Gaming machine

The gaming machine enhances gameplay excitement by using information acquisition, symbol determination, and game state setting to execute advantageous games and special effects, addressing the need for more engaging gameplay experiences.

JP7836286B2Active Publication Date: 2026-03-26HEIWA CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-09-19
Publication Date
2026-03-26

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to further enhance the excitement and variety of game effects, limiting player engagement and interest.

Method used

The gaming machine incorporates information acquisition, symbol determination, variation processing, pre-determination of stop symbols, and game state setting to execute advantageous games and special effects based on game ball entries, allowing for varied and enhanced gameplay experiences.

Benefits of technology

This approach significantly enhances the excitement and variety of game effects, improving player engagement and enjoyment through unpredictable and rewarding gameplay scenarios.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance the performance effect.SOLUTION: A game machine includes information acquisition means for acquiring predetermined information on the basis of the entry of a game ball into a start area, symbol determination means for determining any one of multiple types of stop symbols on the basis of the acquired predetermined information when a start condition is satisfied, variation processing means for executing variation processing which includes processing to display the stop symbol on a symbol display unit after a predetermined variation time has elapsed, and performance execution means for executing a performance. The stop symbols include a first stop symbol that satisfies a first condition and a second stop symbol that satisfies a second condition. The performance execution means can execute a particular performance when a third condition is satisfied that includes the execution of multiple variation processing including first variation processing in which the first stop symbol is displayed on the symbol display unit and second variation processing in which the second stop symbol is displayed on the symbol display unit.SELECTED DRAWING: Figure 55
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Description

Technical Field

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

Background Art

[0002] Conventionally, reservation information is acquired and stored on the condition that a game ball enters a start port. When the start condition is satisfied, a big winning combination lottery is performed based on the reservation information. When winning a big hit by this big winning combination lottery, a gaming machine that executes a big winning combination game is known (for example, Patent Document 1). In such gaming machines, various effects are executed to improve the interest of the game.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] As described above, in a gaming machine, the effect of the effect is improved by executing various effects according to the progress of the game. However, the development of a gaming machine capable of further improving the effect of the effect is desired.

[0005] An object of the present invention is to provide a gaming machine capable of improving the effect of the effect.

Means for Solving the Problems

[0006] In order to solve the above problems, the gaming machine of the present invention information acquisition means for acquiring predetermined information based on the entry of a game ball into the start area; symbol determination means for determining any one of a plurality of types of stop symbols including a first stop symbol and a second stop symbol based on the acquired predetermined information when the start condition is satisfied; A variation processing means that performs variation processing including the process of displaying the stopped symbol in the symbol display unit when a predetermined variation time has elapsed, A pre-determination means for pre-determining the stop symbol to be displayed on the symbol display unit based on the predetermined information acquired before the start condition is met, When the first stop symbol is displayed on the symbol display unit, the advantageous game execution means executes an advantageous game in which a first number or more prize balls can be won, A game state setting means that sets the game state to one of a plurality of game states, including a first game state and a second game state that is more advantageous than the first game state, A means for executing the performance, Equipped with, The aforementioned game state setting means is Based on the fact that the second stop symbol is displayed on the symbol display unit, Without the advantageous game being executed by the advantageous game execution means The aforementioned second game state can be set, The aforementioned performance execution means is Based on the results of the prior determination, if it is determined that a plurality of variation processes are executed, including a first variation process in which the first stop symbol is displayed on the symbol display unit and a second variation process in which the second stop symbol is displayed on the symbol display unit, and that special conditions are met, including the fact that it is possible to obtain a second number or more of prize balls, which is greater than the first number, then a special effect can be executed during the execution of the advantageous game. [Effects of the Invention]

[0009] According to the present invention, the effect of the performance can be improved. [Brief explanation of the drawing]

[0010] [Figure 1] This is a perspective view of a gaming machine showing the door in the open position. [Figure 2] This is a front view of the gaming machine. [Figure 3] This is a diagram to explain the second major prize-winning area. [Figure 4] This is a block diagram of a gaming machine. [Figure 5]It is an address map of the memory area used by the main CPU. [Figure 6] (a) is a diagram for explaining the small hit determination random number determination table for Patent 1, and (b) is a diagram for explaining the small hit determination random number determination table for Patent 2. [Figure 7] It is a diagram for explaining the winning symbol random number determination table. [Figure 8] It is a diagram for explaining the reach group determination random number determination table. [Figure 9] It is a diagram for explaining the reach mode determination random number determination table. [Figure 10] It is a diagram for explaining the variation pattern random number determination table. [Figure 11] It is a diagram for explaining the variation time determination table. [Figure 12] It is a diagram for explaining the special electric accessory operation RAM set table. [Figure 13] It is a diagram for explaining the opening / closing mode of the second large winning opening and the opening / closing mode of a specific area by a movable member. [Figure 14] It is a diagram for explaining the game state setting table. [Figure 15] It is a diagram for explaining the winning determination random number determination table. [Figure 16] (a) is a diagram for explaining the normal symbol variation time data table, and (b) is a diagram for explaining the opening / closing control pattern table. [Figure 17] It is a diagram for explaining the game performance. [Figure 18] It is a diagram for explaining the game machine state flag. [Figure 19] It is the first flowchart for explaining the CPU initialization process in the main control board. [Figure 20] It is the second flowchart for explaining the CPU initialization process in the main control board. [Figure 21] It is a flowchart for explaining the sub-command group setting process in the main control board. [Figure 22] It is a flowchart for explaining the power-off save process in the main control board. [Figure 23] This is a flowchart explaining the timer interrupt processing on the main control board. [Figure 24] This is a flowchart illustrating the setting-related processes on the main control board. [Figure 25] This is a flowchart illustrating the switch management process on the main control board. [Figure 26] This is a flowchart illustrating the gate passage process on the main control board. [Figure 27] This is a flowchart illustrating the process of passing through the first start port on the main control board. [Figure 28] This is a flowchart illustrating the process of passing through the second start port on the main control board. [Figure 29] This is a flowchart explaining the process of acquiring special symbol random numbers on the main control board. [Figure 30] This is a flowchart illustrating the process of passing through a specific region on the main control board. [Figure 31] This is a diagram illustrating the special game management phase. [Figure 32] This is a flowchart illustrating the special game management process on the main control board. [Figure 33] This is a flowchart explaining the special symbol variation waiting process on the main control board. [Figure 34] This is a flowchart explaining the process for determining the special symbol variation number on the main control board. [Figure 35] This is a flowchart explaining the processing during special symbol variation on the main control board. [Figure 36] This is a flowchart explaining the special symbol stop symbol display process on the main control board. [Figure 37] This is a flowchart explaining the count limit management process on the main control board. [Figure 38] This is a flowchart explaining the processing that occurs when a losing symbol stops on the main control board. [Figure 39] This is a flowchart explaining the pre-processing for opening the main prize slot on the main control board. [Figure 40] This is a flowchart illustrating the opening and closing switching process for the main prize slot on the main control board. [Figure 41] This is a flowchart explaining the control process for opening the main prize slot on the main control board. [Figure 42] This is a flowchart explaining the process for activating the closing of the large prize slot on the main control board. [Figure 43] This is a flowchart explaining the waiting process at the end of the grand prize slot on the main control board. [Figure 44] This is a flowchart illustrating the state setting process on the main control board. [Figure 45] This is a diagram illustrating the normal game management phase. [Figure 46] This is a flowchart illustrating the normal game management process on the main control board. [Figure 47] This is a flowchart explaining the normal symbol change waiting process on the main control board. [Figure 48] This is a flowchart explaining the processing during normal symbol variation on the main control board. [Figure 49] This is a flowchart explaining the normal symbol stop and symbol display process on the main control board. [Figure 50] This is a flowchart explaining the pre-processing for opening the prize winning slot on the main control board. [Figure 51] This is a flowchart explaining the process of switching the opening and closing of the standard electric prize slot on the main control board. [Figure 52] This is a flowchart illustrating the control process for opening the prize winning slot on the main control board. [Figure 53] This is a flowchart explaining the process for activating the closing of the ordinary electric prize entry slot on the main control board. [Figure 54] This is a flowchart explaining the normal electric prize entry point end-of-game wait processing on the main control board. [Figure 55] This is a diagram illustrating an example of a gameplay sequence during a round. [Figure 56]This diagram explains the added values ​​set for each type of special symbol and whether or not there is a pre-read termination. [Figure 57] This figure shows an example of the memory status of Special 2 Reserve when special conditions are met. [Figure 58] This figure shows an example of the memory status of Special 2 Reserve when the special conditions are not met. [Figure 59] This is a flowchart illustrating the sub-CPU initialization process on the sub-control board. [Figure 60] This is a flowchart explaining the sub-timer interrupt processing on the sub-control board. [Figure 61] This is a flowchart illustrating the pre-read command reception process on the sub-control board. [Figure 62] This flowchart explains the process of receiving a command to open the main prize slot on the sub-control board. [Modes for carrying out the invention]

[0011] Preferred embodiments of the present invention will be described in detail below with reference to the attached drawings. The dimensions, materials, and other specific numerical values ​​shown in these embodiments are merely examples to facilitate understanding of the invention and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustration.

[0012] To facilitate understanding of the embodiments of the present invention, the mechanical and electrical configurations of the gaming machine will first be briefly described, and then the specific processes in each circuit board will be explained.

[0013] Figure 1 is a perspective view of the gaming machine 100, showing the door in an open state. As shown in the figure, the gaming machine 100 comprises an outer frame 102 in which a surrounding space is formed by four sides arranged in a roughly rectangular shape, an inner frame 104 attached to the outer frame 102 so as to be openable and closable by a hinge mechanism, and a front frame 106 attached to the inner frame 104 so as to be openable and closable by a hinge mechanism.

[0014] The inner frame 104, like the outer frame 102, has a surrounding space formed by four sides arranged in a roughly rectangular shape, and the game board 108 is held in this surrounding space. The front frame 106 holds a glass or resin transparent plate 110. When these inner frame 104 and front frame 106 are closed relative to the outer frame 102, the game board 108 and the transparent plate 110 face each other roughly parallel to maintain a predetermined distance, and the game board 108 becomes visible from the front side of the gaming machine 100 through the transparent plate 110.

[0015] Figure 2 is a front view of the gaming machine 100. As shown in this figure, an operating handle 112 is provided at the bottom of the front frame 106, protruding from the front side of the gaming machine 100. This operating handle 112 is designed to be rotatable by the player, and when the player rotates the operating handle 112 to perform a launch operation, a game ball is launched by a launching mechanism (not shown) with a force corresponding to the rotation angle of the operating handle 112. The game ball launched in this way rises between rails 114a and 114b provided on the game board 108 and is guided to the game area 116.

[0016] The game area 116 is a space formed between the game board 108 and the permeable plate 110, and is an area in which game balls can flow or roll. The game board 108 is equipped with numerous nails and windmills, and game balls guided into the game area 116 collide with the nails and windmills, causing them to flow or roll in irregular directions.

[0017] The game area 116 comprises a first game area 116a and a second game area 116b, which differ in the degree to which game balls enter each other depending on the launch strength of the launching mechanism. The first game area 116a is located on the left side of the game area 116 as viewed from a player facing the game machine 100, and the second game area 116b is located on the right side of the game area 116 as viewed from a player facing the game machine 100. Since the rails 114a and 114b are on the left side of the game area 116, game balls launched by the launching mechanism with a launch strength below a predetermined strength enter the first game area 116a, and game balls launched with a launch strength of a predetermined strength or greater enter the second game area 116b.

[0018] Furthermore, the game area 116 is provided with a general prize entry point 118, a first start entry point 120, and a second start entry point 122 into which game balls can be entered. When a game ball enters one of these general prize entry points 118, the first start entry point 120, or the second start entry point 122, a predetermined number of prize balls are dispensed to the player. The number of prize balls dispensed can be any number, one or more, and the number of prize balls dispensed from each of the general prize entry point 118, the first start entry point 120, and the second start entry point 122 may be different or the same. In this case, it is also possible to set the number of prize balls dispensed when a game ball enters the first start entry point 120 to be less than the number of prize balls dispensed when a game ball enters the second start entry point 122.

[0019] As will be explained in more detail later, a first starting area is provided within the first starting opening 120, and a second starting area is provided within the second starting opening 122. When a game ball enters the first starting opening 120 or the second starting opening 122 and enters the first starting area or the second starting area, a lottery is held to determine one of several pre-determined special symbols. Each special symbol is associated with various game benefits, such as whether or not a major or minor winning game that is advantageous to the player can be performed, or what kind of game state the subsequent game will be in. Therefore, when a game ball enters the first starting opening 120 or the second starting opening 122, the player not only wins a predetermined prize ball, but also gains the opportunity to acquire the right to receive various game benefits.

[0020] The first starting opening 120 is located below the game area 116, and is positioned such that only game balls flowing down the first game area 116a can enter it, or it is positioned in a way that makes it easier for game balls that have entered the first game area 116a to enter than for game balls that have entered the second game area 116b.

[0021] Furthermore, the second starting port 122 is located in the second game area 116b, and only game balls flowing down the second game area 116b can enter it, or it is positioned so that game balls entering the second game area 116b are more likely to enter than game balls entering the first game area 116a. This second starting port 122 is composed of a variable starting port (variable starting prize device) having a movable piece 122b, so that the ease of entry of game balls into the second starting port 122 is variable. Specifically, the movable piece 122b of the second starting port 122 is provided to be openable and closable, and when this movable piece 122b is in the closed state, it is impossible or difficult for game balls to enter the second starting port 122.

[0022] In response to this, when a game ball passes through the gate 124 provided in the second game area 116b, it is determined whether or not to perform an auxiliary game that opens the second start opening 122. If it is determined that the auxiliary game should be performed, an auxiliary game is executed that controls the opening and closing of the second start opening 122. More specifically, a lottery for a regular symbol, described later, is held on the condition that the game ball has passed through the gate 124, and if a winning combination is achieved in this lottery, the movable piece 122b is controlled to be in the open state for a predetermined time. In this way, when the movable piece 122b is in the open state, it functions as a receptacle that guides the game ball to the second start opening 122, making it easier for the game ball to enter the second start opening 122.

[0023] Furthermore, a first large prize opening 126 and a second large prize opening 128 are provided at the bottom of the game area 116. The first large prize opening 126 and the second large prize opening 128 are positioned so that game balls flowing down the second game area 116b can enter them. The first large prize opening 126 is provided with an opening / closing door 126b that can be opened and closed. 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. However, when the aforementioned big prize game is performed, the opening / closing door 126b is opened and functions as a receiving tray, making it possible for game balls to enter the first large prize opening 126. When game balls enter the first large prize opening 126, a predetermined number of prize balls are paid out to the player.

[0024] Furthermore, the second large prize slot 128 is equipped with a movable piece 128b that can be opened and closed. Normally, the movable piece 128b closes the second large prize slot 128, making it impossible for game balls to enter it. However, when the aforementioned small prize game is played, the movable piece 128b opens and functions as a receiving tray, allowing game balls to enter the second large prize slot 128. When a game ball enters the second large prize slot 128, a predetermined amount of prize balls is paid out to the player. The first large prize slot 126 and the second large prize slot 128 are collectively referred to simply as the large prize slots.

[0025] Figure 3 is a diagram illustrating the second major prize opening 128. 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 at its top, which becomes the second major prize opening 128. A movable piece 128b is provided at the top of the structure 129, and normally, as shown in Figure 3(a), the movable piece 128b is maintained in a closed state that closes the second major prize opening 128.

[0026] The movable piece 128b faces above the gaming machine 100 and protrudes into the game area 116 where the game balls roll and flow down. Therefore, when the movable piece 128b is kept in the closed position, the game balls flowing down the game area 116 (second game area 116b) will fall onto the movable piece 128b. Here, the movable piece 128b, when kept in the closed position, is tilted 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 position, as shown by the arrow in Figure 3(a), the game balls that have fallen onto the movable piece 128b will slowly roll across the movable piece 128b from right to left.

[0027] Then, when the minor prize game described later is executed, the movable piece 128b changes to an open state that opens the second major prize opening 128. Here, as shown in Figures 3(a) and (b), the movable piece 128b moves in and out of the hole formed in the game board 108 in the front-to-back direction (front-to-back direction) of the game machine 100 by an actuator (solenoid) not shown. Normally, the actuator is kept in an unpowered state, and the movable piece 128b is held in a position that protrudes forward from the hole in the game board 108, closing the second major prize opening 128. Then, when the actuator is powered, as shown in Figure 3(b), the movable piece 128b is held in a position that is retracted backward from the hole in the game board 108, and the second major prize opening 128 is opened. In this state, when the second major prize opening 128 is open, game balls enter the second major prize opening 128.

[0028] Furthermore, an outlet passage 128d is provided inside the second large prize opening 128, and the second large prize opening 128 is inclined so that game balls that enter the second large prize opening 128 are guided into the outlet passage 128d. The outlet passage 128d is provided with a specific area 140b and a non-specific area 140c, which are holes through which game balls can pass, and the game balls that enter the second large prize opening 128 are configured to pass through either the specific area 140b or the non-specific area 140c and be discharged to the back side of the game board 108.

[0029] Furthermore, the second major prize slot 128 is provided with a movable member 142 that opens and closes a specific area 140b and a non-specific area 140c. This movable member 142 can be switched between a state that allows game balls to enter the specific area 140b and a state that prevents game balls from entering the specific area 140b by its movement (sliding). More specifically, when the movable member 142 is displaced to the position shown in Figure 3(c), the non-specific area 140c is blocked by the movable member 142, allowing game balls to pass through the specific area 140b. On the other hand, when the movable member 142 is displaced to the position shown in Figure 3(d), the specific area 140b is blocked by the movable member 142, allowing game balls to pass through the non-specific area 140c. As will be explained in more detail later, if a game ball enters the specific area 140b during a minor prize game, it results in a major prize (two types of major prizes), and the aforementioned major prize game begins.

[0030] Returning to Figure 2, at the bottom of the game area 116, there is an outlet 130 that discharges game balls that did not enter any of the general prize entry points 118, the first start entry point 120, the second start entry point 122, the first major prize entry point 126, and the second major prize entry point 128 from the game area 116 to the back side of the game board 108.

[0031] Furthermore, the gaming machine 100 is equipped with a performance device that performs effects during gameplay, including a performance display device 200 consisting of a liquid crystal display, a performance mechanism device 202 consisting of a movable device, a performance lighting device 204 consisting of lamps that can be controlled to various lighting patterns and colors, an audio output device 206 consisting of a speaker, and performance buttons 208 that accept input from the player.

[0032] The performance display device 200 comprises a main performance display unit 200a and a sub-performance display unit 201a, both consisting of an image display unit for displaying images. The main performance display unit 200a is positioned approximately in the center of the game board 108, visible from the front of the game machine 100. The main performance display unit 200a displays performance symbols 210a, 210b, and 210c, such as "7", "7", and "7" as shown in the diagram, and a variation performance is executed in which the result of the big win lottery is notified to the player based on the stopping display pattern of each of these performance symbols 210a, 210b, and 210c. The sub-performance display unit 201a is located above the main performance display unit 200a and displays auxiliary performance images (symbols) during the variation performance.

[0033] The special effects device 202 is positioned in front of the main display unit 200a and is normally retracted to the back of the game board 108. However, during the display of the above-mentioned special effects symbols 210a, 210b, and 210c, it moves to the front of the main display unit 200a to give the player a sense of anticipation for a big win.

[0034] The special effects lighting device 204 is installed on the special effects mechanism 202, the game board 108, etc., and is controlled to light up in various ways in accordance with the images displayed on the main special effects display unit 200a.

[0035] The audio output device 206 is located at the top of the front frame 106 and at the bottom of the outer frame 102, and outputs various sounds toward the front of the gaming machine 100 in accordance with the images and other information displayed on the main display unit 200a.

[0036] The performance button 208 is a button that accepts a press operation from the player and is located approximately in the center of the width direction of the gaming machine 100 and below the transparent plate 110. This performance button 208 is activated in accordance with the image displayed on the main performance display unit 200a, and when the player's operation is accepted within the valid operation time, various performances are executed according to that operation.

[0037] In the diagram, reference numeral 132 indicates an upper tray into which prize balls dispensed from the gaming machine 100 and game balls dispensed from the game ball dispensing device are led. When this upper tray 132 is full of game balls, the game balls are led to the lower tray 134. The bottom surface of the lower tray 134 has a ball release hole (not shown) for discharging game balls from the lower tray 134. This ball release hole is normally closed by an opening / closing plate (not shown), but by pressing in the ball release knob 134a, the opening / closing plate slides together with the ball release knob 134a, making it possible to discharge game balls from the ball release hole to the bottom of the lower tray 134.

[0038] Furthermore, the game board 108 is equipped with a first special symbol indicator 160, a second special symbol indicator 162, a first special symbol hold indicator 164, a second special symbol hold indicator 166, a regular symbol indicator 168, a regular symbol hold indicator 170, and a right-hand shooting notification indicator 172, located outside the game area 116 and visible to the player. Each of these indicators 160 to 172 is a device for displaying various situations related to the game, and their details will be described later.

[0039] (Internal configuration of the control system) Figure 4 is a block diagram showing the internal configuration of the control means that controls the progress of the game.

[0040] The main control board 300 controls the basic operation 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 control board 300 is also equipped with an RTC 300d for timing the current time. The main CPU 300a reads the program stored in the main ROM 300b based on input signals from various detection switches and timers, performs calculations, directly controls various devices and displays, or sends commands to other boards according to the results of the calculations. The main RAM 300c functions as a data work area during calculations performed by the main CPU 300a.

[0041] The gaming machine 100 is broadly divided into two types: special games, which are mainly started by the entry of game balls into the first start port 120 or the second start port 122, and regular games, which are started when game balls pass through the gate 124. The main ROM 300b of the main control board 300 stores various programs for running the special games and regular games, as well as data and tables necessary for each type of game.

[0042] The main control board 300 is connected to the following switches: a general prize entry detection switch 118s for detecting when a game ball enters the general prize entry 118; a first start entry detection switch 120s for detecting when a game ball enters the first start entry 120; a second start entry detection switch 122s for detecting when a game ball enters the second start entry 122; a gate detection switch 124s for detecting when a game ball passes through the gate 124; a first major prize entry detection switch 126s for detecting when a game ball enters the first major prize entry 126; a second major prize entry detection switch 128s for detecting when a game ball enters the second major prize entry 128; a specific area detection switch 140s for detecting when a game ball enters a specific area 140b; and an out ball detection switch 130s for detecting when a game ball is ejected from the game area 116. Detection signals are input to the main control board 300 from each of these detection switches.

[0043] Furthermore, a confluence passage is provided on the back of the game board 108, and game balls that enter the general prize pocket 118, the first start pocket 120, the second start pocket 122, the first major prize pocket 126, and the second major prize pocket 128, respectively, and game balls that are guided to the back side from the discharge pocket 130, merge in the confluence passage and are guided to the equipment of the game hall. The out ball detection switch 130s is provided in the confluence passage, and all game balls discharged from the game area 116, in other words, all game balls launched into the game area 116, are detected by the out ball detection switch 130s.

[0044] Furthermore, the main control board 300 is connected to a standard electric mechanism solenoid 122c that operates the movable piece 122b of the second start opening 122, a first large prize opening solenoid 126c that operates the opening / 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 inside the second large prize opening 128. The main control board 300 controls the opening and closing of the second start opening 122, the first large prize opening 126, the second large prize opening 128, and the specific area 140b.

[0045] Furthermore, the main control board 300 is connected to the first special symbol indicator 160, the second special symbol indicator 162, the first special symbol hold indicator 164, the second special symbol hold indicator 166, the normal symbol indicator 168, the normal symbol hold indicator 170, and the right-hand hit notification indicator 172, and the main control board 300 controls the display of each of these indicators.

[0046] Furthermore, the gaming machine 100 is equipped with multiple abnormality detection sensors 174 that detect potential abnormalities or fraudulent activity, such as a radio wave detection sensor for detecting radio waves, a magnetic detection sensor for detecting magnetism, and a door open sensor for detecting the open state of the middle frame 104 and the front frame 106. An abnormality detection signal is input from each abnormality detection sensor 174 to the main control board 300.

[0047] Furthermore, a setting change switch 180s is provided on the back of the game board 108. The setting change switch 180s is configured to be accessible by a dedicated key. When the setting change switch 180s is turned ON, it is possible to change and confirm the setting value. In the game machine 100, one of the setting values ​​with different degrees of advantage is stored as a registered setting value in the setting value buffer, and the game proceeds according to the stored registered setting value. However, in this embodiment, only the setting value = 1 (registered setting value = 1) is provided as a setting value.

[0048] Furthermore, a RAM clear button is provided on the back of the game board 108 so that it can be pressed, and the pressing of this RAM clear button is detected by the 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.

[0049] Furthermore, a performance display monitor 184 is provided on the back of the game board 108. The main control board 300 displays registered settings and base ratios on the performance display monitor 184.

[0050] Furthermore, the main control board 300 is connected to the dispensing control board 310 and the sub-control board 330.

[0051] The payout control board 310 controls the launching of game balls and the payout of prize balls. This payout control board 310 is equipped with a payout CPU 310a, a payout ROM 310b, and a payout RAM 310c, and is connected to the main control board 300 in a bidirectional manner. A game information output terminal board 312 is connected to this payout control board 310, and various information regarding the progress of the game output from the main control board 300 is output to the hall computer of the amusement parlor via the payout control board 310 and the game information output terminal board 312.

[0052] Furthermore, a payout motor 314 is connected to the payout control board 310 for dispensing game balls stored in the storage unit to the player as prize balls. The payout control board 310 controls the payout motor 314 based on a payout quantity specification command transmitted from the main control board 300 to dispense a predetermined number of prize balls to the player. At this time, the number of game balls dispensed is detected by the payout ball counting switch 316s, and it is determined whether the prize balls that should have been dispensed have been dispensed to the player.

[0053] Furthermore, the payout control board 310 is connected to a tray full detection switch 318s that detects when the lower tray 134 is full. This tray full detection switch 318s is installed in the passage that guides the game balls to be paid out as prize balls to the lower tray 134, and each time a game ball passes through this passage, a game ball detection signal is input to the payout control board 310.

[0054] When the lower tray 134 is filled with more than a predetermined amount of game balls, the game balls accumulate in the passage leading to the lower tray 134, and a game ball detection signal is continuously input from the tray full detection switch 318s to the payout control board 310. When the game ball detection signal is continuously input for a predetermined time, the payout control board 310 determines that the lower tray 134 is full and sends a tray full command to the main control board 300. On the other hand, if the continuous input of the game ball detection signal is interrupted after sending the tray full command, the payout control board 310 determines that the full state has been released and sends a tray full release command to the main control board 300.

[0055] Furthermore, the payout control board 310 is connected to a launch control circuit 320 in a bidirectional manner. When the launch control circuit 320 receives launch control data from the payout control board 310, it authorizes the launch. The launch control circuit 320 is connected to a touch sensor 112s, which is provided on the operating handle 112 and detects when a player touches the operating handle 112, and an operating volume 112a, which detects the operating angle of the operating handle 112. When signals are input from the touch sensor 112s and the operating volume 112a, the launch control circuit 320 controls the launch solenoid 112c provided on the game ball launching device to energize and launch the game ball.

[0056] The dispensing control board 310 is connected to a dispensing device 400. The dispensing device 400 is a device that dispenses game balls to the game machine 100, and players can insert banknotes into it. The dispensing device 400 can also accommodate a storage medium such as a card, and when banknotes are inserted, the amount information is recorded in the storage medium. The dispensing device 400 is provided with a dispensing button and a return button, and the operation of the dispensing button is detected by a dispensing button detection switch 402s, and the operation of the return button is detected by a return button detection switch 404s.

[0057] When the operation of the dispensing button is detected by the dispensing button detection switch 402s, game balls are dispensed into the upper tray 132 of the game machine 100, within the range of the amount information recorded on the storage medium. Specifically, when the operation of the dispensing button is detected by the dispensing button detection switch 402s, a dispensing signal is input to the dispensing control board 310. When the dispensing signal is input, the dispensing control board 310 drives the dispensing motor 314. As a result, game balls are dispensed into the upper tray 132. Alternatively, the game machine 100 or the dispensing device 400 may be provided with a dedicated motor for dispensing game balls, separate from the dispensing motor 314, and this dedicated motor may be driven when the dispensing button is operated.

[0058] Furthermore, when the return button is detected by the return button detection switch 404s, the storage medium is ejected from the dispensing device 400. For example, if a counting device is installed to count the game balls ejected from the gaming machine 100, the information counted by the counting device may be recorded on the storage medium. Also, the dispensing button or return button may be provided on the gaming machine 100 instead of the dispensing device 400.

[0059] The sub-control board 330 primarily controls various effects during gameplay and standby. This 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 in a one-way communication manner from the main control board 300 to the sub-control board 330. The sub-CPU 330a reads the program stored in the sub-ROM 330b and performs calculations based on commands transmitted from the main control board 300 and input signals from timers, and also executes and controls the effects. At this time, the sub-RAM 330c functions as a data work area during the calculations performed by the sub-CPU 330a.

[0060] Specifically, the sub-control board 330 performs image display control to display images on the main performance display unit 200a. The sub-ROM 330b stores a large amount of various image data to be displayed on the main performance display unit 200a, and the sub-CPU 330a reads the image data from the sub-ROM 330b into a VRAM (not shown) and controls the image display on the main performance display unit 200a.

[0061] Furthermore, the sub-control board 330 operates the performance device 202 and controls the lighting of the performance lighting device 204, as well as controlling the audio output to output sound from the audio output device 206. In addition, when an operation detection signal is input from the performance button detection switch 208s, which detects when the performance button 208 is pressed, a predetermined performance is executed.

[0062] Each circuit board is connected to a power supply board (not shown), and power is supplied to each board from the commercial power supply via the power supply board. The power supply board also has a backup power supply consisting of capacitors. The RTC330d, located on the sub-control board 330, receives power from this backup power supply to measure the current time.

[0063] Figure 5 shows the address map of the memory area used by the main CPU 300a. In Figure 5, addresses are shown in hexadecimal, and "H" indicates a hexadecimal number. As shown in Figure 5, the memory area used by the main CPU 300a includes the memory area allocated to the main ROM 300b (0000H to 2FFFH) and the memory area allocated to the main RAM 300c (F000H to F3FFH).

[0064] The memory area of ​​the main ROM 300b is provided with a used area (0000H~1A7AH) for storing programs and data for controlling the progress of the game, and an unused area (2000H~2BFFH) other than the used area for storing programs and data for performing tests as defined by the gaming machine regulations and for displaying the performance display monitor 184 (including processing for calculating the base ratio to be displayed on the performance display monitor 184).

[0065] The main ROM 300b's usable area includes a program area (0000H~0A89H) where programs for controlling the game's progress are stored, an unused area (0A8AH~0FFFH), and a data area (1000H~1A7AH) where data other than programs is stored. Note that the usable area may be excluded from the unused area (0A8AH~0FFFH).

[0066] The unused area of ​​the main ROM 300b includes a program area (2000H~27FFH) where programs for performing tests stipulated by the gaming machine regulations and for displaying the performance display monitor 184 are stored, and a data area (2800H~2BFFH) where data other than these programs is stored.

[0067] In addition to the used and unused memory areas, the main ROM 300b also includes an unused area (1A7BH~1DFFH), a ROM comment area (1E00H~1EFFH) where arbitrary data such as the program title and version are stored, an unused area (1F00H~1FFFH), an unused area (2C00H~2FBFH), and a program management area (2FC0H~2FFFH) where information necessary for the main CPU 300a to execute the program is stored.

[0068] The memory area of ​​the main RAM 300c is divided into a used area (F000H~F1FFH) that is temporarily used when a program for controlling the progress of the game is being executed, and an unused area (F210H~F228H) that is not used when a program for performing tests as defined by the gaming machine regulations or for displaying the performance display monitor 184 is being executed.

[0069] The main RAM 300c's used area includes a work area (F000H~F12AH) that is temporarily used when a program to control the progress of the game is being executed, an unused area (F12BH~F1D7H), and a stack area (F1D8H~F1FFH) for temporarily saving data while the program to control the progress of the game is being executed. Note that the used area may be excluded from the unused area (F12BH~F1D7H).

[0070] The unused area of ​​the main RAM 300c includes a work area (F210H~F21FH) that is temporarily used when programs for performing tests stipulated by the gaming machine regulations or for displaying the performance display monitor 184 are being executed, and a stack area (F220H~F228H) that temporarily saves data when these programs are being executed.

[0071] Furthermore, in addition to the used and unused memory areas, the main RAM300c also includes unused areas (F200H~F20FH) and unused areas (F229H~F3FFH).

[0072] Thus, the main ROM 300b and main RAM 300c are provided with separate areas for use, which are used to control the progress of the game, and for use, which are used to perform processes for conducting tests as defined by the gaming machine regulations and for controlling the display of the performance display monitor 184.

[0073] Furthermore, 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 separating the used area and the unused area, clearly defining the boundary between the used area and the unused area. This prevents the unused area from being used when a program to control the progress of the game is being executed, and prevents the used area from being used when a program for performing tests stipulated in the gaming machine regulations or for controlling the display of the performance display monitor 184 is being executed.

[0074] The unused area between the used and unused areas only needs to be at least 1 byte, but from a security standpoint, it is preferable to have at least 4 bytes, and even more preferable to have at least 16 bytes. In addition, writing and reading data from the unused area is prohibited, but from a security standpoint, it may be set to be cleared at predetermined intervals.

[0075] Next, we will explain the gameplay in the gaming machine 100, along with the various tables stored in the main ROM 300b.

[0076] As mentioned above, the gaming machine 100 has two types of games that proceed in parallel: special games and regular games. In this embodiment, there are two types of game states that are provided for when these two types of games are in progress: a non-time-saving game state and a time-saving game state. Each of these two types of game states has game progression conditions that are at least partially different from each other, and the game proceeds according to the progression conditions corresponding to the currently set game state.

[0077] Details of each game state will be described later, but the non-time-saving game state is a game state in which the movable piece 122b is less likely to open and it is difficult for game balls to enter the second start opening 122. On the other hand, the time-saving game state is a game state in which the movable piece 122b is more likely to open than in the non-time-saving game state and it is easier for game balls to enter the second start opening 122. The initial state of the game machine 100 is set to the non-time-saving game state.

[0078] When a player operates the control handle 112 to launch a game ball into the game area 116, and the game ball flowing down the game area 116 enters the first start opening 120 or the second start opening 122, a lottery is held to determine whether or not the player is awarded a game prize (hereinafter referred to as the "major prize lottery"). If the major prize lottery results in a minor prize, the second major prize opening 128 is opened and a minor prize game is executed in which a game ball can enter the second major prize opening 128. The method for the major prize lottery will be explained below.

[0079] As will be explained in more detail later, when a game ball enters the first start port 120 or the second start port 122, various random values ​​related to the big prize lottery (minor prize determination random number, winning symbol random number, reach group determination random number, reach mode determination random number, and variation pattern random number) are acquired, and each of these random values ​​is stored in the special symbol reserve memory area of ​​the main RAM 300c. Hereafter, the various random numbers stored in the special symbol reserve memory area when a game 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 game ball enters the second start port 122 will be collectively referred to as Special 2 Reserve.

[0080] The main RAM 300c's special symbol hold memory area comprises a first special symbol hold memory area and a second special symbol hold memory area. The first and second special symbol hold memory areas each have four memory units (first to fourth memory units). When a game ball enters the first start port 120, special symbol 1 hold is stored sequentially starting from the first memory unit of the first special symbol hold memory area, and when a game ball enters the second start port 122, special symbol 2 hold is stored sequentially starting from the first memory unit of the second special symbol hold memory area.

[0081] For example, when a game ball enters the first start opening 120, if no hold is stored in any of the first to fourth memory units of the first special symbol hold memory area, special hold 1 is stored in the first memory unit. Also, for example, if special hold 1 is stored in the first to third memory units, and a game ball enters the first start opening 120, special hold 1 is stored in the fourth memory unit. Similarly, when a game ball enters the second start opening 122, special hold 2 is stored in the memory unit with the smallest number (ordinal number) among the first to fourth memory units of the second special symbol hold memory area, provided that special hold 2 is not already stored in that unit.

[0082] However, the number of special 1 reserves (X1) and special 2 reserves (X2) that can be stored in the first special reserve memory area and the second special reserve memory area are each set to four. Therefore, for example, when a game ball enters the first start opening 120, if four special 1 reserves are already stored in the first special reserve memory area, no new special 1 reserves will be stored as a result of the game ball entering the first start opening 120. Similarly, when a game ball enters the second start opening 122, if four special 2 reserves are already stored in the second special reserve memory area, no new special 2 reserves will be stored as a result of the game ball entering the second start opening 122. Note that the number of special 1 reserves (X1) and special 2 reserves (X2) may be a predetermined number of three or less, or they may be different numbers.

[0083] Figure 6(a) is a diagram illustrating the random number determination table for special type 1. Figure 6(b) is a diagram illustrating the random number determination table for special type 2. When a game ball enters the first start port 120 or the second start port 122, one random number for determining a minor win is obtained from the range of 0 to 65535. Then, a random number determination table for determining a minor win is selected according to the type of hold read when the major prize lottery is started, and the major prize lottery is performed using the selected random number determination table and the obtained random number for determining a minor win.

[0084] During gameplay, the big prize lottery is performed by referring to the special 1 small prize determination random number judgment table or the special 2 small prize determination random number judgment table corresponding to the currently set setting value (registered setting value stored in the setting value buffer). As described above, the embodiment shows the case where only setting value = 1 (registered setting value = 1) is provided as a setting value.

[0085] Specifically, when initiating a major prize draw for a Special 1 reserved ball, the major prize draw is performed by referring to the Special 1 minor prize determination random number table shown in Figure 6(a). According to this Special 1 minor prize determination random number table, a minor prize is determined if the minor prize determination random number is between 20001 and 20206, and any other minor prize determination random number is determined to be a regular miss. Therefore, the probability of a minor prize in this case is approximately 1 / 318.1.

[0086] Furthermore, when initiating a major prize draw for a Special 2 reserved ball, the major prize draw is performed by referring to the Special 2 minor prize determination random number judgment table shown in Figure 6(b). According to this Special 2 minor prize determination random number judgment table, a minor prize is determined if the minor prize determination random number is between 20001 and 41800, a specific miss is determined if the minor prize determination random number is between 50001 and 53600, and any other minor prize determination random number is determined to be a normal miss. Therefore, the probability of a minor prize in this case is approximately 1 / 3.0, and the probability of a specific miss is approximately 1 / 18.2. The combined probability of winning either a minor prize or a specific miss is approximately 1 / 2.6.

[0087] Furthermore, it may be possible to win a specific losing combination by using Special 1 Reserve. In this case, the probability of winning a specific losing combination may be set to be the same for Special 1 Reserve and Special 2 Reserve, or it may be set to be higher for Special 2 Reserve than for Special 1 Reserve, or it may be set to be higher for Special 1 Reserve than for Special 2 Reserve.

[0088] Figure 7 is a diagram illustrating the winning symbol random number determination table. When a game ball enters the first starting port 120 or the second starting port 122, one winning symbol random number is obtained from the range of 0 to 99. Then, if the above-mentioned major prize lottery results in a "minor win" or "specific loss" outcome, the type of special symbol is determined based on the obtained winning symbol random number and the winning symbol random number determination table.

[0089] In this case, if a "minor win" is achieved through Special 1 Reserve, the Special 1 winning symbol random number determination table is selected, as shown in Figure 7(a). If a "minor win" is achieved through Special 2 Reserve, the Special 2 winning symbol random number determination table a is selected, as shown in Figure 7(b). If a "specific loss" is achieved through Special 2 Reserve, the Special 2 winning symbol random number determination table b is selected, as shown in Figure 7(c).

[0090] In the following, the special symbols determined by the winning symbol random number, that is, the special symbols determined when a minor win is determined, will be called minor win symbols. Also, the special symbols determined by the winning symbol random number when a specific loss is determined will be called specific loss symbols. Also, the special symbols determined when a normal loss is determined will be called normal loss symbols. Furthermore, specific loss symbols and normal loss symbols will be collectively referred to simply as loss symbols. Also, specific loss symbols and normal loss will be collectively referred to simply as loss.

[0091] According to the special symbol random number determination table for special 1 shown in Figure 7(a) and the special symbol random number determination table a for special 2 shown in Figure 7(b), the type of special symbol (minor winning symbol) is determined according to the acquired value of the winning symbol random number, as shown in the figures.

[0092] Furthermore, according to the special winning symbol random number determination table b shown in Figure 7(c), the type of special symbol (specific losing symbol) is determined according to the acquired winning symbol random number value, as shown in the figure.

[0093] On the other hand, if the result of the major role lottery is a "normal miss," and that result is derived by special reserve 1, special symbol X is determined as the losing symbol without conducting a lottery. If that result is derived by special reserve 2, special symbol Y is determined as the losing symbol without conducting a lottery.

[0094] In other words, the winning symbol random number determination table is only referenced when the major prize lottery result is a "minor win" or a "specific miss," and is not referenced when the major prize lottery result is a "regular miss." Here, it is assumed that different minor win symbols are determined in the special 1 winning symbol random number determination table and the special 2 winning symbol random number determination table a. However, it is also possible to determine the same minor win symbol in both tables, or to determine the type of special symbol (minor win symbol) by referring to the winning symbol random number determination table 1, regardless of the type of hold.

[0095] Figure 8 is a diagram illustrating the reach group determination random number judgment table. Multiple reach group determination random number judgment tables are provided, and a pre-set table is selected according to the type of hold, the number of holds, the game state, the fluctuation state associated with the game state, etc. 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, once the big win lottery result is derived, a process is performed to determine the fluctuation performance pattern (fluctuation mode number, fluctuation pattern number) that notifies the big win lottery result. In this embodiment, when the big win lottery result is a "specific miss", the group type is first determined by the reach group determination random number and the reach group determination random number judgment table in order to determine the fluctuation performance pattern. The fluctuation state is a concept set separately from the game state, which specifies which table is referred to to determine the fluctuation performance pattern.

[0096] For example, when the game state is set to a non-time-saving game state, if a "specific miss" major prize lottery result is derived based on the Special 1 Reserve, and the number of Special 1 Reserves held when the major prize lottery is performed (hereinafter simply referred to as "number of Reserves") is 0, then as shown in Figure 8(a), the Reach Group Determination Random Number Judgment Table 1 is selected. Similarly, when the game state is set to a non-time-saving game state, if a "specific miss" major prize lottery result is derived based on the Special 1 Reserve, and the number of Reserves when the major prize lottery is performed is 1, then as shown in Figure 8(b), the Reach Group Determination Random Number Judgment Table 2 is selected, and if the number of Reserves is 2 to 3, then as shown in Figure 8(c), the Reach Group Determination Random Number Judgment Table 3 is selected. Note that in Figure 8, the group x listed in the Group Type column represents 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.

[0097] In this section, we have described the random number determination table for determining the reach group, which is referenced when a "specific miss" major role lottery result is derived based on the special 1 reserve in a non-time-saving game state. However, the main ROM 300b also stores many other random number determination tables for determining the reach group.

[0098] Furthermore, if the result of the major prize lottery is a "minor win," the group type is not determined when deciding the variation animation pattern. In other words, the random number judgment table for determining the reach group is only referenced when the result of the major prize lottery is a "miss," and is not referenced when the result of the major prize lottery is a "minor win."

[0099] Figure 9 illustrates the random number determination table for determining the reach mode. This random number determination table for determining the reach mode is broadly divided into two types: the random number determination table for determining the reach mode when the big win lottery result is a "miss," and the random number determination table for determining the reach mode when the big win lottery result is a "minor win." The random number determination table for determining the reach mode when a miss is provided for each group type determined as described above, and the random number determination table for determining the reach mode when a minor win is provided for each type of hold.

[0100] Furthermore, each reach mode determination random number judgment table is also provided for each game state and symbol type. Here, an example of the reach mode determination random number judgment table for group x when a miss occurs, which is referenced in a predetermined game state and symbol type, is shown in Figure 9(a), an example of the reach mode determination random number judgment table for special 1 when a minor win occurs is shown in Figure 9(b), and an example of the reach mode determination random number judgment table for special 2 when a minor win occurs is shown in Figure 9(c).

[0101] When a game ball enters the first starting port 120 or the second starting port 122, a random number for determining the reach mode is obtained from within the range of 0 to 250. If the result of the above major role lottery is "miss", as shown in Figure 9(a), a random number determination table for determining the reach mode in the event of a miss, corresponding to the group type determined by the above group type lottery, is selected, and the variable mode number is determined based on the selected random number determination table for determining the reach mode in the event of a miss and the random number for determining the reach mode.

[0102] Furthermore, if the result of the above major role lottery is a "minor win," as shown in Figures 9(b) and (c), a random number determination table for determining the reach mode during a minor win corresponding to the read-out hold type is selected, and the variable mode number is determined based on the selected random number determination table for determining the reach mode during a minor win and the reach mode determination random number.

[0103] Furthermore, in each reach mode determination random number judgment table, the reach mode determination random number is associated with the variation mode number and the variation pattern random number judgment table described later, and the variation pattern random number judgment table is determined at the same time as the variation mode number is determined. Note that in Figure 9, table x written in the column for the variation pattern random number judgment table indicates an arbitrary table number. Therefore, the variation mode number and the table number of the variation pattern random number judgment table are determined according to the acquired reach group determination random number and the type of reach mode determination random number judgment table to be referenced. In addition, in this embodiment, the variation mode number and the variation pattern number described later are set in hexadecimal. In the following, "H" is used to indicate hexadecimal numbers, but "○○H" written in Figures 9 to 11 indicates an arbitrary value shown in hexadecimal.

[0104] As described above, if the result of the major role lottery is "miss," the group type is first determined by the reach group determination random number judgment table and reach group determination random number shown in Figure 8. Then, according to the determined group type and game state, the variation mode number and variation pattern random number judgment table are determined by the miss reach mode determination random number judgment table and reach mode determination random number shown in Figure 9(a).

[0105] On the other hand, if the result of the major prize lottery is a "minor win," the random number determination table for determining the reach mode during a minor win, shown in Figure 9, which corresponds to the determined minor win symbol (type of special symbol), is referenced, and the random number determination table for determining the reach mode is used to determine the variation mode number and variation pattern random number determination table.

[0106] Figure 10 illustrates the variable pattern random number determination table. Here, we show the variable pattern random number determination table x for a given table number x, but there are many other variable pattern random number determination tables available for each table number.

[0107] When a game ball enters the first starting port 120 or the second starting port 122, one random variation pattern number is obtained from the range of 0 to 238. Then, based on the random variation pattern number determination table determined simultaneously with the above-mentioned variation mode number and the obtained random variation pattern number, the variation pattern number is determined as shown in the figure.

[0108] In this way, when the big prize lottery is held, the variation mode number and variation pattern number are determined according to the big prize lottery result, the determined symbol type, the game state, the number of reserved symbols, the type of reserved symbols, etc. These variation mode numbers and variation pattern numbers identify the variation performance pattern, and each of them is associated with the manner and duration of the variation performance.

[0109] Figure 11 is a diagram illustrating the variation time determination table. As described above, once the variation mode number is determined, variation time 1 is determined according to the variation time 1 determination table shown in Figure 11(a). According to this variation time 1 determination table, variation time 1 is associated with each variation mode number, and the corresponding variation time 1 is determined according to the determined variation mode number.

[0110] Furthermore, as described above, once the variation pattern number is determined, variation time 2 is determined according to the variation time 2 determination table shown in Figure 11(b). According to this variation time 2 determination table, variation time 2 is associated with each variation pattern number, and the corresponding variation time 2 is determined according to the determined variation pattern number. The sum of variation times 1 and 2 determined in this way becomes the time of the variation animation that announces the result of the big prize lottery, i.e., the variation time.

[0111] Once the variation mode number is determined as described above, a variation mode command corresponding to the determined variation mode number is transmitted to the sub-control board 330. Once the variation pattern number is determined, a variation pattern command corresponding to the determined variation pattern number is transmitted to the sub-control board 330. The sub-control board 330 primarily determines the first half of the variation performance based on the received variation mode command, and primarily determines the second half of the variation performance based on the received variation pattern command. Details of this will be described later. In the following, the variation mode number and variation pattern number may be collectively referred to as variation information, and the variation mode command and variation pattern command may be collectively referred to as variation commands.

[0112] Figure 12 is a diagram illustrating the special electric mechanism operation ramset table. The special electric mechanism operation ramset table stores various data for controlling minor win games and major win games. During minor win games and major win games, the first major prize slot solenoid 126c and the second major prize slot solenoid 128c are energized and controlled by referring to this special electric mechanism operation ramset table.

[0113] According to the special electric mechanism operation ramset table, the following are required: opening time (waiting time until the first round of gameplay begins), maximum number of special electric mechanism operations (number of rounds of gameplay performed during one small win or big win game), opening of the large prize slots (the first and second large prize slots 126 and 128 that are opened in each round of gameplay), number of special electric mechanism opening / closing switches (number of times the first and second large prize slots 126 and 128 are opened during one round of gameplay), solenoid energizing time (the solenoid 126c and 2nd large prize slot solenoid 126c for each number of times the first and second large prize slots 126 and 128 are opened) The energizing time of the prize slot solenoid 128c (i.e., the opening time of the first and second large prize slots 126 and 128 in one round), the specified number (the maximum number of prizes that can be won into the first and second large prize slots 126 and 128 in one round of play), the effective closing time of the large prize slots (the closing time of the first and second large prize slots 126 and 128 between rounds of play, i.e., the interval time between rounds), and the ending time (the waiting time from the end of the last round of play until the normal special game resumes) are pre-stored as control data for the big prize game, for each type of small prize symbol, as shown in the figure.

[0114] In this embodiment, when the special symbols Z1 to Z3, which are minor winning symbols, are determined, a minor winning game consisting of one round is first executed. In this minor winning game, the opening and closing of the second large prize opening 128 is repeatedly performed. Specifically, the second large prize opening 128 is controlled to open and close in the following order: open for 0.1 seconds (open 1), closed for 3.0 seconds (closed 1), open for 0.1 seconds (open 2), closed for 1.0 second (closed 2), open for 0.1 seconds (open 3), closed for 1.0 second (closed 3), and open for 0.1 seconds (open 4). As described above, in this embodiment, the minor winning game executed when the special symbols Z1 to Z3 are determined is shown in a case where the second large prize opening 128 is opened a maximum of 4 times in the first round, but it 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.

[0115] Here, inside the second large prize opening 128, there are specific areas 140b and non-specific areas 140c, and any game ball that enters the second large prize opening 128 will always enter either the specific area 140b or the non-specific area 140c. Then, in a minor win game, if a game ball that enters the second large prize opening 128 enters the specific area 140b, a major prize game is executed following the minor win game, in which the first large prize opening 126 is opened. In this major prize game, a round game is executed 9 times (2R to 10R).

[0116] Figure 13 illustrates the opening and closing mechanisms of the second large prize slot 128 and the opening and closing mechanisms of the specific area 140b by the movable member 142. As shown in Figure 13, in a minor prize game in which the second large prize slot 128 is opened, the movable member 142 opens the specific area 140b for a moment (about 0.1 seconds) simultaneously with the opening of the second large prize slot 128, then maintains the specific area 140b in a closed state for a predetermined period of time, and then maintains the specific area 140b in an open state again.

[0117] Specifically, as shown in Figure 13, when special symbols Z1 to Z3 are determined and a minor win game is executed, the second major prize slot 128 is opened a total of four times during the minor win game. Therefore, while a game ball that enters the second major prize slot 128 at the same time as the first opening of the second major prize slot 128 may not be able to enter the specific area 140b, a game ball that enters the second major prize slot 128 during the second and subsequent openings of the second major prize slot 128 can reliably enter the specific area 140b. Although a detailed explanation is omitted, a structure is provided above the second major prize slot 128 to slow down the game ball rolling over the second major prize slot 128, and if the game ball is launched appropriately into the second game area 116b from the start of the minor win game, the game ball will always enter the specific area 140b.

[0118] Furthermore, if unforeseen circumstances occur, such as a game ball becoming jammed in the second large prize opening 128, or a game ball remaining in the second large prize opening 128 for an extended period of time for any reason, there is a possibility that the game ball may not enter the specific area 140b during the small win game in which special symbols Z1 to Z2 are determined and executed. Therefore, in this specification, for the sake of ease of understanding, the words "always" and "certainly" are used in the explanation, but this is based on the premise that the state of the game machine 100 is in a state appropriate for the progress of the game and that no unforeseen circumstances have occurred, and does not mean a physical 100%.

[0119] Figure 14 is a diagram illustrating the game state setting table. In this embodiment, the destination game state, the number of time-saving rounds, and the next reference game state are set based on the type of special symbol, whether the limiter is activated or not, and the reference game state. In practice, the destination game state is set based on the conditions in the area enclosed by the thick lines in Figure 14. The initial state and initial reference game state of the game machine 100 are set to a non-time-saving game state. As described above, when a two-type jackpot is won in a minor jackpot game, the game state is set according to the type of special symbol won, whether the limiter is activated or not, and the reference game state.

[0120] Here, the gaming machine 100 according to this embodiment is equipped with a so-called limiter function. The limiter function limits the number of consecutive jackpot wins in the time-saving game state. In this case, the upper limit for the number of consecutive jackpot wins in the time-saving game state is set to 2. Therefore, if a jackpot is won in the time-saving game state, and the game state is set to time-saving game state after the big win game, and a second jackpot is won, the game state after the big win game will always be set to a non-time-saving game state. Hereafter, the state in which the second jackpot is won will be referred to as the limiter being activated or activated, and all other states will be referred to as the limiter not being activated or not activated.

[0121] Furthermore, in this embodiment, when the game state is set to a time-saving game state, the number of time-saving rounds is set as the time-saving termination condition. The number of time-saving rounds is the number of times the symbol variation process based on special 1 reserve or special 2 reserve is performed. The number of time-saving rounds is deducted each time the result of the big win lottery based on special 1 reserve or special 2 reserve is determined in the time-saving game state, and when the remaining number of time-saving rounds becomes 0, the game state is changed to a non-time-saving game state.

[0122] As shown in Figure 14, in a minor win game that is executed after winning a minor win, if a two-type major win is achieved, the next game state to transition to, the number of time-saving rounds, and the next reference game state are set as follows, based on the type of minor win, whether the limiter is activated or not, and the set reference game state.

[0123] In other words, as shown in Figure 14, if the special symbol Z1 is determined as the minor win symbol, and the reference game state is a non-time-saving game state, the game state after the major win is set to a time-saving game state. In this case, as shown in Figure 14, the time-saving end condition for the time-saving game state is set to 10,000 times. Also, the next reference game state is set to a time-saving game state. The next reference game state is, as will be explained in more detail later, the game state that is referenced when setting the game state after winning the next minor win or specific miss. Therefore, in this case, when the next minor win or specific miss is won, the time-saving game state will be referenced as the reference game state.

[0124] Furthermore, if the special symbol Z1 is determined as the minor win symbol, and the reference game state is the time-saving game state, and the limiter is not activated, the game state after the big win is set to the time-saving game state, the number of time-saving rounds is set to 10,000, and the next reference game state is set to the time-saving game state.

[0125] Furthermore, if the special symbol Z1 is determined as the minor win symbol, and the reference game state is the time-saving game state, and the limiter is activated, the game state after the major win will be set to the non-time-saving game state, and the next reference game state will be set to the non-time-saving game state.

[0126] Furthermore, if the special symbol Z2 is determined as the minor win symbol, and the reference game state is a non-time-saving game state, the game state after the big win is set to a non-time-saving game state, and the next reference game state is set to a non-time-saving game state.

[0127] Furthermore, if the special symbol Z2 is determined as the minor win symbol, and the reference game state is the time-saving game state, and the limiter is not activated, the game state after the big win is set to the time-saving game state, the number of time-saving rounds is set to 10,000, and the next reference game state is set to the time-saving game state.

[0128] Furthermore, if the special symbol Z2 is determined as the minor winning symbol, and the reference game state is the time-saving game state, and the limiter is activated, the game state after the major win will be set to the non-time-saving game state, and the next reference game state will be set to the non-time-saving game state.

[0129] Furthermore, if the special symbol Z3 is determined as the minor winning symbol, and the reference game state is a non-time-saving game state, the game state after the big win is set to a time-saving game state, the number of time-saving rounds is set to 10,000, and the next reference game state is set to a time-saving game state.

[0130] Furthermore, if the special symbol Z3 is determined as the minor win symbol, and the reference game state is the time-saving game state, and the limiter is not activated, the game state after the big win is set to the time-saving game state, the number of time-saving rounds is set to 10,000, and the next reference game state is set to the time-saving game state.

[0131] Furthermore, if the special symbol Z3 is determined as the minor win symbol, and the reference game state is the time-saving game state, and the limiter is activated, the game state after the major win will be set to the non-time-saving game state, and the next reference game state will be set to the non-time-saving game state.

[0132] Furthermore, in a non-time-saving game state, if the special symbol Y1 is displayed on the second special symbol display 162, the game state is set to a time-saving game state without going through a minor win game or a major win game. At this time, 10,000 time-saving rounds are set, and the next reference game state is set to a non-time-saving game state. On the other hand, in a time-saving game state, if the special symbol Y1 is displayed on the second special symbol display 162, the remaining number of time-saving rounds is reduced by 1, and the currently set time-saving game state is maintained.

[0133] Furthermore, in a non-time-saving game state, if the special symbol Y2 is displayed on the second special symbol display 162, the game state is set to the time-saving game state without going through a minor win game or a major win game. At this time, 10,000 time-saving rounds are set, and the next reference game state is set to the time-saving game state. On the other hand, in a time-saving game state, if the special symbol Y2 is displayed on the second special symbol display 162, the remaining number of time-saving rounds is reduced by 1, and the currently set time-saving game state is maintained.

[0134] In other words, the game state is set to the time-saving game state when special symbols Y1 and Y2 are displayed on the second special symbol display 162, but only if special symbols Y1 and Y2 are displayed on the second special symbol display 162 while the game state is not time-saving game state. To put it another way, if special symbols Y1 and Y2 are displayed on the second special symbol display 162 while the game state is time-saving game state, the game state will not be set, and the number of time-saving rounds will be reduced by "1".

[0135] Figure 15 is a diagram illustrating the random number determination table for determining a winning combination. When a game ball flowing down the game area 116 passes through the gate 124, a determination process for a normal symbol (hereinafter referred to as "normal symbol lottery") is performed, which determines whether or not to energize the movable piece 122b of the second start port 122.

[0136] As will be explained in more detail later, when a game ball passes through gate 124, one winning random number is obtained from the range of 0 to 99, and up to four of these random numbers are stored in the general-purpose reserve memory area of ​​the main RAM 300c. In other words, the general-purpose reserve memory area has four memory units for saving winning random numbers. Therefore, if a game ball passes through gate 124 while all four memory units of the general-purpose reserve memory area have already stored winning random numbers, no new winning random number will be stored based on the passage of that game ball. Hereafter, the winning random numbers stored in the general-purpose reserve memory area after a game ball passes through gate 124 will be referred to as general-purpose reserves.

[0137] When a regular symbol draw is initiated in a non-time-saving game state, the random number determination table for non-time-saving game states is referenced, as shown in Figure 15(a). According to this random number determination table for non-time-saving game states, if the random number for determining the win is 0, a winning symbol is determined as the type of regular symbol, and if the random number for determining the win is between 1 and 99, a losing symbol is determined as the type of regular symbol. Therefore, the probability of a winning symbol being determined in a non-time-saving game state, i.e., the probability of winning, is 1 / 100. As will be explained in more detail later, if a winning symbol is determined in this regular symbol draw, the second start opening 122 is controlled to be in an open state, and if a losing symbol is determined, the second start opening 122 is kept in a closed state.

[0138] Furthermore, when starting a regular symbol draw in the shortened play state, the random number determination table for the shortened play state is referenced, as shown in Figure 15(b). According to this random number determination table for the shortened play state, if the random number for determining the winning symbol is between 0 and 98, a winning symbol is determined as the type of regular symbol, and if the random number for determining the winning symbol is 99, a losing symbol is determined as the type of regular symbol. Therefore, the probability of a winning symbol being determined in the shortened play state, i.e., the probability of winning, is 99 / 100.

[0139] Figure 16(a) is a diagram illustrating the data table for the variation time of the regular symbols, and Figure 16(b) is a diagram illustrating the opening and closing control pattern table. As described above, when a regular symbol lottery is held, the variation time of the regular symbols is determined. The data table for the variation time of the regular symbols is referenced when determining the variation time of the winning or losing symbols determined by the regular symbol lottery.

[0140] According to this standard symbol variation time data table, if the game state is set to a non-time-saving game state, the variation time is determined to be 10 seconds, and if the game state is set to a time-saving game state, the variation time is determined to be 1 second.

[0141] Once the variation time is determined in this way, the regular symbol indicator 168 will vary (flashing) for the determined time. If a winning symbol is determined, the regular symbol indicator 168 will light up, and if a losing symbol is determined, the regular symbol indicator 168 will turn off.

[0142] Then, when the winning symbol is determined by the regular symbol lottery and the regular symbol indicator 168 lights up, the movable piece 122b of the second start port 122 is energized by referring to the opening / closing control pattern table, as shown in Figure 16(b). In reality, an opening / closing control pattern table is provided for each game state, and the corresponding table is set when the regular electric mechanism solenoid 122c is energized, depending on the game state when the regular symbol is determined. However, for the sake of explanation, here, the control data corresponding to each game state is shown in a single table.

[0143] Once the winning symbol is determined, the second start port 122 is opened and closed by referring to the opening and closing control pattern table, as shown in Figure 16(b). According to this opening / closing control pattern table, the following are stored in advance as control data for the second start port 122 for each game state, as shown in the figure: time before normal opening (waiting time until the opening of the second start port 122 begins), maximum number of normal electric mechanism opening / closing switches (number of times the second start port 122 is opened), solenoid energizing time (energizing time of the normal electric mechanism solenoid 122c for each number of times the second start port 122 is opened, i.e., the opening time of one second start port 122), specified number (maximum number of possible winnings into the second start port 122 during the entire opening of the second start port 122), normal closing effective time (closing time between each opening of the second start port 122, i.e., pause time), normal effective state time (waiting time from the end of the last opening of the second start port 122), and normal end wait time (waiting time after the normal effective state time has elapsed until the display of the normal symbols, described later, resumes).

[0144] Thus, the non-time-saving game state and the time-saving game state are each associated with opening and closing control conditions for the second start opening 122 as game progression conditions, and in the time-saving game state, it is easier for game balls to enter the second start opening 122 than in the non-time-saving game state. In other words, in the time-saving game state, as long as game balls pass through the gate 124, the regular lottery is held one after another, and the second start opening 122 is frequently open, so the player can reduce the consumption of game balls while participating in the big prize lottery.

[0145] The opening and closing conditions for the second start port 122 are defined by three elements: the probability of winning with a normal symbol, the duration of the normal symbol's variation display, and the duration of the second start port 122's opening. In this embodiment, these three elements are set to be more favorable in the time-saving game state than in the non-time-saving game state, so that it is easier for game balls to enter the second start port 122 in the time-saving game state than in the non-time-saving game state.

[0146] However, for one or two of the three elements mentioned above, the shortened play state may be set to be more advantageous than the non-shortened play state. In any case, the shortened play state should be more advantageous than the non-shortened play state in at least one element, so that overall, the game balls can enter the second starting opening 122 more easily in the shortened play state than in the non-shortened play state.

[0147] Figure 17 is a diagram illustrating the gameplay according to this embodiment. In the following, we will mainly describe the case where the player appropriately launches the game balls and the game progresses according to the intended gameplay, that is, when the game continues normally, and will generally omit explanations of irregular situations. The case where the game continues normally means that the player plays the game according to the intended gameplay and no various errors or irregular situations such as game stoppages occur.

[0148] As described above, the initial state and initial reference game state of the gaming machine 100 are non-time-saving game states, and the player starts playing in a non-time-saving game state as shown in (1) of Figure 17.

[0149] In non-time-saving game mode, the second start port 122 is hardly ever open. Therefore, as shown in Figure 17 (1), the player performs what is called left-handed shooting, launching the game ball towards the first game area 116a and getting the game ball into the first start port 120. In other words, the reserve that is mainly targeted for variation (target reserve) is set to special reserve 1.

[0150] Therefore, in non-time-saving gameplay mode, players play while hoping to win a minor win (hereinafter referred to as the initial win) through the Special 1 reserve. In non-time-saving gameplay mode, the probability of winning a minor win based on the Special 1 reserve is set to approximately 1 / 318.1.

[0151] Then, if a minor win is achieved through the special 1 hold, the special symbol Z1 is determined as the minor win symbol with 100% probability, and a minor win game based on the special symbol Z1 is executed. In this minor win game, since the game ball can enter the specific area 140b, a major win game is executed following the minor win game. In this embodiment, the player can obtain a total of 1500 prize balls from the minor win game and the major win game.

[0152] Then, since the determined special symbol type is special symbol Z1 and the reference game state is a non-time-saving game state, as shown in Figure 17 (2), the game state after the big win is set to a time-saving game state, the number of time-saving rounds is set to 10,000, and the next reference game state is set to a time-saving game state. In this case, the limiter counter that counts the number of big wins until the limiter is activated is set to 2.

[0153] In the time-saving game mode, passing the game ball through gate 124 frequently opens the second start opening 122. Since gate 124 and the second start opening 122 are located in the second game area 116b, the player performs what is called a right-hand shot, which causes the game ball to flow down into the second game area 116b, and enters the second start opening 122. In other words, in the time-saving game mode, when the target reserve is set to special reserve 2, the player plays while expecting to win a small prize through special reserve 2.

[0154] As shown in Figure 17(2), in the time-saving game state, the probability of winning a minor prize based on the special 2 reserve is set to approximately 1 / 3.0, and the probability of winning a specific miss based on the special 2 reserve is set to 1 / 18.2. In addition, the time-saving end condition is set to 10,000 rounds. As described above, in the time-saving game state, if the special symbol Y1 or Y2 is displayed on the second special symbol display 162, the remaining number of rounds of time-saving is reduced by 1, and the set time-saving game state is maintained. Therefore, in this embodiment, in the time-saving game state shown in Figure 17(2), a minor prize based on the special 2 reserve is practically guaranteed to be won.

[0155] Then, if a minor win is achieved through the Special 2 Reserve, there is a 99% probability that the special symbol Z2 will be determined as the minor win symbol, and a minor win game based on the special symbol Z2 will be executed. Also, if a minor win is achieved through the Special 2 Reserve, there is a 1% probability that the special symbol Z3 will be determined as the minor win symbol, and a minor win game based on the special symbol Z3 will be executed. In these minor win games, since the game ball can enter the specific area 140b, a major win game will be executed following the minor win game. In this embodiment, the player can obtain a total of 1500 prize balls from the minor win game and the major win game.

[0156] Then, since the determined special symbol type is special symbol Z2 or Z3, the reference game state is the time-saving game state, and the limiter is not activated, as shown in (3) of Figure 17, the game state after the big win is set to the time-saving game state, the number of time-saving rounds is set to 10,000, and the next reference game state is set to the time-saving game state. In this case, the limiter counter is decremented by 1 and the limiter counter is set (updated) to 1.

[0157] Furthermore, in this embodiment, even in the time-saving game state shown in Figure 17 (3), a minor win based on the special 2 reserve is guaranteed. When a minor win is achieved through the special 2 reserve, there is a 99% probability that the special symbol Z2 will be determined as the minor win symbol, and a 1% probability that the special symbol Z3 will be determined as the minor win symbol, and a minor win game based on the special symbol Z2 or Z3 will be executed. In these minor win games, since the game ball can enter the specific area 140b, a major prize game will be executed following the minor win game, and the player can obtain a total of 1500 prize balls from the minor win game and the major prize game. In this case, the limiter counter is decremented by 1, the limiter counter is set (updated) to 0, and the limiter is activated.

[0158] Then, the determined special symbol type is special symbol Z2 or Z3, the reference game state is the time-saving game state, and the limiter is activated, so as shown in (4) of Figure 17, the game state after the big win is set to the non-time-saving game state, and the next reference game state is set to the non-time-saving game state. At this time, in this embodiment, a maximum of 4 special 2 reserves are stored, so the special 2 variation based on the reserves stored in the time-saving game state (hereinafter referred to as special 2 remaining reserves) is executed in the non-time-saving game state.

[0159] As described above, in this embodiment, the probability of winning a minor prize based on Special 2 Reserves is set to approximately 1 / 3.0, and the probability of winning a specific miss based on Special 2 Reserves is set to 1 / 18.2. In addition, the combined probability of winning a minor prize or a specific miss is approximately 1 / 2.6. That is, in this embodiment, when the limiter is activated and the game transitions to a non-time-saving game state, the player can receive up to four draws based on the remaining Special 2 Reserves, and in these draws based on the remaining Special 2 Reserves, there is a probability of winning a minor prize or a specific miss of approximately 1 / 2.6. Note that in the non-time-saving game state shown in Figure 17(4), when all the remaining Special 2 Reserves are consumed (hereinafter referred to as "Special 2 Reserve depletion"), the game transitions to the initial state shown in Figure 17(a).

[0160] In other words, in the non-time-saving game state shown in (1) of Figure 17, which is the initial state of the gaming machine 100, if a small win based on Special 1 Reserve is achieved, it is guaranteed that a total of 4,500 prize balls will be obtained.

[0161] On the other hand, if a minor win is achieved through the remaining special 2 reserve, there is a 99% probability that the special symbol Z2 will be determined as the minor win symbol, and the minor win game will be executed. In this minor win game, since the game ball can enter the specific area 140b, the major win game will be executed following the minor win game, and the player can obtain a total of 1500 prize balls from the minor win game and the major win game. Since the type of special symbol determined is special symbol Z2 and the reference game state is a non-time-saving game state, as shown in (4) of Figure 17, the game state after the major win game is set to a non-time-saving game state, and the next reference game state is set to a non-time-saving game state.

[0162] Furthermore, if a minor win is achieved through the remaining reserves of Special 2, there is a 1% chance that the special symbol Z3 will be determined as the minor win symbol, and the minor win game will be executed. In this minor win game, since the game ball can enter the specific area 140b, the major win game will be executed following the minor win game, and the player can obtain a total of 1500 prize balls from the minor win game and the major win game. Since the type of special symbol determined is the special symbol Z3 and the reference game state is a non-time-saving game state, as shown in (2) of Figure 17, the game state after the major win game is set to a time-saving game state, and the next reference game state is set to a time-saving game state. Also, the limiter counter is set to 2. In other words, in the non-time-saving game state shown in (4) of Figure 17, if a minor win is achieved based on the remaining reserves of Special 2 and the special symbol Z3 is determined as the minor win symbol, it is guaranteed that the player will obtain a total of 4500 prize balls.

[0163] Furthermore, if a specific miss is won due to the remaining special reserve, there is a 1% chance that the special symbol Y2 will be determined as the specific miss symbol. In a non-time-saving game state, if the special symbol Y2 is displayed on the second special symbol display 162, the game state after the big win is set to the time-saving game state, as shown in (2) of Figure 17, and the next reference game state is set to the time-saving game state. Also, the limiter counter is set to 2. In other words, in the non-time-saving game state shown in (4) of Figure 17, if a specific miss is won based on the remaining special reserve and the special symbol Y2 is determined as the specific miss symbol, it is guaranteed that a total of 3000 prize balls will be obtained.

[0164] Furthermore, if a specific miss is won due to the remaining special reserve, there is a 99% probability that the special symbol Y1 will be determined as the specific miss symbol. When the special symbol Y1 is displayed on the second special symbol display 162 in a non-time-saving game state, the game state is set to a time-saving game state, as shown in (5) of Figure 17. At this time, 10,000 time-saving rounds are set, and the next reference game state is set to a non-time-saving game state. In this case, the limiter counter is not newly set, and the value of the limiter counter remains at 0.

[0165] As shown in Figure 17(5), in the time-saving game state, the probability of winning a minor prize based on the special 2 reserve is set to approximately 1 / 3.0, and the probability of winning a specific miss based on the special 2 reserve is set to 1 / 18.2. As described above, in the time-saving game state, if the special symbol Y1 or Y2 is displayed on the second special symbol display 162, the remaining number of time-saving rounds is reduced by 1, and the set time-saving game state is maintained. Therefore, in this embodiment, in the time-saving game state shown in Figure 17(5), a minor prize based on the special 2 reserve is practically guaranteed to be won.

[0166] In the time-saving game state shown in (5) of Figure 17, if a minor win is achieved through the Special 2 Reserve, there is a 99% probability that the Special Symbol Z2 will be determined as the minor win symbol, and the minor win game will be executed. In this minor win game, since the game ball can enter the specific area 140b, the major win game will be executed following the minor win game, and the player can obtain a total of 1500 prize balls from the minor win game and the major win game. Since the type of the determined special symbol is Special Symbol Z2 and the reference game state is the non-time-saving game state, as shown in (4) of Figure 17, the game state after the major win game is set to the non-time-saving game state, and the next reference game state is set to the non-time-saving game state. In (4) of Figure 17, it is possible to receive up to four draws based on the remaining Special 2 Reserve in the same manner as described above.

[0167] Furthermore, in the time-saving game state shown in (5) of Figure 17, if a minor win is achieved through the special 2 reserve, there is a 1% chance that the special symbol Z3 will be determined as the minor win symbol, and the minor win game will be executed. In this minor win game, since the game ball can enter the specific area 140b, the major win game will be executed following the minor win game, and the player can obtain a total of 1500 prize balls from the minor win game and the major win game. Since the type of special symbol determined is the special symbol Z3 and the reference game state is a non-time-saving game state, as shown in (2) of Figure 17, the game state after the major win game is set to the time-saving game state, and the next reference game state is set to the time-saving game state. Also, the limiter counter is set to 2.

[0168] In other words, in the non-time-saving game state shown in Figure 17 (4), if a specific miss is won based on the remaining special reserves, and special symbols Y1 and Y2 are determined as the specific miss symbols, it is guaranteed that a total of 1500 balls (99%) or 4500 balls (1%) will be awarded.

[0169] As described above, in this embodiment, if a specific miss based on the remaining special reserve is won in the non-time-saving game state shown in Figure 17 (4), the game transitions to Figure 17 (2) or (5). Also, in this embodiment, if a minor win based on the remaining special reserve is won in the non-time-saving game state shown in Figure 17 (4), the game transitions to Figure 17 (2) or (4). Approximately 15% of the time when a specific miss or minor win based on the remaining special reserve is won, the game transitions to the time-saving game state shown in Figure 17 (2) or (5). In the time-saving game state, a minor win is practically guaranteed, and the game ultimately transitions to the non-time-saving game state shown in Figure 17 (4), allowing for up to four draws based on the remaining special reserve. Thus, this embodiment makes it possible to realize the new gameplay described above.

[0170] Furthermore, in this embodiment, if a win occurs in Figure 17(1), it is guaranteed that a total of 4,500 prize balls will be obtained. In addition, in Figure 17(4), it is possible to receive up to four draws based on the remaining special 2 reserves. If all of these remaining special 2 reserves result in a win of the special symbol Z2, a total of 6,000 prize balls will be guaranteed. In other words, it is possible to obtain a total of 10,500 prize balls from the first win.

[0171] Furthermore, in the Special 2 remaining reserve, if you win with the special symbol Z2, you can win 1500 prize balls, but after the big win game ends, you will return to (4) in Figure 17. On the other hand, if you win with the special symbol Z3 in the Special 2 remaining reserve, you are guaranteed to win a total of 4500 prize balls. Moreover, you can receive up to four more draws based on the Special 2 remaining reserve in (4) in Figure 17. And if you win with the special symbol Z2 in all of these Special 2 remaining reserves, you are guaranteed to win an additional 6000 prize balls, making it possible to win a maximum of 10500 prize balls in total.

[0172] Furthermore, even if you don't win the special symbol Z2 or Z3 with the remaining Special 2 reserves, you still have a chance of winning a specific miss. If you win a specific miss and the special symbol Y2 is determined, you are guaranteed to receive a total of 3000 prize balls. Moreover, in Figure 17 (4), you can take up to four more draws based on the remaining Special 2 reserves. If you win the special symbol Z2 with all of these remaining Special 2 reserves, you are guaranteed to receive an additional 6000 prize balls, making it possible to receive up to 9000 prize balls in total.

[0173] As mentioned above, the special symbol Z3 is determined in 1% of cases when a minor win occurs, and the special symbol Y2 is determined in 1% of cases when a specific losing combination occurs, so the probability of winning these is relatively low. On the other hand, the special symbol Y1 is determined in 99% of cases when a specific losing combination occurs, so the probability of winning the special symbol Y1 is relatively high. Furthermore, if a specific losing combination occurs with the remaining special symbol 2 reserves and the special symbol Y1 is determined, a total of 1500 prize balls are effectively guaranteed. In addition, in Figure 17 (4), it is possible to receive up to four more draws based on the remaining special symbol 2 reserves. If all of these remaining special symbol 2 reserves result in the special symbol Z2, a total of 6000 prize balls are guaranteed, making it possible to receive up to 7500 prize balls in total.

[0174] Next, we will explain the main processing performed by the main control board 300 as the game progresses in the gaming machine 100.

[0175] Figure 18 is a diagram illustrating the gaming machine status flag. In the main control board 300, whether or not the game is in a state where it can proceed is managed by the gaming machine status flag. The gaming machine status flag can be set to one of six flag values ​​from 00H to 05H. A flag value of 00H indicates that the game is playable. When the gaming machine status flag is 00H, the game is controlled to proceed, and when the gaming machine status flag is anything other than 00H, the game is stopped.

[0176] A flag value of 01H for the game machine status flag indicates a setting change state. When the game machine status flag is 01H, it becomes possible to change the registered setting value. A flag value of 02H for the game machine status flag indicates a setting confirmation state. When the game machine status flag is 02H, it becomes possible to confirm the registered setting value, for example, by displaying it on the performance display monitor 184. A flag value of 03H for the game machine status flag indicates a setting abnormality state. When the game machine status flag is 03H, the game is stopped because the registered setting value is abnormal. A flag value of 04H for the game machine status flag indicates a RAM abnormality state. When the game machine status flag is 04H, the game is stopped. A flag value of 05H for the game machine status flag indicates a checksum abnormality state. When the game machine status flag is 05H, the game is stopped. When the power is turned on, the game machine status flag is set to one of the flag values, and processing is performed according to the game machine status flag.

[0177] (CPU initialization process of the main control board 300) Figure 19 is a first flowchart illustrating the CPU initialization process in the main control board 300, and Figure 20 is a second flowchart illustrating the CPU initialization process in the main control board 300.

[0178] 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).

[0179] (Step S100-1) When powered on, the main CPU 300a reads the boot program from the main ROM 300b as part of the initial setup process, and also performs the necessary configuration processes to execute various other operations.

[0180] (Step S100-3) The main CPU 300a sets the wait processing time in the timer counter.

[0181] (Step S100-5) The main CPU 300a determines whether it has detected a power failure warning signal. The main control board 300 is equipped with a power failure detection circuit, and when the power supply voltage falls below a predetermined value, the power failure detection circuit outputs a power failure warning signal. If a power failure warning signal is detected, the process proceeds to step S100-3 above; if a power failure warning signal is not detected, the process proceeds to step S100-7.

[0182] (Step S100-7) The main CPU 300a determines whether the wait time set in step S100-3 has elapsed. If it determines that the wait time has elapsed, it proceeds to step S100-9; if it determines that the wait time has not elapsed, it proceeds to step S100-5.

[0183] (Step S100-9) The main CPU 300a performs the necessary processing to allow access to the main RAM 300c.

[0184] (Step S100-11) The main CPU 300a loads the flag value of the gaming machine's state flag before the power was cut off into the D register.

[0185] (Step S100-13) The main CPU 300a calculates a checksum and determines whether the calculated checksum matches (is normal) the checksum stored at the time of power failure, and whether the backup flag is normal. If it is determined that both the backup flag and the checksum are normal, the process moves to step S100-15. If it is determined that either or both are not normal, the process moves to step S100-25.

[0186] (Step S100-15) The main CPU 300a sets the starting address of the main RAM 300c to an address that does not contain the setting value or the gaming machine status flag.

[0187] (Step S100-17) The main CPU 300a determines whether a RAM clear operation signal is being input from the RAM clear switch 182s (i.e., whether the RAM clear button is being pressed). If it determines that a RAM clear operation signal is being input, the process moves to step S100-31; if it determines that no RAM clear operation signal is being input, the process moves to step S100-19.

[0188] (Step S100-19) The main CPU 300a determines whether the flag value of the game machine status flag loaded in step S100-11 is 00H (playable state), whether the setting change switch 180s is ON, and whether the middle frame 104 is open. If it determines that all three conditions are met, the process moves to step S100-21; if it determines that even one of the three conditions is not met, the process moves to step S100-23.

[0189] (Step S100-21) The main CPU 300a sets the gaming machine status flag to 02H (settings confirmation state). In other words, when the middle frame 104 is open, the settings change switch 180s is on, and the RAM clear button is not pressed, and the power is turned on normally, the machine enters the settings confirmation state.

[0190] (Step S100-23) The main CPU 300a performs an initialization process to clear the area of ​​the main RAM 300c that is to be cleared when power is restored, which is the area from the starting address set in step S100-15 above, and then proceeds to step S100-49.

[0191] (Step S100-25) The main CPU 300a sets the D register to 05H (checksum error state).

[0192] (Step S100-27) The main CPU 300a performs out-of-bounds read / write checks, which involve checking and clearing read / write memory in unused areas.

[0193] (Step S100-29) The main CPU 300a sets the address containing the setting value and the gaming machine status flag to the starting address of the main RAM 300c that is to be cleared.

[0194] (Step S100-31) The main CPU 300a checks and clears the read / write memory in the area being used.

[0195] (Step S100-33) The main CPU 300a determines whether the read / write memory check in step S100-31 is normal. If it determines that it is normal, it proceeds to step S100-37; if it determines that it is not normal, it proceeds to step S100-35.

[0196] (Step S100-35) The main CPU 300a sets the D register to 04H (RAM abnormal state) and moves processing to step S100-45.

[0197] (Step S100-37) The main CPU 300a determines whether 02H (setting confirmation state) is set in the D register. If it determines that 02H is set, it proceeds to step S100-39; if it determines that 02H is not set, it proceeds to step S100-41.

[0198] (Step S100-39) The main CPU 300a sets the D register to 00H (ready to play).

[0199] (Step S100-41) The main CPU 300a determines whether the setting change conditions are met. If it determines that the setting change conditions are met, the process moves to step S100-43; if it determines that the setting change conditions are not met, the process moves to step S100-45. Here, the setting change conditions include at least the setting change switch 180s being ON, the middle frame 104 being open, and a RAM clear operation signal being input from the RAM clear switch 182s.

[0200] (Step S100-43) The main CPU 300a sets the D register to 01H (setting change state).

[0201] (Step S100-45) The main CPU 300a saves the value set in the D register to the game machine status flag.

[0202] (Step S100-47) The main CPU 300a performs an initialization process to clear the main RAM 300c that is targeted for clearing during RAM clearing, and then proceeds to step S100-49. Specifically, the initialization process sets the game state to the initial state, which is the non-time-saving game state.

[0203] (Step S100-49) The main CPU 300a executes the dispensing command transmission process. Specifically, the main CPU 300a sends a reset dispensing command to the dispensing control board 310.

[0204] (Step S100-51) The main CPU 300a loads the gaming machine status flags.

[0205] (Step S100-53) The main CPU 300a determines whether the game machine status flag loaded in step S100-51 is 00H (playable state). If it determines that it is 00H, it proceeds to step S110; otherwise, it proceeds to step S100-55.

[0206] (Step S110) The main CPU 300a performs the subcommand set processing. This subcommand set processing will be explained later.

[0207] (Step S100-55) The main CPU 300a performs subcommand set processing to send predetermined commands to the sub-control board 330.

[0208] (Step S100-57) The main CPU 300a sets the timer interrupt period.

[0209] (Step S100-59) The main CPU 300a performs the process to disable interrupts.

[0210] (Step S100-61) The main CPU 300a updates the initial value update random number for the winning symbol random number. This initial value update random number is used to determine the initial and final values ​​of the winning symbol random number. In other words, when the winning symbol random number update process described later cycles from the initial value update random number for the winning symbol random number to the current initial value update random number - 1, the winning symbol random number is updated to the initial value update random number for the winning symbol random number at that time.

[0211] (Step S100-63) The main CPU 300a analyzes the received data (main command) from the payout control board 310 and performs various processes according to the received data.

[0212] (Step S100-65) The main CPU 300a performs processing to send subcommands stored in the transmit buffer to the sub-control board 330.

[0213] (Step S100-67) The main CPU 300a performs the processing necessary to enable interrupts.

[0214] (Step S100-69) The main CPU 300a updates the random numbers for determining the reach group, the random numbers for determining the reach mode, and the random numbers for determining the variation pattern, and then repeats the process from step S100-59 described above. In the following, the random numbers for determining the reach group, the random numbers for determining the reach mode, and the random numbers for determining the variation pattern will be collectively referred to as random numbers for variation effects.

[0215] Figure 21 is a flowchart illustrating the subcommand group set process (S110) on the main control board 300.

[0216] (Step S110-1) The main CPU 300a loads the flag values ​​of the gaming machine status flags.

[0217] (Step S110-3) The main CPU 300a performs subcommand set processing to send predetermined commands to the sub-control board 330. For example, if initialization processing was performed in step S100-47 above, a RAM clear command is set.

[0218] (Step S110-5) The main CPU 300a performs a machine command setting process, which involves setting a machine command indicating the machine type information of the gaming machine 100 into the transmission buffer.

[0219] (Step S110-7) The main CPU 300a performs a setting value specification command setting process, which sets a setting value specification command indicating the registered setting value into the transmission buffer.

[0220] (Step S110-9) The main CPU 300a performs the Special Figure 1 Reserved Command Setting Process, which sets the Special Figure 1 Reserved Command, indicating the number of Special Figure 1 Reserved Commands, into the transmission buffer.

[0221] (Step S110-11) The main CPU 300a performs the Special Figure 2 Reserved Command Setting Process, which sets the Special Figure 2 Reserved Command, indicating the number of Special Figure 2 Reserved Commands, into the transmission buffer.

[0222] (Step S110-13) The main CPU 300a performs a count command setting process, which involves setting a count command indicating the remaining number of turns in the time-saving game state into the transmission buffer.

[0223] (Step S110-15) The main CPU 300a performs a variable pattern selection state specification command setting process, which sets a variable pattern selection state specification command, indicating the variable pattern selection state, into the transmit buffer.

[0224] (Step S110-17) The main CPU 300a performs a special game phase specification command setting process, which sets a special game phase specification command, indicating the special game management phase, into the transmission buffer. The special game management phase will be described later.

[0225] (Step S110-19) The main CPU 300a determines whether the special game management phase is in a state of waiting for a special symbol change. If it determines that it is in a state of waiting for a special symbol change, it moves to step S110-21; if it determines that it is not in a state of waiting for a special symbol change, it moves to step S110-23.

[0226] (Step S110-21) The main CPU 300a sets the customer waiting command in the send buffer and terminates the process of setting the subcommand group.

[0227] Next, we will explain the interrupt handling in the main control board 300. Here, we will explain the power outage saving process (XINT interrupt handling) and the timer interrupt handling.

[0228] (Power outage saving process for main control board 300 (XINT interrupt processing)) Figure 22 is a flowchart illustrating the power failure escape process (XINT interrupt processing) in the main control board 300. The main CPU 300a monitors the power failure detection circuit, and when the power supply voltage falls below a predetermined value, it interrupts the CPU initialization process to execute the power failure escape process.

[0229] (Step S300-1) When a power failure warning signal is received, the main CPU 300a saves its registers.

[0230] (Step S300-3) The main CPU 300a checks for a power failure warning signal.

[0231] (Step S300-5) The main CPU 300a determines whether a power-off warning signal is detected. As a result, if it is determined that the power-off warning signal is detected, the process proceeds to step S300-11, and if it is determined that the power-off warning signal is not detected, the process proceeds to step S300-7.

[0232] (Step S300-7) The main CPU 300a restores the register.

[0233] (Step S300-9) The main CPU 300a performs processing to enable interrupts and ends the power-off-time evacuation process.

[0234] (Step S300-11) The main CPU 300a executes an output port clear process to stop the output of the output port.

[0235] (Step S300-13) The main CPU 300a executes a checksum setting process to calculate and save the checksum.

[0236] (Step S300-15) The main CPU 300a executes a RAM protection setting process necessary to prohibit access to the main RAM 300c.

[0237] (Step S300-17) The main CPU 300a sets a predetermined number of power-off detection signal detections in the counter value of the loop counter to set the power-off occurrence monitoring time.

[0238] (Step S300-19) The main CPU 300a checks the power-off warning signal.

[0239] (Step S300-21) The main CPU 300a determines whether it has detected a power failure warning signal. If it determines that it has detected a power failure warning signal, it proceeds to step S300-17; if it determines that it has not detected a power failure warning signal, it proceeds to step S300-23.

[0240] (Step S300-23) The main CPU 300a decrements the value of the loop counter set in step S300-17 by 1.

[0241] (Step S300-25) The main CPU 300a determines whether the counter value of the loop counter is not zero. If it determines that the counter value is not zero, it proceeds to step S300-19; if it determines that the counter value is zero, it proceeds to the CPU initialization process described above (step S100).

[0242] If a power outage actually occurs, the operation of the gaming machine 100 will stop while steps S300-17 to S300-25 are looping.

[0243] (Timer interrupt processing on the main control board 300) Figure 23 is a flowchart illustrating the timer interrupt processing in the main control board 300. The main control board 300 is provided with a reset clock pulse generation circuit that generates a clock pulse at predetermined intervals (4 milliseconds in this embodiment, hereinafter referred to as "4ms"). When a clock pulse is generated by the reset clock pulse generation circuit, the CPU initialization process (step S100) is interrupted and the following timer interrupt processing is executed.

[0244] (Step S400-1) The main CPU 300a saves the registers.

[0245] (Step S400-3) The main CPU 300a performs the processing necessary to enable interrupts.

[0246] (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 for lighting control of the first special symbol display 160, the second special symbol display 162, the first special symbol hold display 164, the second special symbol hold display 166, the normal symbol display 168, the normal symbol hold display 170, the right hit notification display 172, and the performance display monitor 184.

[0247] (Step S400-7) The main CPU 300a reads various input port information and executes port input processing to accurately obtain the latest switch state.

[0248] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine status flag.

[0249] (Step S400-11) The main CPU 300a determines whether the flag value loaded in step S400-9 is 00H (playable state). As a result, if it is determined to be 00H, the process proceeds to step S400-15, and if it is determined not to be 00H, the process proceeds to step S400-13.

[0250] (Step S400-13) The main CPU 300a determines whether the flag value loaded in step S400-9 is 03H (setting abnormal state) or more. As a result, if it is determined to be 03H or more, the process proceeds to step S400-27, and if it is determined not to be 03H or more, the process proceeds to step S450.

[0251] (Step S450) The main CPU 300a executes setting-related processing and proceeds to step S400-27. The setting-related processing will be described later.

[0252] (Step S400-15) The main CPU 300a performs timer update processing to update various timer counters. Here, unless otherwise specified, the timer counters are decremented each time the main control board 300 processes a timer interrupt, and the decrementing stops when they reach zero.

[0253] (Step S400-17) The main CPU 300a performs the same process as in step S100-61 above to update the initial value random number for the winning symbol random number.

[0254] (Step S400-19) The main CPU 300a performs the process of updating the winning symbol random number. Specifically, it updates the random number counter by incrementing it by 1, and if the result of the increment exceeds the maximum value of the random number range, it resets the random number counter to 0. When the random number counter completes one cycle, it updates the random number from the value of the initial random number used for the winning symbol random number at that time.

[0255] Although a detailed explanation will be omitted, in this embodiment, the random numbers used to determine minor wins and major wins are hardware random numbers updated by a hardware random number generation unit built into the main control board 300. The hardware random number generation unit updates both the minor win and major win random numbers according to a certain rule, automatically changing the random number sequence each time the sequence completes a cycle, and changing the starting value each time the system is reset.

[0256] (Step S500) The main CPU 300a performs switch management processing to determine whether or not there is signal input from the first start gate detection switch 120s, the second start gate detection switch 122s, the gate detection switch 124s, the first major prize gate detection switch 126s, the second major prize gate detection switch 128s, the specific area detection switch 140s, and the out ball detection switch 130s. Details of this switch management processing will be described later.

[0257] (Step S600) The main CPU 300a executes special game management processing to control the progress of the special game described above. Details of this special game management processing will be described later.

[0258] (Step S700) The main CPU 300a executes the normal game management process to control the progress of the normal gameplay described above. Details of this normal game management process will be described later.

[0259] (Step S400-21) The main CPU 300a performs error management processing to determine various errors and configure settings according to the error determination results. If an error is determined to have occurred, the main CPU 300a sets an error specification command corresponding to the type of error.

[0260] (Step S400-23) The main CPU 300a checks the general prize entry detection switch 118s, the first start entry detection switch 120s, the second start entry detection switch 122s, the first major prize entry detection switch 126s, and the second major prize entry detection switch 128s, and executes prize entry switch processing to add the corresponding prize ball control counters, etc.

[0261] (Step S400-25) The main CPU 300a executes payout control management processing to create and send payout commands based on the counter value of the prize ball control counter set in step S400-23 above.

[0262] (Step S400-27) The main CPU 300a executes external information management processing to set output data for external information to be output externally from the game information output terminal board 312.

[0263] (Step S400-29) The main CPU 300a executes LED display setting processing, which sets display data for controlling the lighting of various indicators (LEDs) such as the first special symbol indicator 160, the second special symbol indicator 162, the first special symbol hold indicator 164, the second special symbol hold indicator 166, the normal symbol indicator 168, the normal symbol hold indicator 170, and the right-hand shooting notification indicator 172 into the output buffer corresponding to each common.

[0264] (Step S400-31) The main CPU 300a performs solenoid output image synthesis processing to synthesize the solenoid output images of the ordinary electric mechanism solenoid 122c, the first large prize slot solenoid 126c, the second large prize slot solenoid 128c, and the movable member drive solenoid 142c, and stores them in the output port buffer.

[0265] (Step S400-33) The main CPU 300a performs port output processing to output the values ​​of the common output buffer stored in each output port buffer to the output port.

[0266] (Step S400-35) The main CPU 300a performs the process to disable interrupts.

[0267] (Step S400-37) The main CPU 300a uses the unused area of ​​the main RAM 300c to perform processing to calculate the base ratio to be displayed on the performance display monitor 184, and executes performance display monitor control processing to set common data for displaying the calculated base ratio on the performance display monitor 184 in the common output buffer. In the performance display monitor control processing, the base ratio is calculated at predetermined intervals. Here, the performance display monitor 184 may switch between displaying the base ratio for the current period and the base ratio for previous periods at predetermined intervals. Also, the base ratio displayed on the performance display monitor 184 may be switched in response to predetermined operations.

[0268] (Step S400-39) The main CPU 300a restores its registers and terminates the timer interrupt processing.

[0269] Figure 24 is a flowchart illustrating the above-mentioned setting-related processing (S450).

[0270] (Step S450-1) The main CPU 300a determines whether the flag value of the gaming machine status flag is 01H (settings changed state). If it determines that the value is 01H, it proceeds to step S450-3; if it determines that the value is not 01H, it proceeds to step S450-15.

[0271] (Step S450-3) The main CPU 300a loads the registered setting values ​​stored in the setting value buffer into a designated processing area.

[0272] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s is pressed (i.e., whether a RAM clear operation signal is input). If it determines that the RAM clear switch 182s is pressed, the process moves to step S450-7; if it determines that the RAM clear switch 182s is not pressed, the process moves to step S450-9.

[0273] (Step S450-7) The main CPU 300a adds 1 to the processing area setting value.

[0274] (Step S450-9) The main CPU 300a determines whether the setting value of the processing area is within a predetermined range (1 in this embodiment). If it determines that the setting value is within the predetermined range, the process moves to step S450-13; if it determines that the setting value is not within the predetermined range, the process moves to step S450-11.

[0275] (Step S450-11) The main CPU 300a sets the processing area setting to 1.

[0276] (Step S450-13) The main CPU 300a sets the processing area settings in the setting value buffer.

[0277] (Step S450-15) The main CPU 300a determines whether the setting change switch 180s is turned on. If it determines that the setting change switch 180s is turned on, it terminates the setting-related processing. If it determines that the setting change switch 180s is not turned on, it proceeds to step S450-17.

[0278] (Step S450-17) The main CPU 300a sets a command indicating the completion of configuration-related processing into the send buffer.

[0279] (Step S110) The main CPU 300a executes the subcommand set processing shown in Figure 21. That is, when setting-related processing is executed, the following commands are sent to the sub-control board 330 upon completion: machine command, setting value specification command, special figure 1 hold specification command, special figure 2 hold specification command, count command, variation pattern selection state specification command, special figure phase specification command, and customer waiting specification command.

[0280] (Step S450-19) The main CPU 300a sets the gaming machine status flag to 00H (playable state) and terminates the processing related to that setting.

[0281] As described above, according to this 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 game machine state flag is set to 01H (setting change state) during the CPU initialization process (Figure 19). After that, the timer interrupt process is executed, but because the game machine state flag is set to 01H (setting change state), all processes related to the progress of the game (steps S400-15 to S400-25 in Figure 23) are stopped and setting-related processes are executed.

[0282] The setting-related processing is executed repeatedly while the setting change switch 180s is ON, and during this setting-related processing, pressing the RAM clear button is accepted as a setting change operation for the registered setting value. In other words, during the setting change processing (S450-1 to S450-13) that accepts setting change operations, the registered setting value stored in the setting value buffer is switched to one of the multiple setting values ​​provided in response to the setting change operation.

[0283] Then, when the setting change switch 180s is switched off while the game machine status flag is set to 01H (settings changed state), the setting change process ends, and the game machine status flag is set to 00H (playable state). As a result, processing related to the progress of the game can be executed from the next timer interrupt process.

[0284] In the settings-related processing, after the RAM clear button is pressed, i.e., after the acceptance of the setting change operation for the registered setting value is complete, a setting value specification command corresponding to the registered setting value is sent to the sub-control board 330 in the sub-command group set processing. On the other hand, while the setting change operation is being accepted, the setting value specification command is not sent to the sub-control board 330. In this way, by not sending the setting value specification command while the setting change operation is being accepted, and only sending the setting value specification command when the acceptance of the setting change operation is complete and the system transitions to a state where the game can proceed, the risk of the registered setting value being acquired illegally can be reduced.

[0285] Furthermore, in this embodiment, multiple flag values, including at least 01H (setting change state), are switched. When 01H (setting change state) is set in the game machine state flag, setting-related processing becomes executable, and the game progress is stopped. In this way, setting-related processing is not executed while the game is in progress, and no setting value specification command is sent while the game is in progress, thus reducing the risk of registered setting values ​​being illegally acquired.

[0286] Next, we will explain in detail the switch management process in step S500, the special game management process in step S600, and the normal game management process in step S700, which are part of the timer interrupt processing described above.

[0287] Figure 25 is a flowchart illustrating the switch management process (step S500) in the main control board 300.

[0288] (Step S500-1) The main CPU 300a determines whether the gate detection switch is on, that is, whether a game ball has passed through gate 124 and the detection signal from gate detection switch 124s has been turned on. If it is determined that the gate detection switch is on, the process moves to step S510; if it is determined that the gate detection switch is not on, the process moves to step S500-3.

[0289] (Step S510) The main CPU 300a executes gate passage processing based on the passage of the game ball through gate 124. Details of this gate passage processing will be described later.

[0290] (Step S500-3) The main CPU 300a determines whether the first start port detection switch is ON, that is, whether a game ball has entered the first start port 120 and a detection signal has been input from the first start port detection switch 120s. If it determines that the first start port detection switch is ON, the process moves to step S520; if it determines that the first start port detection switch is NOT ON, the process moves to step S500-5.

[0291] (Step S520) The main CPU 300a executes the first start gate passage process based on the entry of a game ball into the first start gate 120. Details of this first start gate passage process will be described later.

[0292] (Step S500-5) The main CPU 300a determines whether the second start port detection switch is ON, that is, whether a game ball has entered the second start port 122 and a detection signal has been input from the second start port detection switch 122s. If it determines that the second start port detection switch is ON, the process moves to step S530; if it determines that the second start port detection switch is NOT ON, the process moves to step S500-7.

[0293] (Step S530) The main CPU 300a executes a second start gate passage process based on the entry of a game ball into the second start gate 122. Details of this second start gate passage process will be described later.

[0294] (Step S500-7) The main CPU 300a determines whether the big prize hole detection switch is ON, that is, whether a game ball has entered the first big prize hole 126 and the second big prize hole 128 and a detection signal has been input from the first big prize hole detection switch 126s and the second big prize hole detection switch 128s. If it is determined that the big prize hole detection switch is ON, the process moves to step S500-9; if it is determined that the big prize hole detection switch is NOT ON, the process moves to step S500-11.

[0295] (Step S500-9) The main CPU 300a determines whether a major prize game or a minor prize game is currently in progress, and whether the game balls were properly entered into the first major prize slot 126 and the second major prize slot 128. If it determines that a major prize game or a minor prize game is not in progress, it executes a predetermined fraud detection process. If it determines that a major prize game or a minor prize game is in progress and that the game balls were properly entered into the first major prize slot 126 and the second major prize slot 128, it increments the major prize slot ball count counter by 1 and sets the major prize slot entry designation command in the transmission buffer.

[0296] (Step S500-11) The main CPU 300a determines whether the specific area detection switch is ON, that is, whether a game 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 moves to step S540; if it is determined that the specific area detection switch is NOT ON, the process moves to step S500-13.

[0297] (Step S540) The main CPU 300a executes a process to pass through a specific area based on the entry of a game ball into the specific area 140b, and then terminates the switch management process. Details of this process to pass through a specific area will be described later.

[0298] (Step S500-13) The main CPU 300a determines whether the general prize entry detection switch is ON, that is, whether a game ball has entered the general prize entry 118 and a detection signal has been input from the general prize entry detection switch 118s. If it is determined that the general prize entry detection switch is ON, the process moves to step S500-15; if it is determined that the general prize entry detection switch is NOT ON, the process moves to step S500-17.

[0299] (Step S500-15) The main CPU 300a sets the command for designating a general prize winner in the transmission buffer.

[0300] (Step S500-17) The main CPU 300a determines whether the out-of-bounds ball detection switch is turned ON, that is, whether a detection signal has been input from the out-of-bounds ball detection switch 130s. If it is determined that the out-of-bounds ball detection switch is turned ON, the process moves to step S500-19. If it is determined that the out-of-bounds ball detection switch is not turned ON, the switch management process is terminated.

[0301] (Step S500-19) The main CPU 300a sets the out-of-bounds ball detection command in the transmit buffer and terminates the switch management process.

[0302] Figure 26 is a flowchart illustrating the gate passage process (step S510) in the main control board 300.

[0303] (Step S510-1) The main CPU 300a loads the winning random number updated by the hardware random number generator.

[0304] (Step S510-3) The main CPU 300a determines whether the counter value of the normal symbol ball count counter is greater than or equal to the maximum value, that is, whether the counter value of the normal symbol ball count counter is 4 or greater. If it determines that the counter value of the normal symbol ball count counter is greater than or equal to the maximum value, the gate passage process is terminated. If it determines that the normal symbol ball count counter is not greater than or equal to the maximum value, the process moves to step S510-5.

[0305] (Step S510-5) The main CPU 300a updates the counter value of the normal symbol ball count counter to the current counter value plus "1".

[0306] (Step S510-7) The main CPU 300a determines which of the four memory units in the general data hold memory area will be used to save the acquired winning random number.

[0307] (Step S510-9) The main CPU 300a saves the random number used to determine the winner, obtained in step S510-1, to the target memory unit calculated in step S510-7.

[0308] (Step S510-11) The main CPU 300a sets a "normal diagram hold" command, which indicates the number of normal diagrams held in the normal diagram hold memory area, into the transmission buffer and terminates the gate passage process.

[0309] Figure 27 is a flowchart illustrating the first start port passage process (step S520) in the main control board 300.

[0310] (Step S520-1) The main CPU 300a sets the special symbol identification value to "00H". The special symbol identification value is used to identify whether the hold type is Special 1 hold or Special 2 hold. The special symbol identification value (00H) indicates Special 1 hold, and the special symbol identification value (01H) indicates Special 2 hold.

[0311] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball counter.

[0312] (Step S535) The main CPU 300a executes the special symbol random number acquisition process and then terminates the first start gate passage process. This special symbol random number acquisition process is executed using a module common to the second start gate passage 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 passage process.

[0313] Figure 28 is a flowchart illustrating the second start port passage process (step S530) in the main control board 300.

[0314] (Step S530-1) The main CPU 300a is set to "01H" as the special symbol identification value.

[0315] (Step S530-3) The main CPU 300a sets the address for the special symbol 2 reserved ball count counter.

[0316] (Step S535) The main CPU 300a executes the special symbol random number acquisition process, which will be described later.

[0317] (Step S530-5) The main CPU 300a loads the normal game management phase. As will be explained in more detail later, the normal game management phase indicates the stage of the normal game execution process, that is, the progress of the normal game, and is updated according to the stage of the normal game execution process.

[0318] (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 prize entry opening control process is underway. In this normal electric prize entry opening control process, the normal electric prize solenoid 122c is energized and the movable piece 122b is controlled to the open state. Therefore, the CPU determines whether the second start opening 122 is in a state where it can be properly opened. If the CPU determines that the normal game management phase is not "04H", it terminates the second start opening passage process. If the CPU determines that the normal game management phase is "04H", it proceeds to step S530-9.

[0319] (Step S530-9) The main CPU 300a updates the counter value of the normal electric prize ball entry counter to the current counter value plus "1", and then terminates the process of passing through the second start gate.

[0320] Figure 29 is a flowchart illustrating the special symbol random number acquisition process (step S535) in the main control board 300. This special symbol random number acquisition process is performed using a common module in the first start gate passage process (step S520) and the second start gate passage process (step S530) described above.

[0321] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1 above.

[0322] (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 step S535-1 is "00H", the counter value of the special symbol 1 reserved ball counter, i.e., the number of special 1 reserved balls, is loaded. Also, if the special symbol identification value loaded in step S535-1 is "01H", the counter value of the special symbol 2 reserved ball counter, i.e., the number of special 2 reserved balls, is loaded.

[0323] (Step S535-5) The main CPU 300a loads the random numbers used to determine minor wins, which have been updated by the hardware random number generator.

[0324] (Step S535-7) The main CPU 300a determines whether the number of target special symbol reserved balls loaded in step S535-3 is equal to or greater than the upper limit. If it determines that it is equal to or greater than the upper limit, it proceeds to step S535-23; otherwise, it proceeds to step S535-9.

[0325] (Step S535-9) The main CPU 300a updates the counter value of the target special symbol ball count counter to the current counter value plus "1".

[0326] (Step S535-11) The main CPU 300a determines which of the eight memory units in the special symbol hold memory area will be used to save the acquired random number for determining the small win.

[0327] (Step S535-13) The main CPU 300a acquires the random number for determining the minor win loaded in step S535-5, the random number for determining the winning symbol updated in step S400-19, the random number for determining the reach group, the random number for determining the reach mode, and the random number for determining the variation pattern updated in step S100-69, and stores them in the target memory unit calculated in step S535-11.

[0328] (Step S535-15) The main CPU 300a performs a special symbol reserve ball entry order setting process, which updates and stores the entry order of special symbol reserve balls 1 and 2 stored in the special symbol reserve memory area.

[0329] (Step S535-17) The main CPU 300a performs an acquisition-time performance determination process based on the various random numbers stored in the target memory unit in step S535-13 above, which includes a preliminary lottery for major roles, a preliminary determination of winning symbols, a preliminary determination of special symbols, and a preliminary determination of variation information. In this acquisition-time performance determination process, a pre-read specification command indicating the type of variation information and special symbols to be determined when newly stored reserved symbols are read is sent to the sub-control board 330.

[0330] (Step S535-19) The main CPU 300a loads the counter values ​​for the Special Symbol 1 Reserved Ball Counter and the Special Symbol 2 Reserved Ball Counter.

[0331] (Step S535-21) The main CPU 300a sets a special symbol hold designation command in the transmission buffer based on the counter value loaded in step S535-19 above. Here, the special symbol 1 hold designation command is set based on the counter value of the special symbol 1 hold ball count counter (special 1 hold count), and the special symbol 2 hold designation command is set based on the counter value of the special symbol 2 hold ball count counter (special 2 hold count). As a result, each time a special 1 hold or special 2 hold is stored, the special 1 hold count and special 2 hold count are transmitted to the sub-control board 330.

[0332] (Step S535-23) The main CPU 300a loads the normal game management phase.

[0333] (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 prize entry opening control state described later. If it is determined that it is below the normal electric prize entry opening control state, the process moves to step S535-27. If it is determined that it is not below the normal electric prize entry opening control state, the special symbol random number acquisition process is terminated.

[0334] (Step S535-27) The main CPU 300a determines whether or not an abnormal prize has been awarded. If it determines that an abnormal prize has been awarded, it executes the start gate abnormal prize award error processing, which performs a predetermined process, and terminates the special symbol random number acquisition process (step S535).

[0335] Figure 30 is a flowchart illustrating the process of passing through a specific region in step S540 described above.

[0336] (Step S540-1) If the main CPU 300a determines in step S500-11 that the specific area detection switch has been turned on, it then determines whether the validity period flag is turned on or not. If it determines that the validity period flag is turned on, it proceeds to step S540-3; if it determines that the validity period flag is not turned on, it proceeds to step S540-9.

[0337] As will be explained in more detail later, this validity period flag is used to determine whether or not the entry of a game ball into a specific area 140b should be considered valid, and in this embodiment, it is turned on at the start of a minor win game (the first round of gameplay).

[0338] (Step S540-3) In step S540-1 above, if it is determined that the validity period flag is on, the main CPU 300a determines whether the specific area entry flag is on. The specific area entry flag identifies that a game ball has already entered the specific area 140b in an effective manner. If it is determined that the specific area entry flag is on, the process of passing through the specific area is terminated. If it is determined that the specific area entry flag is not on, the process moves to step S540-5.

[0339] (Step S540-5) The main CPU 300a turns on the flag for entering a specific region.

[0340] (Step S540-7) The main CPU 300a sets a specific area entry command in the transmission buffer to inform the sub-control board 330 that a game ball has successfully entered the specific area 140b, and then terminates the process of passing through the specific area.

[0341] (Step S540-9) The main CPU 300a performs the prescribed error handling.

[0342] (Step S540-11) The main CPU 300a sets an error command in the send buffer to indicate that an error has been detected, and terminates the processing of passing through that specific area.

[0343] Figure 31 is a diagram illustrating the special game management phase. As already explained, in this embodiment, a special game triggered by the entry of a game ball into the first start port 120 or the second start port 122, and a normal game triggered by the passage of a game ball through the gate 124, proceed simultaneously. The processing related to the special game is executed in stages and repeatedly, and the main control board 300 manages each of these special game-related processes through the special game management phase.

[0344] As shown in Figure 31, the main ROM 300b stores multiple special game control modules for executing and controlling special games, and each of these special game control modules is associated with a special game management phase. Specifically, if the special game management phase is "00H", a module for executing the "special symbol variation waiting process" is called; if the special game management phase is "01H", a module for executing the "special symbol variation in progress process" is called; if the special game management phase is "02H", a module for executing the "special symbol stop symbol display process" is called; if the special game management phase is "03H" or "07H", a module for executing the "pre-opening process for the big prize slot" is called; if the special game management phase is "04H" or "08H", a module for executing the "big prize slot opening control process" is called; if the special game management phase is "05H" or "09H", a module for executing the "big prize slot closing valid process" is called; and if the special game management phase is "06H" or "0AH", a module for executing the "big prize slot closing wait process" is called.

[0345] Figure 32 is a flowchart illustrating the special game management process (step S600) in the main control board 300.

[0346] (Step S600-1) The main CPU 300a loads the special game management phase.

[0347] (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 above.

[0348] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 above and starts processing.

[0349] (Step S600-7) The main CPU 300a loads the special game timer, which manages the control time for special games, and then terminates the special game management process.

[0350] Figure 33 is a flowchart illustrating the special symbol variation waiting process in the main control board 300. This special symbol variation waiting process is executed when the special game management phase is "00H".

[0351] (Step S610-1) The main CPU 300a determines whether the counter value of the special symbol 2 reserved ball counter, i.e., the special 2 reserved ball count (X2), is "1" or greater. If it determines that the special 2 reserved ball count (X2) is "1" or greater, the process moves to step S610-7; if it determines that the special 2 reserved ball count (X2) is not "1" or greater, the process moves to step S610-3.

[0352] (Step S610-3) The main CPU 300a determines whether the counter value of the special symbol 1 reserved ball counter, i.e., the special 1 reserved ball count (X1), is "1" or greater. If it determines that the special 1 reserved ball count (X1) is "1" or greater, the process moves to step S610-7; if it determines that the special 1 reserved ball count (X1) is not "1" or greater, the process moves to step S610-5.

[0353] (Step S610-5) The main CPU 300a sets the customer waiting command in the transmission buffer, executes the customer waiting setting process to set the machine to a customer waiting state, and then terminates the special symbol variation waiting process.

[0354] (Step S610-7) The main CPU 300a blocks the special symbol 2 reserved balls stored in the first to fourth memory units of the second special symbol reserved ball storage area, or the special symbol 1 reserved balls stored in the first to fourth memory units of the first special symbol reserved ball storage area, to the memory unit with the smaller ordinal number. Specifically, in step S610-1 above, if it is determined that the number of special symbol 2 reserved balls is "1" or more, the special symbol 2 reserved balls stored in the second to fourth memory units of the second special symbol reserved ball storage area are transferred to the first to third memory units. In addition, the main RAM 300c is provided with a memory unit 0 to be processed, and the special symbol 2 reserved balls stored in the first memory unit are block-transferred to the memory unit 0. Furthermore, in step S610-3 above, if it is determined that the number of special symbol 1 reserved balls is "1" or more, the special symbol 1 reserved balls stored in the second to fourth memory units of the first special symbol reserved ball storage 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 zero memory unit. In this special symbol storage area shift process, the counter value of the target special symbol reserved ball count counter corresponding to the reserved ball type transferred to the zero memory unit is deducted by "1", and a reserved ball reduction specification command indicating that the special symbol 1 reserved balls or special symbol 2 reserved balls have been reduced by "1" is set in the transmission buffer.

[0355] (Step S610-9) The main CPU 300a loads the minor win determination random number and hold type transferred to the 0th memory unit, selects the corresponding minor win determination random number judgment table, performs a major win lottery, and executes a special symbol win determination process that stores the lottery result.

[0356] (Step S610-11) The main CPU 300a executes a special symbol determination process to determine the special symbols. Here, if the result of the major prize lottery in step S610-9 is a minor win, the system loads the winning symbol random number and hold type transferred to the 0th memory unit, selects the corresponding winning symbol random number determination table, extracts the special symbol determination data, and saves the extracted special symbol determination data (type of minor win symbol). If the result of the major prize lottery in step S610-9 is a miss, the system saves the special symbol determination data for misses (type of miss symbol) corresponding to the hold type. Specifically, if the hold type is Special 1 hold, special symbol X is saved as the miss symbol, and if the hold type is Special 2 hold, special symbol Y is saved as the miss symbol. After saving the special symbol determination data in this way, the system sets the symbol type specification command corresponding to the special symbol determination data into the transmission buffer.

[0357] (Step S610-13) The main CPU 300a saves the special symbol stop symbol number corresponding to the special symbol judgment data extracted in step S610-11 above. 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.

[0358] (Step S612) The main CPU 300a executes a special symbol variation number determination process that determines the variation mode number and variation pattern number. Details of this special symbol variation number determination process will be described later.

[0359] (Step S610-15) The main CPU 300a loads the variation mode number and variation pattern number determined in step S612 above, and determines variation time 1 and variation time 2 by referring to the variation time determination table. Then, it sets the total duration of the determined variation times 1 and 2 in the special symbol variation timer.

[0360] (Step S610-17) The main CPU 300a performs a spare area setting process in the spare area of ​​the main RAM 300c to store the type of minor winning symbol (special symbol judgment data), etc.

[0361] (Step S610-19) The main CPU 300a executes a process to set the special symbol display counter in order to start the variable display of special symbols in the first special symbol display unit 160 or the second special symbol display unit 162. Each segment of the 7-segment display that makes up the first special symbol display unit 160 and the second special symbol display unit 162 is associated with a counter value, and the segment corresponding to the counter value set in the special symbol display counter is controlled to light up. Here, the counter value corresponding to the segment to be lit when the variable display of special symbols starts is set in the special symbol display counter. Note that the special symbol display counter is provided separately as a special symbol 1 display counter corresponding to the first special symbol display unit 160 and a special symbol 2 display counter corresponding to the second special symbol display unit 162, and here, the counter value is set in the counter corresponding to the hold type.

[0362] (Step S610-21) The main CPU 300a loads the counter values ​​of the Special Symbol 1 Reserve Ball Count Counter and the Special Symbol 2 Reserve Ball Count Counter, and sets the Special Symbol Reserve Designation Command in the transmission buffer. Here, the Special Symbol 1 Reserve Designation Command is set based on the counter value of the Special Symbol 1 Reserve Ball Count Counter (Special Symbol 1 Reserve Count), and the Special Symbol 2 Reserve Designation Command is set based on the counter value of the Special Symbol 2 Reserve Ball Count Counter (Special Symbol 2 Reserve Count). Also here, the Special Symbol Winning Order Command, corresponding to the winning order of the Special Symbol 1 Reserve and Special Symbol 2 Reserve stored in step S610-7 above, is set in the transmission buffer. As a result, each time a Special Symbol 1 Reserve or Special Symbol 2 Reserve is consumed, the number of Special Symbol 1 Reserves and Special Symbol 2 Reserves, as well as the winning order of each of these Reserves, are transmitted to the sub-control board 330.

[0363] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and terminates the special symbol variation waiting process.

[0364] Figure 34 is a flowchart illustrating the special symbol variation number determination process in the main control board 300.

[0365] (Step S612-1) The main CPU 300a determines whether the result of the major prize draw in step S610-9 is a minor prize. If it determines that it is a minor prize, it proceeds to step S612-3; if it determines that it is not a minor prize (i.e., a loss), it proceeds to step S612-5.

[0366] (Step S612-3) The main CPU 300a sets up a random number determination table for determining the reach mode, corresponding to the current game state, the type of small win symbol, the type of held symbol, and the fluctuation state.

[0367] (Step S612-5) If the type of the read-out hold is Special 2 hold, the main CPU 300a checks the counter value of the Special Symbol 2 hold ball count counter, and if the type of the read-out hold is Special 1 hold, it checks the counter value of the Special Symbol 1 hold ball count counter.

[0368] (Step S612-7) The main CPU 300a sets up a random number determination table for determining the reach group based on the current game state, the number of reserved balls confirmed in step S612-5 above, and the type of reserved balls. Then, based on the set random number determination table for determining the reach group and the random number for determining the reach group transferred to the 0th memory unit in step S610-7 above, it determines the reach group (group type).

[0369] (Step S612-9) The main CPU 300a sets up a random number determination table for determining the reach mode in case of a loss, which corresponds to the group type determined in step S612-7 above.

[0370] (Step S612-11) The main CPU 300a determines the variation mode number based on the reach mode determination random number judgment table set in step S612-3 or step S612-9 and the reach mode determination random number transferred to the 0th memory unit in step S610-7. At this point, along with the variation mode number, the variation pattern random number judgment table is also determined.

[0371] (Step S612-13) The main CPU 300a sets the variable mode command corresponding to the variable mode number determined in step S612-11 above into the transmit buffer.

[0372] (Step S612-15) The main CPU 300a determines the variation pattern number based on the variation pattern random number determination table determined in step S612-11 and the variation pattern random number transferred to the 0th memory unit in step S610-7.

[0373] (Step S612-17) The main CPU 300a sets the variable pattern command corresponding to the variable pattern number determined in step S612-15 above into the transmission buffer, and terminates the special symbol variable number determination process.

[0374] Figure 35 is a flowchart illustrating the special symbol variation processing in the main control board 300. This special symbol variation processing is executed when the special game management phase is "01H".

[0375] (Step S620-1) The main CPU 300a executes the process of updating the special symbol variation base counter. The special symbol variation base counter is set so that it completes one cycle in a predetermined period (for example, 100ms). 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 greater, the counter value is updated to a value obtained by subtracting "1" from the current counter value.

[0376] (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 moves to step S620-5; otherwise, the process moves to step S620-9.

[0377] (Step S620-5) The main CPU 300a performs a special symbol variation timer update process, which subtracts a predetermined value from the timer value of the special symbol variation timer set in step S610-15 above.

[0378] (Step S620-7) The main CPU 300a determines whether the timer value of the special symbol variation timer, which was updated in step S620-5 above, is "0". If the timer value is "0", the process moves to step S620-15; otherwise, the process moves to step S620-9.

[0379] (Step S620-9) The main CPU 300a updates the special symbol display timers that measure the illumination time of each segment of the 7-segment display that makes up the first special symbol display unit 160 and the second special symbol display unit 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.

[0380] (Step S620-11) The main CPU 300a determines whether the timer value of the special symbol display timer is "0". If it determines that the timer value of the special symbol display timer is "0", it proceeds to step S620-13. If it determines that the timer value of the special symbol display timer is not "0", it terminates the special symbol variation process.

[0381] (Step S620-13) The main CPU 300a updates the counter value of the special symbol display counter to be updated and terminates the special symbol variation process. As a result, each segment that makes up the 7-segment display lights up sequentially at predetermined time intervals.

[0382] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".

[0383] (Step S620-17) The main CPU 300a saves the special symbol stop symbol number (counter value) determined in step S610-13 above to the target special symbol display symbol counter. As a result, the determined special symbol is displayed as stopped on the first special symbol display unit 160 or the second special symbol display unit 162.

[0384] (Step S620-19) The main CPU 300a sets a special symbol stop command in the transmission buffer, indicating that a special symbol has been stopped and displayed on the first special symbol indicator 160 or the second special symbol indicator 162.

[0385] (Step S620-21) The main CPU 300a sets the special symbol variation stop time, which is the time for the special symbol to be displayed in a stopped state, to the special game timer and terminates the special symbol variation processing.

[0386] Figure 36 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".

[0387] (Step S630-1) The main CPU 300a determines whether the timer value of the special game timer set in step S620-21 is not "0". If it determines that the timer value of the special game timer is not "0", it terminates the special symbol stop symbol display process. If it determines that the timer value of the special game timer is "0", it proceeds to step S630-3.

[0388] (Step S630-3) The main CPU 300a sets a command to the transmission buffer that specifies the game state when a special symbol is confirmed, indicating the game state at the time the special symbol is confirmed.

[0389] (Step S631) The main CPU 300a performs the count limit management process. This count limit management process will be described later.

[0390] (Step S630-5) The main CPU 300a sets a count command in the transmission buffer to transmit the updated number of time reductions in the count management process of step S631 above to the sub-control board 330.

[0391] (Step S630-7) The main CPU 300a checks the results of the major role lottery.

[0392] (Step S630-9) The main CPU 300a determines whether the result of the major prize draw is a minor prize. If it determines that it is a minor prize, it proceeds to step S630-13; if it determines that it is not a minor prize, it proceeds to step S632.

[0393] (Step S632) The main CPU 300a executes the processing that occurs when a losing symbol appears. This processing will be explained later.

[0394] (Step S630-11) The main CPU 300a updates the special game management phase to "00H" and terminates the special symbol stop symbol display process. As a result, the special game management process based on hold 1 is terminated, and if special hold 1 or special hold 2 is stored, processing will be performed to start the display of the special symbol variation based on the next hold.

[0395] (Step S630-13) The main CPU 300a sets the data for the special electric mechanism operation ramset table according to the type of special symbol that has been determined.

[0396] (Step S630-15) The main CPU 300a performs the process of setting the maximum number of special electric mechanism operations. Specifically, it refers to the data set in step S630-13 above and sets a predetermined number (counter value corresponding to the type of special symbol = number of rounds) as the counter value in the special electric mechanism maximum operation counter. This special electric mechanism maximum operation counter indicates the number of rounds ("1") that can be executed in the upcoming small win game. Meanwhile, the main RAM 300c is equipped with a special electric mechanism continuous operation counter, and the current number of rounds is managed by adding "1" to the counter value of the special electric mechanism continuous operation counter at the start of each round game. At the start of the small win game, a process to reset the counter value of this special electric mechanism continuous operation counter (updating it to "0") is also executed.

[0397] (Step S630-17) The main CPU 300a refers to the data set in step S630-15 above and saves a predetermined opening time as a timer value to the special game timer.

[0398] (Step S630-19) The main CPU 300a sets an opening specification command in the transmit buffer to inform the sub-control board 330 of the start of a minor win game. This opening specification command is set for each opening time, and in this case, the opening specification command corresponding to the opening time saved in step S630-17 above is set in the transmit buffer.

[0399] (Step S630-21) The main CPU 300a updates the special game management phase to "03H" and terminates the special symbol stop symbol display process. This initiates the minor win game.

[0400] Figure 37 is a flowchart illustrating the count limit management process in the main control board 300.

[0401] (Step S631-1) The main CPU 300a determines whether the value of the time-saving count counter, which counts the number of time-saving operations, is greater than 0. If the value of the time-saving count counter is greater than 0, the process moves to step S631-3. If the value of the time-saving count counter is not greater than 0 (i.e., it is 0), the time-saving management process is terminated.

[0402] (Step S631-3) The main CPU 300a decrements the counter value of the time-saving count counter.

[0403] (Step S631-5) The main CPU 300a determines whether the value of the time-saving count counter updated in step S631-3 is 0. If the value of the time-saving count counter is 0, the process moves to step S631-7. If the value of the time-saving count counter is not 0, the count management process is terminated.

[0404] (Step S631-7) The main CPU 300a sets the time-saving state flag to set the game state to a non-time-saving game state. As a result, after the game state is set to a time-saving game state, when the special symbols stop after the number of spins reaches a predetermined number of time-saving spins, the game state will change to a non-time-saving game state.

[0405] (Step S631-9) The main CPU 300a sets the reference game state to a non-time-saving game state.

[0406] (Step S631-11) The main CPU 300a sets a game state change specification command, which indicates the game state when a special symbol stops, into the transmission buffer and terminates the count limit management process. In other words, when the game state changes from a time-saving game state to a non-time-saving game state during the count limit management process, a game state change specification command is sent to the sub-control board 330.

[0407] Figure 38 is a flowchart illustrating the processing that occurs when a losing symbol is stopped on the main control board 300.

[0408] (Step S632-1) The main CPU 300a loads a time-saving state flag to identify whether the current game state is a non-time-saving game state or a time-saving game state, and checks whether the current game state is a non-time-saving game state. If the result is that the current game state is a non-time-saving game state, the process moves to step S632-3, and if the current game state is not a non-time-saving game state, the processing when the losing symbol stops ends.

[0409] (Step S632-3) The main CPU 300a determines whether or not the special symbol Y2 is displayed in a stopped state. If the special symbol Y2 is displayed in a stopped state, the process moves to step S632-13; otherwise, the process moves to step S632-5.

[0410] (Step S632-5) The main CPU 300a determines whether or not the special symbol Y1 is displayed in a stopped state. If the special symbol Y1 is displayed in a stopped state, the process moves to step S632-7; if the special symbol Y1 is not displayed in a stopped state, the process for when the losing symbol is displayed ends.

[0411] (Step S632-7) The main CPU 300a sets a time-saving game state flag to set the game state to time-saving game state. As a result, when the special symbol Y1 is displayed on the second special symbol display 162 in a non-time-saving game state, the game state is set to time-saving game state.

[0412] (Step S632-9) The main CPU 300a sets the reference game state to a non-time-saving game state.

[0413] (Step S632-11) The main CPU 300a sets the time-saving count counter to 10,000 and moves the process to step S632-21.

[0414] (Step S632-13) The main CPU 300a sets the time-saving state flag to set the game state to the time-saving game state. As a result, when the special symbol Y2 is displayed on the second special symbol display 162 in the non-time-saving game state, the game state is set to the time-saving game state.

[0415] (Step S632-15) The main CPU 300a sets the time-saving game state to the reference game state.

[0416] (Step S632-17) The main CPU 300a sets the time-saving count counter to 10,000.

[0417] (Step S632-19) The main CPU 300a sets the limiter counter to 2.

[0418] (Step S632-21) The main CPU 300a sets a game state change specification command, which indicates the game state when a special symbol stops, into the transmission buffer and terminates the processing for when a losing symbol stops. In other words, when the game state changes from a non-time-saving game state to a time-saving game state during the processing for when a losing symbol stops, a game state change specification command is sent to the sub-control board 330.

[0419] Figure 39 is a flowchart illustrating the pre-processing for opening the main prize slot on the main control board 300. This pre-processing for opening the main prize slot is performed when the special game management phase is "03H" or "07H".

[0420] (Step S640-1) The main CPU 300a determines whether the timer value of the special game timer is not "0". If it determines that the timer value of the special game timer is not "0", it terminates the pre-processing for opening the big prize slot. If it determines that the timer value of the special game timer is "0", it proceeds to step S640-3.

[0421] (Step S640-3) The main CPU 300a updates the counter value of the special electric mechanism continuous operation count counter to the current counter value plus "1".

[0422] (Step S640-5) The main CPU 300a sets a command to specify the opening of the large prize slots in the transmission buffer to transmit to the sub-control board 330 that the first large prize slot 126 and the second large prize slot 128 have started to open (the start of the round game).

[0423] (Step S641) The main CPU 300a executes the process of switching the opening and closing of the main prize slot. This process will be explained later.

[0424] (Step S640-7) The main CPU 300a determines whether the special game management phase is 03H, that is, whether a minor win game is in progress. If it determines that the special game management phase is 03H, it proceeds to step S640-9; if it determines that the special game management phase is not 03H, it proceeds to step S640-13.

[0425] (Step S640-9) The main CPU 300a determines whether it is the start of the first round of gameplay based on the counter value of the special electric mechanism continuous operation count counter. If it determines that it is the start of the first round of gameplay, it proceeds to step S640-11; if it determines that it is not the start of the first round of gameplay, it proceeds to step S640-13.

[0426] (Step S640-11) The main CPU 300a turns on the validity period flag. This enables the entry of game balls into specific area 140b when a minor win game begins.

[0427] (Step S640-13) The main CPU 300a updates the special game management phase to the current value plus 01H ("04H" or "08H"), and terminates the pre-processing for opening the big prize slot.

[0428] Figure 40 is a flowchart illustrating the opening and closing switching process for the main prize slot on the main control board 300.

[0429] (Step S641-1) The main CPU 300a determines whether the counter value of the special electric mechanism opening / closing switch count counter is the upper limit of the number of times the special electric mechanism is opened and closed (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 gameplay). If it is determined that the counter value is the upper limit, the process of opening and closing the large prize openings is terminated. If it is determined that the counter value is not the upper limit, the process moves to step S641-3.

[0430] (Step S641-3) The main CPU 300a refers to the data in the special electric mechanism operation ramset table and extracts solenoid control data for controlling the energization of the first large prize slot solenoid 126c or the second large prize slot solenoid 128c, as well as timer data which is the energization time or de-energization time of the first large prize slot solenoid 126c or the second large prize slot solenoid 128c, based on the counter value of the special electric mechanism opening / closing switch counter.

[0431] (Step S641-5) Based on the solenoid control data extracted in step S641-3 above, the main CPU 300a executes a large prize solenoid energization control process to either start energizing the first large prize solenoid 126c or the second large prize solenoid 128c, or to stop energizing the first large prize solenoid 126c or the second large prize solenoid 128c. This execution of the large prize solenoid energization control process results in the start or stop of energizing the first large prize solenoid 126c or the second large prize solenoid 128c being controlled in steps S400-31 and S400-33 above.

[0432] (Step S641-7) The main CPU 300a saves the timer value based on the timer data extracted in step S641-3 above to the special game timer. The timer value saved to the special game timer here is the maximum opening time for the first and second large prize winning slots 126 and 128 in one go.

[0433] (Step S641-9) The main CPU 300a determines whether the first large prize slot solenoid 126c or the second large prize slot solenoid 128c is in the power-on state, that is, whether the control process to start powering the first large prize slot solenoid 126c or the second large prize slot solenoid 128c was performed in step S641-5 above. If it is determined that the power-on state has been started, the process moves to step S641-11; if it is determined that the power-on state has not been started, the large prize slot opening / closing switching process is terminated.

[0434] (Step S641-11) The main CPU 300a updates the counter value of the special electric mechanism opening / closing count counter to the current counter value plus "1", and then terminates the opening / closing process for the large prize slot.

[0435] Figure 41 is a flowchart illustrating the control process for opening the main prize slot on the main control board 300. This control process is executed when the special game management phase is "04H" or "08H".

[0436] (Step S650-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S641-7 is not "0". If it determines that the timer value of the special game timer is not "0", it proceeds to step S650-5. If it determines that the timer value of the special game timer is "0", it proceeds to step S650-3.

[0437] (Step S650-3) The main CPU 300a determines whether the counter value of the special electric mechanism opening / closing switch count counter is the upper limit of the number of times the special electric mechanism can be opened / closed. If it determines that the counter value is the upper limit, the process moves to step S650-7; if it determines that the counter value is not the upper limit, the process moves to step S641.

[0438] (Step S641) In step S650-3 above, if the counter value of the special electric mechanism opening / closing switch count counter is determined not to be the upper limit of the number of times the special electric mechanism can be opened / closed, the main CPU 300a executes the process in step S641 above.

[0439] (Step S650-5) The main CPU 300a determines whether the counter value of the large prize-winning ball counter, which was updated in step S500-9 above, has reached a predetermined number, that is, whether the same number of game balls as the maximum number of balls that can be won in one round have entered the first large prize-winning ball 126 or the second large prize-winning ball 128. If it determines that the predetermined number has not been reached, the large prize-winning ball opening control process is terminated, and if it determines that the predetermined number has been reached, the process moves to step S650-7.

[0440] (Step S650-7) The main CPU 300a executes the necessary prize-winning gate closing process to close the first prize-winning gate 126 and the second prize-winning gate 128 by stopping the power supply to the first prize-winning gate solenoid 126c and the second prize-winning gate solenoid 128c. As a result, the first prize-winning gate 126 and the second prize-winning gate 128 are closed.

[0441] (Step S650-9) The main CPU 300a saves the effective closing time (interval time) for the big prize slot to the special game timer.

[0442] (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").

[0443] (Step S650-13) The main CPU 300a sets a command to specify that the first and second prize winning holes 126 and 128 have been closed, and then terminates the prize winning hole opening control process.

[0444] Figure 42 is a flowchart illustrating the process for activating the closure of the main prize slot on the main control board 300. This process is executed when the special game management phase is "05H" or "09H".

[0445] (Step S660-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S650-9 is not "0". If it determines that the timer value of the special game timer is not "0", it terminates the process of activating the closing of the big prize slot. If it determines that the timer value of the special game timer is "0", it proceeds to step S660-3.

[0446] (Step S660-3) The main CPU 300a determines whether the counter value of the special electric mechanism continuous operation count counter matches the counter value of the special electric mechanism maximum operation count counter, that is, whether the number of rounds of gameplay that have been set in advance has ended. If it is determined that the counter value of the special electric mechanism continuous operation count counter matches the counter value of the special electric mechanism maximum operation count counter, the process moves to step S660-9; if it is determined that they do not match, the process moves to step S660-5.

[0447] (Step S660-5) The main CPU 300a updates the special game management phase to "07H". Note that if the special game management phase is "05H", that is, during the control of a minor win game, the number of rounds for the minor win game is "1", so the above step S660-3 will always be judged as YES, and the process will not proceed to that step.

[0448] (Step S660-7) The main CPU 300a saves the predetermined closure time for the large prize slot to the special game timer and terminates the process of activating the closure of the large prize slot. As a result, the next round of gameplay begins.

[0449] (Step S660-9) The main CPU 300a determines whether the special game management phase is 05H, that is, whether a minor win game is in progress. If it determines that the special game management phase is 05H, it proceeds to step S660-11; if it determines that the special game management phase is not 05H, it proceeds to step S660-21.

[0450] (Step S660-11) The main CPU 300a determines whether all the game balls that entered the second large prize slot 128 have been ejected. Here, ejection is determined to be complete when the value obtained by subtracting the total number of game balls that entered the specific area 140b and the non-specific area 140c from the number of game balls that entered the second large prize slot 128 becomes 0. If it is determined that ejection is complete, the process moves to step S660-13; if it is determined that ejection is not complete, the process of activating the closure of the large prize slot is terminated. If the determination result that ejection is not complete is continuously derived for a certain period of time, error handling is performed.

[0451] (Step S660-13) The main CPU 300a determines whether the specific area entry flag is turned on. If it determines that the specific area entry flag is turned on, the process moves to step S660-15; if it determines that the specific area entry flag is not turned on, the process moves to step S660-21.

[0452] (Step S660-15) The main CPU 300a turns off the flag for entering a specific region.

[0453] (Step S660-17) The main CPU 300a checks the type of minor winning symbol and sets a predetermined number as the counter value (the counter value corresponding to the type of special symbol = the number of rounds minus 1, i.e., the number of rounds played in a major winning game) in the special electric mechanism maximum operation count counter.

[0454] (Step S660-19) The main CPU 300a sets the special game management phase to 07H and terminates the process of closing the large prize winning slot.

[0455] (Step S660-21) The main CPU 300a executes the ending time setting process, which saves the ending time to a special game timer.

[0456] (Step S660-23) The main CPU 300a updates the special game management phase to the current value plus 01H ("06H" or "0AH").

[0457] (Step S660-25) The main CPU 300a sets an ending specification command, indicating the start of the ending, into the transmission buffer and terminates the process of activating the closing of the grand prize jackpot.

[0458] Figure 43 is a flowchart illustrating the jackpot completion wait processing in the main control board 300. This jackpot completion wait processing is executed when the special game management phase is "06H" or "0AH".

[0459] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S660-7 is not "0". If it determines that the timer value of the special game timer is not "0", it terminates the big prize entry end wait process. If it determines that the timer value of the special game timer is "0", it moves to step S670.

[0460] (Step S671) The main CPU 300a executes a state setting process to set the game state after the completion of a major game, which is executed based on the fact that a game ball entered a specific area 140b during a minor win game. This state setting process will be explained using Figure 44. Note that if a game ball did not enter the specific area 140b during a minor win game, that is, if the special game management phase was "0AH", the game state will not be set in step S671.

[0461] (Step S670-3) The main CPU 300a sets a game state change specification command in the transmission buffer to transmit the game state and fluctuation state that are set after the end of a major game.

[0462] (Step S670-5) The main CPU 300a sets the command specifying the number of time reductions saved in step S671 above into the send buffer.

[0463] (Step S670-7) The main CPU 300a updates the special game management phase to "00H" and terminates the waiting process for the end of the big prize entry. As a result, if special 1 or special 2 reserves are stored, the display of the special symbols will resume.

[0464] Figure 44 is a flowchart illustrating the state setting process in the main control board 300.

[0465] (Step S671-1) The main CPU 300a determines whether the special game management phase is 0AH, that is, whether the big win game has ended. If it determines that the big win game has ended, it proceeds to step S671-3. If it determines that the big win game has not ended (i.e., it is the end of a minor win), it terminates the state setting process.

[0466] (Step S671-3) The main CPU 300a determines whether the reference game state is a time-saving game state. If it determines that the reference game state is a time-saving game state, it proceeds to step S671-5; if it determines that the reference game state is not a time-saving game state, it proceeds to step S671-21.

[0467] (Step S671-5) The main CPU 300a decrements the limiter counter, which counts the number of jackpots before the limiter is activated.

[0468] (Step S671-7) The main CPU 300a determines whether the counter value of the limiter counter updated in step S671-5 is 0. If it determines that the counter value is 0, it proceeds to step S671-9; if it determines that the counter value is not 0, it proceeds to step S671-15.

[0469] (Step S671-9) The main CPU 300a sets the game state to a non-time-saving game state.

[0470] (Step S671-11) The main CPU 300a resets the time-saving count counter.

[0471] (Step S671-13) The main CPU 300a sets the reference game state to a non-time-saving game state and terminates the state setting process.

[0472] (Step S671-15) The main CPU 300a sets the game state to the time-saving game state.

[0473] (Step S671-17) The main CPU 300a sets the time-saving count counter to 10,000.

[0474] (Step S671-19) The main CPU 300a sets the reference game state to the time-saving game state and then terminates the state setting process.

[0475] (Step S671-21) The main CPU 300a determines whether the special symbol Z2 has been won. If it determines that the special symbol Z2 has been won, the process moves to step S671-23; if it determines that the special symbol Z2 has not been won, the process moves to step S671-29.

[0476] (Step S671-23) The main CPU 300a sets the game state to a non-time-saving game state.

[0477] (Step S671-25) The main CPU 300a resets the time-saving count counter.

[0478] (Step S671-27) The main CPU 300a sets the reference game state to a non-time-saving game state and terminates the state setting process.

[0479] (Step S671-29) The main CPU 300a sets the game state to the time-saving game state.

[0480] (Step S671-31) The main CPU 300a sets the time-saving count counter to 10,000.

[0481] (Step S671-33) The main CPU 300a sets the time-saving game state to the reference game state.

[0482] (Step S671-35) The main CPU 300a sets the limiter counter to 2 and then terminates the state setting process.

[0483] Figure 45 is a diagram illustrating the normal game management phase. As already explained, in this embodiment, the processing related to normal gameplay triggered by the passage of a game ball through gate 124 is executed in stages and repeatedly, and the main control board 300 manages each of these normal gameplay processes through the normal game management phase.

[0484] As shown in Figure 45, the main ROM 300b stores multiple normal game control modules for executing and controlling normal gameplay, and each of these normal game control modules is associated with a normal game management phase. Specifically, if the normal game management phase is "00H", a module for executing the "normal symbol variation waiting process" is called; if the normal game management phase is "01H", a module for executing the "normal symbol variation in progress process" is called; if the normal game management phase is "02H", a module for executing the "normal symbol stop symbol display process" is called; if the normal game management phase is "03H", a module for executing the "normal electric prize entry opening pre-processing" is called; if the normal game management phase is "04H", a module for executing the "normal electric prize entry opening control process" is called; if the normal game management phase is "05H", a module for executing the "normal electric prize entry closing effective process" is called; and if the normal game management phase is "06H", a module for executing the "normal electric prize entry closing wait process" is called.

[0485] Figure 46 is a flowchart illustrating the normal game management process (step S700) in the main control board 300.

[0486] (Step S700-1) The main CPU 300a loads the normal game management phase.

[0487] (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 above.

[0488] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 above and starts processing.

[0489] (Step S700-7) The main CPU 300a loads the normal game timer, which manages the control time for normal gameplay.

[0490] Figure 47 is a flowchart illustrating the normal symbol variation waiting process in the main control board 300. This normal symbol variation waiting process is executed when the normal game management phase is "00H".

[0491] (Step S710-1) The main CPU 300a loads the counter value of the normal symbol reserve ball counter and determines whether the counter value is "0", that is, whether there are "0" normal symbol reserves. If it determines that the counter value is "0", it terminates the normal symbol variation waiting process, and if it determines that the counter value is not "0", it moves to step S710-3.

[0492] (Step S710-3) The main CPU 300a blocks the normal symbol reserves (winning random numbers) stored in the first to fourth memory units of the normal symbol reserve memory area and transfers them to the memory unit with the smaller ordinal number. Specifically, it transfers the normal symbol reserves stored in the second to fourth memory units to the first to third memory units. The main RAM 300c is also provided with a zero memory unit to be processed, and it transfers the normal symbol reserves stored in the first memory unit to the zero memory unit. During this normal symbol memory area shift process, the counter value of the normal symbol reserve ball count counter is deducted by "1", and a normal symbol reserve reduction command, indicating that the normal symbol reserve has been reduced by "1", is set in the transmission buffer.

[0493] (Step S710-5) The main CPU 300a loads the random number that determines the winning combination, which has been transferred to the 0th memory unit, selects a random number determination table that corresponds to the current game state, performs a regular symbol draw, and executes a regular symbol winning determination process that stores the result of that draw.

[0494] (Step S710-7) The main CPU 300a saves the regular symbol stop number corresponding to the result of the regular symbol lottery in step S710-5 above. In this embodiment, the regular symbol indicator 168 is composed of one LED lamp, and the regular symbol indicator 168 lights up when there is a win, and turns off when there is a loss. The regular symbol stop number determined here indicates whether or not the regular symbol indicator 168 will ultimately light up. For example, if there is a win, "0" is determined as the regular symbol stop number, and if there is a loss, "1" is determined as the regular symbol stop number.

[0495] (Step S710-9) The main CPU 300a checks the current game state and selects and sets the corresponding regular symbol variation time data table.

[0496] (Step S710-11) The main CPU 300a determines the normal symbol variation time based on the winning random number transferred to the 0th memory unit in step S710-3 and the normal symbol variation time data table set in step S710-9.

[0497] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in step S710-11 above to the normal game timer.

[0498] (Step S710-15) The main CPU 300a executes a process to set the normal symbol display counter in the normal symbol display unit 168 in order to start the display of the normal symbols in a variable state. If the counter value of this normal symbol display counter is set to, for example, "0", the normal symbol display unit 168 is controlled to light up, and if the counter value is set to "1", the normal symbol display unit 168 is controlled to turn off. Here, a predetermined counter value is set to the normal symbol display counter when the display of the normal symbols in a variable state begins.

[0499] (Step S710-17) The main CPU 300a sets a "Plant Hold Specification Command" in the transmission buffer, which indicates the number of Plan Holds stored in the Plan Hold Storage Area.

[0500] (Step S710-19) The main CPU 300a sets a normal symbol specification command in the transmission buffer based on the normal symbol stop symbol number determined in step S710-7 above, that is, the symbol type (winning symbol or losing symbol) determined by the normal symbol hit determination process.

[0501] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and terminates the normal symbol variation waiting process.

[0502] Figure 48 is a flowchart illustrating the processing during normal symbol variation in the main control board 300. This normal symbol variation processing is executed when the normal game management phase is "01H".

[0503] (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 moves to step S720-9; otherwise, the process moves to step S720-3.

[0504] (Step S720-3) The main CPU 300a updates the regular symbol display timer, which measures the on-time and off-time of the regular symbol display unit 168. Specifically, if the timer value of the regular 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.

[0505] (Step S720-5) The main CPU 300a determines whether the timer value of the normal symbol display timer is "0". If it determines that the timer value of the normal symbol display timer is "0", it proceeds to step S720-7. If it determines that the timer value of the normal symbol display timer is not "0", it terminates the normal symbol variation process.

[0506] (Step S720-7) The main CPU 300a updates the counter value of the normal symbol display counter. Here, if the counter value of the normal symbol display counter was a value indicating that the normal symbol display unit 168 was off, it is updated to a value indicating that it was on. If the counter value was indicating that the normal symbol display unit 168 was on, it is updated to a value indicating that it was off, and the normal symbol variation process is terminated. As a result, the normal symbol display unit 168 will repeatedly turn on and off (blink) at predetermined time intervals throughout the normal symbol variation time.

[0507] (Step S720-9) The main CPU 300a saves the regular symbol stop symbol number (counter value) determined in step S710-7 above to the regular symbol display symbol counter. As a result, the regular symbol display unit 168 is ultimately controlled to light up or turn off, and the result of the regular symbol lottery is announced.

[0508] (Step S720-11) The main CPU 300a sets the normal symbol change stop time, which is the time it takes for the normal symbols to stop displaying, to the normal game timer.

[0509] (Step S720-13) The main CPU 300a sets a normal symbol stop command in the transmit buffer, indicating that the normal symbol stop display has started.

[0510] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and terminates the processing during the normal symbol variation.

[0511] Figure 49 is a flowchart illustrating the normal symbol stop symbol display process in the main control board 300. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".

[0512] (Step S730-1) The main CPU 300a determines whether the timer value of the normal game timer set in step S720-11 is not "0". If it determines that the timer value of the normal game timer is not "0", it terminates the normal symbol stop symbol display process. If it determines that the timer value of the normal game timer is "0", it moves to step S730-3.

[0513] (Step S730-3) The main CPU 300a checks the results of the general lottery.

[0514] (Step S730-5) The main CPU 300a determines whether the result of the lottery is a win. If it determines that it is a win, it proceeds to step S730-9; if it determines that it is not a win (it is a loss), it proceeds to step S730-7.

[0515] (Step S730-7) The main CPU 300a updates the normal game management phase to "00H" and terminates the normal symbol stop and symbol display processing. As a result, the normal game management processing based on the 1 normal symbol hold is terminated, and if a normal symbol hold is stored, processing is performed to start the display of the changing normal symbols based on the next hold.

[0516] (Step S730-9) The main CPU 300a refers to the data in the opening / closing control pattern table and saves the time before the normal power is opened as a timer value to the normal game timer.

[0517] (Step S730-11) The main CPU 300a updates the normal game management phase to "03H" and terminates the normal symbol stop symbol display process. As a result, the opening and closing control of the second start port 122 begins.

[0518] Figure 50 is a flowchart illustrating the pre-processing for opening the normal electric prize winning slot on the main control board 300. This pre-processing for opening the normal electric prize winning slot is executed when the normal game management phase is "03H".

[0519] (Step S740-1) The main CPU 300a determines whether the timer value of the normal game timer is not "0". If it determines that the timer value of the normal game timer is not "0", it terminates the pre-processing for opening the normal electric prize entry point. If it determines that the timer value of the normal game timer is "0", it proceeds to step S741.

[0520] (Step S741) The main CPU 300a executes the process of switching the opening and closing of the standard electric prize entry slot. This process of switching the opening and closing of the standard electric prize entry slot will be described later.

[0521] (Step S740-3) The main CPU 300a updates the normal game management phase to "04H" and terminates the pre-processing for opening the normal electric prize entry point.

[0522] Figure 51 is a flowchart illustrating the process of switching the opening and closing of the normal electric prize slot in the main control board 300.

[0523] (Step S741-1) The main CPU 300a determines whether the counter value of the normal electric mechanism opening / closing count counter is the upper limit of the normal electric mechanism opening / closing count (the number of times the movable piece 122b opens and closes during one opening / closing control). If it determines that the counter value is the upper limit, the normal electric mechanism prize entry opening / closing switching process is terminated. If it determines that the counter value is not the upper limit, the process moves to step S741-3.

[0524] (Step S741-3) The main CPU 300a refers to the data in the opening / closing control pattern table and extracts solenoid control data (power supply control data or power supply deactivation control data) for controlling the power supply of the ordinary electric mechanism solenoid 122c, and timer data which is the power supply time (solenoid power supply time) or power supply deactivation time (ordinary power closing effective time = pause time) of the ordinary electric mechanism solenoid 122c, based on the counter value of the ordinary electric mechanism opening / closing switch count counter.

[0525] (Step S741-5) Based on the solenoid control data extracted in step S741-3 above, the main CPU 300a executes a solenoid power supply control process to either start or stop the power supply to the solenoid 122c. This solenoid power supply control process allows for the start or stop of power supply to the solenoid 122c in steps S400-31 and S400-33.

[0526] (Step S741-7) The main CPU 300a saves the timer value based on the timer data extracted in step S741-3 above to the normal game timer. The timer value saved to the normal game timer here is the maximum opening time of the second start opening 122 in one go.

[0527] (Step S741-9) The main CPU 300a determines whether the standard electric prize solenoid 122c is in the power-on state, that is, whether the control process to start powering the standard electric prize solenoid 122c was performed in step S741-5 above. If it is determined that the power-on state is in place, the process moves to step S741-11; if it is determined that the power-on state is not in place, the standard electric prize entry opening opening / closing switching process is terminated.

[0528] (Step S741-11) The main CPU 300a updates the counter value of the normal electric mechanism opening / closing count counter to the current counter value plus "1".

[0529] Figure 52 is a flowchart illustrating the control process for opening the normal electric prize winning slot on the main control board 300. This control process is executed when the normal game management phase is "04H".

[0530] (Step S750-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S741-7 is not "0". If it determines that the timer value of the normal game timer is not "0", it proceeds to step S750-5. If it determines that the timer value of the normal game timer is "0", it proceeds to step S750-3.

[0531] (Step S750-3) The main CPU 300a determines whether the counter value of the normal electric mechanism opening / closing switch count counter is the upper limit of the normal electric mechanism opening / closing switch count. If it determines that the counter value is the upper limit, the process moves to step S750-7; if it determines that the counter value is not the upper limit, the process moves to step S741.

[0532] (Step S741) In step S750-3 above, if the counter value of the normal electric mechanism opening / closing count counter is determined not to be the upper limit of the normal electric mechanism opening / closing count, the main CPU 300a executes the process of step S741 above.

[0533] (Step S750-5) The main CPU 300a determines whether the counter value of the ordinary electric prize ball entry counter, which was 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 prize balls that can be entered during one opening and closing control have entered the second start opening 122. If it determines that the specified number has not been reached, the ordinary electric prize entry opening control process is terminated, and if it determines that the specified number has been reached, the process moves to step S750-7.

[0534] (Step S750-7) The main CPU 300a executes the necessary process to close the second start port 122 by stopping the power supply to the ordinary electric mechanism solenoid 122c. As a result, the second start port 122 is closed.

[0535] (Step S750-9) The main CPU 300a saves the normal power-on state time to the normal game timer.

[0536] (Step S750-11) The main CPU 300a updates the normal game management phase to "05H" and terminates the control process for opening the normal electric prize entry point.

[0537] Figure 53 is a flowchart illustrating the process for activating the closing of the normal electric prize entry slot in the main control board 300. This process for activating the closing of the normal electric prize entry slot is executed when the normal game management phase is "05H".

[0538] (Step S760-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S750-9 is not "0". If it determines that the timer value of the normal game timer is not "0", it terminates the normal electric prize entry opening closing process. If it determines that the timer value of the normal game timer is "0", it proceeds to step S760-3.

[0539] (Step S760-3) The main CPU 300a saves the normal power end wait time to the normal game timer.

[0540] (Step S760-5) The main CPU 300a updates the normal game management phase to "06H" and terminates the normal electric prize entry opening closing process.

[0541] Figure 54 is a flowchart illustrating the normal electric prize entry point end-wait processing in the main control board 300. This normal electric prize entry point end-wait processing is executed when the normal game management phase is "06H".

[0542] (Step S770-1) The main CPU 300a determines whether the timer value of the normal game timer saved in step S760-3 is not "0". If it determines that the timer value of the normal game timer is not "0", it terminates the normal electric prize entry point end wait process. If it determines that the timer value of the normal game timer is "0", it proceeds to step S770-3.

[0543] (Step S770-3) The main CPU 300a updates the normal game management phase to "00H" and terminates the normal electric prize entry point end wait processing. As a result, if a normal symbol hold is stored, the display of the normal symbol fluctuations will resume.

[0544] Figure 55 illustrates an example of a gameplay sequence during a round. When a minor win is achieved, a round-in-game sequence begins, as shown in Figure 55(a), displaying a round-in-game image and a round number indicator. The round-in-game image may be a video that plays across multiple rounds. The round number indicator shows the current round number.

[0545] In Figure 17 (3) above, if the special symbol Z2 or Z3 is won, and in Figure 17 (5), if the special symbol Z2 or Z3 is won, the following effects are executed. As the round game progresses and the 7th round game begins, the sub-control board 330 receives a command to specify the opening of the big prize slot. The sub-RAM 330c of the sub-control board 330 is provided with a second pre-determination information storage unit corresponding to the second special symbol hold memory area. The second pre-determination information storage unit has four storage units, the first to the fourth storage unit, and these first to fourth storage units of the second pre-determination information storage unit correspond to the first to fourth storage units of the second special symbol hold memory area, respectively. Then, among the first to fourth storage units of the second special symbol hold memory area of ​​the main control board 300, the pre-determination information is stored in the storage unit corresponding to the storage unit where the hold was newly stored. Then, the pre-determination information stored in the second pre-determination information storage unit is read sequentially from the first storage unit to determine whether or not the special conditions are met. Specifically, the special conditions are met if, as a result of sequentially reading the pre-determination information stored in the second pre-determination information storage unit from the first storage unit, the number of prize balls guaranteed to be won by the player is 6,000 or more, and it is guaranteed that the game will ultimately be set to a time-saving game state. The method for determining whether or not the special conditions are met will be described in detail below.

[0546] Figure 56 is a diagram illustrating the added value and pre-read termination status set for each type of special symbol. As shown in Figure 56, in this embodiment, information about the "added value" and "pre-read termination status" is set for each type of special symbol. The "added value" indicates the number of prize balls that the player is guaranteed to win. "Pre-read termination" indicates that the process of reading the next pre-read information from the memory unit and adding the added value is terminated. In other words, if a special symbol type set to "pre-read termination enabled" is read, the process of reading the next pre-read information from the memory unit and adding the added value is terminated. On the other hand, if a special symbol type set to "pre-read termination disabled" is read, the process of reading the next pre-read information from the memory unit and adding the added value is executed again.

[0547] When the seventh round of gameplay begins, the sub-control board 330 first reads the pre-determination information stored in the first storage unit of the second pre-determination information storage unit. Then, according to the type of special symbol corresponding to the read pre-determination information, it adds the value specified in Figure 56 to the add value counter which indicates the number of prize balls that the player is guaranteed to win.

[0548] Furthermore, if the type of special symbol corresponding to the read pre-determined information is special symbol Z2 or Z3, that is, if it is a minor win symbol, the sub-control board 330 adds 1 to the value of the stock counter, which indicates the number of minor wins that are guaranteed to be won.

[0549] Then, if the type of special symbol corresponding to the read pre-determination information is a special symbol of the type for which "no pre-read termination" is set, specifically if it is special symbol Z2 or Y, the pre-determination information stored in the second memory unit is read, and the above process is executed for the next pre-determination information.

[0550] On the other hand, if the type of special symbol corresponding to the read pre-determination information is a special symbol of the type for which "pre-read termination is enabled" is set, specifically if it is special symbol Z3, Y1, or Y2, the above process of updating the added value counter or stock count counter is terminated without reading the next pre-determination information.

[0551] Then, if, as a result of the above processing, the value of the added value counter is 6000 or more, and the type of special symbol corresponding to the last read pre-determination information is a special symbol of a type that has "pre-read termination enabled" set, then it is determined that the special condition is met.

[0552] Figure 57 shows an example of the memory status of Special 2 Reserve when a special condition is met. Figure 57(a) shows the case where pre-determination information corresponding to special symbol Z2 is stored in the first to third memory units of the second pre-determination information storage unit, and pre-determination information corresponding to special symbol Y1 is stored in the fourth memory unit. In this case, all the pre-determination information from the first to fourth memory units is read out, and finally the value of the addition counter becomes 6000 and the value of the stock counter becomes 3. In this case, the value of the addition counter is 6000 or more, and the type of special symbol corresponding to the last read pre-determination information is special symbol Y1, so the special condition is met.

[0553] Figure 57(b) shows the case where pre-determination information corresponding to special symbol Z2 is stored in the first and second memory sections of the second pre-determination information storage unit, and pre-determination information corresponding to special symbol Y2 is stored in the third memory section. In this case, the pre-determination information from the first to third memory sections is read out, but the pre-determination information from the fourth memory section is not read out. Finally, the value of the increment counter becomes 6000 and the value of the stock counter becomes 2. In this case, the value of the increment counter is 6000 or more, and the type of special symbol corresponding to the last read pre-determination information is special symbol Y2, so the special condition is met.

[0554] Figure 57(c) shows the case where pre-judgment information corresponding to a normal miss is stored in the first and second memory sections of the second pre-judgment information storage unit, pre-judgment information corresponding to special symbol Z2 is stored in the third memory section, and pre-judgment information corresponding to special symbol Z3 is stored in the fourth memory section. In this case, all the pre-judgment information from the first to fourth memory sections is read out, and finally the value of the sum value counter becomes 6000 and the value of the stock count counter becomes 2. In this case, the value of the sum value counter is 6000 or more, and the type of special symbol corresponding to the last read pre-judgment information is special symbol Z3, so the special condition is met.

[0555] Figure 57(d) shows the case where pre-determination information corresponding to special symbol Z2 is stored in the first to third memory units of the second pre-determination information storage unit, and pre-determination information corresponding to special symbol Z3 is stored in the fourth memory unit. In this case, all the pre-determination information from the first to fourth memory units is read out, and finally the value of the sum value counter becomes 9000 and the value of the stock count counter becomes 4. In this case, the value of the sum value counter is 6000 or more, and the type of special symbol corresponding to the last read pre-determination information is special symbol Z3, so the special condition is met.

[0556] On the other hand, if the value of the added value counter is less than 6000 as a result of the above processing, or if the type of special symbol corresponding to the last read pre-determination information is a special symbol of the type for which "no pre-read termination" is set, it is determined that the special condition is not met.

[0557] Figure 58 shows an example of the memory status of Special 2 Reserve when the special conditions are not met. Figure 58(a) shows the case where pre-determination information corresponding to special symbol Z2 is stored in the first to fourth memory units of the second pre-determination information storage unit. In this case, all the pre-determination information from the first to fourth memory units is read out, and finally the value of the increment counter becomes 6000 and the value of the stock counter becomes 4. In this case, although the value of the increment counter is 6000 or more, the special conditions are not met because the type of special symbol corresponding to the last pre-determination information read out is special symbol Z2.

[0558] Figure 58(b) shows the case where pre-judgment information corresponding to a normal miss is stored in the first to third memory sections of the second pre-judgment information storage unit, and pre-judgment information corresponding to special symbol Z2 is stored in the fourth memory section. In this case, all the pre-judgment information from the first to fourth memory sections is read out, and finally the value of the sum value counter becomes 1500 and the value of the stock count counter becomes 1. In this case, the value of the sum value counter is less than 6000, and the type of special symbol corresponding to the last read pre-judgment information is special symbol Z2, so the special condition is not met.

[0559] Figure 58(c) shows a case where pre-judgment information corresponding to a normal miss is stored in the first and second memory sections of the second pre-judgment information storage unit, and pre-judgment information corresponding to special symbol Z3 is stored in the third memory section. In this case, the pre-judgment information from the first to third memory sections is read out, but the pre-judgment information from the fourth memory section is not read out. Finally, the value of the increment counter becomes 4500 and the value of the stock counter becomes 1. In this case, although the type of special symbol corresponding to the last read pre-judgment information is special symbol Z3, the value of the increment counter is less than 6000, so the special condition is not met.

[0560] Figure 58(d) shows the case where pre-determination information corresponding to special symbol Z2 is stored in the first memory of the second pre-determination information storage unit, and pre-determination information corresponding to special symbol Y1 is stored in the second memory. In this case, the pre-determination information from the first and second memory units is read out, but the pre-determination information from the third and fourth memory units is not read out. Finally, the value of the sum value counter becomes 3000 and the value of the stock count counter becomes 1. In this case, although the type of special symbol corresponding to the last read pre-determination information is special symbol Y1, the value of the sum value counter is less than 6000, so the special condition is not met.

[0561] Figure 58(e) shows the case where pre-determination information corresponding to special symbol Z2 is stored in the first memory of the second pre-determination information storage unit, and pre-determination information corresponding to special symbol Y2 is stored in the second memory. In this case, the pre-determination information from the first and second memory units is read out, but the pre-determination information from the third and fourth memory units is not read out. Finally, the value of the sum value counter becomes 4500 and the value of the stock count counter becomes 1. In this case, although the type of special symbol corresponding to the last read pre-determination information is special symbol Y2, the value of the sum value counter is less than 6000, so the special condition is not met.

[0562] Furthermore, if the above special conditions are met, a premium animation will be performed when the 8th round of gameplay begins, displaying the special image shown in Figure 55(b). The premium animation is only performed when it is guaranteed that the player will win 6,000 or more prize balls. In other words, the premium animation informs the player that it is guaranteed that they will win 6,000 or more prize balls. This makes it possible to give the player a sense of happiness and improve the effect of the animation.

[0563] On the other hand, if the above special conditions are not met, when the 8th round of gameplay begins, a stock count notification animation will be performed, displaying the stock count image shown in Figure 55(c). However, if the stock count counter value is 0, the stock count notification animation will not be performed. By displaying the stock count image, the number of minor wins that are guaranteed to be won is announced, which can give players a sense of happiness and improve the effectiveness of the animation.

[0564] Next, we will explain the processing in the sub-control board 330 for executing the above-mentioned effects. Note that in the following explanation, we will omit the explanation of the processing in the sub-control board 330 that is not related to the above-mentioned effects.

[0565] (Sub-CPU initialization process of sub-control board 330) Figure 59 is a flowchart illustrating the sub-CPU initialization process (S1000) of the sub-control board 330.

[0566] (Step S1000-1) When power is turned on, the sub-CPU 330a reads the CPU initialization program from the sub-ROM 330b and performs initialization and setting processes for flags and other items stored in the sub-RAM 330c.

[0567] (Step S1000-3) Next, the sub-CPU 330a performs the process of updating each random number for the animation, and thereafter repeats the process of step S1000-3 until an interrupt is processed. Note that there are multiple types of random numbers for the animation, and each random number for the animation is updated asynchronously.

[0568] (Sub-timer interrupt processing on sub-control board 330) Figure 60 is a flowchart illustrating the sub-timer interrupt processing (S1100) of the sub-control board 330. The sub-control board 330 is equipped with a reset clock pulse generation circuit (not shown) that generates clock pulses at a predetermined period (30 times per second). Upon generation of clock pulses by this reset clock pulse generation circuit, the sub-CPU 330a reads the timer interrupt processing program and starts the sub-timer interrupt processing.

[0569] (Step S1100-1) Sub-CPU 330a saves the registers.

[0570] (Step S1100-3) Sub-CPU 330a performs the processing required to enable interrupts.

[0571] (Step S1100-5) The sub-CPU 330a performs update processing for various timer counters used by the sub-control board 330. Here, unless otherwise specified, the timer counters are decremented by 1 each time the sub-timer interrupt processing of the sub-control board 330 occurs, and the decrementing stops when they reach 0.

[0572] (Step S1200) The sub-CPU 330a analyzes the commands stored in the receive buffer of the sub-RAM 330c and performs various processing according to the received commands. When a command is sent from the main control board 300 to the sub-control board 330, a command reception interrupt is performed, and the command sent from the main control board 300 is stored in the receive buffer. Here, the command stored in the receive buffer by the command reception interrupt is analyzed.

[0573] (Step S1100-7) Sub-CPU 330a performs time schedule management processing by referring to the timetable and executing the corresponding processing stored in the timetable. Here, based on the time data set in the timetable, it controls the execution of various effects, including variable effects and major role effects, by turning various flags on or off or sending commands to each effect device.

[0574] (Step S1100-9) Sub-CPU 330a resets the registers and terminates the sub-timer interrupt processing.

[0575] Figure 61 is a flowchart illustrating the pre-read command reception process, which is executed when a pre-read command is received as part of the command analysis process described above. As described above, the pre-read command is set in step S535-17 in Figure 29 on the main control board 300, and then transmitted to the sub-control board 330 by the sub-command transmission process in step S100-65 (see Figure 20).

[0576] (Step S1210-1) Sub-CPU 330a first analyzes the received look-ahead command.

[0577] (Step S1210-3) The sub-CPU 330a stores pre-determination information based on the analysis results of step S1210-1 described above. The sub-RAM 330c of the sub-control board 330 is provided with a first pre-determination information storage unit corresponding to the first special feature hold storage area of ​​the main control board 300, and a second pre-determination information storage unit corresponding to the second special feature hold storage area. The first pre-determination information storage unit has four storage units, from the first to the fourth storage unit. These first to fourth storage units of the first pre-determination information storage unit correspond to the first to fourth storage units of the first special feature hold storage area, respectively. Similarly, the second pre-determination information storage unit has four storage units, from the first to the fourth storage unit, and these first to fourth storage units of the second pre-determination information storage unit correspond to the first to fourth storage units of the second special feature hold storage area, respectively. Here, pre-determination information is stored in the memory unit corresponding to the newly reserved memory unit among the first to fourth memory units of the first special feature reservation memory area or the second special feature reservation memory area of ​​the main control board 300.

[0578] Figure 62 is a flowchart illustrating the process of receiving the command to open the grand prize slot, which is executed when the grand prize slot opening command is received as part of the command analysis process described above. As described above, the grand prize slot opening command is set in step S640-5 in Figure 39 on the main control board 300, and then transmitted to the sub-control board 330 by the sub-command transmission process in step S100-65 (see Figure 20).

[0579] (Step S1230-1) Sub-CPU 330a determines whether it is the start of the first round of gameplay. If it determines that it is the start of the first round of gameplay, it proceeds to step S1230-3; if it determines that it is not the start of the first round of gameplay, it proceeds to step S1230-5.

[0580] (Step S1230-3) SubCPU 330a executes a round-in-play animation start process to begin the execution of the round-in-play animation shown in Figure 55(a), which displays the round game image and the number of rounds, and then terminates the reception process for the command to specify opening the big prize slot.

[0581] (Step S1230-5) Sub-CPU 330a updates the round count displayed in the round count indicator.

[0582] (Step S1230-7) The sub-CPU 330a determines whether a predetermined condition has been met. In this embodiment, the predetermined condition is met when the special symbol Z2 or Z3 is won in Figure 17(3) and when the special symbol Z2 or Z3 is won in Figure 17(5). That is, the predetermined condition is met in Figure 17(3) or (5) when there is a possibility of winning a small prize and proceeding to Figure 17(4). However, the conditions for the predetermined condition to be met are not limited to the above example. As a result, if the predetermined condition is met, the process moves to step S1230-9, and if the predetermined condition is not met, the process of receiving the command to open the big prize slot is terminated.

[0583] (Step S1230-9) Sub-CPU 330a determines whether it is the start of the 7th round of gameplay. If it determines that it is the start of the 7th round of gameplay, it proceeds to step S1230-11; if it determines that it is not the start of the 7th round of gameplay, it proceeds to step S1230-27.

[0584] (Step S1230-11) The sub-CPU 330a determines whether or not pre-determination information is stored in the second pre-determination information storage unit. If pre-determination information is stored in the second pre-determination information storage unit, the process moves to step S1230-13. If pre-determination information is not stored in the second pre-determination information storage unit, the process of receiving the command to open the prize winning slot terminates.

[0585] (Step S1230-13) SubCPU 330a identifies the target storage unit for processing in steps S1230-13 to S1230-19. As will be described later, the processing in step S1230-13 may be repeated in a single timer interrupt process, but when this processing is performed for the first time, the first storage unit is identified as the target storage unit, and thereafter the target storage units are identified in the order of the second storage unit, the third storage unit, and the fourth storage unit.

[0586] (Step S1230-15) The sub-CPU 330a updates the increment counter based on the pre-determination information stored in the target memory unit identified in step S1230-13. Specifically, if the target memory unit identified in step S1230-13 stores pre-determination information corresponding to special symbol Z2, 1500 is added to the increment counter. If the target memory unit identified in step S1230-13 stores pre-determination information corresponding to special symbol Z3, 4500 is added to the increment counter. If the target memory unit identified in step S1230-13 stores pre-determination information corresponding to special symbol Y1, 1500 is added to the increment counter. If the target memory unit identified in step S1230-13 stores pre-determination information corresponding to special symbol Y2, 3000 is added to the increment counter.

[0587] (Step S1230-17) The sub-CPU 330a updates the stock count counter based on the pre-determination information related to special 2 hold stored in the target storage unit identified in step S1230-13. Specifically, if the target storage unit identified in step S1230-13 stores pre-determination information corresponding to special symbol Z2 or Z3, 1 is added to the stock count counter.

[0588] (Step S1230-19) The sub-CPU 330a determines whether or not pre-determination information corresponding to any of the special symbols Z2, Y1, or Y2 is stored in the target memory unit identified in step S1230-13. If pre-determination information corresponding to any of the special symbols Z2, Y1, or Y2 is stored, the process moves to step S1230-23. If pre-determination information that does not correspond to any of the special symbols Z2, Y1, or Y2 is stored, the process moves to step S1230-21.

[0589] (Step S1230-21) SubCPU 330a determines whether or not there is any subsequent pre-determination information. If there is no subsequent pre-determination information, the process of receiving the command to open the large prize slot is terminated, and if there is subsequent pre-determination information, the process moves to step S1230-13.

[0590] (Step S1230-23) SubCPU 330a determines whether the value of the added value counter updated in step S1230-15 is 6000 or greater. If the value of the added value counter is 6000 or greater, the process moves to step S1230-25. If the value of the added value counter is not 6000 or greater, the process of receiving the command to open the big prize slot ends.

[0591] (Step S1230-25) SubCPU 330a turns on the premium effect execution flag to execute the premium effect shown in Figure 55(b), and terminates the processing of receiving the command to specify opening the big prize slot.

[0592] (Step S1230-27) SubCPU 330a determines whether it is the start of the 8th round of gameplay. If it determines that it is the start of the 8th round of gameplay, it proceeds to step S1230-29. If it determines that it is not the start of the 8th round of gameplay, it terminates the process of receiving the command to open the big prize slot.

[0593] (Step S1230-29) Sub-CPU 330a determines whether the premium effect execution flag is on or off. If the premium effect execution flag is on, the process moves to step S1230-31; otherwise, the process moves to step S1230-33.

[0594] (Step S1230-31) Sub-CPU 330a executes the premium effect execution process to perform the premium effect shown in Figure 55(b), and then proceeds to step S1230-35.

[0595] (Step S1230-33) The sub-CPU 330a executes a stock count notification animation execution process to perform the stock count notification animation shown in Figure 55(c), based on the value of the stock count counter updated in step S1230-17 above. However, if the value of the stock count counter is 0, the stock count notification animation is not executed.

[0596] (Step S1230-35) Sub-CPU 330a performs a reset process that turns off the value of the increment counter, the value of the stock counter, and the premium effect execution flag, and then terminates the process of receiving the command to open the large prize slot.

[0597] Preferred embodiments of the present invention have been described above with reference to the attached drawings, but it goes without saying that the present invention is not limited to these embodiments. It will be obvious to those skilled in the art that various modifications or alterations can be conceived within the scope of the claims, and these will naturally also fall within the technical scope of the present invention.

[0598] In the above embodiment, an example of when the present invention is applied to a Type II gaming machine was described, but the gameplay of gaming machines to which the present invention can be applied is not limited to this. For example, it goes without saying that the present invention is also applicable to Type I gaming machines and Type I and Type II mixed machines. Therefore, although the above embodiment described a case in which no jackpot symbols are provided, jackpot symbols may be provided separately from minor jackpot symbols. When a jackpot symbol is displayed, the big prize game is executed without going through the minor jackpot game. For example, in Special 1 Reserve, no minor jackpot symbols may be provided, and only jackpot symbols may be provided. When jackpot symbols are provided, it is preferable that the processing such as setting the reserve area and setting the game state, which is performed when a minor jackpot symbol is won in the above embodiment, is also applied to the jackpot symbol.

[0599] The game progression conditions in the non-time-saving game state and time-saving game state shown in the above embodiment are merely examples, and the game progression conditions are not limited to these. For example, the progression conditions may be set by providing a low-probability game state in which the probability of winning is low, and a high-probability game state in which the probability of winning is higher than that of the low-probability game state. Alternatively, the game may progress in any game state that is a combination of either the low-probability game state or the high-probability game state, and either the non-time-saving game state or the time-saving game state.

[0600] Furthermore, while the above embodiment shows the case where the premium effect in Figure 55(b) and the stock count notification effect in Figure 55(c) are executed during a major win game, the execution timing is not limited to these. For example, it may be during a variation effect, in particular during the variation effect that is first executed based on the remaining special reserve when transitioning from Figure 17(3) or (5) to Figure 17(4).

[0601] Furthermore, in the above embodiment, we have shown a case where, if no special conditions are met and the value of the stock counter is 1 or more, the stock count notification animation shown in Figure 55(c) is always executed when the 8th round of gameplay begins. However, the execution of the stock count notification animation is not mandatory. Also, for example, if no special conditions are met and the value of the stock counter is 1 or more, the stock count notification animation may be executed only if the player presses the animation button 208 once or multiple times after the start of the 8th round of gameplay. In this case, a prompting animation may be executed to encourage the player to press the animation button 208, or the stock count notification animation may be executed as a so-called hidden button animation without executing a prompting animation. Also, for example, after the start of the 8th round of gameplay, it may be decided by lottery whether or not to execute the stock count notification animation each time the player presses the animation button 208. In this case, the probability of winning the stock count notification animation may increase with each increase in the number of times the animation button 208 is pressed. Furthermore, the number of stocks announced in the stock count notification sequence may be less than or equal to the value of the stock count counter. In other words, the number of stocks announced in the stock count notification sequence does not necessarily have to match the value of the stock count counter. Also, if there are multiple values ​​for the stock count counter, the stock count notification sequence may be executed in multiple steps. For example, if the value of the stock count counter is 3, when the sequence button 208 is pressed once, a stock count image indicating that there is 1 stock may be displayed; when the sequence button 208 is pressed twice, a stock count image indicating that there is 2 stock may be displayed; and when the sequence button 208 is pressed three or more times, a stock count image indicating that there is 3 stock may be displayed. In other words, the more times the sequence button 208 is pressed, the more accurate the announced stock count value may be, i.e., closer to the value of the stock count counter.

[0602] Furthermore, although the above embodiment shows a case where the pre-read specification command includes information on the type of special symbol, the pre-read specification command does not necessarily have to include information on the type of special symbol. In this case, the sub-control board 330 can identify the type of special symbol based on the fluctuation information (fluctuation pattern) included in the pre-determination information.

[0603] Furthermore, in the above embodiment, when a minor win is achieved through Special 2 Reserve, the case is shown where Special Symbol Z2 is determined with a 99% probability and Special Symbol Z3 is determined with a 1% probability. However, the probabilities of determining Special Symbols Z2 and Z3 may be changed. For example, when a minor win is achieved through Special 2 Reserve, the probability of determining Special Symbol Z2 (e.g., 40%) may be lower than the probability of determining Special Symbol Z3 (e.g., 60%). Alternatively, when a minor win is achieved through Special 2 Reserve, the probability of determining Special Symbol Z2 (e.g., 50%) and the probability of determining Special Symbol Z3 (e.g., 50%) may be made equal.

[0604] Furthermore, in the above embodiment, when a specific miss is won by Special 2 Reserve, the case is shown in which Special Symbol X1 is determined with a 99% probability and Special Symbol X2 is determined with a 1% probability. However, the probabilities of determining Special Symbols X1 and X2 may be changed. For example, when a specific miss is won by Special 2 Reserve, the probability of determining Special Symbol X1 (e.g., 40%) may be lower than the probability of determining Special Symbol X2 (e.g., 60%). Alternatively, when a specific miss is won by Special 2 Reserve, the probability of determining Special Symbol X1 (e.g., 50%) and the probability of determining Special Symbol X2 (e.g., 50%) may be made equal.

[0605] Furthermore, in the above embodiment, the case where the number of time-saving rounds is set to 10,000 was shown as the condition for ending the time-saving game state, but the specific number is not limited to the above number.

[0606] In any case, the present invention includes an information acquisition means (main CPU 300a that executes the process in Figure 29) that acquires predetermined information based on the entry of a game ball into the starting area, a symbol determination means (main CPU 300a that executes the process in step S610-11) that determines one of several types of stop symbols based on the acquired predetermined information when the starting condition is met, and a variation processing means that executes variation processing including the process of displaying a stop symbol in the symbol display unit when a predetermined variation time has elapsed (special symbol variation waiting process, special symbol hit determination process, special symbol variation number determination process, special symbol variation in progress process, special symbol stop symbol The system comprises a main CPU 300a that performs display processing and an effect execution means (a sub-CPU 330a that performs the processing shown in Figure 62) that performs effects, and the stop symbols include a first stop symbol (minor win symbol) that satisfies a first condition and a second stop symbol (specific losing symbol) that satisfies a second condition, and the effect execution means only needs to be able to execute a special effect (premium effect) when a third condition (special condition) is met, which includes the execution of multiple variation processes, including a first variation process in which the first stop symbol (minor win symbol) is displayed on the symbol display unit and a second variation process in which the second stop symbol (specific losing symbol) is displayed on the symbol display unit.

[0607] Furthermore, the system may also include: advantageous game execution means (main CPU 300a that executes the processes shown in Figures 39 to 43) that executes an advantageous game (round game) in which the prize winning slot (big prize winning slot) is opened when the first stop symbol (minor prize symbol) is displayed on the symbol display unit; payout control means (payout CPU 310a of the payout control board 310) that pays out prize balls based on the entry of game balls into the prize winning slot; and game state setting means (main CPU 300a that executes the processes shown in steps S100-47, S631-7, S632-7, S632-13, S671-9, S671-15, S671-23, and S671-29) that sets the game state to one of a plurality of game states, including a first game state (non-time-saving game state) and a second game state (time-saving game state) which is more advantageous than the first game state.

[0608] Furthermore, the first condition may also include the possibility of winning a first number (1500 balls) or more through advantageous gameplay (round gameplay). In the above embodiment, the case in which 1500 balls can be won by winning a minor prize was shown, but the number of balls that can be won may differ depending on the type of minor prize symbol.

[0609] Furthermore, the second condition may also include being set to the second game state (time-saving game state).

[0610] Furthermore, the third condition (special condition) may include the possibility of winning a second number (6000 or more) of prize balls, which is greater than the first number (1500). In the above embodiment, the case where the second number is 6000 was shown, but the second number only needs to be greater than the first number. Specifically, for example, the number of prize balls that can be won through multiple small wins may be set as the second number.

[0611] Furthermore, the system may include a pre-determination means (main CPU 300a that executes the process in step S535-17) that pre-determines the stop symbol to be displayed on the symbol display unit based on predetermined information acquired before the start condition is met.

[0612] Furthermore, in the above embodiment, the case in which a special condition is met is shown when, as a result of sequentially reading the pre-determination information stored in the second pre-determination information storage unit from the first storage unit, the number of prize balls guaranteed to be won by the player is 6,000, and it is guaranteed that the game will ultimately be set to a time-saving game state. However, the specific conditions for the establishment of the special condition are not limited to this. For example, the establishment of a special condition may be determined based on the number of minor winning symbols and the number of specific losing symbols as a result of sequentially reading the pre-determination information stored in the second pre-determination information storage unit from the first storage unit. Alternatively, for example, the establishment of a special condition may be determined based on the total number of minor winning symbols and the number of specific losing symbols as a result of sequentially reading the pre-determination information stored in the second pre-determination information storage unit from the first storage unit.

[0613] In other words, the performance execution means may be able to determine whether the third condition is met based on the number of first stop symbols (minor winning symbols) that have been determined in advance and the number of second stop symbols (specific losing symbols) that have been determined in advance. [Explanation of Symbols]

[0614] 100 gaming machines 300 Main control board 300a Main CPU 300b Main ROM 300c Main RAM 330 Sub-control board 330a Sub-CPU 330b Sub-ROM 330c Sub-RAM

Claims

[Claim 1] Information acquisition means that acquires predetermined information based on the entry of a game ball into the starting area, A symbol determination means that, upon fulfillment of the starting conditions, determines one of several types of stop symbols, including a first stop symbol and a second stop symbol, based on the predetermined information acquired, A variation processing means that performs variation processing including the process of displaying the stopped symbol in the symbol display unit when a predetermined variation time has elapsed, A pre-determination means for pre-determining the stop symbol to be displayed on the symbol display unit based on the predetermined information acquired before the start condition is met, When the first stop symbol is displayed on the symbol display unit, the advantageous game execution means executes an advantageous game in which a first number or more prize balls can be won, A game state setting means that sets the game state to one of a plurality of game states, including a first game state and a second game state that is more advantageous than the first game state, A means for executing the performance, Equipped with, The aforementioned game state setting means is Based on the display of the second stop symbol in the symbol display unit, the advantageous game execution means can set the second game state without executing the advantageous game. The aforementioned performance execution means is A gaming machine that can perform a special effect during the execution of the advantageous game when it is determined that, based on the results of the prior determination, a plurality of variation processes are executed, including a first variation process in which the first stop symbol is displayed on the symbol display unit and a second variation process in which the second stop symbol is displayed on the symbol display unit, and that special conditions are met, including the fact that it is possible to obtain a second number or more of prize balls, which is greater than the first number.

Citation Information

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