Gaming machine
The gaming machine introduces a dual start area system with dynamic state changes based on symbol entries, addressing the need for new gameplay features and enhancing player engagement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- HEIWA CORP
- Filing Date
- 2024-01-10
- Publication Date
- 2026-06-22
AI Technical Summary
Existing gaming machines lack new gameplay features and mechanisms to enhance player engagement and excitement.
The gaming machine incorporates a start area with a first and second start area, featuring non-winning and multiple winning easy states, along with pattern determination and state setting mechanisms to facilitate easy winning conditions, allowing for dynamic game state changes based on specific symbol entries.
This design enables new gameplay features, enhancing player engagement and excitement through varied and unpredictable winning opportunities.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, when a game ball enters a start port, hold information is acquired. When the start condition is satisfied, a big winning combination lottery is performed based on the acquired hold information. When winning a big hit, a big winning combination game in which a large number of prize balls can be obtained is executed. There is known a gaming machine. For example, Patent Document 1 proposes a gaming machine in which a winning easy state where a game ball easily enters a start port is provided, and when winning a predetermined symbol, the winning easy state ends.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] As described above, there is known a gaming machine provided with a plurality of game states in which the game progress conditions are different, but there is a demand for the development of a gaming machine having a new gameplay that has never existed before.
[0005] An object of the present invention is to provide a gaming machine capable of realizing a new gameplay.
Means for Solving the Problems
[0006] In order to solve the above problems, the gaming machine of the present invention has a start area including a first start area and a second start area, and as game states, a non-winning easy state and a plurality of types of winning easy states in which a game ball more easily enters the second start area than the non-winning easy state are provided. A gaming machine, based on the entry of a game ball into the start area, a winning symbol andMultiple symbols different from the winning symbols A pattern determination means that determines one of several types of patterns, including a specific pattern, A pattern display means for displaying the determined pattern on the pattern display section, When the winning symbol is displayed on the symbol display unit, a means for executing a favorable game in which the grand prize opening is opened, When the aforementioned advantageous game is played In , set the game state to the state where winning is easy. The first possible State setting means, A second state setting means that, when the aforementioned specific symbol is displayed on the symbol display unit, can set the game state to the easy-to-win state without going through the advantageous game, In the predetermined state where winning is easy, the number of times the specific symbol is determined or displayed is, When a specific number of times occurs, Termination conditions Assuming that it has been established , the predetermined condition for easy winning From there, the game state is changed based on the type of the specific symbol that was determined or displayed at the specified number of times. Means of changing the state, Equipped with, The aforementioned prescribed The termination conditions are: The condition is characterized in that it is not satisfied by the determination of the pattern based on the entry of the game ball into the first starting area, but can be satisfied by the determination of the pattern based on the entry of the game ball into the second starting area. [Effects of the Invention]
[0007] According to the present invention, it becomes possible to realize new gameplay features. [Brief explanation of the drawing]
[0008] [Figure 1] This is a perspective view of a gaming machine showing the door in the open position according to the embodiment. [Figure 2] This is a front view of a gaming machine according to an embodiment. [Figure 3] This is a block diagram of a gaming machine according to an embodiment. [Figure 4] This is an address map of the memory area used by the main CPU according to the embodiment. [Figure 5] This diagram illustrates the random number determination table for determining a jackpot during low probability according to the embodiment. [Figure 6] It is a diagram for explaining the high-probability jackpot determination random number determination table according to the embodiment. [Figure 7] It is a diagram for explaining the winning symbol random number determination table according to the embodiment. [Figure 8] It is a diagram for explaining the reach group determination random number determination table according to the embodiment. [Figure 9] It is a diagram for explaining the reach mode determination random number determination table according to the embodiment. [Figure 10] It is a diagram for explaining the variation pattern random number determination table according to the embodiment. [Figure 11] It is a diagram for explaining the variation time determination table according to the embodiment. [Figure 12] It is a diagram for explaining the special electric accessory operation ram set table according to the embodiment. [Figure 13] It is a diagram for explaining the game state setting table for setting the game state after the end of the big role game according to the embodiment. [Figure 14] It is a diagram for explaining the normal pattern winning determination random number determination table according to the embodiment. [Figure 15] (a) is a diagram for explaining the normal symbol variation time data table according to the embodiment, and (b) is a diagram for explaining the opening and closing control pattern table according to the embodiment. [Figure 16] It is a diagram for explaining the game machine state flag according to the embodiment. [Figure 17] It is the first flowchart for explaining the CPU initialization process in the main control board according to the embodiment. [Figure 18] It is the second flowchart for explaining the CPU initialization process in the main control board according to the embodiment. [Figure 19] It is a flowchart for explaining the subcommand group setting process in the main control board according to the embodiment. [Figure 20] It is a flowchart for explaining the power-off time evacuation process in the main control board according to the embodiment. [Figure 21]This is a flowchart illustrating the timer interrupt processing in the main control board according to the embodiment. [Figure 22] This is a flowchart illustrating the setting-related processing in the main control board according to the embodiment. [Figure 23] This is a flowchart illustrating the switch management process in the main control board according to the embodiment. [Figure 24] This is a flowchart illustrating the gate passage process in the main control board according to the embodiment. [Figure 25] This is a flowchart illustrating the first start port passage process in the main control board according to the embodiment. [Figure 26] This is a flowchart illustrating the second start port passage process in the main control board according to the embodiment. [Figure 27] This is a flowchart illustrating the special symbol random number acquisition process in the main control board according to the embodiment. [Figure 28] This diagram illustrates the special game management phase according to the embodiment. [Figure 29] This is a flowchart illustrating the special game management process in the main control board according to the embodiment. [Figure 30] This is a flowchart illustrating the special symbol variation waiting process in the main control board according to the embodiment. [Figure 31] This is a flowchart illustrating the special symbol hit detection process in the main control board according to the embodiment. [Figure 32] This is a flowchart illustrating the special symbol variation number determination process in the main control board according to the embodiment. [Figure 33] This is a flowchart illustrating the special symbol variation processing in the main control board according to the embodiment. [Figure 34] This is a flowchart illustrating the special symbol stop symbol display process in the main control board according to the embodiment. [Figure 35] This is a flowchart illustrating the count limit management process in the main control board according to the embodiment. [Figure 36]This is a flowchart illustrating the state change process in the main control board according to the embodiment. [Figure 37] This is a flowchart illustrating the pre-processing for opening the main prize slot in the main control board according to the embodiment. [Figure 38] This is a flowchart illustrating the opening and closing switching process for the main prize slot in the main control board according to the embodiment. [Figure 39] This is a flowchart illustrating the control process for opening the main prize slot in the main control board according to the embodiment. [Figure 40] This is a flowchart illustrating the process for activating the closing of the large prize slot in the main control board according to the embodiment. [Figure 41] This is a flowchart illustrating the large prize entry end-of-game wait process in the main control board according to the embodiment. [Figure 42] This is a flowchart illustrating the state setting process in the main control board according to the embodiment. [Figure 43] This diagram illustrates the normal game management phase according to the embodiment. [Figure 44] This is a flowchart illustrating the normal game management process in the main control board according to the embodiment. [Figure 45] This is a flowchart illustrating the normal pattern change waiting process in the main control board according to the embodiment. [Figure 46] This is a flowchart illustrating the processing during normal pattern variation in the main control board according to the embodiment. [Figure 47] This is a flowchart illustrating the normal symbol stop symbol display process in the main control board according to the embodiment. [Figure 48] This is a flowchart illustrating the pre-processing for opening the ordinary electric prize entry slot in the main control board according to the embodiment. [Figure 49] This is a flowchart illustrating the switching process for opening and closing the ordinary electric prize slot in the main control board according to the embodiment. [Figure 50] This is a flowchart illustrating the control process for opening the ordinary electric prize winning slot in the main control board according to the embodiment. [Figure 51] This is a flowchart illustrating the process for closing the ordinary electric prize entry slot in the main control board according to the embodiment. [Figure 52] This is a flowchart illustrating the normal electric prize entry point end-of-wait processing in the main control board according to the embodiment. [Figure 53] This diagram illustrates a game state setting table for setting the game state after the completion of a major game according to the second embodiment. [Modes for carrying out the invention]
[0009] 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 illustrations.
[0010] To facilitate understanding of the embodiments of the present invention, first, the mechanical and electrical configurations of a so-called Type 1 gaming machine, and the specific processes on each circuit board will be described as embodiments. Next, specific effects that can be performed in a Type 1 gaming machine and the specific processes related to such effects will be described as embodiments.
[0011] Figure 1 is a perspective view of a gaming machine 100 according to an embodiment, 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.
[0012] 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.
[0013] Figure 2 is a front view of the gaming machine 100 according to this embodiment. As shown in this figure, an operating handle 112 is provided at the lower part of the front frame 106, protruding towards the front of the gaming machine 100. This operating handle 112 is provided so that it can be rotated by the player, and when the player rotates the operating handle 112 to perform a launching 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.
[0014] 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.
[0015] 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.
[0016] 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.
[0017] 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.
[0018] 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.
[0019] 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 entry device) having a movable piece 122b, so that the ease with which game balls can enter the second starting port 122 is variable.
[0020] Specifically, the second starting opening 122 is provided with a movable piece 122b that can be opened and closed, and when this movable piece 122b is in the closed position, it is impossible or difficult for game balls to enter the second starting opening 122. The specific configuration of the second starting opening 122 is not particularly limited, but here, the movable piece 122b is assumed to be retracted into the rear side of the game board 108 when in the closed position, and to protrude into the front side of the game board 108 when in the open position. When the movable piece 122b is retracted and in the closed position, the second starting opening 122 is closed, and game balls flow down the front side of the second starting opening 122.
[0021] In response to this, when a game ball passes through the gate 124 provided in the first game area 116a and the second game area 116b, or when a game ball enters the regular symbol operation opening 125 provided in the second game area 116b, it is determined whether or not to perform an auxiliary game in which the second start opening 122 is opened. If it is determined that the auxiliary game should be performed, an auxiliary game is executed in which the second start opening 122 is opened and closed. More specifically, a lottery for regular symbols, described later, is performed based on the condition that a game ball has passed through the gate 124 or a game ball has entered the regular symbol operation opening 125. If a regular symbol win is achieved in this lottery, the movable piece 122b is controlled to be in the open state for a predetermined time.
[0022] When the movable piece 122b is in the open position, the game balls flowing down the front side of the second start opening 122 fall onto the movable piece 122b. The game balls that fall onto the movable piece 122b are guided by the movable piece 122b and led to the second start opening 122. In this way, when the movable piece 122b is in the open position, it functions as a receptacle that guides the game balls to the second start opening 122, making it easier for the game balls 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 small prize game is played, 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 a game ball enters the first large prize opening 126, a predetermined amount of prize balls is paid out to the player.
[0024] Furthermore, the second major prize slot 128 is equipped with an opening / closing door 128b that can be opened and closed. Normally, the opening / closing door 128b closes the second major prize slot 128, making it impossible for game balls to enter it. However, when the aforementioned major prize game is performed, the opening / closing door 128b opens and functions as a receiving tray, allowing game balls to enter the second major prize slot 128. When game balls enter the second major prize slot 128, a predetermined amount of prize balls are paid out to the player. The first major prize slot 126 and the second major prize slot 128 are collectively referred to simply as the major prize slots.
[0025] Furthermore, at the bottom of the game area 116, there is an outlet 130 for discharging 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, or the second major prize entry point 128 from the game area 116 to the back side of the game board 108.
[0026] 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.
[0027] 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. As shown in the figure, performance symbols 210a, 210b, and 210c are displayed in this main performance display unit 200a in a variable manner, and a variable 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 provided above the main performance display unit 200a and displays auxiliary performance images during the variable performance.
[0028] 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.
[0029] 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.
[0030] 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.
[0031] 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.
[0032] The directional pad 209 consists of four buttons—up, down, left, and right—that accept player input, and is located near the effect button 208. The effect button 208 and the directional pad 209 are sometimes used to adjust various settings.
[0033] 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.
[0034] 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.
[0035] (Internal configuration of the control system) Figure 3 is a block diagram showing the internal configuration of the control means for controlling the progress of the game according to the embodiment.
[0036] 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 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.
[0037] The gaming machine 100 of this embodiment is broadly divided into two types: a special game which is started by the entry of a game ball into the first start port 120 or the second start port 122, and a normal game which is started when a game ball passes through the gate 124 (a game ball enters the normal operation port 125). The main ROM 300b of the main control board 300 stores various programs for running the special game and the normal game, as well as data and tables necessary for each type of game.
[0038] 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
[0039] 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.
[0040] 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, and a second large prize opening solenoid 128c that operates the opening / closing door 128b that opens and closes 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, and the second large prize opening 128.
[0041] 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.
[0042] 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.
[0043] 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 becomes possible to change and check the setting value. As will be described in more detail later, in the embodiment of the game machine 100, one of six 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.
[0044] 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.
[0045] 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.
[0046] Furthermore, the main control board 300 is connected to the dispensing control board 310 and the sub-control board 330.
[0047] The payout control board 310 controls the launching of game balls and the payout of prize balls. This payout control board 310 also has a CPU, ROM, and RAM, and is connected to the main control board 300 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.
[0048] 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.
[0049] 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.
[0050] 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.
[0051] 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.
[0052] 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.
[0053] Specifically, the sub-control board 330 performs image display control to display images on the main performance display unit 200a and the sub-performance display unit 201a. 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-performance display unit 201a, 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 and the sub-performance display unit 201a.
[0054] 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, and the directional key detection switch 209s, which detects when the directional key 209 is pressed, it performs predetermined processing.
[0055] 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.
[0056] Figure 4 is an address map of the memory area used by the main CPU 300a according to this embodiment. In Figure 4, addresses are shown in hexadecimal, and "H" indicates a hexadecimal number. As shown in Figure 4, 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).
[0057] 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).
[0058] 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).
[0059] 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.
[0060] 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.
[0061] 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.
[0062] 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).
[0063] 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.
[0064] Furthermore, in addition to the used and unused memory areas, the main RAM300c also includes unused areas (F200H~F20FH) and unused areas (F229H~F3FFH).
[0065] 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.
[0066] 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.
[0067] 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.
[0068] Next, the gameplay in the gaming machine 100 of this embodiment will be explained along with the various tables stored in the main ROM 300b.
[0069] As described above, the gaming machine 100 of this embodiment has two types of games, special games and regular games, that proceed in parallel. When these two games are played, the game proceeds in one of the game states which is a combination of either a low probability game state or a high probability game state and either a non-time-saving game state, a slightly time-saving game state or a time-saving game state.
[0070] Details of each game state will be described later, but the low-probability game state is a game state in which the probability of acquiring the right to perform a major prize game in which the first major prize slot 126 and the second major prize slot 128 are opened is set to be low, and the high-probability game state is a game state in which the probability of acquiring the right to perform a major prize game is set to be high.
[0071] Furthermore, 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, while the time-saving game state is a game state in which the movable piece 122b is more likely to open than the non-time-saving game state and it is easier for game balls to enter the second start opening 122. In addition, although some of the conditions related to the progress of the normal game differ from the non-time-saving game state in the slight time-saving game state, the ease with which game balls can enter the second start opening 122 is almost the same as in the non-time-saving game state, and players cannot distinguish between the non-time-saving game state and the slight time-saving game state. Therefore, from the standpoint of gameplay, the slight time-saving game state and the non-time-saving game state are treated as essentially the same game state and the game progress is controlled accordingly. The initial state of the gaming machine 100 is set to a low-probability gaming state and a non-time-saving gaming state, and in this embodiment, this gaming state is referred to as the normal gaming state.
[0072] 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 "Big Prize Lottery"). If the Big Prize Lottery results in a Big Win or a Small Win, the first Big Prize opening 126 and the second Big Prize opening 128 are opened, and a Big Prize game or Small Prize game is executed, allowing game balls to enter the first Big Prize opening 126 and the second Big Prize opening 128. Furthermore, the game state after the Big Prize game ends is set to one of the above game states. The Big Prize Lottery method will be explained below.
[0073] 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 (jackpot 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.
[0074] 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.
[0075] 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.
[0076] 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 set to four, respectively. 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.
[0077] Figure 5 is a diagram illustrating the low-probability jackpot determination random number determination table according to the embodiment. When a game ball enters the first start port 120 or the second start port 122, one jackpot determination random number is obtained from the range of 0 to 65535. Then, when the jackpot lottery is started, that is, when the jackpot is determined, a jackpot determination random number determination table is selected according to the game state, and the jackpot lottery is performed using the selected jackpot determination random number determination table and the obtained jackpot determination random number.
[0078] In a low-probability game state, when initiating a major prize draw for Special 1 and Special 2 reserves, the low-probability jackpot determination random number table is referenced. In this embodiment, six setting values with different degrees of advantage are provided, and a low-probability jackpot determination random number table is provided for each setting value. During gameplay, the setting value is set to one of the six levels, and the major prize draw is performed by referencing the low-probability jackpot determination random number table corresponding to the currently set setting value (registered setting value stored in the setting value buffer).
[0079] In a low-probability game state, when the setting value is set to 1 (registered setting value = 1), the big win lottery is performed by referring to the low-probability big win determination random number judgment table a shown in Figure 5(a). According to this low-probability big win determination random number judgment table a, a big win is determined if the big win determination random number is between 10001 and 10329, a minor win is determined if the big win determination random number is between 20001 and 21310, a specific miss is determined if the big win determination random number is between 30001 and 30437, and a miss is determined if the big win determination random number is any other. Therefore, in this case, the probability of a big win is approximately 1 / 199.2, the probability of a minor win is approximately 1 / 50, and the probability of a specific miss is approximately 1 / 150.0.
[0080] Furthermore, in a low-probability game state, if the setting value is set to 2-6 (registered setting value = 2-6), the big win lottery is conducted by referring to the low-probability big win determination random number tables b-f shown in Figures 5(b)-(f). According to these low-probability big win determination random number tables b-f, the probability of a big win increases as the setting value increases, while the probability of a small win and the probability of a specific miss remain constant regardless of the setting value.
[0081] Figure 6 is a diagram illustrating the random number determination table for determining a jackpot during high probability according to the embodiment. When a jackpot lottery is initiated for special reserve 1 and special reserve 2 during a high probability game state, the random number determination table for determining a jackpot during high probability is referenced. The random number determination table for determining a jackpot during high probability is also provided for each setting value, similar to the random number determination table for determining a jackpot during low probability.
[0082] When in a high-probability game state and the setting value is set to 1 (registered setting value = 1), the big win lottery is conducted by referring to the high-probability big win determination random number table a shown in Figure 6(a). According to this high-probability big win determination random number table a, a big win is determined if the big win determination random number is between 10001 and 10780, a small win is determined if the big win determination random number is between 20001 and 21310, a small win is determined if the big win determination random number is between 20001 and 21310, and a loss is determined if the big win determination random number is any other. Therefore, the probability of a big win in this case is approximately 1 / 84.0, and the probability of a small win is approximately 1 / 50.
[0083] Similarly, in a high-probability game state, when the setting value is set to 2-6 (registered setting value = 2-6), the big win lottery is performed by referring to the high-probability big win determination random number tables b-f shown in Figures 6(b)-(f). According to these high-probability big win determination random number tables b-f, the probability of a big win increases as the setting value increases, while the probability of a small win and the probability of a specific miss remain constant regardless of the setting value.
[0084] As described above, the major prize draw is conducted according to the registered setting value. At this time, the probability of winning the jackpot differs depending on the registered setting value, and it is easier to win the jackpot when the registered setting value is larger than when it is smaller. Here, it is assumed that the probability of winning a minor prize does not change even if the registered setting value is different, but the probability of winning a minor prize may be made different for each registered setting value. Similarly, it is assumed that the probability of winning a specific miss does not change even if the registered setting value is different, but the probability of winning a specific miss may be made different for each registered setting value. Furthermore, minor prizes and misses are not mandatory, and only a jackpot or a specific miss may be determined in the major prize draw.
[0085] Furthermore, while here it is assumed that the probability of winning a jackpot in both the low-probability and high-probability game states differs according to the registered setting value, it is also possible that only the probability of winning a jackpot in either the low-probability or high-probability game state differs according to the registered setting value.
[0086] Figure 7 illustrates the winning symbol random number determination table according to the embodiment. 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 "big win," "minor win," or "specific miss," the type of special symbol is determined based on the obtained winning symbol random number and the winning symbol random number determination table.
[0087] In this case, if a "Big Win" is achieved through Special 1 Reserve, the Special 1 Winning Symbol Random Number Determination Table a is selected, as shown in Figure 7(a). If a "Minor Win" is achieved through Special 1 Reserve, the Special 1 Winning Symbol Random Number Determination Table b is selected, as shown in Figure 7(b). If a "Specific Miss" is achieved through Special 1 Reserve, the Special 1 Winning Symbol Random Number Determination Table c is selected, as shown in Figure 7(c).
[0088] Furthermore, if a "Big Win" is achieved through the Special 2 Reserve, the Special 2 Winning Symbol Random Number Determination Table a is selected, as shown in Figure 7(d). If a "Minor Win" is achieved through the Special 2 Reserve, the Special 2 Winning Symbol Random Number Determination Table b is selected, as shown in Figure 7(e). If a "Specific Miss" is achieved through the Special 2 Reserve, the Special 2 Winning Symbol Random Number Determination Table c is selected, as shown in Figure 7(f).
[0089] In the following, special symbols determined by a random number generator, that is, special symbols determined when a jackpot is achieved, will be referred to as jackpot symbols; special symbols determined when a minor win is achieved will be referred to as minor win symbols; special symbols determined when a specific loss is achieved will be referred to as specific loss symbols; and special symbols determined when a loss is achieved will be referred to as loss symbols.
[0090] According to the Special 1 winning symbol random number determination table a shown in Figure 7(a) and the Special 2 winning symbol random number determination table a shown in Figure 7(d), the type of special symbol (jackpot symbol) is determined according to the acquired winning symbol random number value, as shown in the figures. Specifically, according to the Special 1 winning symbol random number determination table a, special symbols A and B, which are jackpot symbols, are determined with a 50% probability each. Also, according to the Special 2 winning symbol random number determination table a, special symbols C and D, which are jackpot symbols, are determined with a 20% and 80% probability each, respectively.
[0091] Furthermore, according to the special symbol random number determination table b for special 1 shown in Figure 7(b), and the special symbol random number determination table b for special 2 shown in Figure 7(e), regardless of the acquired value of the winning symbol random number, the type of special symbol (minor winning symbol) is determined to be special symbol a, which is a minor winning symbol, as shown in the figure.
[0092] Furthermore, according to the special symbol random number determination table c for special 1 shown in Figure 7(c), a specific losing symbol, special symbol Xa, is determined regardless of the value of the acquired winning symbol random number, and according to the special symbol random number determination table c for special 2 shown in Figure 7(f), special losing symbols Ya and Yb are determined with probabilities of 10% and 90%, respectively.
[0093] On the other hand, if the result of the major prize lottery is "miss," and that result is derived by Special 1 Reserve, then Special Symbol X is determined as the losing symbol without conducting a lottery. Also, if the result of the major prize lottery is "miss," and that result is derived by Special 2 Reserve, then 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 role lottery result is "Big Win," "Minor Win," or "Specific Miss," and is not referenced when the major role lottery result is "Miss." Here, it is assumed that different big win symbols are determined in the special 1 winning symbol random number determination table and the special 2 winning symbol random number determination table. However, it is also possible to determine the same type of big win symbol in both tables, or to determine the type of special symbol (big win symbol) by referring to the winning symbol random number determination table 1, regardless of the type of hold.
[0095] In this example, the selection ratio of the jackpot symbol and the minor prize symbol is the same for all settings, but either the jackpot symbol or the minor prize symbol, or both, may be different for each setting.
[0096] Figure 8 is a diagram illustrating the reach group determination random number judgment table according to the embodiment. 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, etc. When a game ball enters the first start port 120 or the second start port 122, one reach group determination random number is obtained from the range of 0 to 10006. As described above, once the big win lottery result is derived, a process is performed to determine the variation performance pattern that notifies the big win lottery result. In the embodiment, when the big win lottery result is "miss" or "specific miss", in determining the variation performance pattern, the group type is first determined by the reach group determination random number and the reach group determination random number judgment table.
[0097] For example, when the game state is set to a non-time-saving game state, if a "miss" result is derived from the special 1 reserve, and the number of special 1 reserves (hereinafter simply referred to as "reserve count") when the big win lottery is performed is 0, then as shown in Figure 8(a), the reach group determination random number judgment table A1 is selected. Similarly, when the game state is set to a normal game state, if a "miss" result is derived from the special 1 reserve, and the number of reserves when the big win lottery is performed is 1 to 2, then as shown in Figure 8(b), the reach group determination random number judgment table A2 is selected, and if the number of reserves is 3, then as shown in Figure 8(c), the reach group determination random number judgment table A3 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 being referenced.
[0098] In this explanation, we have described the random number determination table for determining the reach group, which is referenced when a "miss" major role lottery result is derived based on the special 1 reserve during non-time-saving gameplay. However, the main ROM 300b also stores many other random number determination tables for determining the reach group.
[0099] Furthermore, if the result of the major role lottery is "Big Win" or "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 if the result of the major role lottery is "Miss" or "Specific Miss," and is not referenced if the result of the major role lottery is "Big Win" or "Minor Win." Furthermore, if the result of the major role lottery is "Specific Miss," the group type does not need to be determined, just as it does not need to be determined if it is "Big Win" or "Minor Win."
[0100] Figure 9 is a diagram illustrating the random number determination table for determining the reach mode according to the embodiment. This random number determination table for determining the reach mode is broadly divided into three types: a random number determination table for determining the reach mode when the big role lottery result is "miss" or "specific miss"; a random number determination table for determining the reach mode when the big role lottery result is "big win"; and a random number determination table for determining the reach mode when the big win lottery result is "minor win". The random number determination table for determining the reach mode when missing is provided for each group type determined as described above, and the random number determination table for determining the reach mode when big win and the random number determination table for determining the reach mode when minor win are provided for each type of hold.
[0101] 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 missing, 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 hitting a jackpot is shown in Figure 9(b), an example of the reach mode determination random number judgment table for special 2 when hitting a jackpot is shown in Figure 9(c), an example of the reach mode determination random number judgment table for special 1 when hitting a minor jackpot is shown in Figure 9(d), and an example of the reach mode determination random number judgment table for special 2 when hitting a minor jackpot is shown in Figure 9(e).
[0102] When a game ball enters the first start port 120 or the second start 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-mentioned big win lottery is "miss" or "specific miss," as shown in Figure 9(a), a random number determination table for determining the reach mode when missing, corresponding to the group type determined by the above-mentioned lottery for the group type, is selected, and the variable mode number is determined based on the selected random number determination table for determining the reach mode when missing and the random number for determining the reach mode. If the result of the above-mentioned big win lottery is "jackpot," as shown in Figures 9(b) and (c), a random number determination table for determining the reach mode when jackpot, 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 when jackpot and the random number for determining the reach mode.
[0103] Furthermore, if the result of the above major role lottery is a "minor win," as shown in Figures 9(d) and (e), 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.
[0104] 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 expressed in hexadecimal.
[0105] As described above, if the result of the major role lottery is "miss" or "specific miss," the group type is first determined by the reach group determination random number judgment table and reach group determination random number shown in Figure 8. Then, 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).
[0106] On the other hand, if the result of the major role lottery is a "big win" or a "minor win," the random number determination table for determining the reach mode at the time of the big win, shown in Figure 9, is referenced to determine the random number for determining the reach mode, which corresponds to the determined big win symbol or minor win symbol (type of special symbol), the game state at the time of the big win or minor win, and the variable mode number and variable pattern random number determination table are determined using the random number for determining the reach mode.
[0107] Figure 10 illustrates a random number determination table for a variation pattern according to an embodiment. Here, a random number determination table x for a predetermined table number x is shown, but many other random number determination tables for each table number are also provided.
[0108] 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.
[0109] 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.
[0110] Figure 11 is a diagram illustrating the variation time determination table according to the embodiment. 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.
[0111] 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.
[0112] 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.
[0113] Figure 12 is a diagram illustrating a special electric mechanism operation ramset table according to an embodiment. This special electric mechanism operation ramset table stores various data for controlling big win games or small win games. During big win games and small win games, the first big prize solenoid 126c and the second big prize solenoid 128c are energized by referring to this special electric mechanism operation ramset table. In reality, multiple special electric mechanism operation ramset tables are provided for each type of special symbol (big win symbol and small win symbol), and the corresponding table is set at the start of a big win game or small win game according to the determined type of special symbol. However, for the sake of explanation, all the control data for special symbols is shown in one table here.
[0114] When a special symbol A, B, C, or D, which is a jackpot symbol, or a special symbol a, which is a minor jackpot symbol, is determined, as shown in Figure 12, an opening and closing process is executed to control the opening and closing of the first jackpot 126 and the second jackpot 128 in a predetermined opening and closing pattern by referring to the special electric mechanism operation ramset table. A jackpot game consists of multiple rounds in which the second jackpot 128 is opened and closed a predetermined number of times, while a minor jackpot game consists of only one round in which the first jackpot 126 is opened and closed a predetermined number of times.
[0115] According to this special electric mechanism operation ramset table, the opening time (waiting time until the first round of gameplay begins), the maximum number of special electric mechanism operations (number of rounds of gameplay performed during one major win or minor win game), the number of openings for the main prize slots (the first and second main prize slots 126 and 128 that are opened in each round of gameplay), the number of special electric mechanism opening / closing switches (the number of times the first and second main prize slots 126 and 128 are opened during one round of gameplay), and the solenoid energizing time (the solenoids 126c and 2nd main prize slot solenoids for each number of times the first and second main prize slots 126 and 128 are opened). The energizing time of the lenoid 128c (i.e., the time the first and second large prize slots 126 and 128 are open for 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 time the first and second large prize slots 126 and 128 are closed 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 big prize symbol and small prize symbol, as shown in the figure.
[0116] In this embodiment, if special symbols A and C, which are the winning symbols, are determined, a special game consisting of four rounds is executed in each case. If special symbols B and D are determined, a special game consisting of ten rounds is executed. Each round ends when a predetermined number (10 balls) of game balls enter the second large prize slot 128, or when a predetermined time (in this case, 29.0 seconds) has elapsed since the second large prize slot 128 opened. The number of rounds executed in one special game can be designed as appropriate, but as an example, it is preferable to set the number of rounds to 10 or less.
[0117] Furthermore, if the special symbol a, which is a minor win symbol, is determined, a minor win game consisting of one round of gameplay is executed. In the minor win game executed when special symbol a is determined, the first major prize slot 126 is opened for 0.9 seconds twice during the first round of gameplay, with a predetermined pause in between.
[0118] Figure 13 is a diagram illustrating a game state setting table for setting the game state after the completion of a major win game according to the embodiment. In this embodiment, when a major win game is performed, the game state setting table a shown in Figure 13(a) is referred to, and the game state after the completion of the major win game is set according to the type of special symbol determined when a jackpot is won. In the following explanation of the game state, it will be assumed that the registered setting value is set to "1".
[0119] As shown in Figure 13(a), according to the game state setting table a, if special symbols A and C are won as the jackpot symbols, the game state is set to low probability after the jackpot game ends. If special symbols B and D are won as the jackpot symbols, the game state is set to high probability after the jackpot game ends. When the game state is set to high probability, an termination condition for the high probability game state is set. When the termination condition for the high probability game state is met, the high probability game state ends and the game state transitions to low probability game state.
[0120] Here, the condition for ending the high-probability game state is set to 120 rounds. This means that the high-probability game state will continue until 120 big win lottery results are confirmed. In other words, once 120 big win lottery results are confirmed in the high-probability game state, the high-probability game state ends.
[0121] However, the number of high-probability rounds mentioned above represents the maximum number of consecutive rounds in a high-probability game state. If a jackpot is won before reaching the above number of consecutive rounds, the game state will be reset. Therefore, if the game is set to a high-probability game state after a jackpot game has ended, and 120 non-jackpot lottery results are obtained in that high-probability game state, the game state will be changed to a low-probability game state.
[0122] Furthermore, after a major game ends, regardless of the type of winning symbol, the game is set to a time-saving game state. In addition, along with the setting of the time-saving game state, the termination conditions for the time-saving game state are set according to the winning symbol. When the termination conditions for the time-saving game state are met, the time-saving game state ends. Here, the termination conditions for the time-saving game state include a spin count termination condition and a specific termination condition.
[0123] The condition for ending the number of spins is met when the number of times a special symbol other than the jackpot symbol is determined or displayed reaches the upper limit. Here, the upper limit set as the condition for ending the number of spins in the time-saving game state is called the time-saving spin count. In other words, the time-saving spin count means the number of times the jackpot lottery results are confirmed until the time-saving game state ends. In addition, the specific termination condition is met when the number of times a specific losing symbol is determined or displayed reaches a specific number. Here, the specific number set as the specific termination condition in the time-saving game state is called the specific losing spin count. In other words, the specific losing spin count means the number of times a specific losing symbol is won (confirmed) until the time-saving game state ends.
[0124] In this embodiment, depending on the type of winning symbol, there are cases where both the spin count termination condition and the specific termination condition are set, and cases where only the spin count termination condition is set. Specifically, when special symbols A and C are won as the winning symbols, the spin count termination condition is set to 10,000 spins for the time-saving mode, and the specific termination condition is set to 2 spins, which is less than the number of time-saving spins. This means that the time-saving game state continues until 10,000 results of the big role lottery other than the jackpot are confirmed, or until 2 results of the big role lottery for the specific miss are confirmed. In other words, the time-saving game state ends when 10,000 big role lottery results are confirmed, or when 2 specific misses are won in the time-saving game state.
[0125] In other words, if you win with special symbols A or C, the game state after the big win is set to a low-probability game state and a time-saving game state. The conditions for ending the time-saving game state are set to 10,000 time-saving spins and 2 specific misses. As mentioned above, the probability of winning a specific miss in the low-probability game state is approximately 1 / 150. Therefore, statistically, the time-saving game state set after winning with special symbols A or C will end when you win a specific miss twice.
[0126] In other words, the game state set when special symbols A and C are won is a so-called "falling down" type of gameplay, where the goal is to win a jackpot with a winning probability of approximately 1 / 199.2 before winning two specific misses with a winning probability of approximately 1 / 150.
[0127] Furthermore, if, during the time-saving game state, the result of the big win lottery is confirmed 10,000 times and the condition for ending the number of spins is met, the time-saving game state ends and the game transitions to the non-time-saving game state. Conversely, if, during the time-saving game state, a specific losing combination is won twice and the specific termination condition is met, the time-saving game state ends and the game transitions to a slightly time-saving game state, or the time-saving game state is reset.
[0128] In a low-probability game state and a time-saving game state, if a specific losing combination is won twice and the specific termination condition is met, the game state is set based on the type of specific losing combination that was won the second time, by referring to the game state setting table b shown in Figure 13(b). Specifically, if the specific combination Ya is won, the game state is set to a low-probability game state and a time-saving game state after the special combination Ya is confirmed. At this time, the termination condition for the time-saving game state is set to 10,000 spins for the time-saving game state termination condition and 2 spins for the specific losing combination that is the specific termination condition. In other words, if the specific losing combination that was won the second time was the special combination Ya, the game state will be reset to the same state as when the specific losing combination was won.
[0129] On the other hand, if the specific losing symbol that is won on the second spin is the specific symbol Yb, the game will be set to a low-probability game state and a slightly shortened game state after the special symbol Yb is confirmed. In addition, the shortened game state will also be set to 10,000 spins as the condition for ending the spin count. As described above, the slightly shortened game state is essentially the same as the non-shortened game state. Therefore, if the specific losing symbol that is won on the second spin is the special symbol Yb, the shortened game state, which is relatively advantageous for the player, will end, and the game will transition to a slightly shortened game state, which is relatively disadvantageous for the player and equivalent to the non-shortened game state.
[0130] In the time-saving game state, as long as the game is played properly, the player is launching game balls towards the second game area 116b, and a major prize lottery based on special 2 reserve is performed. Therefore, the specific losing symbols that can be won in the low probability game state and time-saving game state are basically the special symbols Ya and Yb that can be won based on special 2 reserve. As described above, when a specific losing symbol is won by special 2 reserve, the selection ratio of special symbols Ya and Yb is 10% and 90%, respectively. Therefore, when the specific termination condition is met, the probability of the time-saving game state being reset is 10%, and the probability of the time-saving game state ending and a slightly time-saving game state being set is 90%.
[0131] In contrast, if special symbols B or D are won as the jackpot symbols, only the number of spins required to end the time-saving game state is set, and no specific termination conditions are set. Specifically, if special symbols B or D are won, the game state after the jackpot game is set to a high-probability game state and a time-saving game state, and the termination conditions for the high-probability game state and the time-saving game state are set to 120 spins for both the high-probability and time-saving states. At this time, the termination conditions for the time-saving game state (high-probability game state) do not include winning a predetermined number of times in a specific losing spin count.
[0132] As mentioned above, the probability of winning in the high-probability game state is approximately 1 / 84. Therefore, the game state set when special symbols B and D are won is a so-called ST machine game where the goal is to win a jackpot with a winning probability of approximately 1 / 84 in 120 big role draws.
[0133] Thus, in this embodiment, two completely different game states are provided: one in which the goal is to win a jackpot in a predetermined number of (120) draws for the main role, and another in which the goal is to win a jackpot before hitting a predetermined number of (2) specific misses. Furthermore, these two game states have different rates of consecutive wins. As described above, this embodiment realizes a new and unprecedented gameplay experience, improving the enjoyment of the game.
[0134] In this embodiment, it is not possible to win a specific losing combination in the high-probability game state, and only in the low-probability game state. However, it is also possible to win a specific losing combination in the high-probability game state. In this case, for example, the number of specific losing combinations set as the termination condition when the game is set to the high-probability game state or the time-saving game state may be set to a number greater than or equal to the number of high-probability or time-saving combinations, or to 0, so that the specific termination condition is not met. According to the processing in the main control board 300 described later, even if the number of specific losing combinations is set to 0, the number of times a specific losing combination is won does not satisfy the termination condition.
[0135] Furthermore, in this embodiment, if a specific miss is won based on Special 1 Reserve, Special Symbol Xa is always determined. If Special Symbol Xa is won in a non-time-saving game state, as shown in Figure 13(b), after Special Symbol Xa is confirmed, the game is set to the same slightly time-saving game state as when Special Symbol Yb is won. By configuring it in this way, when a high-probability game state or time-saving game state ends, it is possible to intentionally create a situation where there is no Special 2 Reserve, and by executing a major prize lottery based on Special 1 Reserve, it is possible to prevent the game from becoming more advantageous than when a major prize lottery based on Special 2 Reserve is executed.
[0136] Furthermore, in this embodiment, a "playtime" is provided. Playtime refers to a game state set to a low-probability game state and a time-saving game state upon fulfillment of predetermined starting conditions, or the game that progresses in that game state. Here, the game progression conditions, such as the probability of winning a jackpot during playtime and the conditions for opening the second start port 122, are the same as the game state set after winning special symbols A and C and a major role game. However, multiple time-saving game states with different game progression conditions are provided, and the game progression conditions may differ between the time-saving game state during playtime and the time-saving game state set after a major role game (for example, the game may not end when the number of specific misses is "0" and a specific miss is won).
[0137] Here, as shown in Figure 13(c), the condition for starting the playtime is set to be that after the main RAM 300c is cleared when the power is turned on, or after the high-probability game state ends, the results of the big role lottery are determined 500 times without winning a big win or a specific miss. In other words, in the low-probability game state, and in the non-time-saving game state or slightly time-saving game state, if a big win is not won or a specific miss is not won in the 500 big role lotteries, playtime is activated and the game state is set to the time-saving game state. Note that although the case in which playtime is provided has been explained here, playtime is not mandatory.
[0138] Figure 14 is a diagram illustrating the random number determination table for determining the winning symbol according to the embodiment. When a game ball flowing down the game area 116 passes through the gate 124 (the game ball enters the symbol activation port 125), a determination process for determining the corresponding symbol (hereinafter referred to as "symbol lottery") is performed, which determines whether or not to energize the movable piece 122b of the second start port 122.
[0139] As will be explained in more detail later, when a game ball passes through gate 124 (enters the normal ball operation opening 125), one normal ball winning random number is obtained from the range of 0 to 99, and up to four of these random numbers are stored in the normal ball reserve memory area of the main RAM 300c. In other words, the normal ball reserve memory area has four memory units that save the normal ball winning random numbers. Therefore, if a game ball passes through gate 124 (enters the normal ball operation opening 125) while normal ball winning random numbers are stored in all four memory units of the normal ball reserve memory area, no new normal ball winning random number will be stored based on the passage of that game ball. Hereafter, a normal ball winning random number stored in the normal ball reserve memory area after a game ball passes through gate 124 (enters the normal ball operation opening 125) will be referred to as a normal ball reserve.
[0140] When a normal symbol lottery is initiated in a non-time-saving game state, the normal symbol win determination random number table for non-time-saving game states is referenced, as shown in Figure 14(a). According to this normal symbol win determination random number table for non-time-saving game states, if the normal symbol win determination random number is 0, the normal symbol win symbol is determined as the type of normal symbol, and if the normal symbol win determination random number is between 1 and 99, the normal symbol loss symbol is determined as the type of normal symbol. Therefore, the probability of a normal symbol win being determined in a non-time-saving game state, i.e., the winning probability, is 1 / 100. As will be explained in more detail later, if a normal symbol win symbol is determined in this normal symbol lottery, the second start opening 122 is controlled to be in an open state, and if a normal symbol loss symbol is determined, the second start opening 122 is kept in a closed state.
[0141] Furthermore, when starting a regular symbol lottery in the shortened play state, the regular symbol win determination random number table for the shortened play state is referenced, as shown in Figure 14(b). According to this regular symbol win determination random number table for the shortened play state, if the regular symbol win determination random number is between 0 and 1, the regular symbol win symbol is determined as the type of regular symbol, and if the regular symbol win determination random number is between 2 and 99, the regular symbol loss symbol is determined as the type of regular symbol. Therefore, the probability of a regular symbol win being determined in the shortened play state, i.e., the winning probability, is 2 / 100.
[0142] Furthermore, when the regular symbol lottery is started in the time-saving game state, the regular symbol win determination random number table for the time-saving game state is referenced, as shown in Figure 14(c). According to this regular symbol win determination random number table for the time-saving game state, if the regular symbol win determination random number is between 0 and 98, the regular symbol win symbol is determined as the type of regular symbol, and if the regular symbol win determination random number is 99, the regular symbol loss symbol is determined as the type of regular symbol. Therefore, the probability of a regular symbol win being determined in the time-saving game state, i.e., the winning probability, is 99 / 100.
[0143] In the embodiment of the regular symbol lottery, although the probability of winning a regular symbol differs depending on the game state, the probability of winning a regular symbol may be set to be the same across all game states (a uniform 99 / 100). Depending on the type of regular symbol that wins, a symbol that allows the second start port 122 to enter easily for a long period of time may be designated as a winning symbol (long-open winning symbol), and a symbol that causes the second start port 122 to open for a short period of time in a manner that makes it difficult for the ball to enter may be designated as a losing symbol (short-open winning symbol).
[0144] Figure 15(a) is a diagram illustrating the normal symbol variation time data table according to the embodiment, and Figure 15(b) is a diagram illustrating the opening / closing control pattern table according to the embodiment. As described above, when a normal symbol lottery is performed, the variation time of the normal symbols is determined. The normal symbol variation time data table is referenced when determining the variation time of a normal symbol when a normal symbol winning symbol or a normal symbol losing symbol is determined by the normal symbol lottery. According to this normal 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; if the game state is set to a slightly time-saving game state, the variation time is determined to be 9 seconds; and if the game state is set to a time-saving game state, the variation time is determined to be 1 second. Once the variation time is determined in this way, the normal symbol indicator 168 is displayed (flashed) for the determined time. When a normal symbol winning symbol is determined, the normal symbol indicator 168 lights up, and when a normal symbol losing symbol is determined, the normal symbol indicator 168 turns off. As mentioned above, if the winning and losing symbols are composed of long-opening winning symbols and short-opening winning symbols (and losing symbols), the regular symbol indicator 168 can be configured with two or more LEDs, and the system can be configured to indicate which regular symbol has been won by lighting up different combinations of LEDs.
[0145] Then, when the winning symbol for the regular 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 15(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, control data corresponding to each game state is shown in a single table.
[0146] 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 15(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).
[0147] Thus, the non-time-saving game state, the slightly time-saving game state, and the time-saving game state each have corresponding opening and closing control conditions for opening and closing the second start opening 122 as game progression conditions. 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 (game balls enter the normal opening 125), normal draws are performed one after another, and the second start opening 122 is frequently open, allowing players to perform big draws while reducing the consumption of game balls.
[0148] Here, a common opening / closing control pattern table is assumed to be referenced for both the non-time-saving game state and the slightly time-saving game state; however, different opening / closing control pattern tables may be referenced for the non-time-saving game state and the slightly time-saving game state.
[0149] The opening and closing conditions for the second start port 122 are defined by three elements: the probability of winning a regular symbol, the duration of the regular symbol's variation display, and the duration of the second start port 122's opening. In this embodiment, two of these 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. However, one or three of the above three elements may be set to be more favorable in the time-saving game state than in the non-time-saving game state. In any case, the goal is to ensure that the time-saving game state is more favorable in at least one element compared to the non-time-saving game state, so that overall 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. In other words, when the game state is set to a non-time-saving game state, the movable piece 122b should be controlled to open and close according to the first condition, and when the game state is set to a time-saving game state, the movable piece 122b should be controlled to open and close according to the second condition, which is more likely to be in the open state than the first condition.
[0150] Furthermore, in this embodiment, a general-purpose opening 125 is provided in the second game area 116b, and almost all of the game balls that flow down to the bottom of the second game area 116b enter the general-purpose opening 125. When a game ball enters the general-purpose opening 125, one prize ball is dispensed. Therefore, even if a game ball is launched into the second game area 116b in a non-time-saving game state, the number of game balls hardly decreases. However, the general-purpose opening 125 is not an essential component, and the board configuration is merely an example. Therefore, a configuration in which the number of game balls decreases when a game ball is launched into the second game area 116b in a non-time-saving game state is also acceptable.
[0151] Next, the main processing of the main control board 300 as the game progresses in the gaming machine 100 according to this embodiment will be described.
[0152] Figure 16 is a diagram illustrating the gaming machine status flag according to the embodiment. 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 is set to one of six flag values from 00H to 05H. A flag value of 00H for the gaming machine status flag 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.
[0153] 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 an RWM (read write memory) 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.
[0154] (CPU initialization process of the main control board 300) Figure 17 is a first flowchart illustrating the CPU initialization process in the main control board 300 according to the embodiment, and Figure 18 is a second flowchart illustrating the CPU initialization process in the main control board 300 according to the embodiment.
[0155] 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).
[0156] (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.
[0157] (Step S100-3) The main CPU 300a sets the wait processing time in the timer counter.
[0158] (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.
[0159] (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.
[0160] (Step S100-9) The main CPU 300a performs the necessary processing to allow access to the main RAM 300c.
[0161] (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.
[0162] (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.
[0163] (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.
[0164] (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.
[0165] (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.
[0166] (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.
[0167] (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.
[0168] (Step S100-25) The main CPU 300a sets the D register to 05H (checksum error state).
[0169] (Step S100-27) The main CPU 300a performs out-of-bounds read / write checks, which involve checking and clearing unused memory areas.
[0170] (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.
[0171] (Step S100-31) The main CPU 300a checks and clears the read / write memory in the area being used.
[0172] (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.
[0173] (Step S100-35) The main CPU 300a sets the D register to 04H (RWM abnormal state) and moves processing to step S100-45.
[0174] (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.
[0175] (Step S100-39) The main CPU 300a sets the D register to 00H (ready to play).
[0176] (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.
[0177] (Step S100-43) The main CPU 300a sets the D register to 01H (setting change state).
[0178] (Step S100-45) The main CPU 300a saves the value set in the D register to the game machine status flag.
[0179] (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.
[0180] (Step S100-49) The main CPU 300a performs the process of sending a payout command (RAM clear specification command) to the payout control board 310 to inform it that the main RAM 300c has been cleared (storing the RAM clear specification command in the transmit buffer).
[0181] (Step S100-51) The main CPU 300a loads the gaming machine status flags.
[0182] (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.
[0183] (Step S110) The main CPU 300a performs the subcommand set processing. This subcommand set processing will be explained later.
[0184] (Step S100-55) The main CPU 300a performs subcommand set processing to send predetermined commands to the sub-control board 330. Here, commands corresponding to the game machine status flags are set. For example, if the game machine status flag is 01H, the setting change status specification command is set, and if the game machine status flag is 02H, the setting confirmation status specification command is set. In this way, by sending commands corresponding to the game machine status flags to the sub-control board 330, the internal state of the main control board 300 can be determined by the sub-control board 330.
[0185] (Step S100-57) The main CPU 300a sets the timer interrupt period.
[0186] (Step S100-59) The main CPU 300a performs the process to disable interrupts.
[0187] (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.
[0188] (Step S100-63) The main CPU 300a analyzes the received data (main command) from the dispensing control board 310 and performs various processes according to the received data.
[0189] (Step S100-65) The main CPU 300a performs processing to send subcommands stored in the transmit buffer to the sub-control board 330.
[0190] (Step S100-67) The main CPU 300a performs the processing required to enable interrupts.
[0191] (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.
[0192] Figure 19 is a flowchart illustrating the subcommand group set processing (S110) in the main control board 300 according to the embodiment.
[0193] (Step S110-1) The main CPU 300a loads the flag values of the gaming machine status flags.
[0194] (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.
[0195] (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.
[0196] (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.
[0197] (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.
[0198] (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.
[0199] (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.
[0200] (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.
[0201] (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.
[0202] (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 proceeds to step S110-21; if it determines that it is not in a state of waiting for a special symbol change, it terminates the subcommand group set process.
[0203] (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.
[0204] Next, the interrupt processing in the main control board 300 according to this embodiment will be described. Here, the power outage saving process (XINT interrupt processing) and the timer interrupt processing will be described.
[0205] (Power outage saving process for main control board 300 (XINT interrupt processing)) Figure 20 is a flowchart illustrating the power failure escape process (XINT interrupt processing) in the main control board 300 according to the embodiment. 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.
[0206] (Step S300-1) When a power failure warning signal is received, the main CPU 300a saves its registers.
[0207] (Step S300-3) The main CPU 300a checks for a power failure warning signal.
[0208] (Step S300-5) 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 S300-11; if it determines that it has not detected a power failure warning signal, it proceeds to step S300-7.
[0209] (Step S300-7) The main CPU 300a restores the registers.
[0210] (Step S300-9) The main CPU 300a performs the process to enable interrupts and then terminates the power-out save process.
[0211] (Step S300-11) The main CPU 300a executes an output port clear process, which stops the output from the output port.
[0212] (Step S300-13) The main CPU 300a performs a checksum setting process that calculates and saves the checksum.
[0213] (Step S300-15) The main CPU 300a performs the necessary RAM protection configuration process to prevent access to the main RAM 300c.
[0214] (Step S300-17) The main CPU 300a sets a predetermined number of power failure detection signals in the loop counter's counter value in order to set the power failure monitoring time.
[0215] (Step S300-19) The main CPU 300a checks for a power failure warning signal.
[0216] (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.
[0217] (Step S300-23) The main CPU 300a decrements the value of the loop counter set in step S300-17 by 1.
[0218] (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).
[0219] If a power outage actually occurs, the operation of the gaming machine 100 will stop while steps S300-17 to S300-25 are looping.
[0220] (Timer interrupt processing on the main control board 300) Figure 21 is a flowchart illustrating the timer interrupt processing in the main control board 300 according to the embodiment. The main control board 300 is provided with a reset clock pulse 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.
[0221] (Step S400-1) The main CPU 300a saves the registers.
[0222] (Step S400-3) The main CPU 300a performs processing to permit interrupts.
[0223] (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 strike notification display 172, and the performance display monitor 184.
[0224] (Step S400-7) The main CPU 300a reads various input port information and executes port input processing to accurately obtain the latest switch state.
[0225] (Step S400-9) The main CPU 300a loads the flag value of the gaming machine state flag.
[0226] (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.
[0227] [[ID=--33]] (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. <(
[0228] (Step S450) The main CPU 300a executes setting-related processing and transfers the process to step S400-27. The setting-related processing will be described later.
[0229] (Step S400-15) The main CPU 300a performs timer update processing to update various timer counters. Here, except when otherwise specified, the various timer counters are decremented each time the timer interrupt processing of the main control board 300 occurs, and the decrement stops when it reaches 0.
[0230] (Step S400-17) The main CPU 300a executes update processing for the initial value update random number for the winning symbol random number, similar to step S100-61 above.
[0231] (Step S400-19) The main CPU 300a performs processing to update the winning symbol random number. Specifically, the random number counter is incremented by 1 for update. When the result of the increment exceeds the maximum value of the random number range, the random number counter is reset to 0. When the random number counter makes one full cycle, the random number is updated from the value of the initial value update random number for the winning symbol random number at that time.
[0232] Although detailed description is omitted, in the embodiment, the big win determination random number and the ordinary symbol win determination random number use hardware random numbers updated by a hardware random number generation unit built in the main control board 300. The hardware random number generation unit updates both the big win determination random number and the ordinary symbol win determination random number according to a certain rule, automatically changes the random number sequence every time the random number sequence makes one full cycle, and changes the start value every time the system is reset.
[0233] (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 general operation gate detection switch 125s, the first major prize gate detection switch 126s, and the second major prize gate detection switch 128s. Details of this switch management processing will be described later.
[0234] (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.
[0235] (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.
[0236] (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.
[0237] (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.
[0238] (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.
[0239] (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.
[0240] (Step S400-29) The main CPU 300a executes LED display setting processing, which sets common 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 common output buffer.
[0241] (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.
[0242] (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.
[0243] (Step S400-35) The main CPU 300a performs the process to disable interrupts.
[0244] (Step S400-37) The main CPU 300a performs a process for calculating a base ratio to be displayed on the performance display monitor 184 using an unused area of the main RAM 300c, and sets common data for displaying the calculated base ratio on the performance display monitor 184 in the common output buffer, thereby executing performance display monitor control processing. In the performance display monitor control processing, the base ratio is calculated at regular intervals. Here, on the performance display monitor 184, the base ratio for the current period and the base ratio for the previous period may be alternately displayed at regular intervals. Also, the base ratio displayed on the performance display monitor 184 may be switched in response to a predetermined operation. Further, here, when the game machine state flag is 01H or 02H, the main CPU 300a displays the registered setting value set in the setting value buffer on the performance display monitor 184.
[0245] (Step S400-39) The main CPU 300a restores the registers and ends the timer interrupt processing.
[0246] FIG. 22 is a flowchart for explaining the above-described setting-related processing (S450) according to the embodiment.
[0247] (Step S450-1) The main CPU 300a determines whether the flag value of the game machine state flag is 01H (setting change state). As a result, if it is determined to be 01H, the process proceeds to step S450-3, and if it is determined not to be 01H, the process proceeds to step S450-15.
[0248] (Step S450-3) The main CPU 300a loads the registered setting value stored in the setting value buffer into a predetermined processing area.
[0249] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s is ON (whether a RAM clear operation signal is being input). If it determines that the RAM clear switch 182s is ON, the process moves to step S450-7; if it determines that the RAM clear switch 182s is OFF, the process moves to step S450-9.
[0250] (Step S450-7) The main CPU 300a adds 1 to the processing area setting value.
[0251] (Step S450-9) The main CPU 300a determines whether the setting value of the processing area is within the range of 1 to 6. If it determines that the setting value is within the range of 1 to 6, it proceeds to step S450-13; otherwise, it proceeds to step S450-11.
[0252] (Step S450-11) The main CPU 300a sets the processing area setting to 1.
[0253] (Step S450-13) The main CPU 300a sets the processing area settings in the setting value buffer.
[0254] (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.
[0255] (Step S450-17) The main CPU 300a sets a command indicating the completion of configuration-related processing into the send buffer.
[0256] (Step S110) The main CPU 300a executes the subcommand set processing shown in Figure 19. 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.
[0257] (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.
[0258] As described above, according to the embodiment, when the power is turned on normally with the middle frame 104 open, the setting change switch 180s turned on, and the RAM clear button pressed, the game machine state flag is set to 01H (setting change state) during the CPU initialization process (Figure 17). 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 21) are stopped and setting-related processes are executed.
[0259] 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.
[0260] 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.
[0261] In this embodiment, during the setting-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 during 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 fraudulently can be reduced.
[0262] 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 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.
[0263] 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.
[0264] Figure 23 is a flowchart illustrating the switch management process (step S500) in the main control board 300 according to the embodiment.
[0265] (Step S500-1) The main CPU 300a determines whether the gate detection switch has been turned ON or the general-purpose opening detection switch has been turned ON, that is, whether a game ball has passed through the gate 124 and the detection signal from the gate detection switch 124s has been turned ON, or whether a game ball has entered the general-purpose opening 125 and the detection signal from the general-purpose opening detection switch 125s has been turned ON. If it is determined that the gate detection switch has been turned ON or the general-purpose opening detection switch has been turned ON, the process moves to step S510. If it is determined that the gate detection switch has not been turned ON or the general-purpose opening detection switch has not been turned ON, the process moves to step S500-3.
[0266] (Step S510) The main CPU 300a executes gate passage processing based on the passage of a game ball through gate 124 (the entry of a game ball into the normal operation opening 125). Details of this gate passage processing will be described later.
[0267] (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.
[0268] (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.
[0269] (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.
[0270] (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.
[0271] (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.
[0272] (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.
[0273] (Step S500-11) 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 determines that the general prize entry detection switch is ON, the process moves to step S500-13; if it determines that the general prize entry detection switch is NOT ON, the process moves to step S500-15.
[0274] (Step S500-13) The main CPU 300a sets the command for designating a general prize winner in the transmission buffer.
[0275] (Step S500-15) 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 S500-17. If it is determined that the out-of-bounds ball detection switch is not turned ON, the switch management process is terminated.
[0276] (Step S500-17) The main CPU 300a sets the out-of-bounds ball detection command in the transmit buffer and terminates the switch management process.
[0277] Figure 24 is a flowchart illustrating the gate passage process (step S510) in the main control board 300 according to the embodiment.
[0278] (Step S510-1) The main CPU 300a loads the randomly determined numbers per unit, which have been updated by the hardware random number generator.
[0279] (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.
[0280] (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".
[0281] (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 general data-based random number.
[0282] (Step S510-9) The main CPU 300a saves the random number determined per graph, obtained in step S510-1, to the target memory unit calculated in step S510-7.
[0283] (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.
[0284] Figure 25 is a flowchart illustrating the first start port passage process (step S520) in the main control board 300 according to the embodiment.
[0285] (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.
[0286] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball counter.
[0287] (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.
[0288] Figure 26 is a flowchart illustrating the second start port passage process (step S530) in the main control board 300 according to the embodiment.
[0289] (Step S530-1) The main CPU 300a is set to "01H" as the special symbol identification value.
[0290] (Step S530-3) The main CPU 300a sets the address for the special symbol 2 reserved ball count counter.
[0291] (Step S535) The main CPU 300a executes the special symbol random number acquisition process, which will be described later.
[0292] (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.
[0293] (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.
[0294] (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.
[0295] Figure 27 is a flowchart illustrating the special symbol random number acquisition process (step S535) in the main control board 300 according to the embodiment. This special symbol random number acquisition process is 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.
[0296] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1 above.
[0297] (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.
[0298] (Step S535-5) The main CPU 300a loads the jackpot determination random number updated by the hardware random number generator.
[0299] (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 S535-21; otherwise, it proceeds to step S535-9.
[0300] (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".
[0301] (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 jackpot determination random number.
[0302] (Step S535-13) The main CPU 300a acquires the jackpot determination random number loaded in step S535-5, the winning symbol random number updated in step S400-19, the reach group determination random number, reach mode determination random number, and variation pattern random number updated in step S100-69, and stores them in the target memory unit calculated in step S535-11.
[0303] (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.
[0304] (Step S535-16) 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 involves a preliminary lottery for major roles, a preliminary determination of winning symbols, and a preliminary determination of variation information. In this acquisition-time performance determination process, a pre-read specification command indicating variation information to be determined when newly stored reserved items are read is sent to the sub-control board 330.
[0305] (Step S535-17) The main CPU 300a loads the counter values for the Special Symbol 1 Reserved Ball Counter and the Special Symbol 2 Reserved Ball Counter.
[0306] (Step S535-19) The main CPU 300a sets a special symbol hold designation command in the transmission buffer based on the counter value loaded in step S535-17 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.
[0307] (Step S535-21) The main CPU 300a loads the normal game management phase.
[0308] (Step S535-23) The main CPU 300a checks the normal game management phase loaded in step S535-21 and determines whether it is below the normal electric 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 S535-25. 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.
[0309] (Step S535-25) 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).
[0310] Figure 28 is a diagram illustrating the special game management phase according to the embodiment. 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 (entry of a game ball into the normal operation port 125) 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.
[0311] As shown in Figure 28, 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.
[0312] Figure 29 is a flowchart illustrating the special game management process (step S600) in the main control board 300.
[0313] (Step S600-1) The main CPU 300a loads the special game management phase.
[0314] (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.
[0315] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 above and starts processing.
[0316] (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.
[0317] Figure 30 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".
[0318] (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.
[0319] (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.
[0320] (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 the customer waiting state, and then terminates the special symbol variation waiting process.
[0321] (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.
[0322] (Step S611) The main CPU 300a executes a special symbol win determination process for the major prize lottery. This special symbol win determination process will be described later.
[0323] (Step S610-11) The main CPU 300a executes a special symbol determination process to determine the special symbols. Here, if the determination information (lottery result of the major role lottery) stored in step S611 is a big win, a minor win, or a specific miss, the winning type (whether it is a big win, a minor win, or a specific miss) and the hold type are loaded, and the corresponding winning symbol random number determination table is set. Then, referring to the set winning symbol random number determination table, the special symbol determination data is extracted using the winning symbol random number transferred to the 0th memory unit, and the extracted special symbol determination data (type of big win symbol, minor win symbol, or specific miss symbol) is saved. On the other hand, if the lottery result of the major role lottery stored in step S611 is a miss, if the hold type is special 1 hold, special symbol X is saved as a miss symbol, and if the hold type is special 2 hold, special symbol Y is saved as a miss symbol. At this point, the symbol type specification command corresponding to the saved special symbol judgment data is set in the transmission buffer.
[0324] (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.
[0325] (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.
[0326] (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.
[0327] (Step S610-17) The main CPU 300a performs a reserve area setting process, which includes storing the game state when a major role lottery is executed in the game state buffer. In this reserve area setting process, if the result of the major role lottery is a jackpot, it stores game state information to be set after the major role game, the type of jackpot symbol (special symbol judgment data), etc., in the reserve area of the main RAM 300c.
[0328] (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.
[0329] (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.
[0330] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and terminates the special symbol variation waiting process.
[0331] Figure 31 is a flowchart illustrating the special symbol hit detection process (S611) according to the embodiment described above.
[0332] (Step S611-1) The main CPU 300a loads the special symbol probability state flag.
[0333] (Step S611-3) The main CPU 300a loads the registered settings from the settings buffer.
[0334] (Step S611-5) The main CPU 300a determines whether the registered setting value loaded in step S611-3 is within the normal range. If it determines that the value is within the normal range, it proceeds to step S611-11; otherwise, it proceeds to step S611-7.
[0335] (Step S611-7) The main CPU 300a sets the gaming machine status flag to 03H (setting abnormal state).
[0336] (Step S611-9) The main CPU 300a sets a setting error status command (subcommand) in the transmission buffer and terminates the special symbol hit detection process. When this setting error status command is transmitted to the sub-control board 330, a notification indicating a setting error is issued.
[0337] (Step S611-11) The main CPU 300a refers to the jackpot determination random number judgment table corresponding to the information loaded in steps S611-1 and S611-3 above, and sets the lower and upper limits for determining whether it is a jackpot, a minor win, or a specific miss, respectively.
[0338] (Step S611-13) The main CPU 300a compares the jackpot determination random number transferred to the 0th memory unit with the above lower and upper limits, and performs a determination process (jackpot lottery) to determine whether a jackpot, minor win, or specific loss has been achieved.
[0339] (Step S611-15) The main CPU 300a sets the result of the judgment process in step S611-13 as judgment information and terminates the special symbol win judgment process.
[0340] Figure 32 is a flowchart illustrating the special pattern variation number determination process in the main control board 300 according to the embodiment.
[0341] (Step S612-1) The main CPU 300a determines whether the result of the major prize lottery in step S611 is a big win or a minor win. If it determines that it is a big win or a minor win, it moves to step S612-3. If it determines that it is neither a big win nor a minor win (it is a miss), it moves to step S612-5.
[0342] (Step S612-3) The main CPU 300a sets up a random number determination table for determining the reach mode, corresponding to the type of special symbol that was won.
[0343] (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. 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.
[0344] (Step S612-7) The main CPU 300a refers to a random number determination table for determining the reach group, corresponding to the type of hold, the number of holds, etc., and determines the reach group (group type) based on the random number for determining the reach group that was transferred to the 0th memory unit in step S610-7 above.
[0345] (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.
[0346] (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.
[0347] (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.
[0348] (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.
[0349] (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.
[0350] Figure 33 is a flowchart illustrating the special symbol variation processing in the main control board 300 according to this embodiment. This special symbol variation processing is executed when the special game management phase is "01H".
[0351] (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.
[0352] (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.
[0353] (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.
[0354] (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.
[0355] (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.
[0356] (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.
[0357] (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.
[0358] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".
[0359] (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.
[0360] (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.
[0361] (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.
[0362] Figure 34 is a flowchart illustrating the special symbol stop symbol display process in the main control board 300 according to the embodiment. This special symbol stop symbol display process is executed when the special game management phase is "02H".
[0363] (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 moves to step S630-3.
[0364] (Step S630-3) The main CPU 300a checks the results of the major role lottery.
[0365] (Step S630-5) The main CPU 300a determines whether the result of the major role lottery is a jackpot. If it determines that it is a jackpot, it proceeds to step S630-19; if it determines that it is not a jackpot, it proceeds to step S631.
[0366] (Step S631) The main CPU 300a executes the count limit management process. This count limit management process will be described later using Figure 35.
[0367] (Step S630-7) 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.
[0368] (Step S630-9) The main CPU 300a sets a count command in the transmission buffer to transmit the high-probability count and time-saving count updated in step S631 above to the sub-control board 330.
[0369] (Step S630-11) 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 S630-21; if it determines that it is not a minor prize, it proceeds to step S630-13.
[0370] (Step S630-13) The main CPU 300a determines whether the result of the major role lottery is a specific miss. If it determines that it is a specific miss, it moves to step S632; if it determines that it is not a specific miss, it moves to step S630-15.
[0371] (Step S632) The main CPU 300a executes a state change process. This state change process will be described later using Figure 36.
[0372] (Step S630-15) 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.
[0373] (Step S630-19) The main CPU 300a resets (sets) the game state to its initial state, which is the low-probability game state and the non-time-saving game state.
[0374] (Step S630-21) 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.
[0375] (Step S630-23) 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 S630-21 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 that can be executed in the upcoming big prize 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 big prize game, a process to reset (update to "0") the counter value of this special electric mechanism continuous operation counter is also executed.
[0376] (Step S630-25) The main CPU 300a refers to the data set in step S630-21 above and saves a predetermined opening time as a timer value to the special game timer.
[0377] (Step S630-27) The main CPU 300a sets an opening designation command in the transmission buffer to inform the sub-control board 330 of the start of a major or minor win game. This opening designation command is set for each opening time, and in this case, the opening designation command corresponding to the opening time saved in step S630-25 above is set in the transmission buffer.
[0378] (Step S630-29) If the result of the major role lottery confirmed in step S630-3 above is a jackpot, the main CPU 300a updates the special game management phase to "07H", and if it is a minor win, it updates the special game management phase to "03H", and terminates the special symbol stop symbol display process. This starts either a jackpot game or a minor win game.
[0379] Figure 35 is a flowchart illustrating the count limit management process in the main control board 300 according to the embodiment.
[0380] (Step S631-1) The main CPU 300a determines whether the counter value of the playtime entry counter is greater than 0. The playtime entry counter is a counter that counts the remaining number of spins until playtime is entered. If the main RAM 300c is cleared when the power is turned on, the counter value is set to "500" before gameplay becomes possible. Also, as will be described later, the counter value is set to "500" when the game is changed from a high probability game state to a low probability game state. If it is determined that the counter value is greater than 0, the process moves to step S631-3. If it is determined that the counter value is not greater than 0 (counter value = 0), the process moves to step S631-11.
[0381] (Step S631-3) The main CPU 300a decrements the counter value of the playtime entry counter.
[0382] (Step S631-5) The main CPU 300a determines whether the counter value updated in step S631-3 is 0. If it determines that the counter value is 0, it proceeds to step S631-7; if it determines that the counter value is not 0, it proceeds to step S631-11.
[0383] (Step S631-7) The main CPU 300a is set to the time-saving game state, and the time-saving count counter is set to "10000" as the number of time-saving attempts.
[0384] (Step S631-9) The main CPU 300a sets the specific number of misses counter to "2" and terminates the count management process.
[0385] (Step S631-11) The main CPU 300a determines whether the counter value of the high probability count counter is greater than 0. If it determines that the counter value is greater than 0, it proceeds to step S631-13. If it determines that the counter value is not greater than 0 (counter value = 0), it proceeds to step S631-23.
[0386] (Step S631-13) The main CPU 300a subtracts the counter value of the high probability count counter.
[0387] (Step S631-15) The main CPU 300a determines whether the counter value updated in step S631-13 is 0. If it determines that the counter value is 0, it proceeds to step S631-17; if it determines that the counter value is not 0, it terminates the count limit management process.
[0388] (Step S631-17) The main CPU 300a sets the game state to a low-probability game state and a non-time-saving game state.
[0389] (Step S631-19) The main CPU 300a resets the counter values for the high probability count limit counter, the time-saving count limit counter, and the specific count limit counter.
[0390] (Step S631-21) The main CPU 300a sets the counter value of the playtime entry counter to "500" and terminates the count limit management process.
[0391] (Step S631-23) The main CPU 300a determines whether the counter value of the time-saving count limit counter is greater than 0. If it determines that the counter value is greater than 0, it proceeds to step S631-25. If it determines that the counter value is not greater than 0 (counter value = 0), it terminates the count limit management process.
[0392] (Step S631-25) The main CPU 300a decrements the counter value of the time-saving count counter.
[0393] (Step S631-27) The main CPU 300a determines whether the counter value updated in step S631-25 is 0. If it determines that the counter value is 0, it proceeds to step S631-29. If it determines that the counter value is not 0, it terminates the count limit management process.
[0394] (Step S631-29) The main CPU 300a sets the game state to a non-time-saving game state.
[0395] (Step S631-31) The main CPU 300a resets the counter values for the high probability count limit counter, the time-saving count limit counter, and the specific count limit counter, and terminates the count limit management process.
[0396] Figure 36 is a flowchart illustrating the state change process in the main control board 300 according to the embodiment.
[0397] (Step S632-1) The main CPU 300a determines whether the game is in a high-probability game state. If it determines that the game is in a high-probability game state, it terminates the state change process. If it determines that the game is not in a high-probability game state, it proceeds to step S632-3.
[0398] (Step S632-3) The main CPU 300a determines whether the game is in a time-saving mode. If it determines that the game is in a time-saving mode, it proceeds to step S632-5; otherwise, it proceeds to step S632-11.
[0399] (Step S632-5) The main CPU 300a determines whether the counter value of the specific losing count counter is greater than 0. If it determines that the counter value is greater than 0, it proceeds to step S632-7. If it determines that the counter value is not greater than 0 (i.e., it is 0), it terminates the state change process.
[0400] (Step S632-7) The main CPU 300a decrements the counter value of the specific number of misses counter.
[0401] (Step S632-9) In step S632-7, the main CPU 300a determines whether the counter value of the specific losing count counter has been updated to 0. If it determines that the counter value has been updated to 0, it proceeds to step S632-11. If it determines that the counter value has not been updated to 0, it terminates the state change process.
[0402] (Step S632-11) The main CPU 300a sets the game state corresponding to the type of specific losing symbol that is displayed when stopped. Specifically, if special symbols Xa or Ya are displayed when stopped, the game is set to a time-saving game state, and if special symbol Yb is displayed when stopped, the game is set to a slightly time-saving game state.
[0403] (Step S632-13) The main CPU 300a sets the counter values for the time-saving spin count counter and the specific losing spin count counter based on the type of specific losing symbol that is displayed as stopped, and then terminates the state change process. In this case, if the special symbol Ya is displayed as stopped, the time-saving spin count counter is set to "10000" and the specific losing spin count counter is set to "2". Also, if the special symbols Xa and Yb are displayed as stopped, the time-saving spin count counter is set to "10000".
[0404] Figure 37 is a flowchart illustrating the pre-processing for opening the main prize slot in the main control board 300 according to the embodiment. This pre-processing for opening the main prize slot is performed when the special game management phase is "03H" or "07H".
[0405] (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.
[0406] (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".
[0407] (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 the start of opening the first large prize slot 126 and the second large prize slot 128 (start of round game).
[0408] (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.
[0409] (Step S640-7) 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.
[0410] Figure 38 is a flowchart illustrating the opening and closing switching process of the main prize slot in the main control board 300 according to the embodiment.
[0411] (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.
[0412] (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.
[0413] (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.
[0414] (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.
[0415] (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.
[0416] (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 process of opening / closing the large prize slot.
[0417] Figure 39 is a flowchart illustrating the big prize opening control process in the main control board 300 according to the embodiment. This big prize opening control process is executed when the special game management phase is "04H" or "08H".
[0418] (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.
[0419] (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.
[0420] (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.
[0421] (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.
[0422] (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.
[0423] (Step S650-9) The main CPU 300a saves the effective closing time (interval time) for the big prize slot to the special game timer.
[0424] (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").
[0425] (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.
[0426] Figure 40 is a flowchart illustrating the process for activating the closure of the main prize slot in the main control board 300 according to the embodiment. This process for activating the closure of the main prize slot is executed when the special game management phase is "05H" or "09H".
[0427] (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.
[0428] (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.
[0429] (Step S660-5) The main CPU 300a updates the special game management phase to "03H". Note that if the special game management phase is "05H", that is, during the control of a minor win game, the number of rounds for the minor win game is "1", so step S660-3 above will always be judged as YES, and the process will not proceed to that step.
[0430] (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.
[0431] (Step S660-9) The main CPU 300a executes the ending time setting process, which saves the ending time to a special game timer.
[0432] (Step S660-11) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("06H" or "0AH").
[0433] (Step S660-13) 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.
[0434] Figure 41 is a flowchart illustrating the jackpot completion wait processing in the main control board 300 according to the embodiment. This jackpot completion wait processing is executed when the special game management phase is "06H" or "0AH".
[0435] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S660-9 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 proceeds to step S671.
[0436] (Step S671) The main CPU 300a executes a state setting process to configure the game state after the completion of a major game. This state setting process will be described later using Figure 42.
[0437] (Step S670-5) The main CPU 300a sets a game state change specification command in the transmission buffer to transmit the game state that will be set after the end of a major game.
[0438] (Step S670-7) The main CPU 300a sets the number of counts and the number of time-saving counts saved in step S671 above into the transmission buffer.
[0439] (Step S670-9) 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.
[0440] Figure 42 is a flowchart illustrating the state setting process in the main control board 300 according to the embodiment.
[0441] (Step S671-1) The main CPU 300a checks the displayed jackpot symbols.
[0442] (Step S671-3) The main CPU 300a sets the game state after a big win to either a high-probability game state or a low-probability game state, or to a time-saving game state, based on the confirmed winning symbols.
[0443] (Step S671-5) The main CPU 300a sets the high probability round count counter and the time-saving round count counter, respectively, based on the winning symbols.
[0444] (Step S671-7) The main CPU 300a sets a specific number of misses in the specific miss count counter based on the winning symbols, and then terminates the state setting process.
[0445] Figure 43 is a diagram illustrating the normal game management phase according to the embodiment. As already explained, in this embodiment, the processing related to normal gameplay, triggered by the passage of a game ball through the gate 124 (entry of a game ball into the normal operation opening 125), is executed in stages and repeatedly. The main control board 300 manages each of these normal game-related processes through the normal game management phase.
[0446] As shown in Figure 43, 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.
[0447] Figure 44 is a flowchart illustrating the normal game management process (step S700) in the main control board 300 according to the embodiment.
[0448] (Step S700-1) The main CPU 300a loads the normal game management phase.
[0449] (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.
[0450] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 above and starts processing.
[0451] (Step S700-7) The main CPU 300a loads the normal game timer, which manages the control time for normal gameplay.
[0452] Figure 45 is a flowchart illustrating the normal symbol variation waiting process in the main control board 300 according to this embodiment. This normal symbol variation waiting process is executed when the normal game management phase is "00H".
[0453] (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.
[0454] (Step S710-3) The main CPU 300a blocks the normal symbol hold (normal symbol winning random number) stored in the first to fourth memory units of the normal symbol hold memory area to the memory unit with the smaller ordinal number. Specifically, it transfers the normal symbol hold 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 hold 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 hold ball count counter is deducted by "1", and a normal symbol hold reduction command, indicating that the normal symbol hold has been reduced by "1", is set in the transmission buffer.
[0455] (Step S710-5) The main CPU 300a loads the random number used to determine a winning symbol that has been transferred to the 0th memory unit, selects a random number determination table for determining a winning symbol that corresponds to the current game state, performs a winning symbol draw, and executes a normal symbol winning symbol determination process that stores the result of that draw.
[0456] (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 is lit up when the regular symbol is won, and turned off when it is lost. The regular symbol stop number determined here indicates whether or not the regular symbol indicator 168 will be lit up in the end. For example, if the regular symbol is won, "0" is determined as the regular symbol stop number, and if it is lost, "1" is determined as the regular symbol stop number.
[0457] (Step S710-9) The main CPU 300a checks the current game state and selects and sets the corresponding regular symbol variation time data table.
[0458] (Step S710-11) The main CPU 300a determines the normal symbol variation time based on the normal symbol hit determination 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.
[0459] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in step S710-11 above to the normal game timer.
[0460] (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.
[0461] (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.
[0462] (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 (normal symbol winning symbol or losing symbol) determined by the normal symbol win determination process.
[0463] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and terminates the normal symbol variation waiting process.
[0464] Figure 46 is a flowchart illustrating the processing during normal symbol variation in the main control board 300 according to this embodiment. This normal symbol variation processing is executed when the normal game management phase is "01H".
[0465] (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.
[0466] (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.
[0467] (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.
[0468] (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.
[0469] (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.
[0470] (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.
[0471] (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.
[0472] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and terminates the processing during the normal symbol variation.
[0473] Figure 47 is a flowchart illustrating the normal symbol stop symbol display process in the main control board 300 according to this embodiment. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".
[0474] (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.
[0475] (Step S730-3) The main CPU 300a checks the results of the general lottery.
[0476] (Step S730-5) The main CPU 300a determines whether the result of the regular drawing is a regular drawing win. If it is determined to be a regular drawing win, the process moves to step S730-9; if it is determined not to be a regular drawing win (i.e., a loss), the process moves to step S730-7.
[0477] (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.
[0478] (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.
[0479] (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.
[0480] Figure 48 is a flowchart illustrating the pre-processing for opening the normal electric prize winning slot in the main control board 300 according to the embodiment. This pre-processing for opening the normal electric prize winning slot is executed when the normal game management phase is "03H".
[0481] (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.
[0482] (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.
[0483] (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.
[0484] Figure 49 is a flowchart illustrating the switching process for opening and closing the ordinary electric prize slot in the main control board 300 according to the embodiment.
[0485] (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.
[0486] (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.
[0487] (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.
[0488] (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.
[0489] (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.
[0490] (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".
[0491] Figure 50 is a flowchart illustrating the control process for opening the normal electric prize slot in the main control board 300 according to the embodiment. This control process for opening the normal electric prize slot is executed when the normal game management phase is "04H".
[0492] (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.
[0493] (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.
[0494] (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.
[0495] (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.
[0496] (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.
[0497] (Step S750-9) The main CPU 300a saves the normal power-on state time to the normal game timer.
[0498] (Step S750-11) The main CPU 300a updates the normal game management phase to "05H" and terminates the normal electric prize entry opening control process.
[0499] Figure 51 is a flowchart illustrating the process for activating the closing of the ordinary electric prize entry slot in the main control board 300 according to the embodiment. This process for activating the closing of the ordinary electric prize entry slot is executed when the ordinary game management phase is "05H".
[0500] (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.
[0501] (Step S760-3) The main CPU 300a saves the normal power end wait time to the normal game timer.
[0502] (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.
[0503] Figure 52 is a flowchart illustrating the normal electric prize entry point end-wait processing in the main control board 300 according to the embodiment. This normal electric prize entry point end-wait processing is executed when the normal game management phase is "06H".
[0504] (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.
[0505] (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.
[0506] Next, a second embodiment will be described. In the second embodiment, only the termination conditions for the game state and the time-saving game state set when the special symbol Yb is won, and the method for counting the number of specific misses differ from the above embodiment; all other configurations are the same as the above embodiment. Therefore, the differences between the second embodiment and the above embodiment will be described.
[0507] Figure 53 is a diagram illustrating a game state setting table for setting the game state after the end of a major game according to the second embodiment. As shown in Figure 53(b), in the second embodiment, similar to the first embodiment, when the game is set to a low probability game state and a time-saving game state, the number of time-saving rounds is set to 10,000 as the condition for ending the number of fluctuation rounds, and the number of specific misses is set to 2 as the condition for ending the specific rounds.
[0508] In the second embodiment, special symbols Xa, Ya, and Yb are also provided as specific losing symbols. Special symbol Xa is a specific losing symbol that is determined when a specific losing combination is won based on special 1 reserve. In a low probability game state and a time-saving game state, if the specific losing symbol determined when a specific losing combination is won for the second time is special symbol Xa, the game state is set to a low probability game state and a slightly time-saving game state, and the number of time-saving rounds is set to 10,000 as the condition for ending the number of spins.
[0509] Furthermore, the special symbol Ya is a specific losing symbol that is determined when a specific losing combination is won based on the special 2 reserve. In a low probability game state and a time-saving game state, if the specific losing symbol determined when a specific losing combination is won for the second time is the special symbol Ya, the game state is set to a low probability game state and a time-saving game state, the number of time-saving spins is set to 10,000 as the condition for ending the number of spins, and the number of specific losing combinations is set to 2 as the condition for specific termination.
[0510] The special symbol Yb is a specific losing symbol determined when a specific losing combination is won based on the special 2 reserve. In a low probability game state and a time-saving game state, if the specific losing symbol determined when a specific losing combination is won for the second time is the special symbol Yb, the game state is set to a low probability game state and a time-saving game state, and the number of time-saving rounds is set to 1 as the condition for ending the number of spins.
[0511] Thus, in the second embodiment, the termination conditions for the game state and the time-saving game state, which are set when the specific losing symbol determined when a specific losing symbol is won for the second time in a low-probability game state and a time-saving game state is the special symbol Yb, differ from those of the above embodiment.
[0512] Furthermore, in the above embodiment, when the game is set to a low-probability game state and a time-saving game state based on the winning of special symbols A, C, and Ya, the game state ends when a specific losing combination is won twice. At this time, the number of times a specific losing combination is won is counted regardless of the type of specific losing combination. In other words, in the low-probability game state and the time-saving game state, the game state ends when one or more of the special losing combinations of special symbols Xa, Ya, and Yb are won a total of two times, regardless of their type.
[0513] In contrast, in the second embodiment, when a low-probability game state and a time-saving game state are set based on the winning of special symbols A, C, and Ya, the game state ends when either special symbol Ya or Yb is won a total of two times, excluding special symbol Xa. In other words, in the second embodiment, special symbol Xa, which is set to a slightly time-saving game state, does not affect the count of the specific termination condition, i.e., the fulfillment of the specific termination condition. According to this second embodiment, the following gameplay is realized.
[0514] Specifically, in a low-probability game state and time-saving game state set based on the winning of special symbols A, C, and Ya, suppose that special symbols Ya and Yb are won a total of two times among the specific losing symbols. In this case, if the specific losing symbol won the second time is special symbol Ya, the game state is set again to a low-probability game state and time-saving game state, the time-saving rounds are set to 10,000 as the condition for ending the number of spins, and the specific number of losing rounds is set to 2 as the condition for ending the game.
[0515] On the other hand, if the specific losing symbol that is won on the second attempt is the special symbol Yb, the game is set to a low probability game state and a time-saving game state, and the number of time-saving spins is set to 1 as the condition for ending the number of spins. Therefore, when the next spin process after winning the special symbol Yb is completed, the so-called time-saving state ends, the time-saving game state ends, and the game is set to a low probability game state and a non-time-saving game state. In addition, during one spin process in the time-saving game state, a spin time is set that allows for the retention of a specified number of special 2 reserves, and during this time, a right-hand shooting notification effect is performed to encourage the entry of game balls into the second start opening 122.
[0516] Then, once one spinning process in the time-saving game state is completed, spinning processes based on the maximum of four Special 2 reserves that were held in reserve during this spinning process are executed. If a jackpot is not won in the spinning process based on Special 2 reserves, a jackpot lottery based on Special 1 reserves will be executed thereafter.
[0517] As described above, the second embodiment provides a game machine with a non-winning easy state (non-time-saving game state) and multiple types of winning easy states (slightly time-saving game state, time-saving game state) in which game balls are more likely to enter the starting area than in the non-winning easy state. Based on the entry of game balls into the starting area, one of multiple types of symbols, including winning symbols (jackpot symbols) and specific symbols (specific losing symbols), is determined, and the determined symbol is displayed in the symbol display unit (first special symbol display unit 160, second special symbol display unit 162). If a winning symbol is displayed in the symbol display unit, an advantageous game (big prize game) is executed in which the big prize opening is opened. When the advantageous game is executed, or when a specific symbol is displayed in the symbol display unit, the game state is set to the winning easy state.
[0518] The specified symbols include the first specified symbol (special symbol Ya) and the second specified symbol (special symbol Xa). The easy-to-win state includes the first easy-to-win state (time-saving game state), which can be set when the first specified symbol is displayed, and the second easy-to-win state (slightly time-saving game state), which is relatively less favorable to the player than the first easy-to-win state and can be set when the second specified symbol is displayed. In the predetermined easy-to-win state (time-saving game state), the predetermined easy-to-win state ends when the number of times the specified symbols, excluding the second specified symbol, are determined or displayed reaches a predetermined number.
[0519] Furthermore, according to the second embodiment, the game machine has a starting area including a first starting area (first starting opening 120) and a second starting area (second starting opening 122), and is provided with a game state that is a non-winning easy state and a plurality of winning easy states in which it is easier for game balls to enter the second starting area than in the non-winning easy state. Based on the entry of game balls into the starting area, one of a plurality of symbols including a winning symbol and a specific symbol is determined, the determined symbol is displayed on the symbol display unit, and when a winning symbol is displayed on the symbol display unit, a favorable game is executed in which the large winning opening is opened, and when the favorable game is executed, or when a specific symbol is displayed on the symbol display unit, the game state is set to a winning easy state, and in a predetermined winning easy state, when the number of times the specific symbol is determined or displayed satisfies a predetermined termination condition, the predetermined winning easy state is terminated.
[0520] Furthermore, the termination condition is not satisfied by the determination of the symbols based on the entry of the game ball into the first starting area, but can be satisfied by the determination of the symbols based on the entry of the game ball into the second starting area.
[0521] As a result, a new gameplay experience is realized, similar to the embodiment described above. Moreover, according to the second embodiment, even if a variation process based on special 1 retention is unintentionally executed during the time-saving game state, the specific termination condition, which is the termination condition for the time-saving game state, will not be met. Therefore, there is no risk of the time-saving game state ending contrary to the design intent.
[0522] 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.
[0523] In the embodiments described above, an example of when the present invention is applied to a Type I gaming machine was explained, 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 and Type II mixed machines and Type II gaming machines. Therefore, the present invention is also applicable to gaming machines that do not have a jackpot symbol but have a minor jackpot symbol, and when a game ball enters a specific area during a minor jackpot game, a Type II jackpot is won and a major game is executed. Furthermore, in the embodiments described above, a first start port 120 and a second start port 122 are provided, but the number of start ports (start areas) is not limited to this, and there may be one or three or more.
[0524] Furthermore, in each of the above embodiments, the following states are provided: a low-probability game state and a non-time-saving game state, a low-probability game state and a slightly time-saving game state, a low-probability game state and a time-saving game state, and a high-probability game state and a time-saving game state. However, the contents of the game states are merely examples, and other game states may be provided, such as a high-probability game state and a non-time-saving game state or a slightly time-saving game state.
[0525] Furthermore, in each of the above embodiments, low-probability and high-probability game states are provided, each with a different probability of winning a jackpot. However, the probability of winning a jackpot may be constant regardless of the game state. Also, a slightly shortened game state is not mandatory. If a slightly shortened game state is not provided, for example, if a specific losing symbol is hit and a specific termination condition is met, the shortened game state may be terminated and the game may transition to a non-shortened game state.
[0526] Furthermore, in each of the above embodiments, when a specific losing symbol is won and a specific termination condition is met, the currently set time-saving game state is terminated, and a time-saving game state or a slightly time-saving game state is set based on the type of specific losing symbol. In this case, the spin in which the specific losing symbol is won becomes the final spin of the time-saving game state, but the display settings of the right-hand notification display 172 and the settings of the external terminal output are performed in steps S400-27 and S400-29, after the setting of the game state based on the winning of the specific losing symbol (step S600), while the timer interrupt processing is in progress. Therefore, even when a time-saving game state is set based on the winning of a specific losing symbol, the display and output showing the state immediately before the stopping display of the specific losing symbol continue. However, when a specific termination condition is met, the time-saving game state may be terminated and the game may transition to a non-time-saving game state without setting a time-saving game state or a slightly time-saving game state.
[0527] Furthermore, in each of the above embodiments, special symbols A, B, C, and D are provided as jackpot symbols, and the game state is set according to the type of jackpot symbol won, as shown in Figure 13(a). However, the types of jackpot symbols and the game states set for jackpot symbols are not limited to these.
[0528] For example, a special symbol E, which is a jackpot symbol, may be added. If special symbol E is hit, the game may be set to a high-probability game state and a time-saving game state after the big win, with both the high-probability rounds and the time-saving rounds set to 10,000. This special symbol E effectively becomes a jackpot symbol that guarantees the next jackpot.
[0529] Furthermore, for example, a special symbol F, which is a jackpot symbol, may be added. If special symbol F is hit, the game may be set to a low-probability game state and a non-time-saving game state after the big win game. This special symbol F is a jackpot symbol that ends so-called consecutive win states such as high-probability game states and time-saving game states.
[0530] In each of the above embodiments, the special symbols E and F may be provided instead of the special symbols B and D. In each of the above embodiments, when special symbols B and D are won, a game state is provided in which the aim is to win a jackpot in a predetermined number of big role draws, similar to a so-called ST machine. However, when special symbols E and F are provided, a game state is provided in which the continuation of the winning jackpot state differs depending on the type of jackpot symbol won, similar to a so-called loop machine.
[0531] Furthermore, in each of the above embodiments, when the game is set to a low-probability game state and a time-saving game state, the number of specific misses is set to 2, regardless of the type of jackpot symbol or specific miss symbol. However, different numbers of specific misses may be set depending on the type of special symbol set to the low-probability game state and the time-saving game state.
[0532] For example, a special symbol G, which is a jackpot symbol, may be provided. If the special symbol G is hit, after the big win game, the game may be set to a low-probability game state and a time-saving game state. In this case, the number of time-saving rounds may be set to 10,000, and the number of specific misses may be set to 1 or 3 or more. By providing the special symbol G, it is possible to provide multiple game states that have gameplay similar to a so-called "fall-out" machine, but with different continuation rates. Alternatively, for example, a time-saving game state may be provided in which the number of specific misses is set to 0 or not set, effectively guaranteeing the next jackpot.
[0533] Furthermore, in each of the above embodiments, multiple time-saving game states with different game progression conditions may be provided. For example, a first time-saving game state and a second time-saving game state may be provided in which at least one of the following is different: the probability of winning a regular symbol, the opening and closing control pattern of the second start port 122, and the variation time of the regular symbols. Both of these first time-saving game states and second time-saving game states are game states in which it is easier for game balls to enter the second start port 122 than in the non-time-saving game state. In each of the above embodiments, for example, if special symbols A and C are won, the game may be set to the first time-saving game state, and if special symbols B and D are won, the game may be set to the second time-saving game state. In this case, the first time-saving game state may be easier or harder for game balls to enter the second start port 122 than in the second time-saving game state.
[0534] Furthermore, even when special symbols E and G of the above-described modified examples are provided, depending on the type of special symbol, one of several time-saving game states, in which the ease of entering the game ball into the second starting opening 122 differs, may be set.
[0535] Furthermore, in each of the above embodiments, a specific losing symbol is provided as the specific symbol, but for example, the specific symbol may be the minor winning symbol mentioned above. Also, it is sufficient if at least one of the big winning symbol and the minor winning symbol is provided as the winning symbol.
[0536] Furthermore, in each of the above embodiments, only one type of time-saving game state is provided that ends upon winning a specific losing combination. However, multiple types of time-saving game states (predetermined easy-to-win states) that end upon winning a specific losing combination may be provided. In each of the above embodiments, the determination of whether the termination conditions are met and the setting of the game state are performed after the display of the special symbol. However, the determination of whether the termination conditions are met and the setting of the game state may be performed when the special symbol is determined.
[0537] Furthermore, in each of the above embodiments, the game state is set based on the type of winning symbol. However, for example, a V-area (probability variation function operating area) may be provided in the large prize slot, and different game states may be set after the big win depending on whether or not a game ball enters the V-area during a predetermined period of a specific round of game at a predetermined number of times during the big win game (for example, the period during which the V-area, which is set to allow balls to enter, is open for the first 10 seconds of the 30-second opening time of the large prize slot in the specific round of game). For example, if a game ball enters the V-area during the specific round of game, the game state will be set to the same as when special symbols B and D are won in each of the above embodiments. If a game ball does not enter the V-area during the specific round of game, the game state will be set to the same as when special symbols A and C are won in each of the above embodiments. In this case, the player can select the game state after the big win by launching or stopping the launch of game balls during the specific round of game, realizing a new and unprecedented gameplay experience.
[0538] In the above embodiment, the main CPU 300a that executes the processes in steps S611 and S610-11 corresponds to the pattern determination means of the present invention. Furthermore, in the above embodiment, the main CPU 300a that performs the processing shown in Figure 33 corresponds to the pattern display means of the present invention. Furthermore, in the above embodiment, the main CPU 300a that executes the processes shown in Figures 37 to 40 corresponds to the advantageous game execution means of the present invention. Furthermore, in the above embodiment, the main CPU 300a that executes the processing shown in Figure 42 corresponds to the state setting means of the present invention. Furthermore, in the above embodiment, the main CPU 300a that performs the processing shown in Figures 35 and 36 corresponds to the state changing means of the present invention. [Explanation of symbols]
[0539] 100 gaming machines 120 First Starter Port 122 Second Starter Port 126 First Grand Prize Winner 128 Second Grand Prize Winner 160 First Special Pattern Display Unit 162 Second Special Pattern Display Unit 300 Main control board 300a Main CPU 300b Main ROM 300c Main RAM
Claims
[Claim 1] A gaming machine having a starting area including a first starting area and a second starting area, and provided with a game state that includes a non-winning easy state and a plurality of winning easy states in which the game ball is more likely to enter the second starting area than in the non-winning easy state, A symbol determination means that determines one of several types of symbols, including a winning symbol and several specific symbols different from the winning symbol, based on the entry of a game ball into the starting area, A pattern display means for displaying the determined pattern on the pattern display section, When the winning symbol is displayed on the symbol display section, a means for executing a favorable game in which the grand prize opening is opened, A first state setting means that can set the game state to the easy-to-win state when the advantageous game is performed, A second state setting means that, when the aforementioned specific symbol is displayed on the symbol display unit, can set the game state to the easy-to-win state without going through the advantageous game, In the predetermined easy-to-win state, when the number of times the specific symbol is determined or displayed reaches a specific number of times, the predetermined termination condition is met, and the state is changed from the predetermined easy-to-win state to a game state based on the type of the specific symbol determined or displayed at the specific number of times, Equipped with, The aforementioned predetermined termination conditions are: A gaming machine characterized in that the condition is not satisfied by the determination of the pattern based on the entry of a game ball into the first starting area, but can be satisfied by the determination of the pattern based on the entry of a game ball into the second starting area.
Citation Information
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