large prize opening 128, 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 second large prize opening 128. In other words, by having a gaming ball enter the second large prize opening 128, the player can increase the number of gaming balls he or she owns. In other words, a small prize game in which the second large prize opening 128 is controlled to open and close is more advantageous to the player than a small prize game in which the first large prize opening 126 is controlled to open and close. Note that, hereinafter, the first large prize opening 126 and the second large prize opening 128 will be collectively referred to simply as the large prize openings.

[0035] As shown in Fig. 4, the second game area 116b is provided with a structure 129 that protrudes from the front side of the game board 108. This structure 129 has an opening formed in the top, which becomes the second large winning opening 128. A movable piece 128b is provided on the top of the structure 129, and the movable piece 128b is normally maintained in a closed state in which it closes the second large winning opening 128.

[0036] The movable piece 128b protrudes into the game area 116, where game balls roll and flow down, so as to face above the gaming machine 100. Therefore, when the movable piece 128b is maintained in the closed state, game balls flowing down the game area 116 (second game area 116b) 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.

[0037] When a small jackpot game is executed based on the winning of any of the special symbols Z1 to Z6 (described later), the movable piece 128b transitions to an open state in which the second large prize opening 128 is opened. The movable piece 128b is caused to protrude from and retract 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 a non-energized 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. When the second large prize opening 128 is opened, a gaming ball enters the second large prize opening 128.

[0038] As described above, in the embodiment, it is possible to win many game balls by making the game ball enter the second large prize opening 128. In other words, it can be said that the second large prize opening 128 offers greater benefits to the player than the first large prize opening 126. Therefore, in the embodiment, the width (size) W4 of the second large prize opening 128 and the movable piece 128b is formed to be equal to or greater than the diameter (11 mm) of the game ball.

[0039] Specifically, the width W4 of the second large prize opening 128 and the movable piece 128b is set to 66 mm, i.e., six times 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 prize opening 128 at the same time.

[0040] In this way, in this embodiment, second large prize opening 128 is formed to be larger than first large prize opening 126. In other words, second large prize opening 128 is formed to be larger and more noticeable than first large prize opening 126. This makes it possible to make first large prize opening 126 less noticeable in comparison to second large prize opening 128, thereby reducing the risk of players feeling stressed and reducing the risk of the player losing motivation to play.

[0041] Furthermore, in the embodiment, the movable piece 128b is formed from an opaque material. That is, in the embodiment, the first large prize opening 126 is formed to be more transparent than the second large prize opening 128. In other words, the second large prize opening 128 is formed to be less transparent than the first large prize opening 126 and to be more noticeable. This makes it possible to make the first large prize opening 126 less noticeable compared to the second large prize opening 128, thereby reducing the risk of the player feeling stressed and reducing the risk of the player losing motivation to play.

[0042] 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.

[0043] 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.

[0044] 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.

[0045] Returning to Figure 3, at the bottom of the game area 116, there is an outlet 130 that discharges game balls that do not enter any of the general prize opening 118, the first start opening 120, the second start opening 122, the first large prize opening 126, or the second large prize opening 128 from the game area 116 to the back side of the game board 108.

[0046] The gaming machine 100 is equipped with a performance display device 200 consisting of a liquid crystal display device, a performance prop device 202 consisting of a movable device, performance lighting devices 204, 204a consisting of lamps that can be controlled to various lighting modes and emission colors, an audio output device 206 consisting of a speaker, and a performance button 208 that accepts player operation, as performance devices that perform performances while the game is in progress.

[0047] The effect display device 200 also includes a main effect display unit 200a, which is an image display unit that displays images. The main effect display unit 200a is located approximately in the center of the gaming board 108 so as to be visible from the front side of the gaming machine 100. Images for various effects are displayed on this main effect display unit 200a.

[0048] The performance device 202 is placed in front of the main performance display section 200a and is normally retracted to the rear side of the game board 108, but moves to the front of the main performance display section 200a in accordance with the image displayed on the main performance display section 200a, giving the player a sense of anticipation.

[0049] The effect lighting device 204 is provided on the effect gimmick device 202, the game board 108, etc., and is controlled to light up in various ways in accordance with the images displayed on the main effect display section 200a.

[0050] 4, the effect lighting device 204a is provided below the second large prize opening 128. In other words, the second large prize opening 128 is provided between the first large prize opening 126 and the effect lighting device 204a. In this embodiment, the effect lighting device 204a performs a light-emitting effect in which its lighting is controlled in accordance with the operation of the movable piece 128b. In this embodiment, the light-emitting element such as a lamp closest to the first large prize opening 126 is the effect lighting device 204a. In this embodiment, the first large prize opening 126 and the effect lighting device 204a are installed 120 mm apart.

[0051] As a result, second large prize opening 128 is made to stand out by the light emitted by effect lighting device 204a, while the light guided by the emitted effect lighting device 204a is blocked by second large prize opening 128, which is made of an opaque material, towards first large prize opening 126. Therefore, second large prize opening 128 can be made to stand out more than first large prize opening 126. Furthermore, because first large prize opening 126 can be made to stand out less in comparison to second large prize opening 128, it is possible to reduce the risk of players feeling stressed and reducing the risk of the player's motivation to play.

[0052] 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.

[0053] 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.

[0054] 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.

[0055] 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.

[0056] (Internal configuration of control means) FIG. 5 is a block diagram showing the internal configuration of the control means that controls the progress of the game.

[0057] 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.

[0058] 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.

[0059] The main control board 300 is connected to a general prize opening detection switch 118s that detects when a game ball enters the general prize opening 118, a first start opening detection switch 120s that detects when a game ball enters the first start opening 120, a second start opening detection switch 122s that detects when a game ball enters the second start opening 122, a gate detection switch 124s that detects when a game ball passes through the gate 124, a 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, and detection signals are input from each of these detection switches to the main control board 300.

[0060] A junction passage is provided on the back of the game board 108, and game balls that enter the general winning opening 118, the first starting opening 120, the second starting opening 122, the first large winning opening 126, and the second large winning opening 128 and game balls that are guided to the back side from the discharge opening 130 join together in the junction passage and are guided to the equipment of the game parlor. The out ball detection switch 130s is provided in the junction passage, and all game balls that are discharged from the game area 116, in other words, all game balls that are shot into the game area 116, are detected by the out ball detection switch 130s.

[0061] 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 opening and closing door 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.

[0062] 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.

[0063] 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.

[0064] 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.

[0065] 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.

[0066] A performance display monitor 184 is provided on the back of the game board 108. The main control board 300 causes the performance display monitor 184 to display the registered setting values ​​and the base ratio.

[0067] In addition, a dispensing control board 310 and a sub-control board 330 are connected to the main control board 300.

[0068] 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.

[0069] 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.

[0070] 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.

[0071] 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.

[0072] 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.

[0073] 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.

[0074] 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.

[0075] 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.

[0076] 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.

[0077] Fig. 6 is an address map of the memory area used by the main CPU 300a. In Fig. 6, addresses are shown in hexadecimal, with "H" indicating a hexadecimal number. As shown in Fig. 6, 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.

[0078] 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).

[0079] 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).

[0080] 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.

[0081] 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.

[0082] 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.

[0083] 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).

[0084] 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.

[0085] 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).

[0086] 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.

[0087] 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.

[0088] 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.

[0089] Next, the game in the gaming machine 100 will be explained together with various tables stored in the main ROM 300b.

[0090] As mentioned above, the gaming machine 100 allows two types of games, special games and normal games, to proceed in parallel, and when these two games are being played, the game proceeds in either a non-time-saving game state or a time-saving game state.

[0091] The details of each gaming state will be described later, but the non-time-shortening gaming state is a gaming state in which the movable piece 122b is less likely to be in the open state and it is more difficult for a gaming ball to enter the second starting hole 122, and the time-shortening gaming state is a gaming state in which the movable piece 122b is more likely to be in the open state than in the non-time-shortening gaming state and it is more likely for a gaming ball to enter the second starting hole 122. The initial state of the gaming machine 100 is set to the non-time-shortening gaming state.

[0092] When a player operates the operating handle 112 to launch a gaming ball into the gaming area 116 and the gaming ball flowing down the gaming area 116 enters the first starting hole 120 or the second starting hole 122, a lottery (hereinafter referred to as a "big prize lottery") is held to determine whether or not the player will receive a gaming profit. If a small prize is won in this big prize lottery, the first big prize hole 126 or the second big prize hole 128 is opened and a small prize game is executed in which a gaming ball can enter the first big prize hole 126 or the second big prize hole 128. The big prize lottery method will be described below.

[0093] 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 (small win 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.

[0094] The special symbol reservation memory area of ​​the main RAM 300c includes a first special symbol reservation memory area and a second special symbol reservation memory area. The first special symbol reservation memory area and the second special symbol reservation memory area each have four memory sections (first to fourth memory sections). When a gaming ball enters the first starting hole 120, the special symbol 1 reservation is stored in order from the first memory section of the first special symbol reservation memory area, and when a gaming ball enters the second starting hole 122, the special symbol 2 reservation is stored in order from the first memory section of the second special symbol reservation memory area.

[0095] For example, when a gaming ball enters the first starting hole 120, if no reservation is stored in any of the first to fourth storage sections of the first special chart reservation storage area, a special 1 reservation is stored in the first storage section. Also, for example, when a gaming ball enters the first starting hole 120 in a state where a special 1 reservation is stored in the first to third storage sections, the special 1 reservation is stored in the fourth storage section. Also, when a gaming ball enters the second starting hole 122, similarly to the above, a special 2 reservation is stored in the storage section with the smallest number (ordinal number) among the first to fourth storage sections of the second special chart reservation storage area, in which a special 2 reservation is not stored.

[0096] However, the number of special 1 reserves (X1) and the number of special 2 reserves (X2) that can be stored in the first special chart reserve memory area and the second special chart reserve memory area are each set to four. Therefore, for example, when a gaming ball enters the first starting hole 120, if four special 1 reserves are already stored in the first special chart reserve memory area, no new special 1 reserves will be stored by the entry of the gaming ball into the first starting hole 120. Similarly, when a gaming ball enters the second starting hole 122, if four special 2 reserves are already stored in the second special chart reserve memory area, no new special 2 reserves will be stored by the entry of the gaming ball into the second starting hole 122.

[0097] 7 is a diagram illustrating the small win determination random number judgment table for special 1. When a gaming ball enters the first start hole 120 or the second start hole 122, one small win determination random number is obtained from the range of 0 to 65535. Then, a small win determination random number judgment table is selected according to the reserve type read when the big win lottery starts, and the big win lottery is performed using the selected small win determination random number judgment table and the obtained small win determination random number.

[0098] When starting a lottery for a special 1 reserved prize, a random number judgment table for determining a small prize for special 1 is referenced. Here, in the embodiment, six levels of setting values ​​with different degrees of advantage are provided, and a random number judgment table for determining a small prize for special 1 is provided for each setting value. During play, the setting value is set to one of the six levels, and the lottery for a large prize is performed by referring to the random number judgment table for determining a small prize for special 1 that corresponds to the currently set setting value (registered setting value stored in the setting value buffer).

[0099] When the setting value is set to 1 (registered setting value = 1), the big role lottery is performed by referring to the special 1 small win determination random number judgment table a shown in Figure 7 (a). According to this special 1 small win determination random number judgment table a, if the small win determination random number is 20001 to 20206, it is judged as a small win, and if it is any other small win determination random number, it is judged as a miss. Therefore, the small win probability in this case is approximately 1 / 318.1.

[0100] Also, when the setting value is set to 2 (registered setting value = 2), the big role lottery is performed by referring to the special 1 small win determination random number judgment table b shown in Figure 7 (b). According to this special 1 small win determination random number judgment table b, if the small win determination random number is 20001 to 20216, it is judged as a small win, and if it is any other small win determination random number, it is judged as a miss. Therefore, the small win probability in this case is approximately 1 / 303.4.

[0101] 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 small win determination random number judgment table c shown in Figure 7 (c). According to this special 1 small win determination random number judgment table c, if the small win determination random number is 20001 to 20226, it is judged as a small win, and if it is any other small win determination random number, it is judged as a miss. Therefore, the small win probability in this case is approximately 1 / 289.9.

[0102] 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 small win determination random number judgment table d shown in Figure 7 (d). According to this special 1 small win determination random number judgment table d, if the small win determination random number is 20001 to 20236, it is judged as a small win, and if it is any other small win determination random number, it is judged as a miss. Therefore, the small win probability in this case is approximately 1 / 277.6.

[0103] 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 small win determination random number judgment table e shown in Figure 7 (e). According to this special 1 small win determination random number judgment table e, if the small win determination random number is 20001 to 20246, it is judged as a small win, and if it is any other small win determination random number, it is judged as a miss. Therefore, the small win probability in this case is approximately 1 / 266.4.

[0104] 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 small win determination random number judgment table f shown in Figure 7 (f). According to this special 1 small win determination random number judgment table f, if the small win determination random number is 20001 to 20256, it is judged as a small win, and if it is any other small win determination random number, it is judged as a miss. Therefore, the small win probability in this case is approximately 1 / 256.0.

[0105] 8 is a diagram illustrating the special 2 small win determination random number judgment table. When starting a big role lottery for special 2 reserve, the special 2 small win determination random number judgment table is referenced. The special 2 small win determination random number judgment table is also provided for each setting value, just like the special 1 small win determination random number judgment table.

[0106] When the setting value is set to 1 (registered setting value = 1), the big role lottery is performed by referring to the special 2 small win determination random number judgment table a shown in Figure 8 (a). According to this special 2 small win determination random number judgment table a, if the small win determination random number is 20001 to 28856, it is judged as a small win, and if it is any other small win determination random number, it is judged as a miss. Therefore, the small win probability in this case is approximately 1 / 7.4.

[0107] Also, when the setting value is set to 2 (registered setting value = 2), the big role lottery is performed by referring to the special 2 small win determination random number judgment table b shown in Figure 8 (b). According to this special 2 small win determination random number judgment table b, if the small win determination random number is 20001 to 29056, it is judged as a small win, and if it is any other small win determination random number, it is judged as a miss. Therefore, the small win probability in this case is approximately 1 / 7.2.

[0108] Also, when the setting value is set to 3 (registered setting value = 3), the big role lottery is performed by referring to the special 2 small win determination random number judgment table c shown in Figure 8 (c). According to this special 2 small win determination random number judgment table c, if the small win determination random number is 20001 to 29256, it is judged as a small win, and if it is any other small win determination random number, it is judged as a miss. Therefore, the small win probability in this case is approximately 1 / 7.0.

[0109] Also, when the setting value is set to 4 (registered setting value = 4), the big role lottery is performed by referring to the special 2 small win determination random number judgment table d shown in Figure 8 (d). According to this special 2 small win determination random number judgment table d, if the small win determination random number is 20001 to 29456, it is judged as a small win, and if it is any other small win determination random number, it is judged as a miss. Therefore, the small win probability in this case is approximately 1 / 6.9.

[0110] Also, when the setting value is set to 5 (registered setting value = 5), the big role lottery is performed by referring to the special 2 small win determination random number judgment table e shown in Figure 8 (e). According to this special 2 small win determination random number judgment table e, if the small win determination random number is 20001 to 29656, it is judged as a small win, and if it is any other small win determination random number, it is judged as a miss. Therefore, the small win probability in this case is approximately 1 / 6.7.

[0111] Also, when the setting value is set to 6 (registered setting value = 6), the big role lottery is performed by referring to the special 2 small win determination random number judgment table f shown in Figure 8 (f). According to this special 2 small win determination random number judgment table f, if the small win determination random number is 20001 to 29856, it is judged as a small win, and if it is any other small win determination random number, it is judged as a miss. Therefore, the small win probability in this case is approximately 1 / 6.6.

[0112] As described above, the big prize lottery is performed according to the registered setting value. In the embodiment, it is assumed that when the registered setting value is large, it is easier to win a small prize than when it is small, but even if the registered setting value is different, the probability of winning a small prize may not change.

[0113] 9 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 the big role lottery is derived as "small win," the type of special symbol is determined based on the obtained winning symbol random number and the winning symbol random number determination table.

[0114] At this time, if a "small win" is won by the special 1 reservation, the special 1 winning symbol random number determination table is selected as shown in Figure 9(a). Also, if a "small win" is won by the special 2 reservation, the special 2 winning symbol random number determination table is selected as shown in Figure 9(b). Hereinafter, the special symbol determined by the winning symbol random number, that is, the special symbol determined when a small win determination result is obtained, is called the small win symbol, and the special symbol determined when a loss determination result is obtained is called the loss symbol.

[0115] According to the special 1 winning pattern random number determination table shown in Figure 9(a) and the special 2 winning pattern random number determination table shown in Figure 9(b), the type of special pattern (small winning pattern) is determined as shown in the figure depending on the value of the obtained winning pattern random number.

[0116] On the other hand, when the result of the big role lottery is "miss", if the result of the lottery is derived by special 1 reservation, special pattern X is determined as the losing pattern without drawing a lottery. Also, when the result of the big role lottery is "miss", if the result of the lottery is derived by special 2 reservation, special pattern Y is determined as the losing pattern without drawing a lottery.

[0117] In other words, the winning symbol random number determination table is referenced only when the result of the big role lottery is a "small win," and is not referenced when the result of the big role lottery is a "miss." Here, different small win symbols are determined in the special 1 winning symbol random number determination table and the special 2 winning symbol random number determination table. However, the same small win symbol may be determined in both tables, or the type of special symbol (small win symbol) may be determined by referring to the winning symbol random number determination table 1 regardless of the reserved type.

[0118] Here, the selection ratio of the small win symbol is common to all the setting values, but the selection ratio of the small win symbol may be different for each setting value.

[0119] FIG. 10 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.

[0120] 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. 10(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. 10(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. 10(c). Note that in FIG. 10, 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.

[0121] 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.

[0122] In addition, if the result of the big role lottery is 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 "small win."

[0123] 11 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 reach mode determination random number judgment table at the time of loss, which is selected when the big role lottery result is a "loss," and a reach mode determination random number judgment table at the time of small win, which is selected when the big role lottery result is a "small win." Note that the reach mode determination random number judgment table at the time of loss is provided for each group type determined as described above, and the reach mode determination random number judgment table at the time of small win is provided for each reserve type.

[0124] In addition, each reach mode determination random number judgment table is also provided for each game state and type of symbol. Here, an example of a reach mode determination random number judgment table for group x when a miss is made, which is referenced in a predetermined game state and type of symbol, is shown in Figure 11(a), an example of a reach mode determination random number judgment table for special 1 when a small win is made is shown in Figure 11(b), and an example of a reach mode determination random number judgment table for special 2 when a small win is made is shown in Figure 11(c).

[0125] 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 11 (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.

[0126] Furthermore, if the result of the above-mentioned big prize lottery is a "small prize," as shown in Figures 11(b) and (c), a random number judgment table for determining the reach mode at the time of a small prize corresponding to the read-out hold type is selected, and a variable mode number is determined based on the selected random number judgment table for determining the reach mode at the time of a small prize and the reach mode determination random number.

[0127] Furthermore, in each reach mode determination random number determination table, the reach mode determination random number is associated with a variation pattern random number determination table, which will be described later, along with a variation mode number; the variation pattern random number determination table is determined at the same time that the variation mode number is determined. In FIG. 11, the table x listed in the variation pattern random number determination table column indicates an arbitrary table number. Therefore, the variation mode number and the table number of the variation pattern random number determination table are determined according to the acquired reach group determination random number and the type of reach mode determination random number determination table being referenced. In the embodiment, the variation mode number and the variation pattern number, which will be described later, are set in hexadecimal. Hereinafter, when a hexadecimal number is indicated, "H" is added, but the notation ○○H in FIGS. 11 to 13 indicates an arbitrary value expressed in hexadecimal.

[0128] 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 10. 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 11(a) and the reach mode determination random number.

[0129] On the other hand, if the result of the big prize lottery is a "small prize," the small prize reach mode determination random number judgment table shown in Figure 11, which corresponds to the determined small prize pattern (type of special pattern), 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.

[0130] 12 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.

[0131] 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.

[0132] 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.

[0133] Fig. 13 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. 13(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.

[0134] 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 13(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.

[0135] 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.

[0136] 14 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.

[0137] According to the special electric device operation ram set table, the opening time (waiting time until the first round play starts), the maximum number of times the special electric device operates (the number of round play times 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 play), the number of times the special electric device opens and closes (the number of times the first large prize opening 126 and the second large prize opening 128 are opened during one round play), the solenoid energization time (the first large prize opening solenoid 126c and the second large prize opening solenoid 126c 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 prize port solenoid 128c, i.e., the opening time of the first large prize port 126 and the second large prize port 128 in one play), the specified number (the maximum number of prizes that can be won in the first large prize port 126 and the second large prize port 128 in one round of play), the effective time for closing the large prize port (the closing time of the first large prize port 126 and the second large prize port 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 small prize pattern as shown in the figure.

[0138] In the embodiment, when the special symbols Z1 to Z6, which are the small prize symbols, are determined, a small prize game consisting of one round of play is first executed. 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). As described above, in the embodiment, in the small prize game executed when the special symbols Z1 to Z6 are determined, the second large prize opening 128 is opened a maximum of four times in the first round, but this is not limited to this. For example, the second large prize opening 128 may be opened a maximum of 10 times in the first round.

[0139] 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 either the specific area 140b or the non-specific area 140c. Then, in a small prize game, if a gaming ball that enters the second large prize opening 128 enters the specific area 140b, a big prize game is executed following the small prize game, in which the second large prize opening 128 is opened. In this big prize game, nine round games (2R to 10R) are executed.

[0140] Furthermore, when the special symbol Z7, which is a small win symbol, is determined, a small win game consisting of one round of play is executed. In this small win game, the first large prize opening 126 is opened once for 0.1 seconds. Since the specific area 140b is not provided inside the first large prize opening 126, when the special symbol Z7 is determined, a large prize game is not executed following the small win game. Thus, in the small win game (first round) executed when the special symbol Z1 to the special symbol Z6 are determined, the second large prize opening 128 is opened a maximum of 10 times, whereas in the small win game (first round) executed when the special symbol Z7 is determined, the first large prize opening 126 is opened a maximum of once. This makes it possible to make the first large winning slot 126 less conspicuous compared to the second large winning slot 128, thereby reducing the risk of players feeling stressed and losing their motivation to play.

[0141] Figure 15 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 15, 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.

[0142] Specifically, as shown in Figure 15, when special symbols Z1 to Z6 are determined and a small prize game is executed, the second large prize opening 128 is opened a total of four times in the small prize game. Therefore, 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, but a gaming ball that enters the second large prize opening 128 when the second large prize opening 128 is opened thereafter can reliably enter the specific area 140b. Although a detailed explanation will be omitted, a structure that decelerates the gaming ball rolling over the second large prize opening 128 is provided above the second large prize opening 128, so that if the gaming ball is launched appropriately into the second game area 116b from the start of the small prize game, the gaming ball will always enter the specific area 140b.

[0143] In addition, if an unforeseen event occurs, such as the gaming ball getting stuck in the second large winning opening 128, or the gaming ball getting stuck in the second large winning opening 128 for a long period of time for some reason, there is a possibility that the gaming ball will not enter the specific area 140b in the small winning game in which the special symbols Z1 to Z6 are determined and executed. Therefore, in this specification, for ease of understanding, the words "always" and "certainly" are used in explanations, but this is based on the premise that the 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%.

[0144] 16 is a diagram illustrating a game status setting table for setting the game status after the end of the big win game. When a type 2 big win is won in the small win game as described above, the game status is set according to the type of special symbol that was won and the game status at the time of the win.

[0145] Here, in the embodiment, a non-time-shortened gaming state and a time-shortened gaming state are provided as gaming states. 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.

[0146] In addition, when the game state after the big role game is set to the time-saving game state, the time-saving end condition to end the time-saving game state is also set. Here, the time-saving end condition is set as the number of times of special 1 time-saving, the number of times of special 2 time-saving, the number of times of time-saving end operation for special 1 small win, and the number of times of time-saving end operation for special 2 small win.

[0147] Here, in the embodiment, when the game state is set to the time-saving game state, the time-saving end condition is set, but different time-saving end conditions are set for the common time-saving game state depending on the type of special symbol and the game state at the time of winning the small prize. In the following, the time-saving game state will be explained by distinguishing it into three modes: the most advantageous mode, the upper mode, and the lower mode.

[0148] These three modes all have the same small prize winning probability and the opening condition of the second starting port 122, but have different time-saving end conditions. In the embodiment, the higher mode is more advantageous to the player because the time-saving end condition is less likely to be met than the lower mode, and the most advantageous mode is more advantageous to the player because the time-saving end condition is less likely to be met than the higher mode.

[0149] The number of times that the special 1 time reduction is performed is the number of times that the pattern is changed based on the special 1 reservation (hereinafter referred to as the special 1 change). The number of times that the special 1 time reduction is performed is subtracted each time the result of the lottery for the major role based on the special 1 reservation is determined in the time-saving game state, and when the remaining number of times that the special 1 time reduction is performed becomes 0, the game state is changed to the non-time-saving game state. In other words, the number of times that the special 1 time reduction is performed is subtracted only when the result of the lottery for the major role based on the special 1 reservation is determined.

[0150] The number of times of special 2 time reduction is the number of times of pattern change processing based on special 2 reservation (hereinafter referred to as special 2 change). The number of times of special 2 time reduction is subtracted each time the result of the big role lottery based on special 2 reservation is determined in the time-saving game state, and when the remaining number of times of special 2 time reduction becomes 0, the game state is changed to the non-time-saving game state. In other words, the number of times of special 2 time reduction is subtracted only when the result of the big role lottery based on special 2 reservation is determined.

[0151] The number of times that the time-saving end operation for the special 1 small win is performed is the number of times that a small win based on the special 1 reserved win has been won in the time-saving game state, or the number of times that a small win game has been played after winning a small win. The number of times that the time-saving end operation for the special 1 small win is performed is subtracted each time the result of the lottery for the big role for the small win based on the special 1 reserved win is determined in the time-saving game state, and when the remaining number of times that the time-saving end operation for the special 1 small win is performed reaches 0, the game state is changed to a non-time-saving game state. In other words, the number of times that the time-saving end operation for the special 1 small win is subtracted only when the result of the lottery for the big role for the small win based on the special 1 reserved win is determined.

[0152] The number of times that the time-saving end operation for the special 2 small win is performed is the number of times that a small win based on the special 2 reserve is won in the time-saving game state, or the number of times that a small win game is executed after winning a small win. The number of times that the time-saving end operation for the special 2 small win is performed is subtracted each time the result of the lottery for the big role of the small win based on the special 2 reserve is determined in the time-saving game state, and when the remaining number of times that the time-saving end operation for the special 2 small win is performed becomes 0, the game state is changed to the non-time-saving game state. In other words, the number of times that the time-saving end operation for the special 2 small win is subtracted only when the result of the lottery for the big role of the small win based on the special 2 reserve is determined.

[0153] When any one of these four time-saving ending conditions is met, the time-saving game state ends and the game state transitions to a non-time-saving game state.

[0154] As shown in Figure 16, in a small win game that is executed after winning a small win, if a type 2 big win is won, the mode (time-saving end condition) is set as follows based on the game state at the time of winning the small win and the type of small win pattern.

[0155] That is, if the special symbol Z1 is determined as the small prize symbol and the game state at the time of winning the small prize is a non-time-saving game state, the game state after the big prize game is set to a time-saving game state, and the most advantageous mode is set. As shown in FIG. 16, the most advantageous mode time-saving termination conditions are set as follows: the number of special 1 time-saving operations is 1000, the number of special 2 time-saving operations is 1000, the number of time-saving termination operations for special 1 small prize is 2, and the number of time-saving termination operations for special 2 small prize is 100. Note that the number of time-saving termination operations for special 2 small prize may be set to 0, or the number of time-saving termination operations for special 2 small prize may not be set. If the number of time-saving termination operations for special 2 small prize is set to 0, or the number of time-saving termination operations for special 2 small prize is not set, the result of step S631-19 described below will not be YES, and steps S631-21 and S631-23 described below will not be executed. Therefore, the time-saving termination conditions based on the number of time-saving termination operations for special 2 small prize will not be established.

[0156] Also, if the special symbol Z1 is determined as the small win symbol, and the game state at the time of winning the small win is a time-saving game state, the game state after the big win is a time-saving game state, and the higher mode is set. As shown in Figure 16, the time-saving end conditions of the higher mode are set as follows: the number of times of special 1 time-saving is 6, the number of times of special 2 time-saving is 16, the number of times of time-saving end operation for special 1 small win is 2, and the number of times of time-saving end operation for special 2 small win is 100. In addition, the number of times of time-saving end operation for special 2 small win may be set to 0, or the number of times of time-saving end operation for special 2 small win may not be set.

[0157] Also, if the special symbol Z2 is determined as the small win symbol and the game state at the time of winning the small win is a non-time-saving game state, the game state after the big win game is set to a time-saving game state and the lower mode is set. As shown in Figure 16, the time-saving end conditions of the lower mode are set as follows: the number of times of special 1 time-saving is 6, the number of times of special 2 time-saving is 1000, the number of times of special 1 small win time-saving end operation is 2, and the number of times of special 2 small win time-saving end operation is 1.

[0158] In addition, if the special pattern Z2 is determined as the small win pattern and the game state at the time of winning the small win is a time-saving game state, the game state after the big win is played is set to a higher mode as a time-saving game state.

[0159] In addition, if the special pattern Z3 is determined as the small win pattern and the game state at the time of winning the small win is a non-time-reduced game state, the game state after the big win is set to a non-time-reduced game state.

[0160] In addition, if the special pattern Z3 is determined as the small win pattern and the game state at the time of winning the small win is a time-saving game state, the game state after the big win is played is set to a higher mode as a time-saving game state.

[0161] In addition, if the special pattern Z4 is determined as the small win pattern and the game state at the time of winning the small win is a non-time-shortened game state, the game state after the big win is set to the most advantageous mode as a time-shortened game state.

[0162] In addition, if the special pattern Z4 is determined as the small win pattern and the game state at the time of winning the small win is a non-time-saving game state, the game state after the big win is played is set to a time-saving game state and is set to a higher mode.

[0163] In addition, if the special pattern Z5 is determined as the small win pattern, regardless of the game state at the time of winning the small win, the game state after the big win game is set to the most advantageous mode as a time-saving game state.

[0164] In addition, if the special pattern Z6 is determined as the small win pattern and the game state at the time of winning the small win is a non-time-saving game state, the game state after the big win is played is set to a lower mode as a time-saving game state.

[0165] In addition, if the special pattern Z6 is determined as the small win pattern and the game state at the time of winning the small win is a time-saving game state, the game state after the big win is played is set to a higher mode as a time-saving game state.

[0166] Also, if the special pattern Z7 is determined as the small prize pattern, a small prize game is executed in which the first large prize opening 126 is opened, and since the specific area 140b is not provided inside the first large prize opening 126, it is not possible to win a type 2 big prize.

[0167] As mentioned above, the special symbols Z1 to Z3 are determined only by the special 1 variation, and the special symbols Z4 to Z7 are determined only by the special 2 variation. In addition, the special 2 variation is basically started only during the time-saving game state.

[0168] In the embodiment, when a small prize is won and any of the above-mentioned conditions for ending the time-saving game state is met, the game state at the time of the win is set to refer to the non-time-saving game state.

[0169] In addition, although the details will be described later, in the embodiment, if a small prize is won by the special 1 reservation on the final number of times of the special 1 time reduction, the non-time reduction game state will be referenced as the game state at the time of winning. Also, if a small prize is won by the special 2 reservation on the final number of times of the special 2 time reduction, the non-time reduction game state will be referenced as the game state at the time of winning.

[0170] That is, in the embodiment, in the upper mode and the lower mode, by setting the number of times of the special 1 time reduction to 6, when the special 2 reserve is exhausted and the maximum number (4) of the special 1 reserves that can be stored remains, even if a small win based on the special 1 reserve is won, the time-saving game state is set to be referenced as the game state at the time of winning. And, as described above, if the game state referred to as the game state at the time of winning is a time-saving game state, even if any of the special symbols Z1 to Z3 is won, the game state after the big role play is set to a time-saving game state, so that it is possible to suppress the disadvantages of the player.

[0171] In addition, although details will be described later, in the embodiment, based on winning a small prize by special 1 reservation, the number of times the time-saving end operation for special 1 small prize is subtracted, and when the number of times the time-saving end operation for special 1 small prize becomes 0, the non-time-saving game state will be referenced as the game state at the time of winning. Also, based on winning a small prize by special 2 reservation, the number of times the time-saving end operation for special 2 small prize is subtracted, and when the number of times the time-saving end operation for special 2 small prize becomes 0, the non-time-saving game state will be referenced as the game state at the time of winning.

[0172] In addition, in the embodiment, when a small win game is executed by winning one of the special symbols Z1 to Z6 in the time-shortened game state, the time-shortened game state ends before the start of the small win game, and the game state transitions to the non-time-shortened game state. As a result, when the small win game starts, the game state is set to the non-time-shortened game state. Therefore, it is possible to suppress the risk that the player will acquire too many prize balls in the time-shortened game state, which will lead to excessive gambling in the time-shortened game state.

[0173] However, in the embodiment, in the case where one of the special patterns Z1 to Z6 is won in the time-shortened game state and the game state is set to a non-time-shortened game state before the start of the small win game, and none of the time-shortened ending conditions of the time-shortened game state described above are met, the time-shortened game state is set to be referenced as the game state at the time of the win.

[0174] 17 is a diagram illustrating the winning determination random number judgment table. When the game ball flowing down the game area 116 passes through the gate 124, 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.

[0175] As will be described in more detail later, when a gaming ball passes through gate 124, one winning determination random number is obtained from the range of 0 to 99, and this random number value is stored in the general map reserve memory area of ​​main RAM 300c, up to a maximum of four. In other words, the general map reserve memory area has four memory sections for saving winning determination random numbers. Therefore, if a gaming ball passes through gate 124 with winning determination random numbers stored in all four memory sections of the general map reserve memory area, no winning determination random number will be stored based on the passage of that gaming ball. Hereinafter, the winning determination random number stored in the general map reserve memory area after a gaming ball passes through gate 124 will be referred to as the general map reserve.

[0176] When the normal symbol lottery is started in the non-time-saving game state, a win determination random number determination table for the non-time-saving game state is referenced, as shown in Figure 17(a). According to this win determination random number determination table for the non-time-saving game state, if the win determination random number is 0, a winning symbol is determined as the normal symbol type, and if the win determination random number is 1 to 99, a losing symbol is determined as the normal symbol type. Therefore, the probability of a winning symbol being determined in the non-time-saving game state, i.e., the probability of winning, is 1 / 100. As will be described in detail later, if a winning symbol is determined in this normal symbol lottery, the second start opening 122 is controlled to an open state, and if a losing symbol is determined, the second start opening 122 is maintained in a closed state.

[0177] Also, when the normal symbol lottery is started in the time-saving gaming state, a time-saving gaming state winning determination random number determination table is referenced, as shown in Figure 17(b). According to this time-saving gaming state winning determination random number determination table, if the winning determination random number is 0 to 98, a winning symbol is determined as the type of normal symbol, and if the winning determination random number is 99, a losing symbol is determined as the type of normal symbol. Therefore, the probability of determining a winning symbol in the time-saving gaming state, i.e., the probability of winning, is 99 / 100.

[0178] FIG. 18(a) is a diagram illustrating a normal symbol variation time data table, and FIG. 18(b) is a diagram illustrating an opening / closing control pattern table. As described above, when a normal symbol lottery is conducted, the normal symbol variation time is determined. The normal symbol variation time data table is referenced when determining the normal symbol variation time when a winning symbol or a losing symbol is determined by the normal symbol lottery. According to this normal symbol variation time data table, when the game state is set to a non-time-saving game state, the variation time is determined to be 10 seconds, and when the game state is set to a time-saving game state, the variation time is determined to be 1 second. Once the variation time is determined in this manner, the normal symbol display 168 is displayed (flashing) for the determined time. When a winning symbol is determined, the normal symbol display 168 lights up, and when a losing symbol is determined, the normal symbol display 168 is turned off.

[0179] Then, when a winning symbol is determined by the normal symbol lottery and the normal symbol display 168 lights up, the movable piece 122b of the second starting hole 122 is controlled to energize by referring to the opening / closing control pattern table, as shown in Fig. 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 energization of the normal electric role solenoid 122c begins, but here, for convenience of explanation, the control data corresponding to each game state is shown in one table.

[0180] When a winning 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 active state time (waiting time from the end of the last opening of the second start port 122), and the normal power end waiting time (waiting time until the variable display of the normal pattern described below is resumed after the normal power active state time has elapsed) are pre-stored as control data for the second start port 122 for each game state, as shown in the figure.

[0181] In this way, the non-time-saving game state and the time-saving game state are each associated with an opening / closing control condition for opening and closing the second start port 122 as a game progress condition, and in the time-saving game state, it is easier for a game ball to enter the second start port 122 than in the non-time-saving game state. In other words, in the time-saving game state, as long as a game ball passes through the gate 124, regular lotteries are held one after another, and the second start port 122 is frequently opened, so the player can hold big role lotteries while reducing the consumption of game balls.

[0182] The opening / closing conditions for the second start opening 122 prescribe three elements: the probability of winning a normal symbol, the time for which the normal symbol is displayed in a variable manner, and the opening time of the second start opening 122. In this embodiment, two of these elements are set to be more advantageous for the time-saving game state than for the non-time-saving game state, so that a game ball is more likely to enter the second start opening 122 in the time-saving game state than in the non-time-saving game state. However, one or three of the three elements may be set to be more advantageous for the time-saving game state than the non-time-saving game state. In any case, by making the time-saving game state more advantageous than the non-time-saving game state in at least one element, it is possible to make it easier for a game ball to enter the second start opening 122 in the time-saving game state than in the non-time-saving game state overall. In other words, when the game state is set to a non-time-shortened game state, the movable piece 122b is controlled to open and close in accordance with a first condition, and when the game state is set to a time-shortened game state, the movable piece 122b is controlled to open and close in accordance with a second condition that is more likely to be in the open state than the first condition.

[0183] FIG. 19 is a first diagram illustrating gameplay according to an embodiment, FIG. 20 is a second diagram illustrating gameplay according to an embodiment, FIG. 21 is a third diagram illustrating gameplay according to an embodiment, and FIG. 22 is a fourth diagram illustrating gameplay 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 intended gameplay, i.e., a case where the game continues normally, and a description of cases where irregular events occur will generally 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 intended gameplay, and where irregular events such as various errors or game stoppages do not occur.

[0184] 19 shows the transition of the game state when a small win is won by the target reserve described later other than the final time of the special 1 time reduction (final time reduction fluctuation) or the final time of the special 2 time reduction (final time reduction fluctuation). The initial state of the gaming machine 100 is the non-time reduction game state, and the player starts playing in the non-time reduction game state as shown in (1) of FIG.

[0185] In the non-time-saving game state, the second starting port 122 is hardly opened, so the player performs a so-called left shot, which launches the game ball toward the first game area 116a, and causes the game ball to enter the first starting port 120. In other words, the reserve (target reserve) that is the main target for variation is set to the special 1 reserve. Therefore, in the non-time-saving game state, the player plays while hoping to win a small prize with the special 1 reserve. In addition, in the non-time-saving game state, the probability of winning a small prize based on the special 1 reserve is set to approximately 1 / 318.1.

[0186] In a non-time-saving game state, if a small win is won by holding special 1, there is a 20% probability that the special symbol Z1 will be determined as the small win symbol, and a small win game based on the special symbol Z1 will be executed. In this small win game, since the game ball can enter the specific area 140b, a large win game will be executed following the small win game. In this embodiment, the player can obtain a total of 1,500 prize balls in the small win game and the large win game. Furthermore, since the game state at the time of winning is a non-time-saving game state, as shown in (2) of FIG. 19, the game state after the large win game is set to the most advantageous mode as a time-saving game state.

[0187] Furthermore, in a non-time-saving game state, if a small win is won by holding special 1, there is a 40% probability that the special symbol Z2 will be determined as the small win symbol, and a small win game based on the special symbol Z2 will be executed. In this small win game, since the game ball can enter the specific area 140b, a large win game will be executed following the small win game. In this embodiment, the player can obtain a total of 1,500 prize balls in the small win game and the large win game. And, since the game state at the time of winning is a non-time-saving game state, as shown in (4) of FIG. 19, the game state after the large win game is set to a lower mode as a time-saving game state.

[0188] Also, in the non-time-saving game state, if a small win is won by the special 1 reserve, there is a 40% probability that the special symbol Z3 will be determined as the small win symbol, and a small win game based on the special symbol Z3 will be executed. In this small win game, since the game ball can enter the specific area 140b, a big win game will be executed following the small win game. At this time, in the embodiment, the player can obtain a total of 1,500 prize balls in the small win game and the big win game. And, since the game state at the time of winning is the non-time-saving game state, the game state after the big win game is set again to the non-time-saving game state, as shown in (1) of FIG. 19.

[0189] In the most advantageous mode, the second start port 122 is frequently opened by passing the game ball through the gate 124. Since the gate 124 and the second start port 122 are provided in the second game area 116b, the player makes a so-called right hit, which causes the game ball to flow down into the second game area 116b, and causes the game ball to enter the second start port 122. In other words, in the most advantageous mode in which the target reserve is set to the special 2 reserve, the player plays the game in the hope of winning a small prize through the special 2 reserve.

[0190] In the most advantageous mode, the probability of winning a small prize based on the special 2 reserve is set to approximately 1 / 7.4. In addition, the time-saving end conditions are set as follows: the number of times of special 1 time-saving is 1000, the number of times of special 2 time-saving is 1000, the number of times of time-saving end activation for special 1 small prize is 2, and the number of times of time-saving end activation for special 2 small prize is 100.

[0191] In the most advantageous mode, when a small prize is won by the special 2 reserve, there is a 50% probability that the special symbol Z7 will be determined as the small prize symbol, and a small prize game based on the special symbol Z7 will be executed. In this small prize game, since the game ball cannot enter the specific area 140b, only the small prize game will be executed, and the big prize game will not be executed. Then, based on the winning of the special symbol Z7, the number of times the special 2 small prize time-saving end operation is subtracted by one, and the player will once again aim to win a small prize in the most advantageous mode.

[0192] Furthermore, in the most advantageous mode, if a small win is won by the special 2 reserve, there is a 42% probability that the special symbol Z4 or Z6 will be determined as the small win symbol, and a small win game based on the special symbol Z4 or Z6 will be executed. In this small win game, since the game ball can enter the specific area 140b, a large win game will be executed following the small win game. In this embodiment, the player can win a total of 1,500 prize balls in the small win game and the large win game. Furthermore, the game status at the time of winning is usually referenced to the time-saving game status. Therefore, as shown in (3) of FIG. 19, the game status after the large win game is set to the time-saving game status and is set to the higher mode.

[0193] Furthermore, in the most advantageous mode, if a small win is won by the special 2 reserve, the special symbol Z5 is determined as the small win symbol with an 8% probability, and a small win game based on the special symbol Z5 is executed. In this small win game, since the game ball can enter the specific area 140b, a big win game is executed following the small win game. In this embodiment, the player can win a total of 1,500 prize balls in the small win game and the big win game. Furthermore, the game state at the time of winning is usually referenced to the time-saving game state. Therefore, as shown in (2) of FIG. 19, the game state after the big win game is set as the time-saving game state, and the most advantageous mode is set again.

[0194] As mentioned above, in the most advantageous mode, the number of times the special 2 small win time-saving end operation is set to 100 times. Also, in the most advantageous mode, if a small win is won, there is a 50% probability that the special symbol Z7 will be determined, and a 50% probability that a symbol other than the special symbol Z7, i.e., a special symbol Z4 to a special symbol Z6, will be determined. In the most advantageous mode, the probability of winning 100 small wins and determining the special symbol Z7 in all small wins is extremely low. Therefore, the most advantageous mode essentially continues until the special symbol Z4 to a special symbol Z6 is determined, and then, depending on the small win symbol that is won, the game will transition to the most advantageous mode or a higher mode after a major role game.

[0195] In addition, in the most advantageous mode, if the number of special 1 variations reaches 1000 times, or the number of special 2 variations reaches 1000 times, and none of the special patterns Z1 to Z6 wins, it becomes a so-called time-saving exit, and the game state shifts to a non-time-saving game state. In this case, the player will hit the left side again.

[0196] However, as mentioned above, the probability of winning a small prize based on the special 2 reserve is set to approximately 1 / 7.4, so in the most advantageous mode, you will essentially always win one of the special patterns Z4 to Z6.

[0197] In other words, if a small win is won in a non-time-saving game state and the game state after the big win is set to the most advantageous mode, the player will essentially always win one of the special patterns Z4 to Z6 in the most advantageous mode, making it possible for the player to win a minimum of 3,000 prize balls.

[0198] Also, in the higher mode, the second start port 122 is frequently opened by passing the game ball through the gate 124. Since the gate 124 and the second start port 122 are provided in the second game area 116b, the player makes a so-called right hit, which causes the game ball to flow down into the second game area 116b, and causes the game ball to enter the second start port 122. In other words, in the higher mode in which the target reserve is set to the special 2 reserve, the player plays the game in the hope of winning a small prize through the special 2 reserve.

[0199] In the higher mode, the probability of winning a small prize based on the special 2 reserve is set to approximately 1 / 7.4. In addition, the time-saving end conditions are set as follows: the number of times of special 1 time-saving is 6, the number of times of special 2 time-saving is 16, the number of times of time-saving end activation for special 1 small prize is 2, and the number of times of time-saving end activation for special 2 small prize is 100.

[0200] In the higher mode, when a small win is won by the special 2 reserve, there is a 50% probability that the special symbol Z7 will be determined as the small win symbol, and a small win game based on the special symbol Z7 will be executed. In this small win game, since the game ball cannot enter the specific area 140b, only the small win game will be executed, and the big win game will not be executed. Then, based on the winning of the special symbol Z7, the number of times the special 2 small win time-saving end operation is subtracted by one, and the player will once again aim to win a small win in the higher mode.

[0201] Furthermore, in the higher mode, when a small win is won by the special 2 reserve, there is a 42% probability that the special symbol Z4 or Z6 will be determined as the small win symbol, and a small win game based on the special symbol Z4 or Z6 will be executed. In this small win game, since the game ball can enter the specific area 140b, a large win game will be executed following the small win game. In this embodiment, the player can win a total of 1,500 prize balls in the small win game and the large win game. Furthermore, the game state at the time of winning is usually referenced to the time-saving game state. Therefore, as shown in (3) of FIG. 19, the game state after the large win game is set as the time-saving game state, and the higher mode is set again.

[0202] Furthermore, in the higher mode, when a small win is won by the special 2 reserve, the special symbol Z5 is determined as the small win symbol with an 8% probability, and a small win game based on the special symbol Z5 is executed. In this small win game, since the game ball can enter the specific area 140b, a big win game is executed following the small win game. In this embodiment, the player can win a total of 1,500 prize balls in the small win game and the big win game. Furthermore, the game state at the time of winning is usually referenced to the time-saving game state. Therefore, as shown in (2) of FIG. 19, the game state after the big win game is set as the time-saving game state and is set to the most advantageous mode.

[0203] As mentioned above, in the higher mode, the number of times that the time-saving end operation for the special 2 small win is set to 100, and the number of times that the special 2 time-saving is set to 16. In other words, in the higher mode, the number of times that the time-saving end operation for the special 2 small win is set to be greater than the number of times that the special 2 time-saving is set, so that the time-saving end condition is not actually established based on the number of times that the time-saving end operation for the special 2 small win is set.

[0204] In addition, in the higher mode, if the number of special 1 variations reaches 6 times or the number of special 2 variations reaches 16 times, and no special symbols Z1 to Z6 are won, it becomes a so-called time-saving exit, and the game state shifts to the non-time-saving game state. In this case, the player will hit the left side again.

[0205] Also, in the lower mode, the second start port 122 is frequently opened by passing the game ball through the gate 124. Since the gate 124 and the second start port 122 are provided in the second game area 116b, the player performs a so-called right hit, which causes the game ball to flow down into the second game area 116b, and causes the game ball to enter the second start port 122. In other words, in the lower mode in which the target reserve is set to the special 2 reserve, the player plays the game in the hope of winning a small prize through the special 2 reserve.

[0206] In the lower mode, the probability of winning a small prize based on the special 2 reserve is set to approximately 1 / 7.4. In addition, the time-saving end conditions are set as follows: the number of times of special 1 time-saving is 6, the number of times of special 2 time-saving is 1000, the number of times of time-saving end activation for special 1 small prize is 2, and the number of times of time-saving end activation for special 2 small prize is 1.

[0207] In the lower-level mode, when a small win is won by the special 2 reserved symbol, there is a 50% probability that the special symbol Z7 will be determined as the small win symbol, and a small win game based on the special symbol Z7 will be executed. In this small win game, since the game ball cannot enter the specific area 140b, only the small win game will be executed, and the large win game will not be executed. Then, based on the winning of the special symbol Z7, the number of times the special 2 small win time-saving end operation is activated is decremented by one. As described above, in the lower-level mode, the number of times the special 2 small win time-saving end operation is set to one. Therefore, in the lower-level mode, when a small win based on the special 2 reserved symbol is won, the number of times the special 2 small win time-saving end operation is decremented by one, becoming 0, and the time-saving end condition is met, and the game state is changed to a non-time-saving game state.

[0208] Furthermore, in the lower-level mode, when a small win is won by the special 2 reserve, there is a 25% probability that the special symbol Z4 or Z5 will be determined as the small win symbol, and a small win game based on the special symbol Z4 or Z5 will be executed. In this small win game, since the game ball can enter the specific area 140b, a large win game is executed following the small win game. In this embodiment, the player can obtain a total of 1,500 prize balls from the small win game and the large win game. Also, as described above, in the lower-level mode, the number of times the special 2 small win time-saving end operation is set to 1, so when a small win based on the special 2 reserve is won, the number of times the special 2 small win time-saving end operation is decremented by 1 to 0, the time-saving end condition is met, and the game state is changed to a non-time-saving game state. Therefore, the game state at the time of winning is referenced to the non-time-saving game state. Therefore, as shown in (2) of FIG. 19, the gaming state after the big win game is set to the most advantageous mode as a time-shortening gaming state.

[0209] In other words, if a player wins a small prize in the lower mode and the game state after the big prize is set to the most advantageous mode, the player will essentially always win one of the special symbols Z4 to Z6 in the most advantageous mode, making it possible for the player to win a minimum of 3,000 prize balls.

[0210] Furthermore, in the lower-level mode, when a small win is won by the special 2 reserve, the special symbol Z6 is determined as the small win symbol with a 25% probability, and a small win game based on the special symbol Z6 is executed. In this small win game, since the game ball can enter the specific area 140b, a large win game is executed following the small win game. In this embodiment, the player can obtain a total of 1,500 prize balls from the small win game and the large win game. Also, as described above, in the lower-level mode, the number of times the special 2 small win time-saving end operation is set to 1, so when a small win based on the special 2 reserve is won, the number of times the special 2 small win time-saving end operation is decremented by 1 to 0, the time-saving end condition is met, and the game state is changed to a non-time-saving game state. Therefore, the game state at the time of winning is referenced to the non-time-saving game state. Therefore, as shown in (4) of FIG. 19, the gaming state after the big win game is set to the time-shortening gaming state, and the lower mode is set again.

[0211] In addition, in the lower mode, if the number of special 1 variations reaches 6 times or the number of special 2 variations reaches 1000 times, and no special symbols Z1 to Z6 are won, it becomes a so-called time-saving exit, and the game state shifts to the non-time-saving game state. In this case, the player will hit the left side again.

[0212] However, as mentioned above, the probability of winning a small prize based on the special 2 reserve is set to approximately 1 / 7.4, so in the lower mode, you will essentially always win one of the special patterns Z4 to Z7.

[0213] As described above, according to the embodiment, when a predetermined small winning symbol (special symbol Z1) is hit in a non-time-saving game state, the game transitions to the most advantageous mode, and a minimum of 3,000 prize balls is guaranteed, realizing a new and unprecedented gameplay feature and making the game more enjoyable.

[0214] Furthermore, according to the embodiment, if a predetermined small winning symbol (special symbol Z4, special symbol Z5) is won in the lower mode, the game will transition to the most advantageous mode, guaranteeing a minimum of 3,000 prize balls, thereby realizing a new and unprecedented gameplay feature and increasing the enjoyment of the game.

[0215] Furthermore, according to the embodiment, if a predetermined small winning symbol (special symbol Z5) is hit in the most advantageous mode, a minimum of 3,000 prize balls is guaranteed, realizing a new and unprecedented gameplay feature and making the game more enjoyable.

[0216] In other words, according to the embodiment, if a small win is won in any game state and the game state after the big win is set to the most advantageous mode, a minimum of 3,000 prize balls is guaranteed, realizing a new and unprecedented gameplay feature and making the game more enjoyable.

[0217] Furthermore, according to the embodiment, when a small jackpot is won by special 2 reservation in the most advantageous mode or higher mode, the probability that the game state after the end of the big role game will be set to the most advantageous mode is 8%, whereas when a small jackpot is won by special 2 reservation in the lower mode, the probability that the game state after the end of the big role game will be set to the most advantageous mode increases to 25%, which increases the benefits to the player, realizing a new and unprecedented gameplay and making it possible to increase the enjoyment of the game.

[0218] FIG. 20 shows the transition of the game state when a small win is won by something other than the target reserve, other than the final time-saving fluctuation.

[0219] For example, in the most advantageous mode, upper mode, or lower mode, if the time reduction is over, or if a small win is won in the lower mode and the special pattern Z7 is determined as the small win pattern, the game state is set to a non-time reduction game state with the special 2 reserve remaining. In such cases, in the non-time reduction game state, a small win based on the special 2 reserve may be won.

[0220] In the non-time-saving game mode, the probability of winning a small prize based on the special 2 reserved symbol is set to approximately 1 / 7.4. In the non-time-saving game mode, if a small prize is won by the special 2 reserved symbol, there is a 50% probability that the special symbol Z7 will be determined as the small prize symbol, and a small prize game based on the special symbol Z7 will be executed. In this small prize game, since the game ball cannot enter the specific area 140b, only the small prize game will be executed, and the big prize game will not be executed. Therefore, the game mode will not be changed, and the player will once again aim to win a small prize in the non-time-saving game mode.

[0221] Furthermore, when a small win is won by the special 2 reserve in the non-time-saving game mode, there is a 25% probability that the special symbol Z4 or Z5 will be determined as the small win symbol, and a small win game based on the special symbol Z4 or Z5 will be executed. In this small win game, since the game ball can enter the specific area 140b, a big win game is executed following the small win game. In this embodiment, the player can win a total of 1,500 prize balls in the small win game and the big win game. Furthermore, since the game state at the time of winning is determined based on the non-time-saving game state, the game state after the big win game is set to the most advantageous mode as the time-saving game state, as shown in (2) of FIG. 20.

[0222] Furthermore, in the non-time-saving game mode, if a small win is won by the special 2 reserve, the special symbol Z6 is determined as the small win symbol with a 25% probability, and a small win game based on the special symbol Z6 is executed. In this small win game, since the game ball can enter the specific area 140b, a large win game is executed following the small win game. At this time, in this embodiment, the player can obtain a total of 1,500 prize balls in the small win game and the large win game. Furthermore, since the game state at the time of winning is determined based on the non-time-saving game mode, the game state after the large win game is set to the lower mode as a time-saving game mode, as shown in (4) of FIG. 20.

[0223] As mentioned above, in the non-time-saving game state, if a small win is won and the special pattern Z1 is determined as the small win pattern, the game state after the big win game is set to the most advantageous mode. At this time, if there is a special 1 reserve remaining, in the most advantageous mode, there is a case where a small win based on the special 1 reserve is won. Alternatively, in the most advantageous mode, if the special 2 reserve is exhausted and there is a special 1 reserve remaining, there is a case where a small win based on the special 1 reserve is won in the most advantageous mode.

[0224] Also, in the higher mode, if the special 2 reserve is exhausted but the special 1 reserve remains, in the higher mode, it is possible to win a small prize based on the special 1 reserve.

[0225] Also, as mentioned above, in the non-time-saving game state, if a small win is won and the special pattern Z2 is determined as the small win pattern, the game state after the big role game is set to the lower mode. At this time, if there is a special 1 reserve remaining, there is a case where a small win based on the special 1 reserve is won in the lower mode. Alternatively, in the lower mode, if the special 2 reserve is exhausted and there is a special 1 reserve remaining, there is a case where a small win based on the special 1 reserve is won in the lower mode.

[0226] In the most advantageous mode, higher mode, and lower mode, the probability of winning a small prize based on the special 1 reservation is set to approximately 1 / 318.1. In the most advantageous mode, higher mode, and lower mode, when a small prize is won by the special 1 reservation, special symbols Z1 to Z3 are determined as the small prize symbols, and a small prize game based on the special symbols Z1 to Z3 is executed. In this small prize game, since the game ball can enter the specific area 140b, a big prize game is executed following the small prize game. At this time, in the embodiment, the player can obtain a total of 1,500 prize balls in the small prize game and the big prize game.

[0227] Also, as mentioned above, in the most advantageous mode, upper mode, and lower mode, the number of times of time-saving end operation for special 1 small win is set to 2, and even if the number of times of time-saving end operation for special 1 small win is subtracted by 1 based on the winning of the special symbols Z1 to Z3, the number of times of time-saving end operation for special 1 small win does not reach 0. Therefore, the game state at the time of winning is referenced to the time-saving game state, and as shown in (3) of Figure 20, the game state after the big role game is set to the time-saving game state and is set to the upper mode.

[0228] As described above, in the time-saving game mode, if a player unintentionally receives a lottery for a big prize due to a special 1 hold and wins a small prize, the game mode after the big prize can be set to a higher mode that is relatively advantageous to the player, thereby minimizing the disadvantages to the player, thereby realizing a new and unprecedented gameplay and increasing the enjoyment of the game.

[0229] Also, Figure 21 shows the transition of the game state when a small win is won by the target reserve, that is, the special 2 reserve, at the final time of the special 2 time reduction (final time reduction fluctuation). In the embodiment, when a small win is won by the target reserve, that is, the special 2 reserve, at the final time of the special 2 time reduction (final time reduction fluctuation), the non-time reduction game state is referred to as the game state at the time of winning.

[0230] As shown in Figure 21, when a small win is won by the special 2 reserve in the final time of the special 2 time reduction number of times (final time reduction change) in the most advantageous mode, upper mode, and lower mode, the special symbol Z7 is determined as the small win symbol with a 50% probability, and a small win game based on the special symbol Z7 is executed. In this case, as shown in (1) of Figure 21, based on the winning of the small win, the game state is changed to a non-time reduction game state.

[0231] In addition, in the most advantageous mode, higher mode, and the last time of the special 2 time reduction in the lower mode (final time reduction change), if a small win is won by the special 2 reserve, the special pattern Z4 or special pattern Z5 is determined as the small win pattern with a probability of 25%, and a small win game based on the special pattern Z4 or special pattern Z5 is executed. In this case, the game state at the time of winning is referenced to the non-time reduction game state, so as shown in (2) of Figure 21, the game state after the big role game is set as the time reduction game state and is set to the most advantageous mode.

[0232] In addition, in the most advantageous mode, upper mode, and lower mode, in the final time of the special 2 time reduction (final time reduction change), if a small win is won by the special 2 reserve, the special symbol Z6 is determined as the small win symbol with a probability of 25%, and a small win game based on the special symbol Z6 is executed. In this case, the game state at the time of winning is referenced to the non-time reduction game state, so as shown in (4) of Figure 21, the game state after the big role game is set to the lower mode as the time reduction game state.

[0233] As described above, according to the embodiment, if a predetermined small winning symbol (special symbol Z4, special symbol Z5) is won by the special symbol 2 reservation in the final time of the special 2 time reduction (final time reduction change), a minimum of 3,000 prize balls is guaranteed by switching to the most advantageous mode. In other words, in the most advantageous mode and higher mode, if a small winning symbol is won by the special symbol 2 reservation other than the final time reduction change, the probability of being set to the most advantageous mode is 8% (Figure 19), whereas in the final time reduction change, if a small winning symbol is won by the special symbol 2 reservation, the probability of being set to the most advantageous mode increases to 20% (Figure 21), which increases the player's benefits, realizing a new and unprecedented gameplay and making it possible to improve the interest of the game.

[0234] Also, according to the embodiment, if a predetermined small winning symbol (special symbol Z6) is won by the special 2 reservation at the final time of the special 2 time reduction (final time reduction fluctuation), the mode will be shifted to a lower mode. In other words, in the most advantageous mode and the higher mode, if a small winning symbol is won by the special 2 reservation other than the final time reduction fluctuation, the mode will not be set to a lower mode (Fig. 19), whereas if a small winning symbol is won by the special 2 reservation at the final time reduction fluctuation, the probability of being set to a lower mode will increase to 25% (Fig. 21), which can give the player a sense of tension. This realizes a new and unprecedented gameplay, and makes it possible to improve the interest of the game.

[0235] Also, Figure 22 shows the transition of the game state when a small win is won by a special 1 reservation other than the target reservation at the final time of the special 1 time reduction (final time reduction fluctuation). In the embodiment, when a small win is won by a special 1 reservation other than the target reservation at the final time of the special 1 time reduction (final time reduction fluctuation), the non-time reduction game state is referred to as the game state at the time of winning.

[0236] As shown in Figure 22, when a small win is won by the special 1 reserve in the final time of the special 1 time reduction in the most advantageous mode, higher mode, and lower mode (final time reduction change), the special symbol Z1 is determined as the small win symbol with a probability of 20%, and a small win game based on the special symbol Z1 is executed. In this case, the game state at the time of winning is referenced to the non-time reduction game state, so as shown in Figure 22 (2), the game state after the big role game is set to the most advantageous mode as the time reduction game state.

[0237] In addition, in the most advantageous mode, the upper mode, and the last time of the special 1 time reduction (final time reduction change) in the lower mode, if a small win is won by the special 1 reserve, the special symbol Z2 is determined as the small win symbol with a 40% probability, and a small win game based on the special symbol Z2 is executed. In this case, the game state at the time of winning is referenced to the non-time reduction game state, so as shown in (4) of Figure 22, the game state after the big role game is set to the lower mode as the time reduction game state.

[0238] In addition, in the most advantageous mode, upper mode, and lower mode, in the final time of the special 1 time reduction (final time reduction change), if a small win is won by the special 1 reservation, the special symbol Z3 is determined as the small win symbol with a 40% probability, and a small win game based on the special symbol Z3 is executed. In this case, the game state at the time of winning is referenced to the non-time reduction game state, so as shown in (1) of Figure 22, the game state after the big role game is set to the non-time reduction game state.

[0239] As described above, according to the embodiment, a new gameplay that has never been seen before can be realized, and the enjoyment of the game can be increased.

[0240] Next, the main processing of the main control board 300 as the game progresses in the gaming machine 100 will be described.

[0241] Figure 23 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.

[0242] 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.

[0243] (CPU initialization process of main control board 300) FIG. 24 is a first flowchart illustrating the CPU initialization process in main control board 300, and FIG. 25 is a second flowchart illustrating the CPU initialization process in main control board 300.

[0244] 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).

[0245] (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.

[0246] (Step S100-3) The main CPU 300a sets a wait processing time in a timer counter.

[0247] (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.

[0248] (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.

[0249] (Step S100-9) The main CPU 300a executes the processing required to permit access to the main RAM 300c.

[0250] (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.

[0251] (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.

[0252] (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.

[0253] (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.

[0254] (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.

[0255] (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.

[0256] (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.

[0257] (Step S100-25) The main CPU 300a sets 05H (checksum abnormal state) in the D register.

[0258] (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.

[0259] (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.

[0260] (Step S100-31) The main CPU 300a checks and clears the read / write memory of the used area.

[0261] (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.

[0262] (Step S100-35) The main CPU 300a sets 04H (RAM abnormal state) in the D register and moves the process to step S100-45.

[0263] (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.

[0264] (Step S100-39) The main CPU 300a sets 00H (playable state) in the D register.

[0265] (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.

[0266] (Step S100-43) The main CPU 300a sets 01H (setting changed state) in the D register.

[0267] (Step S100-45) The main CPU 300a saves the value set in the D register in the gaming machine status flag.

[0268] (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.

[0269] (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.

[0270] (Step S100-51) The main CPU 300a loads the gaming machine status flag.

[0271] (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.

[0272] (Step S110) The main CPU 300a performs a sub-command group set process, which will be described later.

[0273] (Step S100-55) The main CPU 300 a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330 .

[0274] (Step S100-57) The main CPU 300a sets the timer interrupt period.

[0275] (Step S100-59) The main CPU 300a performs processing to disable interrupts.

[0276] (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.

[0277] (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.

[0278] (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 .

[0279] (Step S100-67) The main CPU 300a performs processing to permit an interrupt.

[0280] (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.

[0281] FIG. 26 is a flowchart illustrating the sub-command group setting process (S110) in the main control board 300.

[0282] (Step S110-1) The main CPU 300a loads the flag value of the gaming machine status flag.

[0283] (Step S110-3) The main CPU 300 a performs sub-command set processing for transmitting a predetermined command to the sub-control board 330 .

[0284] (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.

[0285] (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.

[0286] (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.

[0287] (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.

[0288] (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.

[0289] (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.

[0290] (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.

[0291] (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.

[0292] (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.

[0293] 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.

[0294] (Main control board 300 power off evacuation process (XINT interrupt process)) 27 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.

[0295] (Step S300-1) When the power-off warning signal is input, the main CPU 300a saves the registers.

[0296] (Step S300-3) The main CPU 300a checks the power-off warning signal.

[0297] (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.

[0298] (Step S300-7) The main CPU 300a restores the register.

[0299] (Step S300-9) The main CPU 300a performs processing to permit an interrupt, and ends the power-off save processing.

[0300] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.

[0301] (Step S300-13) The main CPU 300a executes a checksum setting process that calculates and stores a checksum.

[0302] (Step S300-15) The main CPU 300a executes RAM protection setting processing required to prohibit access to the main RAM 300c.

[0303] (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.

[0304] (Step S300-19) The main CPU 300a checks the power-off warning signal.

[0305] (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.

[0306] (Step S300-23) The main CPU 300a subtracts one from the value of the loop counter set in step S300-17.

[0307] (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.

[0308] 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.

[0309] (Timer interrupt processing of main control board 300) 28 is a flowchart explaining the timer interrupt processing 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 processing (step S100), and the following timer interrupt processing is executed.

[0310] (Step S400-1) The main CPU 300a saves the registers.

[0311] (Step S400-3) The main CPU 300a performs processing to permit an interrupt.

[0312] (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.

[0313] (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.

[0314] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine status flag.

[0315] (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.

[0316] (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.

[0317] (Step S450) The main CPU 300a executes the setting-related processing and moves the process to step S400-27, which will be described later.

[0318] (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 performs a timer interrupt process, and the decrement stops when the timer counter reaches 0.

[0319] (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.

[0320] (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.

[0321] Although a detailed explanation will be omitted, in this embodiment, the small win determination random number and the win determination random number use 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 small win determination random number and the win determination random number according to a set rule, automatically changing the random number sequence every time the random number sequence completes one cycle, and changing the start value every time the system is reset.

[0322] (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.

[0323] (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.

[0324] (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.

[0325] (Step S400-21) The main CPU 300a executes error management processing for determining various errors and making settings according to the error determination results.

[0326] (Step S400-23) The main CPU 300a checks the general prize opening detection switch 118s, the first start opening detection switch 120s, the second start opening detection switch 122s, the first large prize opening detection switch 126s, and the second large prize opening detection switch 128s, and executes prize opening switch processing to increment the corresponding counters for prize ball control, etc.

[0327] (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.

[0328] (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.

[0329] (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.

[0330] (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.

[0331] (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.

[0332] (Step S400-35) The main CPU 300a performs processing to disable interrupts.

[0333] (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.

[0334] (Step S400-39) The main CPU 300a restores the register and ends the timer interrupt process.

[0335] FIG. 29 is a flowchart illustrating the setting-related processing (S450) described above.

[0336] (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.

[0337] (Step S450-3) The main CPU 300a loads the registered setting values ​​stored in the setting value buffer into a predetermined processing area.

[0338] (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.

[0339] (Step S450-7) The main CPU 300a adds 1 to the setting value of the processing area.

[0340] (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.

[0341] (Step S450-11) The main CPU 300a sets the setting value of the processing area to 1.

[0342] (Step S450-13) The main CPU 300a sets the setting value of the processing area in the setting value buffer.

[0343] (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.

[0344] (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.

[0345] (Step S110) The main CPU 300a executes the sub-command group set process of Fig. 26. 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.

[0346] (Step S450-19) The main CPU 300a sets the gaming machine state flag to 00H (playable state), and ends the setting-related processing.

[0347] 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. 24). 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. 28) are stopped, and setting-related processes are executed.

[0348] 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.

[0349] 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.

[0350] 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.

[0351] 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.

[0352] 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.

[0353] FIG. 30 is a flowchart illustrating the switch management process (step S500) in the main control board 300.

[0354] (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 S510, and if it is determined that the gate detection switch is not on, the process proceeds to step S500-3.

[0355] (Step S510) The main CPU 300a executes gate passing processing based on the passage of the gaming ball through the gate 124. Details of this gate passing processing will be described later.

[0356] (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.

[0357] (Step S520) The main CPU 300a executes first start opening passage processing based on the entry of the gaming ball into the first start opening 120. Details of this first start opening passage processing will be described later.

[0358] (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.

[0359] (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.

[0360] (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.

[0361] (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.

[0362] (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.

[0363] (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.

[0364] (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. As a result, 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.

[0365] (Step S500-15) The main CPU 300a sets the general prize slot winning designation command in the transmission buffer.

[0366] (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.

[0367] (Step S500-19) The main CPU 300a sets the out ball detection designation command in the transmission buffer and ends the switch management process.

[0368] FIG. 31 is a flowchart illustrating the gate passage process (step S510) in the main control board 300.

[0369] (Step S510-1) The main CPU 300a loads the winning determination random number updated by the hardware random number generator.

[0370] (Step S510-3) The main CPU 300a determines whether the counter value of the normal symbol reserved ball counter is equal to or greater than the maximum value, that is, whether the counter value of the normal symbol reserved ball counter is equal to or greater than 4. As a result, if it is determined that the counter value of the normal symbol reserved ball counter is equal to or greater than the maximum value, the gate passing process is terminated, and if it is determined that the normal symbol reserved ball counter is not equal to or greater than the maximum value, the process proceeds to step S510-5.

[0371] (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.

[0372] (Step S510-7) The main CPU 300a determines which of the four storage units in the general reserve storage area is the target storage unit in which to save the acquired winning determination random number.

[0373] (Step S510-9) The main CPU 300a saves the winning determination random number acquired in the above step S510-1 in the target storage unit calculated in the above step S510-7.

[0374] (Step S510-11) The main CPU 300a sets a general map reservation designation command indicating the number of general map reservations stored in the general map reservation memory area in the transmission buffer, and terminates the gate passing process.

[0375] FIG. 32 is a flowchart illustrating the first start port passing process (step S520) in the main control board 300.

[0376] (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.

[0377] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball number counter.

[0378] (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.

[0379] FIG. 33 is a flowchart illustrating the second start port passage process (step S530) in the main control board 300.

[0380] (Step S530-1) The main CPU 300a sets "01H" as the special symbol identification value.

[0381] (Step S530-3) The main CPU 300a sets the address of the special symbol 2 reserved ball number counter.

[0382] (Step S535) The main CPU 300a executes a special symbol random number acquisition process, which will be described later.

[0383] (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.

[0384] (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.

[0385] (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.

[0386] 34 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.

[0387] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1.

[0388] (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.

[0389] (Step S535-5) The main CPU 300a loads the small win determination random number updated by the hardware random number generation unit.

[0390] (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.

[0391] (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.

[0392] (Step S535-11) The main CPU 300a determines a target memory section among the eight memory sections of the special chart reservation memory area in which the acquired small win determination random number is to be saved.

[0393] (Step S535-13) The main CPU 300a obtains the small win 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.

[0394] (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.

[0395] (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.

[0396] (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.

[0397] (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.

[0398] (Step S535-23) The main CPU 300a loads the normal game management phase.

[0399] (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.

[0400] (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 terminates the special pattern random number acquisition process (step S535).

[0401] FIG. 35 is a flowchart illustrating the specific area passing process in step S540.

[0402] (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.

[0403] 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).

[0404] (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.

[0405] (Step S540-5) The main CPU 300a turns on the specific area entry flag.

[0406] (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.

[0407] (Step S540-9) The main CPU 300a executes a predetermined error process.

[0408] (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.

[0409] 36 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 games by the special game management phase.

[0410] As shown in FIG. 36, 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.

[0411] FIG. 37 is a flowchart illustrating the special game management process (step S600) in the main control board 300.

[0412] (Step S600-1) The main CPU 300a loads the special game management phase.

[0413] (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.

[0414] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 and starts processing.

[0415] (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.

[0416] 38 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".

[0417] (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.

[0418] (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.

[0419] (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.

[0420] (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.

[0421] (Step S610-9) The main CPU 300a loads the small win determination random number and reservation type transferred to the 0th memory unit, selects the corresponding small win determination random number judgment table, draws a big role lottery, and executes a special symbol win judgment process that stores the lottery result.

[0422] (Step S610-11) The main CPU 300a executes a special symbol determination process to determine the special symbol. Here, if the result of the major role lottery in step S610-9 above is a small win, the winning symbol random number and reserve type transferred to the 0th memory unit are loaded, the corresponding winning symbol random number determination table is selected to extract the special symbol determination data, and the extracted special symbol determination data (small win symbol type) 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 the loss corresponding to the reserve type (losing symbol type) is saved. Specifically, if the reserve type is special 1 reserve, special symbol X is saved as the losing symbol, and if the reserve type is special 2 reserve, special symbol Y is saved as the losing 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.

[0423] (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.

[0424] (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.

[0425] (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.

[0426] (Step S610-17) The main CPU 300a performs a spare area setting process for storing the type of small winning symbol (special symbol determination data) and the like in the spare area of ​​the main RAM 300c.

[0427] (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.

[0428] (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.

[0429] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and ends the special symbol change waiting process.

[0430] FIG. 39 is a flowchart illustrating the special symbol variable number determination process in the main control board 300.

[0431] (Step S612-1) The main CPU 300a determines whether the result of the big role lottery in step S610-9 is a small win. If it is determined to be a small win, the process proceeds to step S612-3, and if it is determined not to be a small win (a loss), the process proceeds to step S612-5.

[0432] (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 small win symbol, the reserved type, and the variable state.

[0433] (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.

[0434] (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.

[0435] (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.

[0436] (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.

[0437] (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.

[0438] (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.

[0439] (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.

[0440] 40 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".

[0441] (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.

[0442] (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.

[0443] (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.

[0444] (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.

[0445] (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.

[0446] (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.

[0447] (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.

[0448] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".

[0449] (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.

[0450] (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.

[0451] (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.

[0452] 41 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".

[0453] (Step S630-1) The main CPU 300a determines whether the timer value of the special game timer set in step S620-21 is 0. If it is determined that the timer value of the special game timer is not 0, the main CPU 300a proceeds to step S631, and if it is determined that the timer value of the special game timer is 0, the main CPU 300a proceeds to step S630-3.

[0454] (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.

[0455] (Step S630-3) The main CPU 300a turns off the number-of-times limit management flag, which indicates that the number-of-times limit management process of step S631 has been executed.

[0456] (Step S630-5) 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.

[0457] (Step S630-7) The main CPU 300a sets in the transmission buffer a number command for transmitting the number of times of special 1 time reduction, the number of times of special 2 time reduction, the number of times of time reduction end operation for special 1 small win, and the number of times of time reduction end operation for special 2 small win, which were updated in the number cut management process of step S631 above, to the sub-control board 330.

[0458] (Step S630-9) The main CPU 300a checks the result of the big role lottery.

[0459] (Step S630-11) The main CPU 300a determines whether the result of the big role lottery is a small win. If it is determined to be a small win, the process proceeds to step S630-15. If it is determined not to be a small win, the process proceeds to step S630-13.

[0460] (Step S630-13) 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.

[0461] (Step S630-15) The main CPU 300a sets data in the special electric accessory operation RAM set table according to the type of the determined special symbol.

[0462] (Step S630-17) The main CPU 300a performs a process for setting the maximum number of times a special electric device is operated. Specifically, the data set in step S630-15 above 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 operated counter. This maximum number of times a special electric device is operated counter indicates the number of rounds ("1") that can be executed in the small prize game that is about to start. Meanwhile, the main RAM 300c is provided with a continuous number of times a special electric device is operated counter, and the current number of rounds is managed by adding "1" to the counter value of the continuous number of times a special electric device is operated counter at the start of each round of play. Here, a process for resetting (updating to "0") the counter value of this continuous number of times a special electric device is operated counter is also executed upon the start of the small prize game.

[0463] (Step S630-19) The main CPU 300a refers to the data set in step S630-17 and saves a predetermined opening time as a timer value in the special game timer.

[0464] (Step S630-21) The main CPU 300a sets in the transmission buffer an opening designation command for transmitting the start of a small 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 S630-19 is set in the transmission buffer.

[0465] (Step S630-23) The main CPU 300a updates the special game management phase to "07H" and ends the special symbol stop symbol display process, thereby starting a small win game.

[0466] FIG. 42 is a flowchart illustrating the number of cutoff management process in the main control board 300.

[0467] (Step S631-1) The main CPU 300a determines whether the number of times cutoff management flag is off. If the number of times cutoff management flag is off, the process proceeds to step S631-3. If the number of times cutoff management flag is not off (on), the number of times cutoff management process ends.

[0468] (Step S631-3) The main CPU 300a turns off the number-off management flag. That is, in the embodiment, each process from step S631-3 onwards is executed when the special symbol stop symbol display process is executed for the first time after the special symbol change stop time (fixed time) is set. However, the number-off management process may be executed when the special symbol change stop time (fixed time) is set, that is, when the change time has elapsed (step S620-15 onwards in Figure 40).

[0469] (Step S631-5) 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, and checks whether the current gaming state is a non-time-shortening gaming state or a time-shortening gaming state. If the current gaming state is a time-shortening gaming state, the main CPU 300a proceeds to step S631-7, and if the current gaming state is a non-time-shortening gaming state, the number-cut management process is terminated.

[0470] (Step S631-7) The main CPU 300a checks the result of the big role lottery.

[0471] (Step S631-9) The main CPU 300a determines whether the result of the big role lottery is a small win. If the result is a small win, the process proceeds to step S631-11, and if not, the process proceeds to step S631-25.

[0472] (Step S631-11) In step S620-17, the main CPU 300a determines whether a special symbol is stopped and displayed on the first special symbol display device 160, or whether a special symbol is stopped and displayed on the second special symbol display device 162. As a result, if a special symbol is stopped and displayed on the first special symbol display device 160, the process proceeds to step S631-13, and if a special symbol is stopped and displayed on the second special symbol display device 162, the process proceeds to step S631-19.

[0473] (Step S631-13) The main CPU 300a determines whether the value of the special 1 small win counter, which indicates the number of times a small win has been won by the special 1 reserve since the game state was set to the time-shortened game state, is greater than 0. As a result, if the value of the special 1 small win counter is greater than 0, the process proceeds to step S631-15, and if the value of the special 1 small win counter is not greater than 0 (is 0), the process proceeds to step S631-25.

[0474] (Step S631-15) The main CPU 300a decrements the value of the special 1 small win number counter.

[0475] (Step S631-17) The main CPU 300a determines whether the value of the special 1 small win count counter updated in step S631-15 is 0. If the value of the special 1 small win count counter is 0, the process proceeds to step S631-39. If the value of the special 1 small win count counter is not 0, the process proceeds to step S631-25.

[0476] (Step S631-19) The main CPU 300a determines whether the value of the special 2 small win counter, which indicates the number of times a small win has been won by the special 2 reserve since the game state was set to the time-shortened game state, is greater than 0. As a result, if the value of the special 2 small win counter is greater than 0, the process proceeds to step S631-21, and if the value of the special 2 small win counter is not greater than 0 (is 0), the process proceeds to step S631-25.

[0477] (Step S631-21) The main CPU 300a decrements the value of the special 2 small win number counter.

[0478] (Step S631-23) The main CPU 300a determines whether the value of the special 2 small win counter updated in step S631-21 is 0. If the value of the special 2 small win counter is 0, the process proceeds to step S631-39. If the value of the special 2 small win counter is not 0, the process proceeds to step S631-25.

[0479] (Step S631-25) In step S620-17, the main CPU 300a determines whether a special symbol is stopped and displayed on the first special symbol display device 160, or whether a special symbol is stopped and displayed on the second special symbol display device 162. As a result, if a special symbol is stopped and displayed on the first special symbol display device 160, the process proceeds to step S631-27, and if a special symbol is stopped and displayed on the second special symbol display device 162, the process proceeds to step S631-33.

[0480] (Step S631-27) The main CPU 300a determines whether the value of the special 1 time reduction number cut counter, which counts the number of special 1 time reductions, is greater than 0. As a result, if the value of the special 1 time reduction number cut counter is greater than 0, the process proceeds to step S631-29, and if the value of the special 1 time reduction number cut counter is not greater than 0 (is 0), the process proceeds to step S631-41.

[0481] (Step S631-29) The main CPU 300a decrements the counter value of the special 1 time-shortening number-of-times-cut counter.

[0482] (Step S631-31) The main CPU 300a determines whether the value of the special 1 time-saving number-of-times-off counter updated in the above step S631-29 is 0. As a result, if the value of the special 1 time-saving number-of-times-off counter is 0, the process proceeds to step S631-39, and if the value of the special 1 time-saving number-of-times-off counter is not 0, the process proceeds to step S631-41.

[0483] (Steps S631-33) The main CPU 300a determines whether the value of the special 2 time-saving count counter, which counts the number of times the special 2 time-saving has been performed, is greater than 0. If the value of the special 2 time-saving count counter is greater than 0, the process proceeds to step S631-35, and if the value of the special 2 time-saving count counter is not greater than 0 (is 0), the process proceeds to step S631-41.

[0484] (Step S631-35) The main CPU 300a decrements the counter value of the special 2 time-shortening number-of-times-cut counter.

[0485] (Step S631-37) The main CPU 300a determines whether the value of the special 2 time-saving number-of-times-cut counter updated in the above step S631-35 is 0. As a result, if the value of the special 2 time-saving number-of-times-cut counter is 0, the process proceeds to step S631-39, and if the value of the special 2 time-saving number-of-times-cut counter is not 0, the process proceeds to step S631-41.

[0486] (Steps S631-39) The main CPU 300a sets the time-saving state flag to set the gaming state to a non-time-saving gaming state. As a result, after the gaming state is set to the time-saving gaming state, when the special symbol (small win symbol) is displayed when the number of times a small win has been won by the special 1 reserve reaches the predetermined number of times for the special 1 small win time-saving termination operation, i.e., before the start of the small win game, the gaming state is changed to a non-time-saving gaming state. Also, after the gaming state is set to the time-saving gaming state, when the special symbol (small win symbol) is displayed when the number of times a small win has been won by the special 2 reserve reaches the predetermined number of times for the special 2 small win time-saving termination operation, i.e., before the start of the small win game, the gaming state is changed to a non-time-saving gaming state. Also, after the gaming state is set to the time-saving gaming state, when the special symbol is displayed when the number of times the special 1 reserve changes reaches the predetermined number of times for the special 1 time-saving termination operation, the gaming state is changed to a non-time-saving gaming state. In addition, after the game state is set to the time-shortened game state, when the number of times the special 2 reserve changes reaches the preset number of times for the special 2 time-shortened game, and the special pattern is displayed, the game state is changed to the non-time-shortened game state.

[0487] (Step S631-41) The main CPU 300a stores the current gaming state as a winning gaming state in the main RAM 300c.

[0488] (Steps S631-43) The main CPU 300a determines whether the stopped small win symbol is any of the special symbols Z1 to Z6. If the stopped small win symbol is any of the special symbols Z1 to Z6, the process proceeds to step S631-45. If the stopped small win symbol is not any of the special symbols Z1 to Z6, that is, if the stopped small win symbol is a losing symbol or the special symbol Z7, which is a small win symbol, the process proceeds to step S631-47.

[0489] (Step S631-45) The main CPU 300a sets the time-shortened state flag to set the gaming state to the non-time-shortened gaming state. As a result, after the gaming state is set to the time-shortened gaming state, if a small win is won and the special symbols Z1 to Z6 are determined as the small win symbols, the gaming state will be changed to the non-time-shortened gaming state when the small win symbols (special symbols Z1 to Z6) are stopped and displayed, that is, before the small win game starts. Note that, in the above step S631-39, if the gaming state has already been set to the non-time-shortened gaming state, the non-time-shortened gaming state setting is maintained without being set to the non-time-shortened gaming state again in this step.

[0490] (Step S631-47) 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, and checks whether the current gaming state is a non-time-shortening gaming state or a time-shortening gaming state. If the current gaming state is a non-time-shortening gaming state, the main CPU 300a proceeds to step S631-49, and if the current gaming state is a time-shortening gaming state, the main CPU 300a terminates the number-cut management process.

[0491] (Steps S631-49) 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.

[0492] That is, if a small win based on the special 1 reserved is won in the final change of the special 1 time reduction number of times, in the above step S631-29, the special 1 time reduction cut number counter is subtracted from 1 to 0, and the time reduction end condition (the special 1 time reduction number of times becomes 1 to 0) is met, and after the game state is changed to a non-time reduction state in the above step S631-39, the non-time reduction game state is stored as the game state at the time of winning in the above step S631-41. In this case, in step S670-3 described later, the non-time reduction game state will be referenced as the game state at the time of winning.

[0493] In addition, if a small win based on the special 2 reserve is won in the final change of the special 2 time reduction number of times, in the above step S631-35, the special 2 time reduction cut counter is subtracted from 1 to 0, and the time reduction end condition (the special 2 time reduction number of times becomes 1 to 0) is met, and after the game state is changed to a non-time reduction state in the above step S631-39, the non-time reduction game state is stored as the game state at the time of winning in the above step S631-41. In this case, in step S670-3 described later, the non-time reduction game state will be referenced as the game state at the time of winning.

[0494] In addition, when a small win based on the special 1 reserve is won in the time-saving game state, in the above step S631-15, the special 1 small win count counter is subtracted from 1 to 0, and the time-saving end condition (the special 1 small win time-saving end operation count goes from 1 to 0) is met, and after the game state is changed to a non-time-saving state in the above step S631-39, the non-time-saving game state is stored as the game state at the time of winning in the above step S631-41. In this case, in step S670-3 described later, the non-time-saving game state will be referenced as the game state at the time of winning.

[0495] In addition, when a small win based on the special 2 reserve is won in the time-saving game state, in the above step S631-21, the special 2 small win count counter is subtracted from 1 to 0, and the time-saving end condition (the special 2 small win time-saving end operation count goes from 1 to 0) is met, and after the game state is changed to a non-time-saving state in the above step S631-39, the non-time-saving game state is stored as the game state at the time of winning in the above step S631-41. In this case, in step S670-3 described later, the non-time-saving game state will be referenced as the game state at the time of winning.

[0496] On the other hand, if a small win is won in the time-shortened game state and none of the time-shortened game termination conditions are met, i.e., the number of times of the special 1 time-shortened game does not change from 1 to 0, the number of times of the special 2 time-shortened game does not change from 1 to 0, the number of times of the special 1 small win time-shortened game termination operation does not change from 1 to 0, and the number of times of the special 2 small win time-shortened game termination operation does not change from 1 to 0, the processing of the above step S631-39 is not performed. Therefore, in the above step S631-41, the time-shortened game state is stored as the game state at the time of the win. After that, if a predetermined small win is won (special symbols Z1 to Z6 are determined), the game state is changed to a non-time-shortened game state in the above step S631-45. If a win other than the predetermined small win is won (special symbol Z7 is determined), the processing of the above step S631-45 is not performed, and the time-shortened game state is maintained.

[0497] Furthermore, if the number of times the time-saving end operation is performed on a special 1 small win is set to 0, or if the number of times the time-saving end operation is not set on a special 1 small win, the above-mentioned step S631-13 will not be judged as YES, and the above-mentioned steps S631-15 and S631-17 will not be executed, so that the time-saving end condition based on the number of times the time-saving end operation is performed on a special 1 small win will not actually be met, and the time-saving game state will be maintained.

[0498] Furthermore, if the number of times the time-saving end operation is performed on a special 2 small win is set to 0, or if the number of times the time-saving end operation is not set on a special 2 small win, the above-mentioned step S631-19 will not be judged as YES, and the above-mentioned steps S631-21 and S631-23 will not be executed, so that the time-saving end condition based on the number of times the time-saving end operation is performed on a special 2 small win will not actually be met, and the time-saving game state will be maintained.

[0499] 43 is a flowchart illustrating the process before the opening of the special prize opening in the main control board 300. This process before the opening of the special prize opening is executed when the special game management phase is "03H" or "07H".

[0500] (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.

[0501] (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.

[0502] (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).

[0503] (Step S641) The main CPU 300a executes a special prize opening / closing switching process, which will be described later.

[0504] (Step S640-7) The main CPU 300a determines whether the special game management phase is 07H, that is, whether a small win game is in progress. If it is determined that the special game management phase is 07H, the process proceeds to step S640-9. If it is determined that the special game management phase is not 07H, the process proceeds to step S640-13.

[0505] (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 S640-13.

[0506] (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.

[0507] (Step S640-13) 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.

[0508] FIG. 44 is a flowchart illustrating the process of switching the opening and closing of the big prize opening in the main control board 300.

[0509] (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.

[0510] (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.

[0511] (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.

[0512] (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.

[0513] (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.

[0514] (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.

[0515] 45 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".

[0516] (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.

[0517] (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.

[0518] (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.

[0519] (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.

[0520] (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.

[0521] (Step S650-9) The main CPU 300a saves the effective time (interval time) for closing the big prize opening in the special game timer.

[0522] (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").

[0523] (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.

[0524] 46 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".

[0525] (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.

[0526] (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.

[0527] (Step S660-5) The main CPU 300a updates the special game management phase to "03H". Note that if the special game management phase is "09H", 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.

[0528] (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.

[0529] (Step S660-9) The main CPU 300a determines whether the special game management phase is 09H, that is, whether a small win game is in progress. If it is determined that the special game management phase is 09H, the process proceeds to step S660-11. If it is determined that the special game management phase is not 09H, the process proceeds to step S660-21.

[0530] (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.

[0531] (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.

[0532] (Step S660-15) The main CPU 300a turns off the specific area entry flag.

[0533] (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.

[0534] (Step S660-19) The main CPU 300a sets 03H in the special game management phase and ends the big prize opening closure validity processing.

[0535] (Step S660-21) The main CPU 300a executes an ending time setting process for saving the ending time in a special game timer.

[0536] (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").

[0537] (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.

[0538] 47 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".

[0539] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S660-7 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.

[0540] (Step S670-3) The main CPU 300a checks the winning game state saved in the above step S631-41.

[0541] (Step S670-5) The main CPU 300a executes a state setting process to set the game state after the end of the big win game, which is executed based on the game ball entering the specific area 140b during the small win game. Specifically, the main CPU 300a refers to the game state setting table (FIG. 16) and sets the game state after the end of the big win game, the number of special 1 time reductions, the number of special 2 time reductions, the number of special 1 small win time reduction end activations, and the number of special 2 small win time reduction end activations based on the type of special symbol that triggered the execution of the small win game and the game state at the time of winning confirmed in step S670-3. Note that, when the main CPU 300a sets the game state after the big win game to a non-time reduction game state, it sets a time reduction state flag corresponding to the non-time reduction game state. Also, when the main CPU 300a sets the game state after the big win game to a time reduction game state, it sets a time reduction state flag corresponding to the time reduction game state.

[0542] In addition, if the gaming ball does not enter the specific area 140b in the small win game, that is, if the special game management phase is "OAH", the gaming state is not set in step S670-5. In other words, if the gaming ball does not enter the specific area 140b in the small win game based on the special symbols Z1 to Z6 in the time-saving gaming state, the above-mentioned number-cut management process changes (sets) the gaming state before the start of the small win game, and the non-time-saving gaming state is maintained. In addition, if the small win game based on the special symbol Z7 is executed, the gaming state is not set in step S670-5.

[0543] Also, here, a process is performed to set the variable state after the end of the big win game based on the small win symbol that triggered the execution of the small win game and the currently set setting value.

[0544] (Step S670-7) 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 big win game ends.

[0545] (Step S670-9) The main CPU 300a sets in the transmission buffer the number of times designation commands corresponding to the number of times of special 1 time reduction, the number of times of special 2 time reduction, the number of times of time reduction end operation for special 1 small win, and the number of times of time reduction end operation for special 2 small win saved in the above step S670-5.

[0546] (Step S670-11) 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.

[0547] 48 is a diagram illustrating the normal game management phase. As already explained, in the embodiment, the processing related to the normal game triggered by the passage of the game ball through the gate 124 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.

[0548] As shown in FIG. 48, 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.

[0549] FIG. 49 is a flowchart illustrating the normal game management process (step S700) in the main control board 300.

[0550] (Step S700-1) The main CPU 300a loads the normal game management phase.

[0551] (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.

[0552] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 and starts processing.

[0553] (Step S700-7) The main CPU 300a loads a normal game timer that manages the control time of the normal game.

[0554] 50 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".

[0555] (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.

[0556] (Step S710-3) The main CPU 300a transfers the regular symbol reserves (winning random numbers) stored in the first to fourth memory sections of the regular symbol reserve memory area in blocks to the memory section with the next smaller ordinal number. Specifically, the regular symbol reserves stored in the second to fourth memory sections are transferred to the first to third memory sections. The main RAM 300c also has a zeroth memory section to be processed, and the regular symbol reserve stored in the first memory section is transferred to the zeroth memory section. In this regular symbol memory area shift process, the counter value of the regular symbol reserve ball count counter is decremented by "1," and a regular symbol reserve decrement command indicating that the regular symbol reserve has been decremented by "1" is set in the transmission buffer.

[0557] (Step S710-5) The main CPU 300a loads the winning determination random number transferred to the 0th memory unit, selects a winning determination random number judgment table corresponding to the current game state, performs a regular symbol lottery, and executes a regular symbol winning determination process that stores the lottery results.

[0558] (Step S710-7) The main CPU 300a saves the normal symbol stop symbol number corresponding to the result of the normal symbol lottery in step S710-5. In this embodiment, the normal symbol display 168 is composed of one LED lamp, and in the case of a win, the normal symbol display 168 is turned on, and in the case of a loss, the normal symbol display 168 is turned off. The normal symbol stop symbol number determined here indicates whether or not the normal symbol display 168 is ultimately turned on. For example, in the case of a win, "0" is determined as the normal symbol stop symbol number, and in the case of a loss, "1" is determined as the normal symbol stop symbol number.

[0559] (Step S710-9) The main CPU 300a checks the current game state, and selects and sets the corresponding normal symbol variation time data table.

[0560] (Step S710-11) The main CPU 300a determines the normal symbol variation time based on the winning determination random number transferred to the 0th storage unit in the above step S710-3 and the normal symbol variation time data table set in the above step S710-9.

[0561] (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.

[0562] (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.

[0563] (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.

[0564] (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.

[0565] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and ends the normal symbol change waiting process.

[0566] 51 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".

[0567] (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.

[0568] (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.

[0569] (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.

[0570] (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.

[0571] (Step S720-9) The main CPU 300a saves the normal symbol stop symbol number (counter value) determined in step S710-7 in the normal symbol display symbol counter. As a result, the normal symbol display 168 is finally turned on or off, and the result of the normal symbol lottery is announced.

[0572] (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.

[0573] (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.

[0574] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and ends the normal pattern variation processing.

[0575] 52 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".

[0576] (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.

[0577] (Step S730-3) The main CPU 300a checks the result of the regular lottery.

[0578] (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.

[0579] (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.

[0580] (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 opening in the normal game timer as a timer value.

[0581] (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.

[0582] 53 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".

[0583] (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.

[0584] (Step S741) The main CPU 300a executes a normal electric accessory winning opening opening / closing switching process, which will be described later.

[0585] (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.

[0586] Figure 54 is a flowchart explaining the normal electric role winning opening / closing switching process in the main control board 300.

[0587] (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.

[0588] (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.

[0589] (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.

[0590] (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.

[0591] (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.

[0592] (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.

[0593] 55 is a flowchart explaining the normal electric accessory winning opening control process in the main control board 300. This normal electric accessory winning opening control process is executed when the normal game management phase is "04H".

[0594] (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.

[0595] (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.

[0596] (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.

[0597] (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.

[0598] (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.

[0599] (Step S750-9) The main CPU 300a saves the normal power valid state time in the normal game timer.

[0600] (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.

[0601] 56 is a flowchart explaining the normal electric device winning opening closing validity processing in the main control board 300. This normal electric device winning opening closing validity processing is executed when the normal game management phase is "05H".

[0602] (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.

[0603] (Step S760-3) The main CPU 300a saves the normal power end wait time in the normal game timer.

[0604] (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.

[0605] 57 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".

[0606] (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.

[0607] (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.

[0608] As described above, the special game and the normal game progress as a result of various processes being executed on the main control board 300, and while these games are in progress, the sub-control board 330 performs control to execute various effects based on commands sent from the main control board 300. Below, an example of the effects that are executed when the game is progressing properly without any irregular events occurring will be explained.

[0609] As described above, in this embodiment, if a small win is won with the special 1 reserved in the non-time-saving game mode, 1,500 game balls can be acquired as prize balls through the small win game and the big win game. At this time, the game state (mode) after the big win game differs depending on the small win symbol that is won. When a small win is won with the special 1 reserved, the special symbols Z1, Z2, and Z3, which are the small win symbols, are won with a probability of 20%, 40%, and 40%, respectively. When the special symbol Z1 is won in the non-time-saving game mode, the game state after the big win game is set to the time-saving game mode, which is the most advantageous mode. Note that, hereinafter, winning a small win based on the special 1 reserved in the non-time-saving game mode, or winning a type 2 big win, is referred to as the first win.

[0610] That is, if the small prize symbol at the time of the first win is the special symbol Z1, the player will acquire 1500 game balls in the small prize game and the big prize game, and after the big prize game, the player can play in the most advantageous mode. As described above, the most advantageous mode is a state in which the small prize symbol is determined by continuing the game appropriately until the most advantageous mode ends. In other words, the most advantageous mode is a state in which the player can always win a small prize by continuing the game appropriately.

[0611] For example, in the most advantageous mode, a player can win a small prize and a double jackpot before using up all the balls acquired in the big prize game before entering the most advantageous mode. Even if a player wins a small prize in the most advantageous mode, the player can still acquire 1,500 balls.

[0612] Therefore, if the small win symbol at the time of the first win is the special symbol Z1, the player can win a total of 3,000 game balls in two small win games and one big win game. In this embodiment, if the acquisition of 3,000 game balls is guaranteed, a 3,000 bonus effect is executed.

[0613] 58 is a diagram illustrating an example of a 3000 bonus effect. When a big role lottery is held in a non-time-saving gaming state, a variable effect is executed while the symbols on the first special symbol display device 160 are variably displayed. In the variable effect, various effect images are displayed on the main effect display unit 200a, and three effect symbols 210 are variably displayed superimposed on the effect images. Then, in the variable effect, the three effect symbols 210 are finally stopped and displayed, and the result of the big role lottery is notified to the player.

[0614] When the special symbol Z1 is won in the non-time-saving game state, an effect image announcing the winning of a small prize is displayed in the variable effect, and finally, as shown in FIG. 58(a), three effect symbols 210 with the number 7 written on them are displayed stopped. When the special symbol is displayed stopped on the first special symbol display 160, the small prize game begins. The small prize game first enters a standby state for the opening time (hereinafter referred to as the opening period), and when the opening time has elapsed, the first round of play is executed in which the opening and closing of the large prize opening is controlled.

[0615] When the opening period begins, a V winning suggestion effect is executed, as shown in Figure 58(b). In the V winning suggestion effect, the main effect display section 200a displays "Aim for V," along with an arrow pointing to the right indicating the location of the large prize opening. The "V" in the V winning suggestion effect indicates the specific area 140b within the second large prize opening 128. Therefore, the V winning suggestion effect can be said to be an effect that encourages the game ball to enter the second large prize opening 128 or the game ball to enter the specific area 140b.

[0616] Then, when a gaming ball enters the specific area 140b in a small win game (first round game) and a type 2 jackpot is won, a bonus confirmation effect is executed as shown in Figure 58(c). In the bonus confirmation effect, "3000 Bonus" is displayed on the main effect display section 200a, and it is announced that 3000 gaming balls can be acquired. When a type 2 jackpot is won, a major role game is executed following the small win game, and a second round game is executed.

[0617] The bonus determination effect is executed for a predetermined time, and after the predetermined time has elapsed, a special movie is played on the main effect display section 200a, as shown in Fig. 58(d). At this time, the total number of prize balls paid out based on the entry of game balls into the big prize slot after the start of the small prize game is displayed in the upper left of the main effect display section 200a, superimposed on the special movie.

[0618] 58(d) and (e), the number 3000, which is the number of game balls guaranteed to be won, is displayed in the denominator, and the number of game balls won up to that point is displayed in the numerator. Note that, hereinafter, the effects that notify the number of game balls displayed in the upper left and lower right of the main effect display section 200a will be referred to as won ball notification effects.

[0619] Then, when the tenth round of play is completed, the game enters a standby state for the ending time (hereinafter referred to as the ending period). During this ending period, as shown in Figure 58(f), the special movie continues to be played, and the winning ball notification effect also continues. During the big win game, as shown in Figures 58(d), (e), and (f), a right-hit notification effect is executed in which an arrow pointing to the right is displayed.

[0620] When the ending time has elapsed and the ending period has ended, the game is played in the most advantageous mode. In the most advantageous mode, a lottery for a major role based on the special 2 reserved role is held, and the second special symbol display 162 displays a variable symbol. In the lottery for a major role based on the special 2 reserved role, there is a probability of about 1 in 7.4 for winning a small prize. Also, in the most advantageous mode, the number of times the special 2 time reduction is activated is set to 1,000, and the number of times the special 2 small prize time reduction is activated is set to 100.

[0621] The small prize symbols that can be won by the special 2 reservation are the special symbols Z4, Z5, Z6, and Z7. Of these, the special symbols Z4, Z5, and Z6 are small prize symbols that can result in a double jackpot, and if the player wins on these small prize symbols, they can win 1,500 game balls. On the other hand, the special symbol Z7 is a small prize symbol that cannot result in a double jackpot, and if the player wins on the special symbol Z7, the game will continue in the most advantageous mode.

[0622] Therefore, the most advantageous mode will continue until the special symbols Z4, Z5, and Z6 are essentially won. Also, although a detailed explanation will be omitted, in the most advantageous mode, when a special symbol is determined, the time for the symbol to change on the second special symbol display 162 is 0.5 seconds. Therefore, during the most advantageous mode, by the player continuously firing game balls toward the second game area 116b, big role lotteries based on the special 2 reserve are executed one after another until the special symbols Z4, Z5, and Z6 are won.

[0623] During this time, a special movie is continuously played, and the result of the major role lottery is announced by the effect symbol 210. However, during the most advantageous mode, the effect symbol 210 is displayed small in the upper right corner of the main effect display section 200a, as shown in Figures 58(g), (h), (i), and (j). If the special symbols Z4, Z5, and Z6 are not won, different numbers are written on the three effect symbols 210, as shown in Figures 58(g) and (h). On the other hand, if the special symbols Z4, Z5, and Z6 are won, the same numbers are written on the three effect symbols 210, as shown in Figures 58(i) and (j).

[0624] In this way, if the small win symbol at the time of the first win is the special symbol Z1, in other words, if the execution of two big win games is guaranteed, the most advantageous mode will be between the first big win game and the second big win game. In this most advantageous mode, a special movie continues to be played from the first big win game, and the winning ball notification effect and the right-hit notification effect also continue. Therefore, even during the most advantageous mode, it is created as if the big win game is continuing.

[0625] If the special symbols Z4, Z5, or Z6 are won in the most advantageous mode, a second small prize game will be played. If the special symbol Z5 is won in the most advantageous mode, the player can win 1,500 game balls in the small prize game and the big prize game, and can also play in the most advantageous mode after the big prize game.

[0626] On the other hand, if the special symbols Z4 and Z6 are won in the most advantageous mode, the player can win 1,500 game balls in the small prize game and the big prize game, but after the big prize game ends, the game will be set to the higher mode. The higher mode aims to win the special symbols Z4, Z5, and Z6 in 16 big prize lotteries using the special 2 reserve. If the special symbols Z4, Z5, and Z6 are not won during this time, the time-saving mode will end and the game will transition to a non-time-saving mode. In other words, the higher mode can be said to be a state in which the next small prize or type 2 big prize is not guaranteed.

[0627] In this embodiment, depending on the type of small winning symbol won in the most advantageous mode, the execution pattern of some of the effects during the second big win game will differ. Below, we will first explain the effects when a small winning symbol that transitions to a higher mode is won in the most advantageous mode.

[0628] FIG. 59 is a diagram illustrating an example of the effects that occur when the special symbols Z4 and Z6 are won in the most advantageous mode. When the special symbols Z4 and Z6 are stopped and displayed on the second special symbol display 162, a small win game begins. At this time, the special movie continues to be played even during the small win game. Then, from the start of the opening period until the game ball enters the specific area 140b, a V winning suggestion effect is executed. However, the execution pattern of the V winning suggestion effect differs depending on whether the special movie is being played or not.

[0629] While the special movie is being played, a mini-image prompting the game ball to enter the specific area 140b is displayed superimposed on the special movie, as shown in Figure 59 (a). In other words, the player can see the special movie even while the V winning suggestion effect is being executed. Note that the winning ball notification effect continues to be executed during this time.

[0630] Then, when the gaming ball enters the specific area 140b, a bonus confirmation effect is executed. Here, as shown in FIG. 59(b), a cut-in image with "Good!!" written on it is displayed in the main effect display section 200a. Note that this cut-in image is temporarily displayed superimposed on the special movie, and the special movie continues to be played even while the cut-in image is displayed. However, the playback of the special movie may be stopped while the cut-in image is displayed. Then, when the bonus confirmation effect ends, the special movie becomes visible as shown in FIG. 59(c).

[0631] After the first win, the special movie played during the second big win may be the same as the special movie played during the first big win, or it may be different. During the second big win, the special movie continues to be played until the seventh round of play ends, and during this time, the winning ball notification effect and right-hit notification effect also continue.

[0632] Then, during the 8th to 10th rounds of play, a mode selection effect is executed. The mode selection effect is an effect that allows the player to select an effect mode from among the higher modes that are set after a major win is achieved. Here, a first effect mode and a second effect mode are provided as effect modes, and different images are displayed depending on the effect mode. During the mode selection effect, an operation valid period occurs in which operation of the effect button 208 is valid.

[0633] In the mode selection effect, as shown in Fig. 59(d), an icon labeled "first presentation mode" and an icon labeled "second presentation mode" are displayed. When the mode selection effect starts, the icon labeled "first presentation mode" is highlighted. The highlighting of the icon indicates the currently selected presentation mode, and when presentation button 208 is operated during the valid operation period, the highlighted icon, i.e., the selected presentation mode, is switched as shown in Fig. 59(e).

[0634] Then, when the tenth round of play is completed, the presentation mode selected at that time is confirmed. When the ending period begins, a mode notification presentation is executed to notify the presentation mode selected in the mode selection presentation, as shown in Figures 59(f) and (h). After that, when the ending period ends and the mode transitions to the higher mode, the selected presentation mode is set, and a presentation image corresponding to the set presentation mode is displayed, as shown in Figures 59(g) and (i). As is clear from the figures, the background image and presentation pattern 210 displayed on the main presentation display section 200a differ for each presentation mode.

[0635] As described above, if the small win symbol at the time of the first win is the special symbol Z1, the 3000 bonus effect is executed. The 3000 bonus effect is executed from the first small win game to at least the second big win game. Furthermore, in the 3000 bonus effect, the number "3000" is displayed in the winning ball notification effect and the bonus confirmation effect, indicating the number of game balls that the player can win in two small win games and a big win game. In other words, the 3000 bonus effect is an effect that gives the impression that 3000 game balls can be won with a single win. Because the number of game balls that can be won in two small win games and a big win game is announced, the 3000 bonus effect heightens the player's excitement and increases the player's interest in the game.

[0636] FIG. 60 is a time chart of the 3000 bonus effect when the special symbols Z4 and Z6 are won in the most advantageous mode. In FIG. 60, (a) shows the processing flow of the main control board 300, and (b) shows the flow of the effect. In the non-time-saving game state, a pattern change based on the special 1 reserved is performed, and the special symbol Z1 is displayed as a stopped symbol. In this case, the big win change effect is executed during the pattern change.

[0637] After that, in the small win game, the first round of play is executed following the opening period. At this time, simultaneously with the start of the opening period, a V winning suggestion effect is executed. Then, when the game ball enters the specific area 140b during the first round of play, a bonus determination effect is executed. Note that the execution time of the bonus determination effect is predetermined, and it may end during the first round of play or during the second round of play.

[0638] When the small win game ends, the 2nd to 10th rounds of play are played in the big win game, and the ending period begins after the 10th round. When the ending period ends, the most advantageous mode is entered, and symbol changes are performed based on the special 2 reserve. The change time for these symbol changes is always 0.5 seconds. Then, when the special symbol Z4 or Z6 is won, the small win game is played again, and when the game ball enters the specific area 140b, the big win game is executed.

[0639] During the first small win or big win game, a special movie is played as the bonus confirmation effect ends. This special movie continues to be played until the start of the eighth round of the second big win game. During the second small win game, a V winning suggestion effect and a bonus confirmation effect are superimposed on the special movie.

[0640] Then, during the 8th to 10th rounds of the second major role game, a mode selection effect is executed, and during the ending period, a mode notification effect is executed. When the ending period ends, the game transitions to the higher mode, and during this time, the effect mode selected by the player is set. Although a detailed explanation will be omitted, during the higher mode, a pattern change based on the special 2 reserve is performed, and the change time determined at this time is, for example, 0.5 seconds to 60 seconds, which is longer than the change time determined in the most advantageous mode. During the pattern change based on the special 2 reserve in the higher mode, a change effect suggesting a small win is executed.

[0641] FIG. 61 is a diagram illustrating an example of the effect when the special symbol Z5 is won in the most advantageous mode. In the example of the first win described above, suppose that the special symbol Z5, which is a small win symbol, is won in the most advantageous mode after the first big win game. In this case, the effect shown in FIG. 58 is executed until the second small win game starts. Then, when the second small win game starts, the V winning suggestion effect and the bonus confirmation effect are executed as shown in FIGS. 61(a) and (b) as described above.

[0642] Then, when the bonus determination effect ends, a special movie can be viewed as shown in Fig. 61(c), but if the special symbol Z5 is won in the most advantageous mode, a RUSH acquisition effect is executed during the fifth round of play. In the RUSH acquisition effect, an image prompting the operation of the effect button 208 is displayed as shown in Fig. 61(d), and an operation valid period is set in which operation of the effect button 208 is valid. If operation of the effect button 208 is detected during the operation valid period, the acquisition of a rush icon marked "RUSH" is announced as shown in Fig. 61(e).

[0643] As will be described in detail later, the RUSH acquisition effect is also executed when the special 2 reserves stored at the start of a small win game or when a game ball enters the specific area 140b include a winning reserve that will win a predetermined small win. Multiple display patterns for the RUSH icon are provided, and the color of the RUSH icon displayed on the main effect display unit 200a varies depending on the display pattern. The color of this RUSH icon, i.e., the display pattern, indicates the number of game balls that the player can acquire. For example, the RUSH icon may be displayed in blue if one winning reserve is stored, in red if two winning reserves are stored, and in rainbow colors if three or more winning reserves are stored.

[0644] In any case, the rush icon indicates that it is possible to acquire at least 1,500 game balls. In this case, if the special symbol Z5 is acquired, a blue rush icon is displayed, indicating that it is possible to acquire 1,500 game balls.

[0645] When the fifth round of play is completed, the RUSH winning effect ends, and the special movie can be viewed during the sixth to tenth rounds of play. At this time, as shown in Figure 61(f), the icon acquired in the RUSH winning effect is displayed in the upper right corner of the main effect display section 200a.

[0646] The design of the RUSH acquisition effect can be changed as needed. For example, the effect button 208 may be operable multiple times, resulting in multiple RUSH icons being acquired. In this case, if multiple RUSH icons are acquired, after the RUSH acquisition effect, the same number of RUSH icons as the acquired icons may be displayed in the upper right corner of the main effect display section 200a.

[0647] Then, when the tenth round of play ends and the ending period begins, a RUSH state effect is executed. The RUSH state effect is an effect in which "RUSH" is displayed superimposed on a dedicated background image, as shown in FIG. 61(g). This RUSH state effect continues from the start of the ending period until the gaming ball enters the specific area 140b during the next small win game. Note that, from the start of the small win game until the gaming ball enters the specific area 140b, a V winning suggestion effect is executed in parallel with the RUSH state effect, as shown in FIG. 61(h).

[0648] Then, when the gaming ball enters the specific area 140b, a bonus confirmation effect is executed for a predetermined time. At this time, if the winning small winning symbol is the special symbol Z4 or Z6, the bonus confirmation effect displays "+1500" on the main effect display section 200a as shown in Figure 61(i). This "+1500" indicates that the number of game balls that can be acquired will increase by 1500, that is, the number of game balls that can be acquired will be increased.

[0649] When the bonus determination effect ends, as shown in Figure 61 (g), a normal movie is played and an acquired ball notification effect is executed. At this time, in the acquired ball notification effect, the number of game balls that can be acquired, which is displayed as a denominator in the lower right corner of the main effect display section 200a, is updated from 3000 to 4500. In other words, the additional number suggested in the bonus determination effect is added to the number of game balls that can be acquired. Note that, although a normal movie is played here, a special movie similar to the above may be played instead of the normal movie.

[0650] Here, Figure 61 shows an example of the effect when the special symbol Z5 is won in the most advantageous mode. When the special symbol Z5 is won in the most advantageous mode, two more small win games and a big win game become possible, and from that point on, an additional 3,000 game balls can be obtained. Also, as mentioned above, if the special symbol Z1 is won at the first win, 3,000 game balls can be obtained from that point on.

[0651] If the special symbol Z1 is won at the first win, the immediately following bonus confirmation effect will display "3000 Bonus" (see Figure 58(c)), suggesting that 3000 game balls can be won thereafter. In contrast, if multiple small win games and big win games are played with the most advantageous mode in between, and the special symbol Z5 is won in the most advantageous mode, the immediately following bonus confirmation effect will display "Good!!", and only the RUSH acquisition effect suggesting the acquisition of 1500 game balls will be executed, and no effect suggesting 3000 will be executed.

[0652] In other words, if you win the special symbol Z1 in the non-time-saving mode and if you win the special symbol Z5 in the most advantageous mode, you can subsequently acquire 3,000 game balls. However, if you win the special symbol Z5 in the most advantageous mode, the number of game balls that can be acquired by the player is suggested to be 1,500 instead of 3,000.

[0653] In the most advantageous mode, the next small win and the second-type jackpot are guaranteed, and the player is guaranteed to win 1,500 game balls. It also suggests that, even if the player wins a small win in the most advantageous mode, 3,000 game balls can be won in advance. Therefore, if a player wins the special symbol Z5 in the most advantageous mode and is presented with an effect that suggests that 3,000 game balls can be won again, the player may be misled into thinking that a total of 6,000 game balls can be won, even though only 4,500 game balls can actually be won. By implementing an effect that emphasizes the addition of 1,500 game balls, as in this embodiment, the risk of misleading the player is reduced.

[0654] FIG. 62 is a time chart of the 3000 bonus effect when the special symbol Z5 is won in the most advantageous mode. In FIG. 62, (a) shows the processing flow of the main control board 300, and (b) shows the effect flow. In the non-time-saving game state, a symbol change based on the special 1 reserved is performed, and the special symbol Z1 is displayed as a stop symbol. In this case, during the second major role game shown in FIG. 62, the effect is executed in the same manner as shown in FIG. 60 until the fourth round of play is completed.

[0655] Then, during the fifth round of the second big win game, a RUSH winning effect is executed, and during the sixth to tenth rounds of the second big win game, a special movie is played. Then, with the start of the ending period of the second big win game, a RUSH state effect is executed. This RUSH state effect continues during the most advantageous mode after the ending period ends. Therefore, when a symbol change occurs during the most advantageous mode, as described above, the effect symbol 210 is displayed in a small variable manner in the upper right corner of the main effect display section 200a.

[0656] FIG. 63 is a time chart showing what happens when the special symbols Z4 and Z6 are won in the second most advantageous mode. In FIG. 63, (a) shows the processing flow of the main control board 300, and (b) shows the flow of the presentation. After the first win, suppose the special symbols Z4 and Z6 are won during the second most advantageous mode. In this case, a V winning suggestion presentation is executed with the start of the small win game. This V winning suggestion presentation is executed in parallel with the RUSH state presentation.

[0657] Then, when the gaming ball enters the specific area 140b, a bonus confirmation effect is executed. The RUSH state effect ends with the start of the bonus confirmation effect. In this bonus confirmation effect, "+1500" is displayed as shown in FIG. 61(i), and the number of game balls that can be acquired is notified. After the bonus confirmation effect ends, the normal movie is played until the seventh round of play is completed.

[0658] Then, during the 8th to 10th rounds of play, a mode selection effect is executed, and a mode notification effect is executed during the ending period. When the big win game ends, the higher mode is set, and symbol variations are performed. During the higher mode, the effect mode selected by the player in the mode selection effect is set, and an effect corresponding to the set effect mode is executed.

[0659] As described above, in this embodiment, when the most advantageous mode is set after a big win game, a special movie is played during the most advantageous mode, or a RUSH state effect is executed. During this time, the symbol changes, but during the symbol change, the effect symbol 210 is only displayed in a small size, giving the impression that the big win game is continuing. This gives the impression that multiple small win games and big win games are just one big win game.

[0660] In other words, as long as the most advantageous mode is set after a big win game, a presentation is executed to make the multiple small win games and big win games executed between the most advantageous mode appear as one big win game. Therefore, for example, if the special symbol Z5 is won again in the second most advantageous mode, a special movie will be played instead of the normal movie shown in Figure 63 until the end of the 10th round of play, and a RUSH state presentation will be executed from the ending period.

[0661] In addition, when the most advantageous mode is set after a big win, the mode selection effect is not executed during the big win. The mode selection effect is executed when the special symbols Z4 and Z6 are won and the higher mode is set after the big win, that is, when the next small win or type 2 big win is not guaranteed. However, even when the higher mode is set after a big win, if the special symbols Z4, Z5, or Z6 are won within the first four symbol changes in the higher mode, that is, during a so-called hold sequence, the mode selection effect is not executed, and the effect may be executed in the same way as when the most advantageous mode is set.

[0662] FIG. 64 is a first time chart illustrating an example of the effects during consecutive reserved balls, and FIG. 65 is a second time chart illustrating an example of the effects during consecutive reserved balls. In FIGS. 64 and 65, (a) shows the processing flow of the main control board 300, and (b) shows the flow of the effects. For example, suppose that the special symbol Z1 is won at the first winning time, and a 3000 bonus effect is executed. In this case, as described above, a special movie is played during the first major winning game and during the most advantageous mode after the major winning game. Then, suppose that the special symbols Z4 and Z6 are won during the most advantageous mode. At this time, if a reserved ball that wins the special symbols Z4, Z5, or Z6 (hereinafter referred to as a small winning reserved ball) is not stored, the effects after the game ball enters the specific area 140b are performed in the same manner as in FIG. 60.

[0663] On the other hand, if a small win reserve is stored at the start of the small win game, the special movie is played until the end of the 10th round of play, as shown in Figure 62, just as when the special symbol Z5 is won in the most advantageous mode. Also, during the 5th round of play in the second major role game, the above-mentioned RUSH acquisition effect is executed. Therefore, in this case, the RUSH state effect is executed with the start of the ending period.

[0664] Here, the period during which the first four symbol variations in the higher mode are executed is set to the immediate consecutive period, and for example, the variation time when a miss occurs or when the special symbol Z7 is won is set to 0.5 seconds. Therefore, the variation time of the immediate consecutive period in the higher mode is the same as that in the most advantageous mode. Also, since the RUSH state effect is executed during the immediate consecutive period in the higher mode, the player cannot distinguish between the higher mode and the most advantageous mode.

[0665] Then, as shown in FIG. 65(a), during the immediate consecutive period, a pattern change based on a small win reservation is performed. During the immediate consecutive period, the change time when the special patterns Z4, Z5, and Z6 are won is, for example, 10 to 20 seconds, and an additional effect is executed during this time. The details of the additional effect are not shown, but the additional effect suggests the number of game balls that can be acquired. For example, if a small win reservation is not stored when the pattern change begins when a small win is won, an effect is executed in which the number of game balls that can be acquired is increased by 1,500. Furthermore, for example, if a small win reservation is stored when the pattern change begins when a small win is won, an effect is executed in which the number of game balls that can be acquired is increased by 1,500 to 7,500, depending on the number of small win reservations.

[0666] If the winning small jackpot symbol is a special symbol Z4 or Z6 and no reserved small jackpot is stored at the start of the symbol change, an additional effect is executed to add 1,500 game balls to the number of available game balls, followed by a V-winning suggestion effect as the small jackpot game begins. When a game ball enters the specific area 140b, a bonus confirmation effect is executed. This bonus confirmation effect does not suggest the number of available game balls, but simply notifies the player that a Type 2 jackpot has been won. After that, a normal movie is played over the second through seventh rounds of play, and a mode selection effect is executed during the eighth through tenth rounds of play. After the mode notification effect is executed during the ending period, an effect related to the mode selected by the player is executed. If multiple reserved small jackpots are stored, the additional effect may be executed multiple times.

[0667] FIG. 66 is a time chart illustrating an example of the effect when multiple reserved small wins are stored. In FIG. 66, (a) shows the processing flow of the main control board 300, and (b) shows the flow of the effect. For example, as shown in FIG. 64, suppose that the special symbol Z1 is won at the first win, and then the special symbols Z4 and Z6 are won in the most advantageous mode after the first major win. At this time, if multiple reserved small wins are stored, the RUSH acquisition effect is executed during the fifth round of play in the second major win, and the RUSH state effect is executed with the start of the ending period.

[0668] Then, as shown in Figure 66 (a), during the immediate consecutive period, a pattern change based on the small win reservation is performed. As mentioned above, during the immediate consecutive period, the change time when the special patterns Z4, Z5, and Z6 are won is, for example, 10 to 20 seconds, and during this time, an additional effect is executed. At this time, if a small win reservation is stored at the start of the pattern change when a small win is won, an effect is executed in which the number of game balls that can be acquired is added by 1,500 to 7,500 depending on the number of small win reservations.

[0669] When a gaming ball enters the specific area 140b, an...

Claims

[Claim 1] a game progress means for controlling the progress of a game; a predetermined effect execution means for executing a predetermined effect including displaying an image during a game; a specific image display means capable of displaying a specific image suggesting that the output of the effect can be changed by a first operation during the predetermined effect, and which makes the specific image non-displayable based on a second operation input by the player while the specific image is being displayed; a performance execution means for changing the output of the performance based on the input of the first operation by the player during the predetermined performance, regardless of whether the specific image is displayed or not; a status display means for displaying a state of the output after the change when the output of the effect is changed based on the input of the first operation by the player while the specific image is not displayed; A gaming machine equipped with:

Citation Information

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