Gaming machine
Patent Information
- Application Number
- JP2024148446
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-08-30
- Publication Date
- 2026-09-03
- Estimated Expiration
- 2044-08-30
AI Technical Summary
【0008】 本発明によれば、新たな遊技性を提供することが可能となる。
Smart Images

Figure 0007915260000001 
Figure 0007915260000002 
Figure 0007915260000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background Art]
[0002] Conventionally, there has been known a gaming machine in which a major winning combination lottery is performed based on a gaming ball entering a starting opening, and when a win is obtained in the major winning combination lottery, a major winning game that allows a large number of prize balls to be obtained is executed. For example, Patent Document 1 discloses a gaming machine in which a time-saving state is ended when a small win is won a predetermined number of times. [Prior Art Documents] [Patent Documents]
[0003] [Patent Document 1] Japanese Unexamined Patent Application Publication No. 2020-130774 [Summary of the Invention] [Problem to be Solved by the Invention]
[0004] As described above, gaming machines having various gaming properties have been proposed, but there is a demand for development of a gaming machine having new unprecedented gaming properties.
[0005] An object of the present invention is to provide a gaming machine capable of providing new gaming properties.
[0006] In order to solve the above problem, the gaming machine of the present invention includes: a game board on which a game area where game balls flow down is formed; symbol determination means for executing a symbol determination process of determining any one from a plurality of symbols including at least a winning symbol and a plurality of specific symbols on condition that a game ball enters a starting opening provided in the game board; large winning opening opening / closing game execution means capable of executing a large winning opening opening / closing game in which a large winning opening provided in the game area is opened and closed based on at least the determination of the winning symbol; A game state setting means that can set any of a plurality of game states, including a normal game state and a specific game state in which it is easier for game balls to enter the starting opening than in the normal game state, Equipped with, The aforementioned game state setting means is The pattern determination process described above Specific patterns If this is determined, the specific game state can be set without the opening and closing of the prize slot being executed by the prize slot opening and closing game execution means. When the pre-set termination conditions are met, the specified game state currently being set is terminated. The aforementioned specific game state is, Including the first specific game state and the second specific game state, First termination condition for terminating the first specific game state , and, Second termination condition for terminating the aforementioned second specific game state It is possible to configure this, The number of specific symbols required to satisfy the first termination condition is one or more first numbers, The number of specific symbols required to satisfy the second termination condition is different from the first number and is a second number of 1 or more. . [Effects of the Invention]
[0008] According to the present invention, it becomes possible to provide a new type of gameplay. [Brief explanation of the drawing]
[0009] [Figure 1] This is a perspective view of a gaming machine showing the door in the open position. [Figure 2] This is a front view of the gaming machine. [Figure 3] This is a front view of the game board. [Figure 4] This is a block diagram of a gaming machine. [Figure 5] This is the address map of the memory area used by the main CPU. [Figure 6] (a) is a diagram illustrating the random number determination table for determining minor wins for Special 1, and (b) is a diagram illustrating the random number determination table for determining minor wins for Special 2. [Figure 7] This diagram explains the random number generation table for determining winning patterns. [Figure 8] It is a diagram illustrating a reach group determination random number judgment table. [Figure 9] It is a diagram illustrating a reach mode determination random number judgment table. [Figure 10] It is a diagram illustrating a fluctuation pattern random number judgment table. [Figure 11] It is a diagram illustrating a fluctuation time determination table. [Figure 12] It is a diagram illustrating a special electric accessory actuation RAM set table. [Figure 13] It is a diagram illustrating the opening / closing mode of the big winning opening and the opening / closing mode of the specific area by the movable member. [Figure 14] It is a diagram illustrating a game state setting table. [Figure 15] It is a diagram illustrating an end condition setting table. [Figure 16] It is a diagram illustrating a winning determination random number judgment table. [Figure 17] (a) is a diagram illustrating a normal symbol fluctuation time data table, and (b) is a diagram illustrating an opening / closing control pattern table. [Figure 18] It is a diagram illustrating game performance according to an embodiment. [Figure 19] It is a diagram illustrating a gaming machine state flag. [Figure 20] It is a first flowchart illustrating CPU initialization processing in a main control board. [Figure 21] It is a second flowchart illustrating CPU initialization processing in a main control board. [Figure 22] It is a flowchart illustrating sub-command group setting processing in a main control board. [Figure 23] It is a flowchart illustrating power-off saving processing in a main control board. [Figure 24] It is a flowchart illustrating timer interrupt processing in a main control board. [Figure 25] It is a flowchart illustrating setting-related processing in a main control board. [Figure 26] This is a flowchart illustrating the switch management process on the main control board. [Figure 27] This is a flowchart illustrating the gate passage process on the main control board. [Figure 28] This is a flowchart illustrating the process of passing through the first start port on the main control board. [Figure 29] This is a flowchart illustrating the process of passing through the second start port on the main control board. [Figure 30] This is a flowchart explaining the process of acquiring special symbol random numbers on the main control board. [Figure 31] This is a flowchart illustrating the process of passing through a specific region on the main control board. [Figure 32] This is a diagram illustrating the special game management phase. [Figure 33] This is a flowchart illustrating the special game management process on the main control board. [Figure 34] This is a flowchart explaining the special symbol variation waiting process on the main control board. [Figure 35] This is a flowchart explaining the process for determining the special symbol variation number on the main control board. [Figure 36] This is a flowchart explaining the processing during special symbol variation on the main control board. [Figure 37] This is a flowchart explaining the special symbol stop symbol display process on the main control board. [Figure 38] This is a flowchart explaining the count limit management process on the main control board. [Figure 39] This is a flowchart illustrating the management process for specific miss counters on the main control board. [Figure 40] This is a flowchart explaining the processing that occurs when a specific losing symbol stops on the main control board. [Figure 41] This is a flowchart explaining the pre-processing for opening the main prize slot on the main control board. [Figure 42]This is a flowchart illustrating the opening and closing switching process for the main prize slot on the main control board. [Figure 43] This is a flowchart explaining the control process for opening the main prize slot on the main control board. [Figure 44] This is a flowchart explaining the process for activating the closing of the large prize slot on the main control board. [Figure 45] This is a flowchart explaining the waiting process at the end of the grand prize slot on the main control board. [Figure 46] This is a diagram illustrating the normal game management phase. [Figure 47] This is a flowchart illustrating the normal game management process on the main control board. [Figure 48] This is a flowchart explaining the normal symbol change waiting process on the main control board. [Figure 49] This is a flowchart explaining the processing during normal symbol variation on the main control board. [Figure 50] This is a flowchart explaining the normal symbol stop and symbol display process on the main control board. [Figure 51] This is a flowchart explaining the pre-processing for opening the prize winning slot on the main control board. [Figure 52] This is a flowchart explaining the process of switching the opening and closing of the standard electric prize slot on the main control board. [Figure 53] This is a flowchart illustrating the control process for opening the prize winning slot on the main control board. [Figure 54] This is a flowchart explaining the process for activating the closing of the ordinary electric prize entry slot on the main control board. [Figure 55] This is a flowchart explaining the normal electric prize entry point end-of-game wait processing on the main control board. [Figure 56] This diagram illustrates an example of the presentation in the first lower mode, second lower mode, third lower mode, first upper mode, and second upper mode. [Figure 57] The second diagram illustrates an example of the presentation in lower chance mode and upper chance mode. [Figure 58] This is a flowchart illustrating the sub-CPU initialization process on the sub-control board. [Figure 59] This is a flowchart explaining the sub-timer interrupt processing on the sub-control board. [Figure 60] This is a flowchart illustrating the process of receiving game state change specification commands on the sub-control board. [Figure 61] This is a flowchart illustrating the variable command reception process on the sub-control board. [Modes for carrying out the invention]
[0010] 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.
[0011] To facilitate understanding of the embodiments of the present invention, the mechanical and electrical configurations of the gaming machine will first be briefly described, and then the specific processes in each circuit board will be explained.
[0012] Figure 1 is a perspective view of the gaming machine 100, showing the door in an open state. As shown in the figure, the gaming machine 100 comprises an outer frame 102 in which a surrounding space is formed by four sides arranged in a roughly rectangular shape, an inner frame 104 attached to the outer frame 102 so as to be openable and closable by a hinge mechanism, and a front frame 106 attached to the inner frame 104 so as to be openable and closable by a hinge mechanism.
[0013] 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.
[0014] Figure 2 is a front view of the gaming machine 100, and Figure 3 is a front view of the game board 108. However, in Figure 2, the game board 108 is shown in a removed state.
[0015] As shown in Figure 2, 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 designed to be rotatable 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.
[0016] As shown in Figure 3, the game balls launched in this manner rise between rails 114a and 114b provided on the game board 108 and are guided to the game area 116.
[0017] 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.
[0018] 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.
[0019] 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.
[0020] 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 small win game that is advantageous to the player can be performed, or what kind of game state the subsequent game state will be. 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.
[0021] 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.
[0022] Furthermore, the second starting opening 122 is located in the second game area 116b, and only game balls flowing down the second game area 116b can enter it, or the opening is positioned in such a way that game balls entering the second game area 116b are more likely to enter than game balls entering the first game area 116a.
[0023] This second starting port 122 is composed of a variable starting port (variable starting prize device) having a movable piece 122b, and the ease with which game balls can enter the second starting port 122 is variable.
[0024] Normally, the movable piece 122b is retracted into the back side of the game board 108, closing the second start opening 122, and the game balls flow down the front side of the movable piece 122b, making it impossible or difficult for the game balls to enter the second start opening 122.
[0025] In response to this, when a game ball passes through the gate 124 provided in the second game area 116b, the movable piece 122b protrudes to the front side of the game board 108, and it is determined whether or not to perform an auxiliary game that facilitates the entry of the game ball into the second start opening 122. If it is decided to perform the auxiliary game, the movable piece 122b protrudes to the front side of the game board 108, and the auxiliary game that facilitates the entry of the game ball into the second start opening 122 is performed. More specifically, a lottery for ordinary symbols, described later, is performed on the condition that the game ball has passed through the gate 124, and if a winning combination is selected in this lottery, the movable piece 122b is controlled to be in an open state for a predetermined time.
[0026] When the movable piece 122b is in the protruding state, game balls flowing down the front side of the movable piece 122b fall onto the movable piece 122b. Game balls that fall onto the movable piece 122b are guided by the movable piece 122b to the second start opening 122. In this way, when the movable piece 122b is in the protruding state, it functions as a receptacle that guides game balls to the second start opening 122, making it easier for game balls to enter the second start opening 122. The width of the movable piece 122b is set to be greater than or equal to the diameter of a game ball (11 mm) so that multiple game balls can roll on the movable piece 122b simultaneously.
[0027] Furthermore, the first large prize opening 126 and the second large prize opening 128 are positioned at least in a location where game balls flowing down the second game area 116b can enter. Specifically, the first large prize opening 126 is located above the second starting opening 122 in the second game area 116b. The second large prize opening 128 is located below the second starting opening 122 in the second game area 116b.
[0028] The first major prize slot 126 is provided with a movable piece 126b that can be opened and closed. Normally, the movable piece 126b closes the first major prize slot 126, making it impossible for game balls to enter it. When the major prize game, which will be described later, is started, the movable piece 126b opens, and it becomes possible for game balls to enter the first major prize slot 126.
[0029] Specifically, the movable piece 126b faces above the gaming machine 100 and protrudes into the second gaming area 116b (gaming area 116) where the game balls roll and flow down. Therefore, when the movable piece 126b is kept in the closed position, the game balls flowing down the second gaming area 116b will fall onto the movable piece 128b.
[0030] Here, the movable piece 126b, which is maintained in the closed position, is tilted so that the right side of the gaming machine 100 is slightly lower than the left side. Therefore, when the movable piece 126b is in the closed position, a game ball that falls onto the movable piece 126b will slowly roll across it from left to right.
[0031] Then, when the major prize game described later is performed, the movable piece 126b changes to an open state that opens the first major prize opening 126. Here, the movable piece 126b moves in and out of a hole formed in the game board 108 in the front-to-back direction (front-to-back direction) of the game machine 100 by an actuator (solenoid) not shown. Normally, the actuator is kept in an unpowered state, and the movable piece 126b is held in a position that protrudes forward from the hole in the game board 108, closing the first major prize opening 126. Then, when the actuator is powered, the movable piece 126b is held in a position that is retracted backward from the hole in the game board 108, and the first major prize opening 126 is opened. In this state, with the first major prize opening 126 open, game balls enter the first major prize opening 126.
[0032] Furthermore, the width of the movable piece 126b is set to be greater than or equal to the diameter of a game ball (11 mm) so that multiple game balls can roll on the movable piece 126b simultaneously and multiple game balls can enter the first large prize opening 126 simultaneously.
[0033] When a game ball enters the first large prize slot 126, a predetermined number of prize balls are paid out to the player. In this embodiment, 15 game balls are paid out to the player as prize balls for each game ball that enters the first large prize slot 126. In other words, by getting game balls into the first large prize slot 126, the player can increase the number of game balls they possess.
[0034] Furthermore, the second large prize slot 128 is provided with a movable piece 128b that can be opened and closed. Normally, the movable piece 128b closes the second large prize slot 128, making it impossible for game balls to enter it. When the minor prize game described later is performed, the movable piece 128b opens, making it possible for game balls to enter the second large prize slot 128.
[0035] Specifically, the movable piece 128b faces above the gaming machine 100 and protrudes into the game area 116 where the game balls roll and flow down. Therefore, when the movable piece 128b is kept in the closed state, the game balls flowing down the second game area 116b (game area 116) will fall onto the movable piece 128b. Here, the movable piece 128b, when kept in the closed state, is tilted so that the left side of the gaming machine 100 is slightly lower than the right side. Therefore, when the movable piece 128b is in the closed state, the game balls that have fallen onto the movable piece 128b will slowly roll across it from right to left.
[0036] Then, when the minor prize game described later is executed, the movable piece 128b changes to an open state that opens the second major prize opening 128. Here, the movable piece 128b moves in and out of the hole formed in the game board 108 in the front-to-back direction (front-to-back direction) of the game machine 100 by an actuator (solenoid) not shown. Normally, the actuator is kept in an unpowered state, and the movable piece 128b is held in a position that protrudes forward from the hole in the game board 108, closing the second major prize opening 128. When the actuator is powered, the movable piece 128b is held in a position that is retracted backward from the hole in the game board 108, and the second major prize opening 128 is opened. In this state, with the second major prize opening 128 open, game balls enter the second major prize opening 128.
[0037] Furthermore, the width of the movable piece 128b is set to be greater than or equal to the diameter of a game ball (11 mm) so that multiple game balls can roll on the movable piece 128b simultaneously and multiple game balls can enter the second large prize opening 128 simultaneously.
[0038] Then, when a game ball enters the second large prize slot 128, a predetermined number of prize balls are paid out to the player. In this embodiment, one game ball is paid out to the player as a prize ball for each game ball that enters the second large prize slot 128. In other words, even if a game ball is entered into the second large prize slot 128, the number of game balls held by the player does not increase. This makes it possible to suppress the risk of excessive gambling.
[0039] Furthermore, an exit passage 128d is provided inside the second large prize opening 128, and the second large prize opening 128 is inclined so that game balls that enter the second large prize opening 128 are guided to the exit passage 128d. The exit passage 128d is provided with a specific area 140b and a non-specific area 140c, which are holes through which game balls can pass, and the game balls that enter the second large prize opening 128 are configured to pass through either the specific area 140b or the non-specific area 140c.
[0040] Furthermore, the second large prize winning opening 128 is provided with a movable member 142 that opens and closes a specific area 140b and a non-specific area 140c. This movable member 142 is moved in and out of a hole formed in the game board 108 by an actuator (solenoid) (not shown) in the front-to-back direction of the game machine 100. Normally, the actuator is kept in an unpowered state, and the movable member 142 is held in a position that protrudes forward of the hole in the game board 108, making it impossible for game balls to enter the specific area 140b. More specifically, when the movable member 142 is held in a position that protrudes forward of the hole in the game board 108, the specific area 140b is blocked by the movable member 142, and game balls can pass through the non-specific area 140c.
[0041] Furthermore, when the actuator is energized, the movable member 142 is held in a position retracted behind the hole in the game board 108, allowing the game ball to enter the specific area 140b. More specifically, when the movable member 142 is held in a position retracted behind the hole in the game board 108, the specific area 140b is opened, allowing the game ball to pass through the specific area 140b. As will be explained in more detail later, if the game ball enters the specific area 140b during a minor win game, it results in a major win (two types of major wins), and the major prize game described later begins.
[0042] At the bottom of the game area 116, there is an outlet 130 that discharges game balls that did not enter any of the general prize pockets 118, the first start pocket 120, the second start pocket 122, the first major prize pocket 126, or the second major prize pocket 128 from the game area 116 to the back side of the game board 108.
[0043] Furthermore, the gaming machine 100 is equipped with a display device 200 consisting of a liquid crystal display as a display device that provides effects during gameplay. In addition, as shown in Figure 2, the gaming machine 100 is equipped with a display lighting device 204 consisting of lamps that can be controlled to various lighting patterns and light colors, an audio output device 206 consisting of a speaker, and a display button 208 that accepts input from the player, as display devices that provide effects during gameplay.
[0044] Furthermore, as shown in Figure 3, the performance display device 200 includes a main performance display unit 200a, which consists of an image display unit that displays images. The main performance display unit 200a is positioned approximately in the center of the game board 108 so as to be visible from the front of the game machine 100. Various images for performances are displayed on this main performance display unit 200a.
[0045] Returning to Figure 2, 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.
[0046] 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.
[0047] 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.
[0048] 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.
[0049] (Internal configuration of the control system) Figure 4 is a block diagram showing the internal configuration of the control means that controls the progress of the game.
[0050] 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.
[0051] The gaming machine 100 is broadly divided into two types: special games, which are mainly started by the entry of game balls into the first start port 120 or the second start port 122, and regular games, which are started when game balls pass through the gate 124. The main ROM 300b of the main control board 300 stores various programs for running the special games and regular games, as well as data and tables necessary for each type of game.
[0052] The main control board 300 is connected to the following switches: a general prize entry detection switch 118s for detecting when a game ball enters the general prize entry 118; a first start entry detection switch 120s for detecting when a game ball enters the first start entry 120; a second start entry detection switch 122s for detecting when a game ball enters the second start entry 122; a gate detection switch 124s for detecting when a game ball passes through the gate 124; a first major prize entry detection switch 126s for detecting when a game ball enters the first major prize entry 126; a second major prize entry detection switch 128s for detecting when a game ball enters the second major prize entry 128; a specific area detection switch 140s for detecting when a game ball enters a specific area 140b; and an out ball detection switch 130s for detecting when a game ball is ejected from the game area 116. Detection signals are input to the main control board 300 from each of these detection switches.
[0053] 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.
[0054] 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 movable piece 126b that opens and closes the first large prize opening 126, a second large prize opening solenoid 128c that operates the movable piece 128b that opens and closes the second large prize opening 128, and a movable member drive solenoid 142c that moves the movable member 142 provided inside the second large prize opening 128. The main control board 300 controls the opening and closing of the second start opening 122, the first large prize opening 126, the second large prize opening 128, and the specific area 140b.
[0055] 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.
[0056] 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.
[0057] Furthermore, a setting change switch 180s is provided on the back of the game board 108. The setting change switch 180s is configured to be accessible by a dedicated key. When the setting change switch 180s is turned on, it is possible to change and check the setting values. As will be explained in more detail later, the game machine 100 stores one of six setting values with different levels of advantage as a registered setting value in the setting value buffer, and the game proceeds according to the stored registered setting value.
[0058] 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.
[0059] 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.
[0060] Furthermore, the main control board 300 is connected to the dispensing control board 310 and the sub-control board 330.
[0061] 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.
[0062] 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.
[0063] 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.
[0064] 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.
[0065] 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.
[0066] 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.
[0067] Specifically, the sub-control board 330 performs image display control to display images on the main performance display unit 200a. The sub-ROM 330b stores a large amount of various image data to be displayed on the main performance display unit 200a, and the sub-CPU 330a reads the image data from the sub-ROM 330b into a VRAM (not shown) and controls the image display on the main performance display unit 200a.
[0068] Furthermore, the sub-control board 330 operates the performance device 202, controls the lighting of the performance lighting devices 204 and 204a, and controls the audio output to output sound from the audio output device 206. In addition, when an operation detection signal is input from the performance button detection switch 208s, which detects when the performance button 208 is pressed, a predetermined performance is executed.
[0069] 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.
[0070] Figure 5 shows the address map of the memory area used by the main CPU 300a. In Figure 5, addresses are shown in hexadecimal, and "H" indicates a hexadecimal number. As shown in Figure 5, the memory area used by the main CPU 300a includes the memory area allocated to the main ROM 300b (0000H to 2FFFH) and the memory area allocated to the main RAM 300c (F000H to F3FFH).
[0071] 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).
[0072] 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).
[0073] 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.
[0074] 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.
[0075] 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.
[0076] 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).
[0077] 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.
[0078] Furthermore, in addition to the used and unused memory areas, the main RAM300c also includes unused areas (F200H~F20FH) and unused areas (F229H~F3FFH).
[0079] 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.
[0080] 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.
[0081] 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.
[0082] Next, we will explain the gameplay in the gaming machine 100, along with the various tables stored in the main ROM 300b.
[0083] As mentioned above, the gaming machine 100 has two types of games running in parallel: special games and regular games. When these two types of games are running, the game is played in either a non-time-saving game state or a time-saving game state.
[0084] Details of each game state will be described later, but the non-time-saving game state is a game state in which the movable piece 122b is less likely to open and game balls are less likely 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 in the non-time-saving game state and game balls are more likely to enter the second start opening 122. The initial state of the game machine 100 is set to the non-time-saving game state.
[0085] 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 will be awarded a game prize (hereinafter referred to as the "major prize lottery"). If the player wins a minor prize in this major prize lottery, the second major prize opening 128 opens, and the minor prize game is executed.
[0086] As will be explained in more detail later, when a game ball enters the first starting port 120, various random values related to the major prize lottery (random numbers for determining minor prizes, random numbers for determining winning symbols, random numbers for determining reach groups, random numbers for determining reach modes, and random numbers for determining fluctuation patterns) are acquired, and these random values are stored in the first special symbol reserve memory area of the main RAM 300c. Hereafter, the various random numbers stored in the first special symbol reserve memory area when a game ball enters the first starting port 120 will be collectively referred to as special 1 reserves.
[0087] The first special symbol hold memory area of the main RAM 300c has four memory units (first to fourth memory units) for storing special symbol 1 holds. When a game ball enters the first start opening 120, the special symbol 1 holds are stored sequentially in the first memory unit of the first special symbol hold memory area.
[0088] For example, when a game ball enters the first starting port 120, if Special 1 Reserve is not stored in any of the first to fourth memory units of the first special symbol reserve memory area, Special 1 Reserve is stored in the first memory unit. Also, for example, if Special 1 Reserve is stored in the first to third memory units, and a game ball enters the first starting port 120, Special 1 Reserve is stored in the fourth memory unit.
[0089] Furthermore, for example, if four special 1 reserves are already stored in the first to fourth memory units when a game ball enters the first start opening 120, then no new special 1 reserves will be stored as a result of the game ball entering the first start opening 120.
[0090] In this embodiment, the main RAM 300c does not have a second special symbol reserve storage area for storing special 2 reserves, which are various random values related to the big prize lottery (minor win determination random number, winning symbol random number, reach group determination random number, reach mode determination random number, and variation pattern random number) acquired when a game ball enters the second start opening 122. Furthermore, as will be described in detail later, the main RAM 300c is provided with a 0th storage unit that is the target of processing.
[0091] For example, if Special Reserve 1 and Special Reserve 2 are not stored in the 0th memory section of the main RAM 300c, and a game ball enters the 2nd start port 122, Special Reserve 2 will be stored in the 0th memory section of the main RAM 300c.
[0092] Furthermore, for example, if a special 1 reserve or special 2 reserve is stored in the 0 memory section of the main RAM 300c when a game ball enters the second start port 122, a new special 2 reserve will not be stored as a result of the game ball entering the second start port 122.
[0093] However, the main RAM 300c may be provided with a second special symbol hold memory area for storing special symbol hold items. In this case, the number of special symbol hold items that can be stored in the second special symbol hold memory area may be set to one or to multiple items.
[0094] Figure 6(a) is a diagram illustrating the random number determination table for special type 1. Figure 6(b) is a diagram illustrating the random number determination table for special type 2. When a game ball enters the first start port 120 or the second start port 122, one random number for determining a minor win is obtained from the range of 0 to 65535. Then, a random number determination table for determining a minor win is selected according to the type of hold read when the major prize lottery is started, and the major prize lottery is performed using the selected random number determination table and the obtained random number for determining a minor win.
[0095] During gameplay, the big prize lottery is conducted by referring to the special 1 small prize determination random number judgment table or the special 2 small prize determination random number judgment table corresponding to the currently set setting value (registered setting value stored in the setting value buffer). As mentioned above, the embodiment shows the case where only setting value = 1 (registered setting value = 1) is provided as a setting value.
[0096] Specifically, when initiating a major prize draw for a Special 1 reserved ball, the major prize draw is performed by referring to the Special 1 minor prize determination random number table shown in Figure 6(a). According to this Special 1 minor prize determination random number table, a minor prize is determined if the minor prize determination random number is between 10001 and 10420, and any other minor prize determination random number is determined to be a normal miss. Therefore, the probability of a minor prize in this case is approximately 1 / 156.04.
[0097] Furthermore, when initiating a major prize draw for a Special 2 reserved ball, the Special 2 minor prize determination random number judgment table shown in Figure 6(b) is referenced to perform the major prize draw. According to this Special 2 minor prize determination random number judgment table, a minor prize is determined if the minor prize determination random number is between 10001 and 20900, a specific miss is determined if the minor prize determination random number is between 30001 and 58500, and a normal miss is determined if the minor prize determination random number is any other. Therefore, the probability of a minor prize in this case is approximately 1 / 6.01, and the probability of a specific miss is approximately 1 / 2.30.
[0098] Furthermore, it may be possible to win a specific losing combination by using Special 1 Reserve. In this case, the probability of winning a specific losing combination may be set to be the same for Special 1 Reserve and Special 2 Reserve, or it may be set to be higher for Special 2 Reserve than for Special 1 Reserve, or it may be set to be higher for Special 1 Reserve than for Special 2 Reserve.
[0099] Figure 7 is a diagram illustrating the winning symbol random number determination table. When a game ball enters the first starting port 120 or the second starting port 122, one winning symbol random number is obtained from the range of 0 to 99. Then, if the above-mentioned major prize lottery results in a "minor win" or "specific loss" outcome, the type of special symbol is determined based on the obtained winning symbol random number and the winning symbol random number determination table.
[0100] In this case, if a "minor win" is achieved through Special 1 Reserve, the Special 1 winning symbol random number determination table is selected, as shown in Figure 7(a). If a "minor win" is achieved through Special 2 Reserve, the Special 2 winning symbol random number determination table a is selected, as shown in Figure 7(b). If a "specific loss" is achieved through Special 2 Reserve, the Special 2 winning symbol random number determination table b is selected, as shown in Figure 7(c).
[0101] In the following, the special symbol determined when a minor win is determined will be called the minor win symbol. The special symbol determined by the winning symbol random number when a specific loss is determined will be called the specific loss symbol. The special symbol determined when a normal loss is determined will be called the normal loss symbol. The specific loss symbol and the normal loss symbol will be collectively referred to simply as the loss symbol. The specific loss and the normal loss will also be collectively referred to simply as the loss.
[0102] According to the special symbol random number determination table for special 1 shown in Figure 7(a) and the special symbol random number determination table a for special 2 shown in Figure 7(b), the type of special symbol (minor winning symbol) is determined according to the acquired value of the winning symbol random number, as shown in the figures.
[0103] Furthermore, according to the special winning symbol random number determination table b shown in Figure 7(c), the type of special symbol (specific losing symbol) is determined according to the acquired winning symbol random number value, as shown in the figure.
[0104] On the other hand, if the result of the major role lottery is a "normal miss," and that result is derived by special reserve 1, special symbol X is determined as the losing symbol without conducting a lottery. If that result is derived by special reserve 2, special symbol Y is determined as the losing symbol without conducting a lottery.
[0105] In other words, the winning symbol random number determination table is only referenced when the major prize lottery result is a "minor win" or a "specific miss," and is not referenced when the major prize lottery result is a "regular miss." Here, it is assumed that different minor win symbols are determined in the special 1 winning symbol random number determination table and the special 2 winning symbol random number determination table a. However, it is also possible to determine the same minor win symbol in both tables, or to determine the type of special symbol (minor win symbol) by referring to the winning symbol random number determination table 1, regardless of the type of hold.
[0106] Figure 8 is a diagram illustrating the reach group determination random number judgment table. Multiple reach group determination random number judgment tables are provided, and a pre-set table is selected according to the type of hold, the number of holds, the game state, the fluctuation state associated with the game state, etc. When a game ball enters the first start 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 result of the big win lottery is derived, a process is performed to determine the fluctuation performance pattern (fluctuation mode number, fluctuation pattern number) that notifies the big win lottery result. In the embodiment, when the big win lottery result is "miss", the group type is first determined by the reach group determination random number and the reach group determination random number judgment table in order to determine the fluctuation performance pattern. The fluctuation state is a concept set separately from the game state, which specifies which table is referred to to determine the fluctuation performance pattern.
[0107] 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 1 is selected. Similarly, 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 reserves when the big win lottery is performed is 1, then as shown in Figure 8(b), the reach group determination random number judgment table 2 is selected, and if the number of reserves is 2 to 3, then as shown in Figure 8(c), the reach group determination random number judgment table 3 is selected. Note that in Figure 8, the group x listed in the group type column represents an arbitrary group number. Therefore, various group numbers are determined as the group type depending on the acquired reach group determination random number and the type of reach group determination random number judgment table being referenced.
[0108] 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.
[0109] Furthermore, if the result of the major prize lottery is a "minor win," the group type is not determined when deciding the variation animation pattern. In other words, the random number judgment table for determining the reach group is only referenced when the result of the major prize lottery is a "miss," and is not referenced when the result of the major prize lottery is a "minor win."
[0110] Figure 9 illustrates the random number determination table for determining the reach mode. This random number determination table for determining the reach mode is broadly divided into two types: the random number determination table for determining the reach mode when the big win lottery result is a "miss," and the random number determination table for determining the reach mode when the big win lottery result is a "minor win." The random number determination table for determining the reach mode when a miss is provided for each group type determined as described above, and the random number determination table for determining the reach mode when a minor win is provided for each type of hold.
[0111] Furthermore, each reach mode determination random number judgment table is also provided for each game state and symbol type. Here, an example of the reach mode determination random number judgment table for group x when a miss occurs, which is referenced in a predetermined game state and symbol type, is shown in Figure 9(a), an example of the reach mode determination random number judgment table for special 1 when a minor win occurs is shown in Figure 9(b), and an example of the reach mode determination random number judgment table for special 2 when a minor win occurs is shown in Figure 9(c).
[0112] When a game ball enters the first starting port 120 or the second starting port 122, a random number for determining the reach mode is obtained from within the range of 0 to 250. If the result of the above major role lottery is "miss", as shown in Figure 9(a), a random number determination table for determining the reach mode in the event of a miss, corresponding to the group type determined by the above group type lottery, is selected, and the variable mode number is determined based on the selected random number determination table for determining the reach mode in the event of a miss and the random number for determining the reach mode.
[0113] Furthermore, if the result of the above major role lottery is a "minor win," as shown in Figures 9(b) and (c), a random number determination table for determining the reach mode during a minor win corresponding to the read-out hold type is selected, and the variable mode number is determined based on the selected random number determination table for determining the reach mode during a minor win and the reach mode determination random number.
[0114] Furthermore, in each reach mode determination random number judgment table, the reach mode determination random number is associated with the variation pattern random number judgment table, which will be described later, along with the variation mode number. The variation pattern random number judgment table is determined simultaneously with the determination of the variation mode number. Note that in Figure 9, table x 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 the embodiment, the variation mode number and the variation pattern number, which will be described later, are set in hexadecimal. In the following, "H" will be added when indicating a hexadecimal number, but "○○H" in Figures 9 to 11 indicates an arbitrary value expressed in hexadecimal.
[0115] As described above, if the result of the major role lottery is "miss," the group type is first determined by the reach group determination random number judgment table and reach group determination random number shown in Figure 8. Then, according to the determined group type and game state, the variation mode number and variation pattern random number judgment table are determined by the miss reach mode determination random number judgment table and reach mode determination random number shown in Figure 9(a).
[0116] On the other hand, if the result of the major prize lottery is a "minor win," the random number determination table for determining the reach mode during a minor win, shown in Figure 9, which corresponds to the determined minor win symbol (type of special symbol), is referenced, and the random number determination table for determining the reach mode is used to determine the variation mode number and variation pattern random number determination table.
[0117] Figure 10 illustrates the variable pattern random number determination table. Here, we show the variable pattern random number determination table x for a predetermined table number x, but there are many other variable pattern random number determination tables for each table number.
[0118] 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.
[0119] 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.
[0120] Figure 11 is a diagram illustrating the variation time determination table. As described above, once the variation mode number is determined, variation time 1 is determined according to the variation time 1 determination table shown in Figure 11(a). According to this variation time 1 determination table, variation time 1 is associated with each variation mode number, and the corresponding variation time 1 is determined according to the determined variation mode number.
[0121] 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.
[0122] 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.
[0123] Figure 12 is a diagram illustrating the special electric mechanism operation ramset table. The special electric mechanism operation ramset table stores various data for controlling minor win games and major win games. During minor win games and major win games, the first major prize slot solenoid 126c and the second major prize slot solenoid 128c are energized and controlled by referring to this special electric mechanism operation ramset table.
[0124] According to the special electric mechanism operation ramset table, the following are required: opening time (waiting time until the first round of gameplay begins), maximum number of special electric mechanism operations (number of rounds of gameplay performed during one small win or big win game), opening of the large prize slots (the first and second large prize slots 126 and 128 that are opened in each round of gameplay), number of special electric mechanism opening / closing switches (number of times the first and second large prize slots 126 and 128 are opened during one round of gameplay), solenoid energizing time (the solenoid 126c and 2nd large prize slot solenoid 126c for each number of times the first and second large prize slots 126 and 128 are opened) The energizing time of the prize slot solenoid 128c (i.e., the opening time of the first and second large prize slots 126 and 128 in one round), the specified number (the maximum number of prizes that can be won into the first and second large prize slots 126 and 128 in one round of play), the effective closing time of the large prize slots (the closing time of the first and second large prize slots 126 and 128 between rounds of play, i.e., the interval time between rounds), and the ending time (the waiting time from the end of the last round of play until the normal special game resumes) are pre-stored as control data for the big prize game, for each type of small prize symbol, as shown in the figure.
[0125] In this embodiment, when special symbols Z1 to Z6, which are minor winning symbols, are determined, a minor winning game consisting of one round is first executed. In this minor winning game, the opening and closing of the second large prize slot 128 is repeatedly performed. Specifically, the second large prize slot 128 is controlled to open for 0.1 seconds (open 1), close for 3.0 seconds (close 1), open for 0.1 seconds (open 2), close for 1.0 second (close 2), open for 0.1 seconds (open 3), close for 1.0 second (close 3), and open for 0.1 seconds (open 4). As described above, in this embodiment, the minor winning game executed when special symbols Z1 to Z6 are determined is shown in a case where the second large prize slot 128 is opened a maximum of 4 times in the first round, but it is not limited to this. For example, the second large prize slot 128 may be opened a maximum of 10 times in the first round.
[0126] Here, the second large prize opening 128 is provided with a specific area 140b and a non-specific area 140c, and any game ball that enters the second large prize opening 128 will always enter either the specific area 140b or the non-specific area 140c. Then, in a minor prize game, if a game ball that enters the second large prize opening 128 enters the specific area 140b, a major prize game is executed following the minor prize game, in which the first large prize opening 126 is opened.
[0127] If the special symbols Z1 to Z3, which are minor win symbols, are determined, and the game ball enters a specific area 140b during the minor win game, resulting in the execution of a major win game, then two rounds of gameplay (2R to 3R) will be executed.
[0128] Additionally, if the special symbols Z4 to Z6, which are minor win symbols, are determined, and the game ball enters a specific area 140b during the minor win game, resulting in a major win game, then the round game will be played 9 times (2 to 10 rounds).
[0129] Figure 13 illustrates the opening and closing mechanisms of the second large prize slot 128 and the opening and closing mechanisms of the specific area 140b by the movable member 142. As shown in Figure 13, in a minor prize game in which the second large prize slot 128 is opened, the movable member 142 opens the specific area 140b for a moment (about 0.1 seconds) simultaneously with the opening of the second large prize slot 128, then maintains the specific area 140b in a closed state for a predetermined period of time, and then maintains the specific area 140b in an open state again.
[0130] Specifically, as shown in Figure 13, when special symbols Z1 to Z6 are determined and a minor win game is executed, the second major prize slot 128 is opened a total of four times during the minor win game. Therefore, while a game ball that enters the second major prize slot 128 at the same time as the first opening of the second major prize slot 128 may not be able to enter the specific area 140b, a game ball that enters the second major prize slot 128 during the second and subsequent openings of the second major prize slot 128 can reliably enter the specific area 140b. Although a detailed explanation is omitted, a structure is provided above the second major prize slot 128 to slow down the game ball rolling over the second major prize slot 128. As a result, the game ball is launched appropriately into the second game area 116b from the start of a minor win game, and if the game ball reaches the second major prize entry point 128, the game ball will always enter the specific area 140b.
[0131] Furthermore, if unforeseen circumstances occur, such as a game ball becoming jammed in the second large prize opening 128, or a game ball remaining in the second large prize opening 128 for an extended period of time for any reason, there is a possibility that the game ball may not enter the specific area 140b during the small win game in which special symbols Z1 to Z6 are determined and executed. Therefore, in this specification, for the sake of ease of understanding, the words "always" and "certainly" are used in the explanation, but this is based on the premise that the state of the game machine 100 is in a state appropriate for the progress of the game and that no unforeseen circumstances have occurred, and does not mean a physical 100%.
[0132] In this embodiment, if a minor win is achieved during the shortened play state and none of the conditions for ending the shortened play state described later are met, all game balls that reach the vicinity of the second start opening 122 will enter the second start opening 122, and the game balls flowing down the second play area 116b will not reach the second major prize opening 128. In this case, even if the minor win game starts, the game balls will not reach the second major prize opening 128, and therefore, naturally, the game balls will not enter the specific area 140b, making it impossible to win a type two major win.
[0133] Figure 14 is a diagram illustrating the game state setting table. Figure 15 is a diagram illustrating the termination condition setting table. In this embodiment, the destination game state and termination condition are set based on the type of special symbol and the reference game state. In practice, the destination game state is set based on the conditions in the area enclosed by the thick lines in Figure 14. The initial state of the game machine 100 is set to a non-time-saving game state. The reference game state is the game state that is referenced when the process of setting the game state is performed. As described above, when a type 2 jackpot is won in a minor jackpot game, the game state is set according to the type of special symbol won and the reference game state. Also, when a specific miss is won, the game state may be set to a time-saving game state after the special symbol stops, according to the reference game state. In this embodiment, the destination "mode" in Figures 13 and 14 is a concept used to distinguish and explain common time-saving game states and to facilitate understanding.
[0134] Here, two game states are provided: a non-time-saving game state and a time-saving game state. The non-time-saving game state is the initial state of the game machine 100, and the time-saving game state is a state in which the second start port 122 is more likely to open than in the non-time-saving game state. In other words, each game state has opening conditions set for opening the second start port 122, and the time-saving game state has opening conditions that make it easier to open the second start port 122 than in the non-time-saving game state.
[0135] However, the ease of opening as defined by the opening conditions may be the same for both the non-time-saving game state and the time-saving game state. For example, as regular symbols, there may be long-opening symbols that open the second start opening 122 for a long period of time in a manner that allows game balls to enter, and short-opening symbols that open the second start opening 122 for a short period of time in a manner that prevents game balls from entering. In this case, in the non-time-saving game state, the regular symbol lottery should result in winning substantially only short-opening symbols (for example, 99%), and in the time-saving game state, the regular symbol lottery should result in winning substantially only long-opening symbols (for example, 99%). In other words, the time-saving game state may be a state in which it is easier for game balls to enter the second start opening 122 than in the non-time-saving game state.
[0136] In a non-time-saving game state, if a regular symbol win is determined in the regular symbol lottery, the table shown in Figure 16(b) is referred to. Similarly, in the first time-saving game state and the second time-saving game state, if a regular symbol win is determined in the regular symbol lottery, the tables shown in Figures 16(c) and (d) are referred to, respectively. Here, regular symbol types L and S are provided.
[0137] Both regular symbols L and S are regular winning symbols, and when these regular symbols are displayed on the regular symbol indicator 168, an auxiliary game is executed and the second start opening 122 is controlled to open. However, as will be explained in more detail later, when regular symbol L is won in the time-saving game state, the second start opening 122 is opened in an auxiliary game state that allows the game ball to enter, whereas when regular symbol S is won, the second start opening 122 is opened in an auxiliary game state that prevents the game ball from entering. In other words, regular symbol S is essentially the same as a regular losing symbol in which no game ball enters the second start opening 122. That is, regular symbol L is a long-opening symbol that keeps the second start opening 122 open for a long time in the time-saving game state, and regular symbol S is a short-opening symbol that keeps the second start opening 122 open for only a short time.
[0138] Furthermore, when the game state is set to a time-saving game state, termination conditions for ending the time-saving game state are also set. Here, as shown in Figure 15, there are three termination conditions: a first termination condition, a second termination condition, and a third termination condition.
[0139] In this embodiment, the first termination conditions are set as the first minor win counter changing from 1 to 0, and the second minor win counter changing from 1 to 0. The first minor win counter and the second minor win counter are decremented each time the result of the minor win big prize lottery based on special 2 reserve is determined in the time-saving game state, and when the remaining count of the first minor win counter or the second minor win counter is updated from 1 to 0, the game state is changed to a non-time-saving game state. In other words, the first termination condition can be met when the result of the minor win big prize lottery based on special 2 reserve is determined. In this embodiment, when the termination condition is met based on the first minor win counter changing from 1 to 0, the non-time-saving game state is stored as the reference game state. Also, when the termination condition is met based on the second minor win counter changing from 1 to 0, the time-saving game state is stored as the reference game state.
[0140] Furthermore, as shown in Figure 15, in this embodiment, a first specific miss counter, a second specific miss counter, a third specific miss counter, and a fourth specific miss counter are provided as second termination conditions. The first specific miss counter is decremented each time the special symbol Y1, which is a specific miss symbol, is displayed during the time-saving game state, and when the remaining count of the first specific miss counter is updated from 1 to 0, the game state is changed to a non-time-saving game state. The second specific miss counter is also decremented each time the special symbol Y1 or special symbol Y2, which are specific miss symbols, are displayed during the time-saving game state, and when the remaining count of the second specific miss counter is updated from 1 to 0, the game state is changed to a non-time-saving game state. Furthermore, the third specific miss counter is deducted each time the special symbol Y3, which is a specific miss symbol, is displayed during the time-saving game state. When the remaining count of the third specific miss counter is updated from 1 to 0, the game state is changed to a non-time-saving game state. Similarly, the fourth specific miss counter is deducted each time the special symbol Y4, which is a specific miss symbol, is displayed during the time-saving game state. When the remaining count of the fourth specific miss counter is updated from 1 to 0, the game state is changed to a non-time-saving game state. In other words, the second termination condition can be met when the result of the big role lottery for a specific miss based on the special 2 reserve is determined.
[0141] Furthermore, as shown in Figure 15, in this embodiment, a variation count counter is provided as a third termination condition. The variation count counter is decremented each time a major prize lottery result is determined in the time-saving game state, and when the remaining count of the variation count counter is updated from 1 to 0, the game state is changed to a non-time-saving game state.
[0142] If any one of these time-saving termination conditions is met, the time-saving game state ends and the game state transitions to the non-time-saving game state.
[0143] As described above, when the game state is set to a time-saving game state, time-saving termination conditions are set. However, different time-saving termination conditions may be set for a common time-saving game state depending on the type of special symbol and the reference game state. Here, eight modes are provided as time-saving game state modes: 1st lower mode, 2nd lower A mode, 2nd lower B mode, 3rd lower mode, 1st upper mode, 2nd upper mode, lower chance mode, and upper chance mode. Note that 2nd lower A mode is a mode that can be entered after the execution of a major win game, and 2nd lower B mode is a mode that can be entered after the stopping display of a specific losing symbol. However, as shown in Figure 15, 2nd lower A mode and 2nd lower B mode have common time-saving termination conditions. Hereafter, 2nd lower A mode and 2nd lower B mode will be collectively referred to as 2nd lower mode.
[0144] Furthermore, as shown in Figure 15, the first lower mode, second lower mode, third lower mode, first upper mode, second upper mode, lower chance mode, and upper chance mode each have different termination conditions set for each other.
[0145] For example, if the special symbol Z1 is determined as the minor win symbol, and the reference game state is a non-time-saving game state, the game state after the big win will be set to the normal mode, which is a non-time-saving game state.
[0146] Furthermore, if the special symbol Z2 is determined as the minor win symbol, and the reference game state is a non-time-saving game state, the game state after the major win is set to the first lower mode, which is a time-saving game state. In the first lower mode, the conditions for ending the time-saving mode are set to 5 times for the first minor win counter and 5 times for the first specific miss counter.
[0147] Furthermore, if the special symbol Z3 is determined as the minor win symbol, and the reference game state is a non-time-saving game state, the game state after the major win is set to the first higher mode, which is a time-saving game state. In the first higher mode, the conditions for ending the time-saving mode are set to 1 for the second minor win counter and 5 for the fourth specific miss counter.
[0148] Furthermore, if the special symbol Z4 is determined as the minor win symbol, and the reference game state is a non-time-saving game state, the game state after the major win is set to the second lower A mode, which is a time-saving game state. In the second lower A mode, the conditions for ending the time-saving mode are set to 3 times for the first minor win counter and 5 times for the second specific miss counter.
[0149] Furthermore, if the special symbol Z4 is determined as the minor win symbol, and the reference game state is the time-saving game state, the game state after the major win is set to the second higher mode, which is the time-saving game state. In the second higher mode, the second minor win counter is set to 1 as the condition for ending the time-saving mode.
[0150] Furthermore, if the special symbol Z5 is determined as the minor win symbol, and the reference game state is a non-time-saving game state, the game state after the big win will be set to the second lower A mode, which is a time-saving game state.
[0151] Furthermore, if the special symbol Z5 is determined as the minor win symbol, and the reference game state is the time-saving game state, the game state after the big win will be set to the first higher mode, which is the time-saving game state.
[0152] Furthermore, if the special symbol Z6 is determined as the minor win symbol, and the reference game state is a non-time-saving game state, the game state after the major win is set to the third lower mode, which is a time-saving game state. In the third lower mode, the conditions for ending the time-saving mode are set to 5 times for the second minor win counter and 5 times for the third specific miss counter.
[0153] Furthermore, if the special symbol Z6 is determined as the minor win symbol, and the reference game state is the time-saving game state, the game state after the big win will be set to the first higher mode, which is the time-saving game state.
[0154] Furthermore, if either special symbol Y1 or special symbol Y2, which are specific losing symbols, are displayed as stopped symbols, and the reference game state is a non-time-saving game state, the game state will be set to a lower-level chance mode, which is a time-saving game state, after the special symbols are displayed as stopped symbols. In the lower-level chance mode, the conditions for ending the time-saving mode are set to 1 for the first small win counter and 1 for the number of spins counter.
[0155] Furthermore, if the special symbol Y3, which is a specific losing symbol, is displayed as the stop symbol, and the reference game state is a non-time-saving game state, the game state will be set to the second lower B mode, which is a time-saving game state, after the special symbol is displayed as the stop symbol. In the second lower B mode, the conditions for ending the time-saving mode are set to 3 times for the first small win counter and 5 times for the second specific losing counter.
[0156] Furthermore, if the special symbol Y4, which is a specific losing combination, is displayed as the stop symbol, and the reference game state is a non-time-saving game state, the game state will be set to the higher chance mode, which is a time-saving game state, after the special symbol is displayed as the stop symbol. In the higher chance mode, the spin count counter is set to 1 as the condition for ending the time-saving mode.
[0157] Furthermore, if the value of each counter shown in Figure 15 is set to 0, the value of each counter set to 0 will not be deducted in the processing of the main control board 300 described later. Therefore, the termination conditions based on each counter set to 0 will effectively not be met. Alternatively, instead of 0, a sufficiently large number such as 10,000, or the value itself may be not set, so that the termination conditions based on the value of the predetermined counter are not met.
[0158] In this embodiment, the degree of advantage increases in the following order: normal mode, lower chance mode, higher chance mode, first lower mode, second lower mode, third lower mode, first upper mode, and second upper mode. The counter values set for the first minor win counter, second minor win counter, first specific miss counter to fourth specific miss counter, and number of fluctuation counter are not limited to the example shown in Figure 15. For example, the example shown in Figure 15 shows the case where the counter values set for the first specific miss counter to fourth specific miss counter are the same, but the counter values set for the first specific miss counter to fourth specific miss counter may be the same or different. Also, the example shown in Figure 16 shows the case where the counter values set for each counter are the same in the second lower A mode and the second lower B mode, but the counter values set for each counter in the second lower A mode and the second lower B mode may be the same or different.
[0159] Figure 16 is a diagram illustrating the random number determination table for determining a winning combination. When a game ball flowing down the game area 116 passes through the gate 124, a determination process for a normal symbol (hereinafter referred to as "normal symbol lottery") is performed, which determines whether or not to energize the movable piece 122b of the second start port 122.
[0160] As will be explained in more detail later, when a game ball passes through gate 124, one winning random number is obtained from the range of 0 to 99, and up to four of these random numbers are stored in the general-purpose reserve memory area of the main RAM 300c. In other words, the general-purpose reserve memory area has four memory units for saving winning random numbers. Therefore, if a game ball passes through gate 124 while all four memory units of the general-purpose reserve memory area have already stored winning random numbers, no new winning random number will be stored based on the passage of that game ball. Hereafter, the winning random numbers stored in the general-purpose reserve memory area after a game ball passes through gate 124 will be referred to as general-purpose reserves.
[0161] When a regular symbol draw is initiated in a non-time-saving game state, the random number determination table for non-time-saving game states is referenced, as shown in Figure 16(a). According to this random number determination table for non-time-saving game states, if the random number for determining the win is 0, a winning symbol is determined as the type of regular symbol, and if the random number for determining the win is between 1 and 99, a losing symbol is determined as the type of regular symbol. Therefore, the probability of a winning symbol being determined in a non-time-saving game state, i.e., the probability of winning, is 1 / 100. As will be explained in more detail later, if a winning symbol is determined in this regular symbol draw, the second start opening 122 is controlled to be in an open state, and if a losing symbol is determined, the second start opening 122 is kept in a closed state.
[0162] Furthermore, when starting a regular symbol draw in the time-saving game state, the time-saving game state winning random number determination table is referenced, as shown in Figure 16(b). According to this time-saving game state winning random number determination table, if the winning random number is between 0 and 98, a winning symbol is determined as the type of regular symbol, and if the winning random number is 99, a losing symbol is determined as the type of regular symbol. Therefore, the probability of a winning symbol being determined in the time-saving game state, i.e., the winning probability, is 99 / 100.
[0163] Figure 17(a) is a diagram illustrating the data table for the normal symbol variation time, and Figure 17(b) is a diagram illustrating the opening and closing control pattern table. As described above, when a normal symbol lottery is performed, the variation time of the normal symbols is determined. The data table for the normal symbol variation time is referenced when determining the variation time of a winning or losing symbol determined by the normal symbol lottery. According to this data table for the normal symbol variation time, if the game state is set to a non-time-saving game state, the variation time is determined to be 10 seconds, and if the game state is set to a time-saving game state, the variation time is determined to be 1 second. Once the variation time is determined in this way, the normal symbol indicator 168 is displayed (flashed) for the determined time. If a winning symbol is determined, the normal symbol indicator 168 lights up, and if a losing symbol is determined, the normal symbol indicator 168 turns off.
[0164] Then, when the winning symbol is determined by the regular symbol lottery and the regular symbol indicator 168 lights up, the movable piece 122b of the second start port 122 is energized by referring to the opening / closing control pattern table, as shown in Figure 17(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 according to the game state when the regular symbol is determined. However, for the sake of explanation, here, the control data corresponding to each game state is shown in a single table.
[0165] 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 17(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).
[0166] Thus, the non-time-saving game state and the time-saving game state are each associated with opening and closing control conditions for the second start opening 122 as game progression conditions, and in the time-saving game state, it is easier for game balls to enter the second start opening 122 than in the non-time-saving game state. In other words, in the time-saving game state, as long as game balls pass through the gate 124, the regular lottery is held one after another, and the second start opening 122 is frequently open, so the player can reduce the consumption of game balls while participating in the big prize lottery.
[0167] 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.
[0168] Figure 18 is a diagram illustrating the gameplay according to the embodiment. In the following, we will mainly explain the case where the player properly launches the game balls and the game proceeds according to the intended gameplay, that is, when the game continues normally, and will generally omit explanations of irregular situations. The case where the game continues normally means that the player plays the game according to the intended gameplay and no various errors or irregular situations such as game stoppages occur.
[0169] The initial state of the gaming machine 100 is the normal mode, which is a non-time-saving game state, and the player starts playing in the normal mode as shown in (1) of Figure 18. In the normal mode, the second start port 122 is hardly ever opened, so the player shoots the game ball towards the first game area 116a, a technique known as left-handed shooting, to get the game ball into the first start port 120. In other words, the reserve that is mainly affected by the changes (hereinafter referred to as the target reserve) is set to special reserve 1. Therefore, in the non-time-saving game state, the player plays while hoping to win a small prize based on special reserve 1. In the non-time-saving game state, the probability of winning a small prize based on special reserve 1 is set to approximately 1 / 156.04.
[0170] In normal mode, if a minor win is achieved through special reserve 1, there is a 40% chance that special symbol Z1 will be determined as the minor win symbol, and a minor win game based on special symbol Z1 will be executed. In this minor win game, since game balls can enter a specific area 140b, a major win game will be executed following the minor win game. In this embodiment, the player can obtain a total of 310 prize balls from the minor win game and the major win game. At this time, the reference game state becomes a non-time-saving game state, so the game state after the major win game becomes a non-time-saving game state, and the mode is set back to normal mode.
[0171] Furthermore, in normal mode, if a minor win is achieved through special 1 retention, there is a 59% probability that special symbol Z2 will be determined as the minor win symbol, and a minor win game based on special symbol Z2 will be executed. In this minor win game, since game balls can enter the specific area 140b, a major win game will be executed following the minor win game. In this embodiment, the player can obtain a total of 310 prize balls from the minor win game and the major win game. At this time, the reference game state becomes a non-time-saving game state, so as shown in (2) of Figure 18, the game state after the major win game is set to the first lower mode as a time-saving game state.
[0172] Furthermore, in normal mode, if a minor win is achieved through special 1 retention, there is a 1% chance that special symbol Z3 will be determined as the minor win symbol, and a minor win game based on special symbol Z3 will be executed. In this minor win game, since game balls can enter the specific area 140b, a major win game will be executed following the minor win game. In this embodiment, the player can obtain a total of 310 prize balls from the minor win game and the major win game. At this time, the reference game state becomes a non-time-saving game state, so as shown in (6) of Figure 18, the game state after the major win game is set to the first higher mode as a time-saving game state.
[0173] In the first lower mode, passing a game ball through gate 124 frequently opens the second start opening 122. Since gate 124 and the second start opening 122 are located in the second game area 116b, the player performs a so-called right-hand shot, sending the game ball down into the second game area 116b and into the second start opening 122. In other words, in the first lower mode, where the target reserve is set to special reserve 2, the player plays while expecting to win a minor prize through special reserve 2.
[0174] In the first lower mode, the probability of winning a minor win based on Special 2 Reserve is set to approximately 1 / 6.01. Also in the first lower mode, the probability of winning a specific miss based on Special 2 Reserve is set to approximately 1 / 2.30. When a specific miss is won due to Special 2 Reserve, there is a 42% chance that Special Symbol Y1 will be determined as the specific miss symbol. Therefore, the effective probability of winning Special Symbol Y1 based on Special 2 Reserve is approximately 1 / 5.48. In addition, in the first lower mode, the termination conditions are set to 5 times for the first minor win counter and 5 times for the first specific miss counter.
[0175] In other words, the first lower mode is designed to be played by aiming to win a total of five times on the special symbols Z4 to Z6, which are minor winning symbols, before winning a total of five times on the special symbol Y1, which is a specific losing symbol.
[0176] In the first lower mode, each time a minor win is achieved through the special 2 reserve, the value of the first minor win counter is deducted. When a minor win is achieved through the special 2 reserve, there is a 25% chance that the special symbol Z4 will be determined as the minor win symbol, a 55% chance that the special symbol Z5 will be determined as the minor win symbol, and a 20% chance that the special symbol Z6 will be determined as the minor win symbol.
[0177] If the value of the first minor win counter is 1 or greater after the value of the first minor win counter has been deducted, the termination condition is not met, and the time-saving game state is maintained. In this case, even if a minor win game is played, all game balls that reach the vicinity of the second starting opening 122 will enter the second starting opening 122, and the game balls flowing down the second game area 116b will not reach the second major prize opening 128. Therefore, in this case, even if a minor win game is started, the game balls will not reach the second major prize opening 128, and naturally, the game balls will not enter the specific area 140b, making it impossible to win a type two major win. In other words, even if a minor win is won when the value of the minor win counter is 2 or greater, the value of the minor win counter will simply be deducted, regardless of the type of minor win symbol. Note that the amount by which the value of the minor win counter is deducted may be varied depending on the type of minor win symbol.
[0178] On the other hand, in the first lower mode, if the value of the first minor win counter is subtracted and the value of the first minor win counter becomes 0, the termination condition is met, and the minor win game is executed in a non-time-saving game state. In this case, if the player has properly shot to the right during the started minor win game, the game ball will reach the second major prize pocket 128, making it possible for the game ball to enter the second major prize pocket 128 during the minor win game. When the game ball enters the second major prize pocket 128, it will always enter the specific area 140b. Therefore, the major prize game is executed following the minor win game. In this embodiment, the player can obtain a total of 1360 prize balls from the minor win game and the major prize game.
[0179] At this time, the reference game state becomes a non-time-saving game state. Therefore, when the value of the minor win counter changes from 1 to 0, if special symbol Z4 or special symbol Z5 is determined as the minor win symbol, the game state after the major win is set to the second lower A mode as a time-saving game state, as shown in (3) of Figure 18. Also, if special symbol Z6 is determined as the minor win symbol, the game state after the major win is set to the third lower mode as a time-saving game state, as shown in (5) of Figure 18.
[0180] Furthermore, in the first lower mode, each time special symbol Y1 stops and is displayed as a specific losing symbol due to special 2 hold, the value of the first specific losing counter is deducted. In other words, in the first lower mode, specific losing symbols other than special symbol Y1 (special symbols Y2 to special symbols Y4) are treated essentially the same as normal losing symbols.
[0181] If the value of the first specific miss counter is reduced and the value of the first specific miss counter is 1 or greater, the termination condition is not met, and the time-saving game state is maintained. In this case, even if the special symbol Y1 is displayed as stopped, the game state will not change, and the first lower mode will be maintained.
[0182] Furthermore, in this embodiment, in the first lower mode, if the value of the first specific miss counter becomes 0 as a result of the subtraction, the termination condition is met before the specific miss symbol is displayed, and the game state becomes a non-time-saving game state. In this case, the specific miss symbol is treated as having stopped in the non-time-saving game state, and as shown in (4) of Figure 18, the game state after the special symbol is displayed is set to a time-saving game state, and the lower chance mode is activated.
[0183] In the second lower mode, passing a game ball through gate 124 frequently opens the second start opening 122. Since gate 124 and the second start opening 122 are located in the second game area 116b, the player performs a so-called right-hand shot, sending the game ball down into the second game area 116b and into the second start opening 122. In other words, in the second lower mode, where the target reserve is set to special reserve 2, the player plays while expecting to win a minor prize through special reserve 2.
[0184] In the second lower mode, the probability of winning a minor win based on Special 2 Reserve is set to approximately 1 / 6.01. Also in the second lower mode, the probability of winning a specific miss based on Special 2 Reserve is set to approximately 1 / 2.30. When a specific miss is won due to Special 2 Reserve, there is a 42% chance that Special Symbol Y1 will be determined as the specific miss symbol, and a 5% chance that Special Symbol Y2 will be determined as the specific miss symbol. Therefore, the combined probability of winning Special Symbol Y1 based on Special 2 Reserve and the probability of winning Special Symbol Y2 based on Special 2 Reserve is effectively approximately 1 / 4.89. In addition, in the second lower mode, the termination conditions are set to 3 times for the first minor win counter and 5 times for the second specific miss counter.
[0185] In other words, the second lower mode is designed to be played by aiming to win the special symbols Z4-Z6 (minor winning symbols) a total of three times before winning the special symbols Y1 and Y2 (specific losing symbols) a total of five times.
[0186] In the second lower mode, each time a minor win is achieved through special reserve 2, the value of the first minor win counter is deducted. If, as a result of the deduction of the value of the first minor win counter, the value of the first minor win counter is 1 or greater, the termination condition is not met, and the time-saving game state is maintained. In this case, even if a minor win game is played, all game balls that reach the vicinity of the second start opening 122 will enter the second start opening 122, and the game balls flowing down the second game area 116b will not reach the second major prize opening 128. Therefore, in this case, even if a minor win game is played, the game balls will not reach the second major prize opening 128, and naturally, the game balls will not enter the specific area 140b, making it impossible to win a type 2 major win.
[0187] On the other hand, in the second lower mode, if the value of the first minor win counter is subtracted and the value of the first minor win counter becomes 0, the termination condition is met, and the minor win game is executed in a non-time-saving game state. In this case, if the player has properly shot to the right during the started minor win game, the game ball will reach the second major prize pocket 128, making it possible for the game ball to enter the second major prize pocket 128 during the minor win game. When the game ball enters the second major prize pocket 128, it will always enter the specific area 140b. Therefore, the major prize game is executed following the minor win game. In this embodiment, the player can obtain a total of 1360 prize balls from the minor win game and the major prize game.
[0188] At this time, the reference game state becomes a non-time-saving game state. Therefore, if special symbol Z4 or special symbol Z5 is determined as the minor win symbol, the game state after the big win is set to the time-saving game state and the second lower A mode is reset, as shown in (3) of Figure 18. Also, if special symbol Z6 is determined as the minor win symbol, the game state after the big win is set to the time-saving game state and the third lower mode is reset, as shown in (5) of Figure 18.
[0189] Furthermore, in the second lower mode, each time special symbol Y1 or special symbol Y2 stops and is displayed as a specific losing symbol due to special 2 hold, the value of the second specific losing counter is deducted.
[0190] If the value of the second specific miss counter is reduced and the value of the second specific miss counter is 1 or greater, the termination condition is not met, and the time-saving game state is maintained. In this case, even if special symbol Y1 or special symbol Y2 is displayed as a stop, the game state will not change, and the second lower mode will be maintained.
[0191] Furthermore, in this embodiment, in the second lower mode, if the value of the second specific miss counter is subtracted and the value of the second specific miss counter becomes 0, the termination condition is met before the specific miss symbol is displayed, and the game state becomes a non-time-saving game state. In this case, the specific miss symbol is treated as having stopped in the non-time-saving game state, and as shown in (4) of Figure 18, the game state after the special symbol is displayed is set to a time-saving game state, and the lower chance mode is set.
[0192] In the lower chance mode, passing the game ball through gate 124 frequently opens the second start opening 122. Since gate 124 and the second start opening 122 are located in the second game area 116b, the player performs a so-called right-hand shot to send the game ball down into the second game area 116b and enter the second start opening 122. In other words, in the lower chance mode, where the target reserve is set to special reserve 2, the player plays while hoping to win a minor prize through special reserve 2.
[0193] In the lower chance mode, the probability of winning a minor win based on the special 2 reserve is set to approximately 1 / 6.01. Also, in the lower chance mode, the termination conditions are set to 1 for the first minor win counter and 1 for the number of spins counter.
[0194] In lower chance mode, the spin count counter is set to 1, so when a major prize draw is performed, the termination condition based on the spin count counter is always met. Also, in lower chance mode, the first minor win counter is set to 1, so when a minor win is achieved, the termination condition based on the first minor win counter is always met.
[0195] In other words, the lower chance mode is a gameplay style where the goal is to win one of the special symbols Z4 to Z6, which are minor winning symbols, in a single special 2 spin.
[0196] In the lower chance mode, if a minor win is achieved through special reserve 2, the termination condition is met, and the minor win game is executed in a non-time-saving game state. In this case, if the player properly shoots to the right during the started minor win game, the game ball will reach the second major prize pocket 128, making it possible for the game ball to enter the second major prize pocket 128 during the minor win game. When the game ball enters the second major prize pocket 128, it will always enter the specific area 140b. Therefore, the major prize game is executed following the minor win game. In this embodiment, the player can obtain a total of 1360 prize balls from the minor win game and the major prize game.
[0197] In this case, the reference game state becomes a non-time-saving game state. Therefore, if special symbol Z4 or special symbol Z5 is determined as the minor win symbol, the game state after the big win is set to the second lower A mode as a time-saving game state, as shown in (3) of Figure 18. Also, if special symbol Z6 is determined as the minor win symbol, the game state after the big win is set to the third lower mode as a time-saving game state, as shown in (5) of Figure 18.
[0198] Furthermore, in the lower chance mode, if you win a normal miss or a specific miss, you will lose the so-called time-saving feature, and the game state will transition back to normal mode, as shown in Figure 18 (1).
[0199] In this embodiment, the lower chance mode requires winning a minor prize in one special lottery draw, whereas the first lower mode only requires winning minor prize symbols Z4~Z4 a total of five times before winning special symbol Y1 a total of five times. Therefore, the first lower mode is more advantageous than the lower chance mode. Furthermore, the value set in the minor prize counter is "5" in the first lower mode, while the value set in the minor prize counter is "3" in the second lower mode. Therefore, the second lower mode is more advantageous than the first lower mode.
[0200] Furthermore, the probability of transitioning from the first lower mode to the second lower mode or the third lower mode can be effectively set to approximately 52%. Also, the probability of transitioning from the first lower mode to the lower chance mode can be effectively set to approximately 48%.
[0201] Furthermore, the combined probability of transitioning back to the second lower mode from the second lower mode, and the probability of transitioning from the second lower mode to the third lower mode (which is more advantageous than the second lower mode), can be effectively set to approximately 75%. In addition, the probability of transitioning from the second lower mode to a lower chance mode (which is less advantageous than the second lower mode) can be effectively set to approximately 25%.
[0202] In the third lower mode, passing a game ball through gate 124 frequently opens the second start opening 122. Since gate 124 and the second start opening 122 are located in the second game area 116b, the player performs a so-called right-handed shot, sending the game ball down into the second game area 116b and into the second start opening 122. In other words, in the third lower mode, where the target reserve is set to special reserve 2, the player plays while expecting to win a minor prize through special reserve 2.
[0203] In the third lower mode, the probability of winning a minor win based on Special 2 Reserve is set to approximately 1 / 6.01. Also in the third lower mode, the probability of winning a specific miss based on Special 2 Reserve is set to approximately 1 / 2.30. When a specific miss is won with Special 2 Reserve, there is a 38% chance that the special symbol Y3 will be determined as the specific miss symbol. Therefore, the effective probability of winning the special symbol Y3 based on Special 2 Reserve is approximately 1 / 6.05. In addition, in the third lower mode, the termination conditions are set to 5 times for the 2 minor win counter and 5 times for the 3 specific miss counter.
[0204] In other words, the third lower mode is designed to be played by aiming to win a total of five times the special symbols Z4 to Z6, which are minor winning symbols, before winning a total of five times the special symbol Y3, which is a specific losing symbol.
[0205] In the third lower mode, each time a minor win is achieved through special reserve 2, the value of the second minor win counter is deducted. If, as a result of the deduction of the value of the second minor win counter, the value of the second minor win counter is 1 or greater, the termination condition is not met, and the time-saving game state is maintained. In this case, even if a minor win game is played, all game balls that reach the vicinity of the second start opening 122 will enter the second start opening 122, and the game balls flowing down the second game area 116b will not reach the second major prize opening 128. Therefore, in this case, even if a minor win game is played, the game balls will not reach the second major prize opening 128, and naturally, the game balls will not enter the specific area 140b, making it impossible to win a type 2 jackpot.
[0206] On the other hand, in the third lower mode, if the value of the second minor win counter is subtracted and the value of the second minor win counter becomes 0, the termination condition is met, and the minor win game is executed in a non-time-saving game state. In this case, if the player has properly shot to the right during the started minor win game, the game ball will reach the second major prize pocket 128, making it possible for the game ball to enter the second major prize pocket 128 during the minor win game. When the game ball enters the second major prize pocket 128, it will always enter the specific area 140b. Therefore, the major prize game is executed following the minor win game. In this embodiment, the player can obtain a total of 1360 prize balls from the minor win game and the major prize game.
[0207] As described above, if the value of the second minor win counter is subtracted and the value of the second minor win counter becomes 0, the reference game state becomes the time-saving game state. Therefore, if special symbol Z5 or special symbol Z6 is determined as the minor win symbol, the game state after the big win is set to the first higher mode as the time-saving game state, as shown in (6) of Figure 18. Also, if special symbol Z4 is determined as the minor win symbol, the game state after the big win is set to the second higher mode as the time-saving game state, as shown in (7) of Figure 18.
[0208] Furthermore, in the third lower mode, each time the special symbol Y3 stops and is displayed as a specific losing symbol due to the special 2 hold, the value of the third specific losing counter is deducted.
[0209] If the value of the third specific miss counter is reduced and the result is 1 or greater, the termination condition is not met, and the time-saving game state is maintained. In this case, even if the special symbol Y3 is displayed as stopped, the game state will not change, and the third lower mode will be maintained.
[0210] On the other hand, in the third lower mode, if the value of the third specific miss counter is subtracted and the value of the third specific miss counter becomes 0, the termination condition is met, and the specific miss symbol stops in a non-time-saving game state. In this case, since the specific miss symbol is treated as having stopped in a non-time-saving game state, as shown in (3) of Figure 18, the game state after the special symbol stops is set to the second lower B mode as a time-saving game state.
[0211] As described above, in this embodiment, if the termination condition based on the specific miss counter is met in the first lower mode and the second lower mode, the game will transition to the lower chance mode. On the other hand, in the third lower mode, if the termination condition based on the specific miss counter is met, the game will not transition to the lower chance mode, but will instead transition to the second lower mode, which is more advantageous than the lower chance mode. This makes it possible to suppress the risk of players feeling disappointed.
[0212] In this embodiment, the second lower mode transitions to the lower chance mode when the termination condition is met by the specific miss counter changing from 1 to 0, whereas the third lower mode transitions to the second lower mode without transitioning to the lower chance mode when the termination condition is met by the specific miss counter changing from 1 to 0. Therefore, the third lower mode is considered to be more advantageous than the second lower mode.
[0213] Furthermore, the probability of transitioning from the third lower mode to the first or second higher mode, which are more advantageous than the third lower mode, can be effectively set to approximately 50%. Similarly, the probability of transitioning from the third lower mode to the second lower mode, which are less advantageous than the third lower mode, can be effectively set to approximately 50%.
[0214] In the first higher mode, passing the game ball through gate 124 frequently opens the second start opening 122. Since gate 124 and the second start opening 122 are located in the second game area 116b, the player performs a so-called right-hand shot to send the game ball down into the second game area 116b and enter the second start opening 122. In other words, in the first higher mode, where the target reserve is set to special reserve 2, the player plays while expecting to win a minor prize through special reserve 2.
[0215] In the first higher mode, the probability of winning a minor win based on Special 2 Reserve is set to approximately 1 / 6.01. Also in the first higher mode, the probability of winning a specific miss based on Special 2 Reserve is set to approximately 1 / 2.30. When a specific miss is won due to Special 2 Reserve, there is a 15% chance that the special symbol Y4 will be determined as the specific miss symbol. Therefore, the actual probability of winning the special symbol Y4 based on Special 2 Reserve is approximately 1 / 15.33. In addition, in the first higher mode, the termination conditions are set to 1 for the 2 minor win counter and 5 for the 4 specific miss counter.
[0216] In other words, the first higher mode is designed to be played by aiming to win one of the minor winning symbols, special symbols Z4 to Z6, before winning a total of five times with the specific losing symbol, special symbol Y4.
[0217] In the first higher mode, if the value of the second minor win counter is subtracted and the value of the second minor win counter becomes 0, the termination condition is met, and the minor win game is executed in a non-time-saving game state. In this case, if the player has properly shot to the right during the started minor win game, the game ball will reach the second major prize pocket 128, making it possible for the game ball to enter the second major prize pocket 128 during the minor win game. When the game ball enters the second major prize pocket 128, it will always enter the specific area 140b. Therefore, the major prize game is executed following the minor win game. In this embodiment, the player can obtain a total of 1360 prize balls from the minor win game and the major prize game.
[0218] As described above, if the value of the second minor win counter is subtracted and the value of the second minor win counter becomes 0, the reference game state becomes the time-saving game state. Therefore, if special symbol Z5 or special symbol Z6 is determined as the minor win symbol, the game state after the big win is set to the time-saving game state and the first higher mode is reset, as shown in (6) of Figure 18. Also, if special symbol Z4 is determined as the minor win symbol, the game state after the big win is set to the time-saving game state and the second higher mode is reset, as shown in (7) of Figure 18.
[0219] Furthermore, in the first higher mode, each time the special symbol Y4 stops and is displayed as a specific losing symbol due to the special 2 hold, the value of the 4th specific losing counter is deducted.
[0220] If the value of the 4th specific miss counter is reduced and the value of the 4th specific miss counter is 1 or greater, the termination condition is not met, and the time-saving game state is maintained. In this case, even if the special symbol Y4 is displayed as stopped, the game state will not change, and the 1st higher mode will be maintained.
[0221] On the other hand, in the first higher mode, if the value of the fourth specific miss counter is subtracted and the value of the fourth specific miss counter becomes 0, the termination condition is met, and the specific miss symbol stops while the game state is in a non-time-saving game state. In this case, since the specific miss symbol is treated as having stopped and displayed in a non-time-saving game state, as shown in (8) of Figure 18, the game state after the special symbol stops and is set to a time-saving game state, and the higher chance mode is activated.
[0222] In this embodiment, the third lower mode has a value of "5" set in the small win counter, while the first higher mode has a value of "1" set in the small win counter. Therefore, the first higher mode is more advantageous than the third lower mode.
[0223] In the second higher mode, passing the game ball through gate 124 frequently opens the second start opening 122. Since gate 124 and the second start opening 122 are located in the second game area 116b, the player performs a so-called right-hand shot, sending the game ball down into the second game area 116b and into the second start opening 122. In other words, in the second higher mode, where the target reserve is set to special reserve 2, the player plays while expecting to win a minor prize through special reserve 2.
[0224] In the second higher mode, the probability of winning a minor win based on the special 2-reserve is set to approximately 1 / 6.01. Also, in the second higher mode, the termination condition is set to 1 for the second minor win counter.
[0225] In the second higher mode, if the value of the second minor win counter is subtracted and the value of the second minor win counter becomes 0, the termination condition is met, and the minor win game is executed in a non-time-saving game state. In this case, if the player has properly shot to the right during the started minor win game, the game ball will reach the second major prize pocket 128, making it possible for the game ball to enter the second major prize pocket 128 during the minor win game. When the game ball enters the second major prize pocket 128, it will always enter the specific area 140b. Therefore, the major prize game is executed following the minor win game. In this embodiment, the player can obtain a total of 1360 prize balls from the minor win game and the major prize game.
[0226] As described above, if the value of the second minor win counter is subtracted and the value of the second minor win counter becomes 0, the reference game state becomes the time-saving game state. Therefore, if special symbol Z5 or special symbol Z6 is determined as the minor win symbol, the game state after the big win is set to the first higher mode as the time-saving game state, as shown in (6) of Figure 18. Also, if special symbol Z4 is determined as the minor win symbol, the game state after the big win is set again to the second higher mode as the time-saving game state, as shown in (7) of Figure 18.
[0227] Furthermore, in the second higher mode, the termination condition is not met based on the stop display of a specific miss or a normal miss. Therefore, in this embodiment, the second higher mode will continue in effect until a minor win is achieved. Consequently, if the special symbol Z4 is determined as the minor win symbol in the first higher mode, the execution of at least two minor win games and major win games is effectively guaranteed. Similarly, if the special symbol Z4 is determined as the minor win symbol in the second higher mode, the execution of at least two minor win games and major win games is further effectively guaranteed.
[0228] In this embodiment, in the first higher mode, the value set in the specific losing counter is "5," whereas in the second higher mode, no value is set in the specific losing counter, effectively guaranteeing a small win. Therefore, the second higher mode is more advantageous than the first higher mode.
[0229] In the higher chance mode, passing the game ball through gate 124 frequently opens the second start opening 122. Since gate 124 and the second start opening 122 are located in the second game area 116b, the player performs what is called a right-hand shot, which causes the game ball to flow down into the second game area 116b, and enters the second start opening 122. In other words, in the higher chance mode, where the target reserve is set to special reserve 2, the player plays while expecting to win a minor prize through special reserve 2.
[0230] In the higher chance mode, the probability of winning a minor prize based on the special 2 reserve is set to approximately 1 / 6.01. Also, in the higher chance mode, the termination condition is set to the number of spins counter at 1.
[0231] In the higher chance mode, the spin count counter is set to 1, so when one major prize draw is performed, the termination condition based on the spin count counter is always met.
[0232] In other words, the higher chance mode is a gameplay style where the goal is to win the special symbols Z4 to Z6, which are minor winning symbols, in a single special 2 spin.
[0233] In the higher chance mode, if a minor win is achieved through special reserve 2, the termination condition based on the number of spins counter is met, and the minor win game is executed in a non-time-saving game state. In this case, if the player has properly shot to the right during the started minor win game, the game ball will reach the second major prize pocket 128, making it possible for the game ball to enter the second major prize pocket 128 during the minor win game. When the game ball enters the second major prize pocket 128, it will always enter the specific area 140b. Therefore, the major prize game is executed following the minor win game. In this embodiment, the player can obtain a total of 1360 prize balls from the minor win game and the major prize game.
[0234] In this embodiment, the reference game state is stored before the timing at which it is determined whether the termination condition is met by the change count counter going from 1 to 0. Therefore, in the higher chance mode, when a minor win is achieved by special 2 reserve, the reference game state becomes the time-saving game state. Accordingly, when special symbol Z5 or special symbol Z6 is determined as the minor win symbol, the game state after the major win is set to the first higher mode as the time-saving game state, as shown in (6) of Figure 18. Also, when special symbol Z4 is determined as the minor win symbol, the game state after the major win is set to the second higher mode as the time-saving game state, as shown in (7) of Figure 18.
[0235] Furthermore, in the higher chance mode, if you win a regular miss or a specific miss, you will lose the so-called time-saving feature, and the game state will transition back to the normal mode, as shown in Figure 18 (1).
[0236] In the higher chance mode, the player transitions to either the first or second higher chance mode upon winning a minor prize, whereas in the lower chance mode, the player transitions to either the second or third lower chance mode upon winning a minor prize. Therefore, the higher chance mode offers a greater advantage than the lower chance mode.
[0237] As described above, in this embodiment, the mode to which the player transitions differs depending on whether the termination condition based on the specific miss counter is met in the first higher mode or in the first lower mode or second lower mode. If a minor win is achieved in the lower chance mode, the player transitions to the second lower mode or the third lower mode, and if a minor win is achieved in the higher chance mode, the player transitions to the first higher mode or the second higher mode. In other words, if the termination condition based on the specific miss counter is met in the first higher mode, the player transitions to a more advantageous mode (higher chance mode) than if the termination condition based on the specific miss counter is met in the first lower mode or the second lower mode. This makes it possible to suppress the risk of the player feeling disappointed.
[0238] As described above, according to the embodiment, a new and unprecedented gameplay experience can be realized, and the enjoyment of the game can be enhanced.
[0239] Furthermore, in the lower chance mode and the upper chance mode, as described above, no value is set for the specific losing counter. In this embodiment, the presence or absence of a game state setting based on the specific losing symbol that is stopped and displayed is determined before the timing when the number of fluctuations counter is deducted. That is, in the lower chance mode and the upper chance mode, if a specific losing symbol is won, the specific losing symbol is treated as if it was stopped and displayed during the time-saving game state, and as a result, no game state setting is performed based on the stop display of the specific losing symbol. In other words, in the lower chance mode and the upper chance mode, the specific losing symbol is treated in virtually the same way as a normal losing symbol.
[0240] Next, we will explain the main processes of the main control board 300 as the game progresses in the gaming machine 100.
[0241] Figure 20 is a diagram illustrating the gaming machine status flag. In the main control board 300, whether or not the game is in a state where it can proceed is managed by the gaming machine status flag. The gaming machine status flag can be set to one of six flag values from 00H to 05H. A flag value of 00H indicates that the game is playable. When the gaming machine status flag is 00H, the game is controlled to proceed, and when the gaming machine status flag is anything other than 00H, the game is stopped.
[0242] A flag value of 01H for the gaming machine status flag indicates a setting change state, and when the gaming machine status flag is 01H, a change operation on the registered setting value is enabled. A flag value of 02H for the gaming machine status flag indicates a setting check state, and when the gaming machine status flag is 02H, the registered setting value can be checked, for example, by being displayed on the performance display monitor 184. A flag value of 03H for the gaming machine status flag indicates an abnormal setting state, and when the gaming machine status flag is 03H, gaming is stopped on the basis that the registered setting value is abnormal. A flag value of 04H for the gaming machine status flag indicates a RAM abnormal state, and when the gaming machine status flag is 04H, gaming is stopped. A flag value of 05H for the gaming machine status flag indicates a checksum abnormal state, and when the gaming machine status flag is 05H, gaming is stopped. When the power is turned on, the gaming machine status flag is set to any one of the flag values, and processing corresponding to the gaming machine status flag is performed.
[0243] (CPU initialization processing for main control board 300) FIG. 20 is a first flowchart illustrating the CPU initialization processing in the main control board 300, and FIG. 21 is a second flowchart illustrating the CPU initialization processing in the main control board 300.
[0244] When power is supplied from the power supply board, a system reset occurs in the main CPU 300a, and the main CPU 300a performs the following CPU initialization processing (S100).
[0245] (Step S100-1) In response to power-on, the main CPU 300a reads a startup program from the main ROM 300b as initialization processing, and performs setting processing required for executing various types of processing.
[0246] (Step S100-3) The main CPU 300a sets a wait processing time in a timer counter.
[0247] (Step S100-5) The main CPU 300a determines whether a power-off advance notice signal has been detected. Note that a power-off detection circuit is provided on the main control board 300, and when the power supply voltage drops to or below a predetermined value, the power-off detection circuit outputs a power-off advance notice signal. If the power-off advance notice signal is detected, the process proceeds to step S100-3 described above; if the power-off advance notice signal is not detected, the process proceeds to step S100-7.
[0248] (Step S100-7) The main CPU 300a determines whether the wait time set in step S100-3 described above has elapsed. As a result, if it is determined that the wait time has elapsed, the process proceeds to step S100-9; if it is determined that the wait time has not elapsed, the process proceeds to step S100-5 described above.
[0249] (Step S100-9) The main CPU 300a executes processing necessary for permitting access to the main RAM 300c.
[0250] (Step S100-11) The main CPU 300a loads the flag value of the gaming machine state flag before power-off into the D register.
[0251] (Step S100-13) The main CPU 300a calculates a checksum, and determines whether the calculated checksum matches the checksum stored at the time of power-off (is normal), and whether the backup flag is normal. As a result, if it is determined that both the backup flag and the checksum are normal, the process proceeds to step S100-15; if it is determined that either one or both are not normal, the process proceeds to step S100-25.
[0252] (Step S100-15) The main CPU 300a sets, as the start address of a clear target in the main RAM 300c, an address that does not include a set value and the gaming machine state flag.
[0253] (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.
[0254] (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.
[0255] (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.
[0256] (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.
[0257] (Step S100-25) The main CPU 300a sets the D register to 05H (checksum error state).
[0258] (Step S100-27) The main CPU 300a executes an out-of-area read / write check process for checking and clearing read / write memory in unused areas.
[0259] (Step S100-29) The main CPU 300a sets an address including a set value and a gaming machine status flag at the start address of a clearing target of the main RAM 300c.
[0260] (Step S100-31) The main CPU 300a checks and clears read / write memory in used areas.
[0261] (Step S100-33) The main CPU 300a determines whether the check result of the read / write memory in step S100-31 is normal. If it is determined to be normal, the process proceeds to step S100-37; if it is determined not to be normal, the process proceeds to step S100-35.
[0262] (Step S100-35) The main CPU 300a sets 04H (RAM abnormal state) to the D register, and proceeds the process to step S100-45.
[0263] (Step S100-37) The main CPU 300a determines whether 02H (setting confirmation state) is set in the D register. If it is determined that 02H is set, the process proceeds to step S100-39; if it is determined that 02H is not set, the process proceeds to step S100-41.
[0264] (Step S100-39) The main CPU 300a sets 00H (game enable state) to the D register.
[0265] (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.
[0266] (Step S100-43) The main CPU 300a sets the D register to 01H (setting change state).
[0267] (Step S100-45) The main CPU 300a saves the value set in the D register to the game machine status flag.
[0268] (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.
[0269] (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).
[0270] (Step S100-51) The main CPU 300a loads the gaming machine status flags.
[0271] (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.
[0272] (Step S110) The main CPU 300a performs the subcommand set processing. This subcommand set processing will be explained later.
[0273] (Step S100-55) The main CPU 300a performs subcommand set processing to send predetermined commands to the sub-control board 330.
[0274] (Step S100-57) The main CPU 300a sets the timer interrupt period.
[0275] (Step S100-59) The main CPU 300a performs the process to disable interrupts.
[0276] (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.
[0277] (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.
[0278] (Step S100-65) The main CPU 300a performs processing to send subcommands stored in the transmit buffer to the sub-control board 330.
[0279] (Step S100-67) The main CPU 300a performs the processing required to enable interrupts.
[0280] (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.
[0281] Figure 22 is a flowchart illustrating the subcommand group set process (S110) on the main control board 300.
[0282] (Step S110-1) The main CPU 300a loads the flag values of the gaming machine status flags.
[0283] (Step S110-3) The main CPU 300a performs subcommand set processing to send predetermined commands to the sub-control board 330.
[0284] (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.
[0285] (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.
[0286] (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.
[0287] (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.
[0288] (Step S110-13) The main CPU 300a performs a count command setting process, which involves setting count commands indicating the values of the first minor win counter, second minor win counter, first specific miss counter, second specific miss counter, third specific miss counter, fourth specific miss counter, and the fluctuation count counter into the transmission buffer.
[0289] (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.
[0290] (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.
[0291] (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.
[0292] (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.
[0293] Next, we will explain the interrupt handling in the main control board 300. Here, we will explain the power outage saving process (XINT interrupt handling) and the timer interrupt handling.
[0294] (Power outage saving process for main control board 300 (XINT interrupt processing)) Figure 23 is a flowchart illustrating the power failure save process (XINT interrupt processing) in the main control board 300. The main CPU 300a monitors the power failure detection circuit, and when the power supply voltage falls below a predetermined value, it interrupts the CPU initialization process to execute the power failure save process.
[0295] (Step S300-1) When a power failure warning signal is received, the main CPU 300a saves its registers.
[0296] (Step S300-3) The main CPU 300a checks for a power failure warning signal.
[0297] (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.
[0298] (Step S300-7) The main CPU 300a restores the registers.
[0299] (Step S300-9) The main CPU 300a performs the process to enable interrupts and then terminates the power-out save process.
[0300] (Step S300-11) The main CPU 300a executes an output port clear process, which stops the output from the output port.
[0301] (Step S300-13) The main CPU 300a performs a checksum setting process that calculates and saves the checksum.
[0302] (Step S300-15) The main CPU 300a performs the necessary RAM protection configuration process to prevent access to the main RAM 300c.
[0303] (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.
[0304] (Step S300-19) The main CPU 300a checks for a power failure warning signal.
[0305] (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.
[0306] (Step S300-23) The main CPU 300a decrements the value of the loop counter set in step S300-17 by 1.
[0307] (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).
[0308] If a power outage actually occurs, the operation of the gaming machine 100 will stop while steps S300-17 to S300-25 are looping.
[0309] (Timer interrupt processing on the main control board 300) Figure 24 is a flowchart illustrating the timer interrupt processing in the main control board 300. The main control board 300 is provided with a reset clock pulse generation circuit that generates a clock pulse at predetermined intervals (4 milliseconds in this embodiment, hereinafter referred to as "4ms"). When a clock pulse is generated by the reset clock pulse generation circuit, the CPU initialization process (step S100) is interrupted and the following timer interrupt processing is executed.
[0310] (Step S400-1) The main CPU 300a saves the registers.
[0311] (Step S400-3) The main CPU 300a performs the processing required to enable interrupts.
[0312] (Step S400-5) The main CPU 300a outputs common data set in the common output buffer to the output port and performs dynamic port output processing to control the illumination of 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, the right-hand hit notification indicator 172, and the performance display monitor 184.
[0313] (Step S400-7) The main CPU 300a reads various input port information and performs port input processing to accurately obtain the latest switch status.
[0314] (Step S400-9) The main CPU 300a loads the flag values of the gaming machine status flags.
[0315] (Step S400-11) The main CPU 300a determines whether the flag value loaded in step S400-9 is 00H (playable state). If it determines that it is 00H, it proceeds to step S400-15; otherwise, it proceeds to step S400-13.
[0316] (Step S400-13) The main CPU 300a determines whether the flag value loaded in step S400-9 is 03H (setting abnormal state) or higher. If it determines that it is 03H or higher, it proceeds to step S400-27; if it determines that it is not 03H or higher, it proceeds to step S450.
[0317] (Step S450) The main CPU 300a executes the configuration-related processing and then moves the process to step S400-27. The configuration-related processing will be described later.
[0318] (Step S400-15) The main CPU 300a performs timer update processing to update various timer counters. Here, unless otherwise specified, the timer counters are decremented each time the main control board 300 processes a timer interrupt, and the decrementing stops when they reach zero.
[0319] (Step S400-17) The main CPU 300a performs the same process as in step S100-61 above to update the initial value random number for the winning symbol random number.
[0320] (Step S400-19) The main CPU 300a performs the process of updating the winning symbol random number. Specifically, it updates the random number counter by incrementing it by 1, and if the result of the increment exceeds the maximum value of the random number range, it resets the random number counter to 0. When the random number counter completes one cycle, it updates the random number from the value of the initial random number used for the winning symbol random number at that time.
[0321] Although a detailed explanation will be omitted, in this embodiment, the random numbers used to determine minor wins and major wins are hardware random numbers updated by a hardware random number generation unit built into the main control board 300. The hardware random number generation unit updates both the minor win and major win random numbers according to a certain rule, automatically changing the random number sequence each time the sequence completes a cycle, and changing the starting value each time the system is reset.
[0322] (Step S500) The main CPU 300a performs switch management processing to determine whether or not there is signal input from the first start gate detection switch 120s, the second start gate detection switch 122s, the gate detection switch 124s, the first major prize gate detection switch 126s, the second major prize gate detection switch 128s, the specific area detection switch 140s, and the out ball detection switch 130s. Details of this switch management processing will be described later.
[0323] (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.
[0324] (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.
[0325] (Step S400-21) The main CPU 300a performs error management processing to determine various errors and configure settings according to the error determination results.
[0326] (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.
[0327] (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.
[0328] (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.
[0329] (Step S400-29) The main CPU 300a executes LED display setting processing, which sets display data for controlling the lighting of various indicators (LEDs) such as the first special symbol indicator 160, the second special symbol indicator 162, the first special symbol hold indicator 164, the second special symbol hold indicator 166, the normal symbol indicator 168, the normal symbol hold indicator 170, and the right-hand shooting notification indicator 172 into the output buffer corresponding to each common.
[0330] (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.
[0331] (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.
[0332] (Step S400-35) The main CPU 300a performs the process to disable interrupts.
[0333] (Step S400-37) The main CPU 300a uses the unused area of the main RAM 300c to perform processing to calculate the base ratio to be displayed on the performance display monitor 184, and executes performance display monitor control processing to set common data for displaying the calculated base ratio on the performance display monitor 184 in the common output buffer. In the performance display monitor control processing, the base ratio is calculated at predetermined intervals. Here, the performance display monitor 184 may switch between displaying the base ratio for the current period and the base ratio for previous periods at predetermined intervals. Also, the base ratio displayed on the performance display monitor 184 may be switched in response to predetermined operations.
[0334] (Step S400-39) The main CPU 300a restores its registers and terminates the timer interrupt processing.
[0335] Figure 25 is a flowchart illustrating the above-mentioned setting-related processing (S450).
[0336] (Step S450-1) The main CPU 300a determines whether the flag value of the gaming machine status flag is 01H (settings changed state). If it determines that the value is 01H, it proceeds to step S450-3; if it determines that the value is not 01H, it proceeds to step S450-15.
[0337] (Step S450-3) The main CPU 300a loads the registered setting values stored in the setting value buffer into a designated processing area.
[0338] (Step S450-5) The main CPU 300a determines whether the RAM clear switch 182s is pressed (i.e., whether a RAM clear operation signal is input). If it determines that the RAM clear switch 182s is pressed, the process moves to step S450-7; if it determines that the RAM clear switch 182s is not pressed, the process moves to step S450-9.
[0339] (Step S450-7) The main CPU 300a adds 1 to the processing area setting value.
[0340] (Step S450-9) The main CPU 300a determines whether the setting value of the processing area is within a predetermined range (1 in this embodiment). If it determines that the setting value is within the predetermined range, the process moves to step S450-13; if it determines that the setting value is not within the predetermined range, the process moves to step S450-11.
[0341] (Step S450-11) The main CPU 300a sets the processing area setting to 1.
[0342] (Step S450-13) The main CPU 300a sets the processing area settings in the setting value buffer.
[0343] (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.
[0344] (Step S450-17) The main CPU 300a sets a command indicating the completion of configuration-related processing into the send buffer.
[0345] (Step S110) The main CPU 300a executes the subcommand set processing shown in Figure 22. That is, when setting-related processing is executed, upon its completion, the following commands are sent to the sub-control board 330: 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.
[0346] (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.
[0347] As described above, according to the embodiment, when the power is turned on normally with the middle frame 104 open, the setting change switch 180s turned on, and the RAM clear button pressed, the game machine state flag is set to 01H (setting change state) during the CPU initialization process (Figure 20). 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 24) are stopped and setting-related processes are executed.
[0348] 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.
[0349] 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.
[0350] In the settings-related processing, after the RAM clear button is pressed, i.e., after the acceptance of the setting change operation is complete, a setting value specification command corresponding to the registered setting value is sent to the sub-control board 330 in the sub-command group set processing. On the other hand, while the setting change operation is being accepted, the setting value specification command is not sent to the sub-control board 330. In this way, by not sending the setting value specification command while the setting change operation is being accepted, and only sending the setting value specification command when the acceptance of the setting change operation is complete and the system transitions to a state where gameplay can proceed, the risk of the registered setting value being acquired illegally can be reduced.
[0351] Furthermore, in the 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.
[0352] 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.
[0353] Figure 26 is a flowchart illustrating the switch management process (step S500) in the main control board 300.
[0354] (Step S500-1) The main CPU 300a determines whether the gate detection switch is on, that is, whether a game ball has passed through gate 124 and the detection signal from gate detection switch 124s has been turned on. If it is determined that the gate detection switch is on, the process moves to step S510; if it is determined that the gate detection switch is not on, the process moves to step S500-3.
[0355] (Step S510) The main CPU 300a executes gate passage processing based on the passage of the game ball through gate 124. Details of this gate passage processing will be described later.
[0356] (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.
[0357] (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.
[0358] (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.
[0359] (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.
[0360] (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.
[0361] (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.
[0362] (Step S500-11) The main CPU 300a determines whether the specific area detection switch is ON, that is, whether a game ball has entered the specific area 140b and a detection signal has been input from the specific area detection switch 140s. If it is determined that the specific area detection switch is ON, the process moves to step S540; if it is determined that the specific area detection switch is NOT ON, the process moves to step S500-13.
[0363] (Step S540) The main CPU 300a executes a process to pass through a specific area based on the entry of a game ball into the specific area 140b, and then terminates the switch management process. Details of this process to pass through a specific area will be described later.
[0364] (Step S500-13) The main CPU 300a determines whether the general prize entry detection switch is ON, that is, whether a game ball has entered the general prize entry 118 and a detection signal has been input from the general prize entry detection switch 118s. If it is determined that the general prize entry detection switch is ON, the process moves to step S500-15; if it is determined that the general prize entry detection switch is NOT ON, the process moves to step S500-17.
[0365] (Step S500-15) The main CPU 300a sets the command for designating a general prize winner in the transmission buffer.
[0366] (Step S500-17) The main CPU 300a determines whether the out-of-bounds ball detection switch is turned ON, that is, whether a detection signal has been input from the out-of-bounds ball detection switch 130s. If it is determined that the out-of-bounds ball detection switch is turned ON, the process moves to step S500-19. If it is determined that the out-of-bounds ball detection switch is not turned ON, the switch management process is terminated.
[0367] (Step S500-19) The main CPU 300a sets the out-of-bounds ball detection command in the transmit buffer and terminates the switch management process.
[0368] Figure 27 is a flowchart illustrating the gate passage process (step S510) in the main control board 300.
[0369] (Step S510-1) The main CPU 300a loads the winning random number updated by the hardware random number generator.
[0370] (Step S510-3) The main CPU 300a determines whether the counter value of the normal symbol 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.
[0371] (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".
[0372] (Step S510-7) The main CPU 300a determines which of the four memory units in the general data hold memory area will be used to save the acquired winning random number.
[0373] (Step S510-9) The main CPU 300a saves the random number used to determine the winner, obtained in step S510-1, to the target memory unit calculated in step S510-7.
[0374] (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.
[0375] Figure 28 is a flowchart illustrating the first start port passage process (step S520) in the main control board 300.
[0376] (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.
[0377] (Step S520-3) The main CPU 300a sets the address of the special symbol 1 reserved ball counter.
[0378] (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.
[0379] Figure 29 is a flowchart illustrating the second start port passage process (step S530) in the main control board 300.
[0380] (Step S530-1) The main CPU 300a is set to "01H" as the special symbol identification value.
[0381] (Step S530-3) The main CPU 300a sets the address for the special symbol 2 reserved ball count counter.
[0382] (Step S535) The main CPU 300a executes the special symbol random number acquisition process, which will be described later.
[0383] (Step S530-5) The main CPU 300a loads the normal game management phase. 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.
[0384] (Step S530-7) The main CPU 300a determines whether the normal game management phase loaded in step S530-5 is "04H". The normal game management phase "04H" indicates that the normal electric 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.
[0385] (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.
[0386] Figure 30 is a flowchart illustrating the special symbol random number acquisition process (step S535) in the main control board 300. This special symbol random number acquisition process is executed using a common module in the first start gate passage process (step S520) and the second start gate passage process (step S530) described above.
[0387] (Step S535-1) The main CPU 300a loads the special symbol identification value set in step S520-1 or step S530-1 above.
[0388] (Step S535-3) The main CPU 300a loads the number of reserved balls for the target special symbol. Here, if the special symbol identification value loaded in 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.
[0389] (Step S535-5) The main CPU 300a loads the random numbers used to determine minor wins, which have been updated by the hardware random number generator.
[0390] (Step S535-7) The main CPU 300a determines whether the number of target special symbol reserved balls loaded in step S535-3 is equal to or greater than the upper limit. If it determines that it is equal to or greater than the upper limit, it proceeds to step S535-23; otherwise, it proceeds to step S535-9.
[0391] (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".
[0392] (Step S535-11) The main CPU 300a determines which of the eight memory units in the special symbol hold memory area will be used to save the acquired random number for determining the small win.
[0393] (Step S535-13) The main CPU 300a acquires the random number for determining the minor win loaded in step S535-5, the random number for determining the winning symbol updated in step S400-19, the random number for determining the reach group, the random number for determining the reach mode, and the random number for determining the variation pattern updated in step S100-69, and stores them in the target memory unit calculated in step S535-11.
[0394] (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.
[0395] (Step S535-17) The main CPU 300a performs an acquisition-time performance determination process based on the various random numbers stored in the target memory unit in step S535-13 above, which 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.
[0396] (Step S535-19) The main CPU 300a loads the counter values for the Special Symbol 1 Reserved Ball Counter and the Special Symbol 2 Reserved Ball Counter.
[0397] (Step S535-21) The main CPU 300a sets a special symbol hold designation command in the transmission buffer based on the counter value loaded in step S535-19 above. Here, the special symbol 1 hold designation command is set based on the counter value of the special symbol 1 hold ball count counter (special 1 hold count), and the special symbol 2 hold designation command is set based on the counter value of the special symbol 2 hold ball count counter (special 2 hold count). As a result, each time a special 1 hold or special 2 hold is stored, the special 1 hold count and special 2 hold count are transmitted to the sub-control board 330.
[0398] (Step S535-23) The main CPU 300a loads the normal game management phase.
[0399] (Step S535-25) The main CPU 300a checks the normal game management phase loaded in step S535-23 and determines whether it is below the normal electric prize entry opening control state described later. If it is determined that it is below the normal electric prize entry opening control state, the process moves to step S535-27. If it is determined that it is not below the normal electric prize entry opening control state, the special symbol random number acquisition process is terminated.
[0400] (Step S535-27) The main CPU 300a determines whether or not an abnormal prize has been awarded. If it determines that an abnormal prize has been awarded, it executes the start gate abnormal prize award error processing, which performs a predetermined process, and terminates the special symbol random number acquisition process (step S535).
[0401] Figure 31 is a flowchart illustrating the process of passing through a specific region in step S540 described above.
[0402] (Step S540-1) If the main CPU 300a determines in step S500-11 that the specific area detection switch has been turned on, it then determines whether the validity period flag is turned on or not. If it determines that the validity period flag is turned on, it proceeds to step S540-3; if it determines that the validity period flag is not turned on, it proceeds to step S540-9.
[0403] As will be explained in more detail later, this validity period flag is used to determine whether or not the entry of a game ball into a specific area 140b should be considered valid, and in this embodiment, it is turned on at the start of a minor win game (the first round of gameplay).
[0404] (Step S540-3) In step S540-1 above, if it is determined that the validity period flag is on, the main CPU 300a determines whether the specific area entry flag is on. The specific area entry flag identifies that a game ball has already entered the specific area 140b in an effective manner. If it is determined that the specific area entry flag is on, the process of passing through the specific area is terminated. If it is determined that the specific area entry flag is not on, the process moves to step S540-5.
[0405] (Step S540-5) The main CPU 300a turns on the flag for entering a specific region.
[0406] (Step S540-7) The main CPU 300a sets a command to enter a specific area in the transmission buffer to inform the sub-control board 330 that a game ball has successfully entered a specific area 140b, and then terminates the process of passing through that specific area.
[0407] (Step S540-9) The main CPU 300a performs the prescribed error handling.
[0408] (Step S540-11) The main CPU 300a sets an error command in the send buffer to indicate that an error has been detected, and terminates the processing of passing through that specific area.
[0409] Figure 32 is a diagram illustrating the special game management phase. As already explained, in this embodiment, a special game triggered by the entry of a game ball into the first start port 120 or the second start port 122, and a normal game triggered by the passage of a game ball through the gate 124, proceed simultaneously. The processing related to the special game is executed in stages and repeatedly, and the main control board 300 manages each of these special game-related processes through the special game management phase.
[0410] As shown in Figure 32, 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.
[0411] Figure 33 is a flowchart illustrating the special game management process (step S600) in the main control board 300.
[0412] (Step S600-1) The main CPU 300a loads the special game management phase.
[0413] (Step S600-3) The main CPU 300a selects the special game control module corresponding to the special game management phase loaded in step S600-1 above.
[0414] (Step S600-5) The main CPU 300a calls the special game control module selected in step S600-3 above and starts processing.
[0415] (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.
[0416] Figure 34 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".
[0417] (Step S610-1) The main CPU 300a determines whether a new special 2 hold has been stored. If a new special 2 hold has been stored, the process moves to step S610-7; otherwise, the process moves to step S610-3.
[0418] (Step S610-3) The main CPU 300a determines whether the counter value of the special symbol 1 reserved ball counter, 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.
[0419] (Step S610-5) The main CPU 300a sets the customer waiting command in the transmission buffer, executes the customer waiting setting process to set the machine to a customer waiting state, and then terminates the special symbol variation waiting process.
[0420] (Step S610-7) In step S610-1, if the main CPU 300a determines that a new Special 2 Reserve has been stored, it blocks the Special 2 Reserve to the 0th storage unit to be processed, which is located in the main RAM 300c. Also, in step S610-3, if it determines that the number of Special Symbol 1 Reserve balls is "1" or more, it transfers the Special 1 Reserves stored in the 2nd to 4th storage units of the 1st Special Symbol Reserve Storage Area to the 1st to 3rd storage units, and blocks the Special 1 Reserve stored in the 1st storage unit to the 0th storage unit. In this Special Symbol Storage Area shift processing, if the Reserve type transferred to the 0th storage unit is a Special 1 Reserve, the counter value of the target Special Symbol Reserve ball count counter is deducted by "1", and a Reserve Reduction Specification Command indicating that the Special 1 Reserve has been reduced by "1" is set in the transmission buffer.
[0421] (Step S610-9) The main CPU 300a loads the minor win determination random number and hold type transferred to the 0th memory unit, selects the corresponding minor win determination random number judgment table, performs a major win lottery, and executes a special symbol win determination process that stores the lottery result.
[0422] (Step S610-11) The main CPU 300a executes a special symbol determination process to determine the special symbols. Here, if the result of the major prize lottery in step S610-9 is a minor win, the system loads the winning symbol random number and hold type transferred to the 0th memory unit, selects the corresponding winning symbol random number determination table, extracts the special symbol determination data, and saves the extracted special symbol determination data (type of minor win symbol). If the result of the major prize lottery in step S610-9 is a miss, the system saves the special symbol determination data for misses (type of miss symbol) corresponding to the hold type. Specifically, if the hold type is Special 1 hold, special symbol X is saved as the miss symbol, and if the hold type is Special 2 hold, special symbol Y is saved as the miss symbol. After saving the special symbol determination data in this way, the system sets the symbol type specification command corresponding to the special symbol determination data into the transmission buffer.
[0423] (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.
[0424] (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.
[0425] (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.
[0426] (Step S610-17) The main CPU 300a performs a spare area setting process in the spare area of the main RAM 300c to store the type of minor winning symbols (special symbol judgment data), etc.
[0427] (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.
[0428] (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.
[0429] (Step S610-23) The main CPU 300a updates the special game management phase to "01H" and terminates the special symbol variation waiting process.
[0430] Figure 35 is a flowchart illustrating the special symbol variation number determination process in the main control board 300.
[0431] (Step S612-1) The main CPU 300a determines whether the result of the major prize draw in step S610-9 is a minor prize. If it determines that it is a minor prize, it proceeds to step S612-3; if it determines that it is not a minor prize (i.e., a loss), it proceeds to step S612-5.
[0432] (Step S612-3) The main CPU 300a sets up a random number determination table for determining the reach mode, corresponding to the current game state, the type of small win symbol, the type of held symbol, and the fluctuation state.
[0433] (Step S612-5) If the type of the read-out hold is Special 2 hold, the main CPU 300a checks the counter value of the Special Symbol 2 hold ball count counter, and if the type of the read-out hold is Special 1 hold, it checks the counter value of the Special Symbol 1 hold ball count counter.
[0434] (Step S612-7) The main CPU 300a sets up a random number determination table for determining the reach group based on the current game state, the number of reserved balls confirmed in step S612-5 above, and the type of reserved balls. Then, based on the set random number determination table for determining the reach group and the random number for determining the reach group transferred to the 0th memory unit in step S610-7 above, it determines the reach group (group type).
[0435] (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.
[0436] (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.
[0437] (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.
[0438] (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.
[0439] (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.
[0440] Figure 36 is a flowchart illustrating the special symbol variation processing in the main control board 300. This special symbol variation processing is executed when the special game management phase is "01H".
[0441] (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.
[0442] (Step S620-3) The main CPU 300a determines whether the counter value of the special symbol variation base counter updated in step S620-1 is "0". If the counter value is "0", the process moves to step S620-5; otherwise, the process moves to step S620-9.
[0443] (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.
[0444] (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.
[0445] (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.
[0446] (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.
[0447] (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.
[0448] (Step S620-15) The main CPU 300a updates the special game management phase to "02H".
[0449] (Step S620-17) The main CPU 300a saves the special symbol stop symbol number (counter value) determined in step S610-13 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.
[0450] (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.
[0451] (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.
[0452] Figure 37 is a flowchart illustrating the special symbol stop symbol display process in the main control board 300. This special symbol stop symbol display process is executed when the special game management phase is "02H".
[0453] (Step S630-1) The main CPU 300a determines whether the timer value of the special game timer set in step S620-21 is 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.
[0454] (Step S630-3) The main CPU 300a sets a command to the transmission buffer that specifies the game state when a special symbol is confirmed, indicating the game state at the time the special symbol is confirmed.
[0455] (Step S630-5) The main CPU 300a determines whether the current game state is a time-saving game state. If it is a time-saving game state, the process moves to step S631; otherwise, the process moves to step S630-9.
[0456] (Step S631) The main CPU 300a performs the count limit management process. This count limit management process will be described later.
[0457] (Step S630-7) The main CPU 300a sets a count command in the transmission buffer to transmit the updated values of the first minor win counter, second minor win counter, first specific miss counter, second specific miss counter, third specific miss counter, fourth specific miss counter, and variable count counter, which were updated in the count management process of step S631 above, to the sub-control board 330.
[0458] (Step S630-9) The main CPU 300a checks the results of the major role lottery.
[0459] (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 S630-15; if it determines that it is not a minor prize, it proceeds to step S630-13.
[0460] (Step S630-13) 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.
[0461] (Step S630-15) 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.
[0462] (Step S630-17) 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 S630-15 above and sets a predetermined number (counter value corresponding to the type of special symbol = number of rounds) as the counter value in the special electric mechanism maximum operation counter. This special electric mechanism maximum operation counter indicates the number of rounds ("1") that can be executed in the upcoming small win game. Meanwhile, the main RAM 300c is equipped with a special electric mechanism continuous operation counter, and the current number of rounds is managed by adding "1" to the counter value of the special electric mechanism continuous operation counter at the start of each round game. At the start of the small win game, a process to reset the counter value of this special electric mechanism continuous operation counter (updating it to "0") is also executed.
[0463] (Step S630-19) The main CPU 300a refers to the data set in step S630-17 above and saves a predetermined opening time as a timer value to the special game timer.
[0464] (Step S630-21) The main CPU 300a sets an opening specification command in the transmit buffer to inform the sub-control board 330 of the start of a minor win game. This opening specification command is set for each opening time, and in this case, the opening specification command corresponding to the opening time saved in step S630-19 above is set in the transmit buffer.
[0465] (Step S630-23) The main CPU 300a updates the special game management phase to "03H" and terminates the special symbol stop symbol display process. This initiates the minor win game.
[0466] Figure 38 is a flowchart illustrating the count limit management process in the main control board 300.
[0467] (Step S631-1) The main CPU 300a determines whether the result of the major prize lottery is a minor win based on special 2 reserve. If it is a minor win based on special 2 reserve, the process moves to step S631-3; otherwise, the process moves to step S631-11.
[0468] (Step S631-3) The main CPU 300a determines whether the value of the first mini-win counter is 1 or greater. If it determines that the value of the first mini-win counter is 1 or greater, it proceeds to step S631-5; if it determines that the value of the first mini-win counter is not 1 or greater, it proceeds to step S631-11.
[0469] (Step S631-5) The main CPU 300a decrements the first small win counter by "1".
[0470] (Step S631-7) The main CPU 300a determines whether the value of the first small hit counter has changed from 1 to 0 as a result of the update in step S631-5 above. If it determines that the value has changed from 1 to 0, it proceeds to step S631-9; if it determines that the value has not changed from 1 to 0, it proceeds to step S631-11.
[0471] (Step S631-9) The main CPU 300a sets the game state to a non-time-saving game state. Here, the values of the first minor win counter, the second minor win counter, the first specific miss counter to the fourth specific miss counter, and the spin count counter are reset.
[0472] In the first lower mode, second lower mode, and lower chance mode, if a minor win is achieved based on special 2 reserve, and the first minor win counter is updated from 1 to 0 in step S631-5, the game state will be changed to a non-time-saving game state in step S631-9. In this case, after the game state is changed to a non-time-saving game state, the non-time-saving game state will be stored in the reference game state in step S631-15, which will be described later.
[0473] (Step S631-11) The main CPU 300a determines whether the result of the major role lottery is a specific miss. If it is a specific miss, the process moves to step S632; otherwise, the process moves to steps S631-13.
[0474] (Step S632) The main CPU 300a executes a specific failure counter management process. This specific failure counter management process will be described later.
[0475] (Step S631-13) The main CPU 300a determines whether the result of the major prize lottery is a minor prize. If it is a minor prize, the process moves to step S631-15; otherwise, the process moves to step S631-17.
[0476] (Step S631-15) The main CPU 300a stores the current game state as a reference game state.
[0477] (Step S631-17) The main CPU 300a determines whether the result of the major role lottery is a specific miss. If it is a specific miss, the process moves to step S633; otherwise, the process moves to steps S631-19.
[0478] (Step S631-19) The main CPU 300a determines whether the result of the major prize lottery is a minor win based on special reserve 2. If it is a minor win based on special reserve 2, the process moves to step S631-21; otherwise, the process moves to step S631-27.
[0479] (Step S631-21) The main CPU 300a determines whether the value of the second minor win counter is 1 or greater. If it determines that the value of the second minor win counter is 1 or greater, it proceeds to step S631-23; if it determines that the value of the second minor win counter is not 1 or greater, it proceeds to step S631-27.
[0480] (Step S631-23) The main CPU 300a decrements the second small win counter by "1".
[0481] (Step S631-25) The main CPU 300a determines whether the value of the second small hit counter has changed from 1 to 0 as a result of the update in step S631-23. If it determines that the value has changed from 1 to 0, it proceeds to step S631-33; otherwise, it proceeds to step S631-27.
[0482] (Step S631-27) The main CPU 300a determines whether the value of the fluctuation count counter is 1 or greater. If it determines that the value of the fluctuation count counter is 1 or greater, it proceeds to step S631-29. If it determines that the value of the fluctuation count counter is not 1 or greater, it terminates the count management process.
[0483] (Step S631-29) The main CPU 300a decrements the fluctuation count counter by "1".
[0484] (Step S631-31) The main CPU 300a determines whether the value of the fluctuation count counter has changed from 1 to 0 as a result of the update in step S631-29 above. If it determines that the value has changed from 1 to 0, it proceeds to step S631-33. If it determines that the value has not changed from 1 to 0, it terminates the count management process.
[0485] (Step S631-33) The main CPU 300a sets the game state to a non-time-saving game state. Here, the values of the first minor win counter, the second minor win counter, the first specific miss counter to the fourth specific miss counter, and the spin count counter are reset.
[0486] Furthermore, in the first higher mode and the second higher mode, if a minor win is achieved based on the special 2 reserve, and the second minor win counter is updated from 1 to 0 in step S631-23, the game state will be changed to a non-time-saving game state in step S631-27. In this case, in step S631-15, after the time-saving game state is stored in the reference game state, the game state will be changed to a non-time-saving game state.
[0487] Furthermore, in the higher chance mode, if a minor win is achieved based on the special 2 reserve, and the number of spins counter is updated from 1 to 0 in step S631-29, the game state will be changed to a non-time-saving game state in step S631-27. In this case, in step S631-15, after the time-saving game state is stored in the reference game state, the game state will be changed to a non-time-saving game state.
[0488] Furthermore, in the lower chance mode, if a minor win is achieved based on the special 2 reserve, in step S631-9 the game state is changed to a non-time-saving game state, and then in step S631-15 the non-time-saving game state is stored in the reference game state.
[0489] Figure 39 is a flowchart illustrating the specific miss counter management process in the main control board 300.
[0490] (Step S632-1) The main CPU 300a determines whether the value of the first specific miss counter is 1 or greater. If it determines that the value of the first specific miss counter is 1 or greater, it proceeds to step S632-3; if it determines that the value of the first specific miss counter is not 1 or greater, it proceeds to step S632-9.
[0491] (Step S632-3) The main CPU 300a determines whether or not the special symbol Y1, which is a specific losing symbol, is displayed in a stopped state. If the special symbol Y1 is displayed in a stopped state, the process moves to step S632-5; otherwise, the process moves to step S632-9.
[0492] (Step S632-5) The main CPU 300a decrements the first specific miss counter by "1".
[0493] (Step S632-7) The main CPU 300a determines whether the value of the first specific miss counter has changed from 1 to 0 as a result of the update in step S632-5 above. If it determines that the value has changed from 1 to 0, it proceeds to step S632-33; if it determines that the value has not changed from 1 to 0, it proceeds to step S632-9.
[0494] (Step S632-9) The main CPU 300a determines whether the value of the second specific miss counter is 1 or greater. If it determines that the value of the second specific miss counter is 1 or greater, it proceeds to step S632-11. If it determines that the value of the second specific miss counter is not 1 or greater, it proceeds to step S632-17.
[0495] (Step S632-11) The main CPU 300a determines whether or not the special symbol Y1 or special symbol Y2, which are specific losing symbols, are displayed in a stopped state. If the special symbol Y1 or special symbol Y2 is displayed in a stopped state, the process moves to step S632-13; otherwise, the process moves to step S632-17.
[0496] (Step S632-13) The main CPU 300a decrements the second specific miss counter by "1".
[0497] (Step S632-15) The main CPU 300a determines whether the value of the second specific miss counter has changed from 1 to 0 as a result of the update in step S632-13. If it determines that the value has changed from 1 to 0, it proceeds to step S632-33; if it determines that the value has not changed from 1 to 0, it proceeds to step S632-17.
[0498] (Step S632-17) The main CPU 300a determines whether the value of the third specific miss counter is 1 or greater. If it determines that the value of the third specific miss counter is 1 or greater, the process moves to step S632-19. If it determines that the value of the third specific miss counter is not 1 or greater, the process moves to step S632-25.
[0499] (Step S632-19) The main CPU 300a determines whether or not the special symbol Y3, which is a specific losing symbol, is displayed in a stopped state. If the special symbol Y3 is displayed in a stopped state, the process moves to step S632-21; otherwise, the process moves to step S632-25.
[0500] (Step S632-21) The main CPU 300a decrements the third specific miss counter by "1".
[0501] (Step S632-23) The main CPU 300a determines whether the value of the third specific loss counter has changed from 1 to 0 as a result of the update in step S632-21. If it determines that the value has changed from 1 to 0, it proceeds to step S632-33; otherwise, it proceeds to step S632-25.
[0502] (Step S632-25) The main CPU 300a determines whether the value of the fourth specific miss counter is 1 or greater. If it determines that the value of the fourth specific miss counter is 1 or greater, it proceeds to step S632-27. If it determines that the value of the fourth specific miss counter is not 1 or greater, it terminates the specific miss counter management process.
[0503] (Step S632-27) The main CPU 300a determines whether or not the special symbol Y4, which is a specific losing symbol, is displayed as stopped. If the special symbol Y4 is displayed as stopped, the process moves to step S632-29; if the special symbol Y4 is not displayed as stopped, the specific losing counter management process is terminated.
[0504] (Step S632-29) The main CPU 300a decrements the fourth specific miss counter by "1".
[0505] (Step S632-31) The main CPU 300a determines whether the value of the fourth specific loss counter has changed from 1 to 0 as a result of the update in step S632-29. If it determines that the value has changed from 1 to 0, it proceeds to step S632-33. If it determines that the value has not changed from 1 to 0, it terminates the specific loss counter management process.
[0506] (Step S632-33) The main CPU 300a sets the game state to a non-time-saving game state. Here, the values of the first minor win counter, the second minor win counter, the first specific miss counter to the fourth specific miss counter, and the spin count counter are reset.
[0507] Furthermore, in the first lower mode, second lower mode, third lower mode, and first upper mode, if a specific miss is won based on special 2 hold, and the specific miss counter is updated from 1 to 0 in step S632-5, step S632-13, step S632-21, or step S632-29, the game state will be changed to a non-time-saving game state in step S632-33. In this case, after the game state is changed to a non-time-saving game state, the specific miss symbol stop processing (S633) described later will be executed, and the game state will be set to a time-saving game state based on the stop display of the specific miss symbol.
[0508] Furthermore, if a specific losing symbol is displayed when the symbols stop in either the higher chance mode or the lower chance mode, the game state will be changed to a non-time-saving game state in steps S631-33, which are executed after the processing when the specific losing symbol stops (S633). Therefore, when the processing when the specific losing symbol stops (S633) is executed, the game state is still in the time-saving game state. Consequently, in this case, the processing when the specific losing symbol stops (S633) will not set the game state to the time-saving game state based on the display of the specific losing symbol.
[0509] Figure 40 is a flowchart illustrating the processing that occurs when a specific losing symbol stops on the main control board 300.
[0510] (Step S633-1) The main CPU 300a determines whether the current game state is a non-time-saving game state. If it is a non-time-saving game state, the process moves to step S632-3; otherwise, the process for when the specific losing symbol stops terminates.
[0511] (Step S633-3) The main CPU 300a determines whether or not special symbols Y1 or Y2, which are specific losing symbols, are displayed as stopped symbols. If special symbols Y1 or Y2 are displayed as stopped symbols, the process moves to step S632-5; otherwise, the process moves to step S633-11.
[0512] (Step S633-5) The main CPU 300a sets the game state to the lower chance mode, which is a time-saving game state, based on the game state setting table shown in Figure 14.
[0513] (Step S633-7) The main CPU 300a sets the first small win counter to 1 as the termination condition, based on the termination condition setting table shown in Figure 15.
[0514] (Step S633-9) Based on the termination condition setting table shown in Figure 15, the main CPU 300a sets the change count counter to 1 as the termination condition and moves the process to step S633-9.
[0515] (Step S633-11) The main CPU 300a determines whether or not the special symbol Y3, which is a specific losing combination, is displayed in a stopped state. If the special symbol Y3 is displayed in a stopped state, the process moves to step S632-13; otherwise, the process moves to step S633-19.
[0516] (Step S633-13) The main CPU 300a sets the game state to the second lower B mode, which is a time-saving game state, based on the game state setting table shown in Figure 14.
[0517] (Step S633-15) The main CPU 300a sets the first small win counter to 3 as the termination condition, based on the termination condition setting table shown in Figure 15.
[0518] (Step S633-17) Based on the termination condition setting table shown in Figure 15, the main CPU 300a sets the second specific miss counter to 5 as the termination condition and moves the process to step S633-9.
[0519] (Step S633-19) The main CPU 300a determines whether or not the special symbol Y4, which is a specific losing symbol, is displayed as a stop. If the special symbol Y4 is displayed as a stop, the process moves to step S632-21; if the special symbol Y4 is not displayed as a stop, the process for when the specific losing symbol stops ends.
[0520] (Step S633-21) The main CPU 300a sets the game state to the higher chance mode, which is a time-saving game state, based on the game state setting table shown in Figure 14.
[0521] (Step S633-23) The main CPU 300a sets the change count counter to 1 as the termination condition, based on the termination condition setting table shown in Figure 15.
[0522] (Step S633-25) The main CPU 300a sets a game state change specification command, which indicates the game state when a special symbol stops, into the transmission buffer and terminates the processing for when a specific losing symbol stops. If the game state is changed based on the specific losing symbol that was displayed during the processing for when a specific losing symbol stops, a game state change specification command is sent to the sub-control board 330.
[0523] Figure 41 is a flowchart illustrating the pre-processing for opening the main prize slot on the main control board 300. This pre-processing for opening the main prize slot is performed when the special game management phase is "03H" or "07H".
[0524] (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.
[0525] (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".
[0526] (Step S640-5) The main CPU 300a sets a command to specify the opening of the large prize slots in the transmission buffer to transmit to the sub-control board 330 that the first large prize slot 126 and the second large prize slot 128 have started to open (the start of the round game).
[0527] (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.
[0528] (Step S640-7) The main CPU 300a determines whether the special game management phase is 03H, that is, whether a minor win game is in progress. If it determines that the special game management phase is 03H, it proceeds to step S640-9; if it determines that the special game management phase is not 03H, it proceeds to step S640-13.
[0529] (Step S640-9) The main CPU 300a determines whether it is the start of the first round of gameplay based on the counter value of the special electric mechanism continuous operation count counter. If it determines that it is the start of the first round of gameplay, it proceeds to step S640-11; if it determines that it is not the start of the first round of gameplay, it proceeds to step S640-13.
[0530] (Step S640-11) The main CPU 300a turns on the validity period flag. This enables the entry of game balls into specific area 140b when a minor win game begins.
[0531] (Step S640-13) The main CPU 300a updates the special game management phase to the current value plus 01H ("04H" or "08H"), and terminates the pre-processing for opening the large prize slot.
[0532] Figure 42 is a flowchart illustrating the opening and closing switching process for the main prize slot on the main control board 300.
[0533] (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.
[0534] (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.
[0535] (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.
[0536] (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.
[0537] (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.
[0538] (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.
[0539] Figure 43 is a flowchart illustrating the control process for opening the main prize slot on the main control board 300. This control process is executed when the special game management phase is "04H" or "08H".
[0540] (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.
[0541] (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.
[0542] (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 of step S641 above.
[0543] (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.
[0544] (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.
[0545] (Step S650-9) The main CPU 300a saves the effective closing time (interval time) for the big prize slot to the special game timer.
[0546] (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").
[0547] (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.
[0548] Figure 44 is a flowchart illustrating the process for activating the closure of the main prize slot on the main control board 300. This process is executed when the special game management phase is "05H" or "09H".
[0549] (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.
[0550] (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.
[0551] (Step S660-5) The main CPU 300a updates the special game management phase to "07H". Note that if the special game management phase is "05H", that is, during the control of a minor win game, the number of rounds for the minor win game is "1", so the above step S660-3 will always be judged as YES, and the process will not proceed to that step.
[0552] (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.
[0553] (Step S660-9) The main CPU 300a determines whether the special game management phase is 05H, that is, whether a minor win game is in progress. If it determines that the special game management phase is 05H, it proceeds to step S660-11; if it determines that the special game management phase is not 05H, it proceeds to step S660-21.
[0554] (Step S660-11) The main CPU 300a determines whether all the game balls that entered the second large prize slot 128 have been ejected. Here, ejection is determined to be complete when the value obtained by subtracting the total number of game balls that entered the specific area 140b and the non-specific area 140c from the number of game balls that entered the second large prize slot 128 becomes 0. If it is determined that ejection is complete, the process moves to step S660-13; if it is determined that ejection is not complete, the process of activating the closure of the large prize slot is terminated. If the determination result that ejection is not complete is continuously derived for a certain period of time, error handling is performed.
[0555] (Step S660-13) The main CPU 300a determines whether the specific area entry flag is turned on. If it determines that the specific area entry flag is turned on, the process moves to step S660-15; if it determines that the specific area entry flag is not turned on, the process moves to step S660-21.
[0556] (Step S660-15) The main CPU 300a turns off the flag for entering a specific region.
[0557] (Step S660-17) The main CPU 300a checks the type of minor winning symbol and sets a predetermined number as the counter value (the counter value corresponding to the type of special symbol = the number of rounds minus 1, i.e., the number of rounds played in a major winning game) in the special electric mechanism maximum operation count counter.
[0558] (Step S660-19) The main CPU 300a sets the special game management phase to 07H and terminates the process of closing the large prize winning slot.
[0559] (Step S660-21) The main CPU 300a executes the ending time setting process, which saves the ending time to a special game timer.
[0560] (Step S660-23) The main CPU 300a updates the special game management phase to a value obtained by adding 01H to the current value ("06H" or "0AH").
[0561] (Step S660-25) The main CPU 300a sets an ending specification command, indicating the start of the ending, into the transmission buffer and terminates the process of activating the closing of the grand prize jackpot.
[0562] Figure 45 is a flowchart illustrating the jackpot completion wait processing in the main control board 300. This jackpot completion wait processing is executed when the special game management phase is "06H" or "0AH".
[0563] (Step S670-1) The main CPU 300a determines whether the timer value of the special game timer saved in step S660-7 is not "0". If it determines that the timer value of the special game timer is not "0", it terminates the big prize entry end wait process. If it determines that the timer value of the special game timer is "0", it proceeds to step S670-3.
[0564] (Step S670-3) The main CPU 300a loads the game state stored as the reference game state.
[0565] (Step S670-5) The main CPU 300a executes a state setting process to set the game state after the completion of a major game, which is performed based on the fact that a game ball entered a specific area 140b during a minor win game. Specifically, the main CPU 300a sets the game state after the completion of a major game and the termination conditions based on the reference game state information and the type of minor win symbol loaded in step S670-3 above, by referring to the game state setting table shown in Figure 14 and the termination condition setting table shown in Figure 15.
[0566] Furthermore, if the game ball does not enter the specific area 140b during a minor win game, that is, if the special game management phase is "06H", then no game state is set in step S670-5.
[0567] Furthermore, this process also sets the state of the game after the big win has finished, based on the winning symbols that triggered the small win and the settings currently in place.
[0568] (Step S670-7) The main CPU 300a sets a game state change specification command in the transmission buffer to transmit the game state and fluctuation state that are set after the end of a major game.
[0569] (Step S670-9) The main CPU 300a sets the count specification commands corresponding to the values of the first minor win counter, second minor win counter, first specific miss counter, second specific miss counter, third specific miss counter, fourth specific miss counter, and variable count counter saved in step S670-5 above into the transmit buffer.
[0570] (Step S670-11) 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.
[0571] Figure 46 is a diagram illustrating the normal game management phase. As already explained, in this embodiment, the processing related to normal gameplay triggered by the passage of a game ball through gate 124 is executed in stages and repeatedly, and the main control board 300 manages each of these normal game-related processes through the normal game management phase.
[0572] As shown in Figure 46, 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.
[0573] Figure 47 is a flowchart illustrating the normal game management process (step S700) in the main control board 300.
[0574] (Step S700-1) The main CPU 300a loads the normal game management phase.
[0575] (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.
[0576] (Step S700-5) The main CPU 300a calls the normal game control module selected in step S700-3 above and starts processing.
[0577] (Step S700-7) The main CPU 300a loads the normal game timer, which manages the control time for normal gameplay.
[0578] Figure 48 is a flowchart illustrating the normal symbol variation waiting process in the main control board 300. This normal symbol variation waiting process is executed when the normal game management phase is "00H".
[0579] (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.
[0580] (Step S710-3) The main CPU 300a blocks the normal symbol reserves (winning random numbers) stored in the first to fourth memory units of the normal symbol reserve memory area and transfers them to the memory unit with the smaller ordinal number. Specifically, it transfers the normal symbol reserves stored in the second to fourth memory units to the first to third memory units. The main RAM 300c is also provided with a zero memory unit to be processed, and it transfers the normal symbol reserves stored in the first memory unit to the zero memory unit. During this normal symbol memory area shift process, the counter value of the normal symbol reserve ball count counter is deducted by "1", and a normal symbol reserve reduction command, indicating that the normal symbol reserve has been reduced by "1", is set in the transmission buffer.
[0581] (Step S710-5) The main CPU 300a loads the random number that determines the winning combination, which has been transferred to the 0th memory unit, selects a random number determination table that corresponds to the current game state, performs a regular symbol draw, and executes a regular symbol winning determination process that stores the result of that draw.
[0582] (Step S710-7) The main CPU 300a saves the regular symbol stop number corresponding to the result of the regular symbol lottery in step S710-5 above. In this embodiment, the regular symbol indicator 168 is composed of one LED lamp, and the regular symbol indicator 168 lights up when there is a win, and turns off when there is a loss. The regular symbol stop number determined here indicates whether or not the regular symbol indicator 168 will ultimately light up. For example, if there is a win, "0" is determined as the regular symbol stop number, and if there is a loss, "1" is determined as the regular symbol stop number.
[0583] (Step S710-9) The main CPU 300a checks the current game state and selects and sets the corresponding regular symbol variation time data table.
[0584] (Step S710-11) The main CPU 300a determines the normal symbol variation time based on the winning random number transferred to the 0th memory unit in step S710-3 and the normal symbol variation time data table set in step S710-9.
[0585] (Step S710-13) The main CPU 300a saves the normal symbol variation time determined in step S710-11 above to the normal game timer.
[0586] (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.
[0587] (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.
[0588] (Step S710-19) The main CPU 300a sets a normal symbol specification command in the transmission buffer based on the normal symbol stop symbol number determined in step S710-7 above, that is, the symbol type (winning symbol or losing symbol) determined by the normal symbol hit determination process.
[0589] (Step S710-21) The main CPU 300a updates the normal game management phase to "01H" and terminates the normal symbol variation waiting process.
[0590] Figure 49 is a flowchart illustrating the processing during normal symbol variation in the main control board 300. This normal symbol variation processing is executed when the normal game management phase is "01H".
[0591] (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.
[0592] (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.
[0593] (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.
[0594] (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.
[0595] (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.
[0596] (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.
[0597] (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.
[0598] (Step S720-15) The main CPU 300a updates the normal game management phase to "02H" and terminates the processing during the normal symbol variation.
[0599] Figure 50 is a flowchart illustrating the normal symbol stop symbol display process in the main control board 300. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".
[0600] (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.
[0601] (Step S730-3) The main CPU 300a checks the results of the general lottery.
[0602] (Step S730-5) The main CPU 300a determines whether the result of the lottery is a win. If it determines that it is a win, it proceeds to step S730-9; if it determines that it is not a win (it is a loss), it proceeds to step S730-7.
[0603] (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.
[0604] (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.
[0605] (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.
[0606] Figure 51 is a flowchart illustrating the pre-processing for opening the normal electric prize entry slot on the main control board 300. This pre-processing for opening the normal electric prize entry slot is executed when the normal game management phase is "03H".
[0607] (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.
[0608] (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.
[0609] (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.
[0610] Figure 52 is a flowchart illustrating the process of switching the opening and closing of the normal electric prize entry slot in the main control board 300.
[0611] (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.
[0612] (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.
[0613] (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.
[0614] (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.
[0615] (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.
[0616] (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".
[0617] Figure 53 is a flowchart illustrating the control process for opening the normal electric prize winning slot on the main control board 300. This control process is executed when the normal game management phase is "04H".
[0618] (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.
[0619] (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.
[0620] (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.
[0621] (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.
[0622] (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.
[0623] (Step S750-9) The main CPU 300a saves the normal power-on state time to the normal game timer.
[0624] (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.
[0625] Figure 54 is a flowchart illustrating the process for activating the closing of the normal electric prize entry slot in the main control board 300. This process for activating the closing of the normal electric prize entry slot is executed when the normal game management phase is "05H".
[0626] (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.
[0627] (Step S760-3) The main CPU 300a saves the normal power end wait time to the normal game timer.
[0628] (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.
[0629] Figure 55 is a flowchart illustrating the normal electric prize entry point end-wait processing in the main control board 300. This normal electric prize entry point end-wait processing is executed when the normal game management phase is "06H".
[0630] (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.
[0631] (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.
[0632] As described above, various processes are executed on the main control board 300, which allows special games and regular games to proceed, resulting in the gameplay shown in Figure 18.
[0633] Next, we will explain an example of the effects that are performed during the above-mentioned gameplay when the game is set to a time-saving game state. Figure 56 is a diagram illustrating an example of the effects in the first lower mode, second lower mode, third lower mode, first upper mode, and second upper mode. In the first lower mode, second lower mode, third lower mode, first upper mode, and second upper mode, a battle effect in which the ally character and the opponent character battle is performed in the main effect display unit 200a. Specifically, as shown in Figure 56(a), the image of the ally character and an image showing the ally character's remaining health (here, "5") are displayed on the left side of the main effect display unit 200a. Also, the image of the opponent character and an image showing the opponent character's remaining health (here, "5") are displayed on the right side of the main effect display unit 200a.
[0634] In the first lower mode, the remaining health of your characters is displayed as the counter value of the first minor win counter, and the remaining health of the opponent characters is displayed as the counter value of the first specific miss counter. In the second lower mode, the remaining health of your characters is displayed as the counter value of the first minor win counter, and the remaining health of the opponent characters is displayed as the counter value of the second specific miss counter. In the third lower mode, the remaining health of your characters is displayed as the counter value of the second minor win counter, and the remaining health of the opponent characters is displayed as the counter value of the third specific miss counter. In the first higher mode, the remaining health of your characters is displayed as the counter value of the second minor win counter, and the remaining health of the opponent characters is displayed as the counter value of the fourth specific miss counter.
[0635] Furthermore, if the lottery result based on the Special 2 Reserve is a minor win, the variation animation based on the said Special 2 Reserve will ultimately execute an attack animation in which the opponent character's remaining health is reduced.
[0636] On the other hand, if the lottery result based on Special 2 Reserve is a specific miss, and the value of the specific miss counter is reduced, then in the variation performance based on the said Special 2 Reserve, a hit animation will be executed in which the remaining health of the ally character is ultimately reduced. Specifically, the hit animation will be executed in the first lower mode when special symbol Y1 is won, in the second lower mode when special symbols Y1 and Y2 are won, in the third lower mode when special symbol Y3 is won, and in the first upper mode when special symbol Y4 is won. Note that in the second upper mode, the termination condition based on the specific miss counter is never met, so the hit animation will not be executed.
[0637] Then, in the first lower mode, second lower mode, third lower mode, first upper mode, and second upper mode, if the termination condition is met based on the minor win counter, that is, if the opponent character's remaining health value becomes 0 in the battle sequence, the victory sequence shown in Figure 56(b) will be executed.
[0638] On the other hand, if the termination condition is met based on a specific failure counter, that is, if the remaining health value of an ally character ultimately becomes 0 during the battle sequence, the defeat sequence shown in Figure 56(c) will be executed.
[0639] In this embodiment, values are set for the minor win counter and the specific miss counter, which correspond to the first to third lower modes, the first upper mode, and the second upper mode, respectively. In each mode, if the minor win counter value changes from 1 to 0 before the specific miss counter value changes from 1 to 0, a minor win game and a major win game are executed, allowing the player to win prize balls. After the major win game, it becomes possible to transition to a mode with a higher degree of advantage than the current mode. In this way, by gradually increasing the degree of advantage of the modes, it is possible to increase the player's motivation to play in order to reach a mode with a higher degree of advantage.
[0640] Furthermore, in each mode, if the value of the specific miss counter drops from 1 to 0 before the value of the small win counter drops from 1 to 0, the player will transition to a mode with a lower degree of advantage than the current mode (lower chance mode, higher chance mode, second lower mode). In this case, the higher the degree of advantage of the mode before the transition, the more likely the player is to transition to a mode with a relatively higher degree of advantage, thus preventing the player from becoming discouraged and losing motivation to play.
[0641] Furthermore, as mentioned above, the battle sequences indicate the number of times each counter has been set. In other words, the remaining health value of the opponent character in the battle sequences visualizes the number of remaining minor wins needed before minor wins and major wins are executed and the player can acquire prize balls, in the form of the opponent character's health value. Also, for example, the value set in the minor win counter, i.e., the display of the opponent character's remaining health, can be said to indicate the expected rate of transitioning to a mode with a higher degree of advantage than the current mode.
[0642] Furthermore, the remaining health value of allied characters in battle sequences can be seen as a visualization of the remaining number of specific misses corresponding to the current mode before transitioning to a disadvantageous mode, expressed as the health value of the allied characters. In addition, for example, the value set in the specific miss counter, that is, the display of the allied characters' remaining health, can be said to indicate the degree of danger before transitioning to a disadvantageous mode.
[0643] Figure 57 illustrates an example of the presentation in lower chance mode and upper chance mode. In lower chance mode and upper chance mode, as shown in Figure 57(a), the main presentation display unit 200a executes an operation request presentation prompting the player to operate the presentation button 208.
[0644] Then, if the lottery result based on the special 2 reserve is a minor win, as a result of the operation request performance, a celebratory performance is ultimately executed, as shown in Figure 57(b), which indicates that the lottery result based on the special 2 reserve is a minor win.
[0645] Furthermore, if the lottery result based on the special 2 hold is anything other than a minor win, i.e., a specific miss or a normal miss, as a result of the operation request animation, an ending animation is executed that ultimately indicates that the lottery result based on the special 2 hold is a miss (specific miss or normal miss), as shown in Figure 57(c). Next, the processing in the sub-control board 330 for executing the above animation will be explained.
[0646] (Sub-CPU initialization process of sub-control board 330) Figure 58 is a flowchart illustrating the sub-CPU initialization process (S1000) of the sub-control board 330.
[0647] (Step S1000-1) When power is turned on, the sub-CPU 330a reads the CPU initialization program from the sub-ROM 330b and performs initialization and setting processes for flags and other items stored in the sub-RAM 330c.
[0648] (Step S1000-3) Next, the sub-CPU 330a performs the process of updating each random number for the animation, and thereafter repeats the process of step S1000-3 until an interrupt is processed. Note that there are multiple types of random numbers for the animation, and each random number for the animation is updated asynchronously.
[0649] (Sub-timer interrupt processing on sub-control board 330) Figure 59 is a flowchart illustrating the sub-timer interrupt processing (S1100) of the sub-control board 330. The sub-control board 330 is equipped with a reset clock pulse generation circuit (not shown) that generates clock pulses at a predetermined period (30 times per second). Upon generation of clock pulses by this reset clock pulse generation circuit, the sub-CPU 330a reads the timer interrupt processing program and starts the sub-timer interrupt processing.
[0650] (Step S1100-1) Sub-CPU 330a saves the registers.
[0651] (Step S1100-3) Sub-CPU 330a performs the processing required to enable interrupts.
[0652] (Step S1100-5) The sub-CPU 330a performs update processing for various timer counters used by the sub-control board 330. Here, unless otherwise specified, the timer counters are decremented by 1 each time the sub-timer interrupt processing of the sub-control board 330 occurs, and the decrementing stops when they reach 0.
[0653] (Step S1200) The sub-CPU 330a analyzes the commands stored in the receive buffer of the sub-RAM 330c and performs various processing according to the received commands. When a command is sent from the main control board 300 to the sub-control board 330, a command reception interrupt is performed, and the command sent from the main control board 300 is stored in the receive buffer. Here, the command stored in the receive buffer by the command reception interrupt is analyzed.
[0654] (Step S1100-7) Sub-CPU 330a performs time schedule management processing by referring to the timetable and executing the corresponding processing stored in the timetable. Here, based on the time data set in the timetable, it controls the execution of various effects, including variable effects and major role effects, by turning various flags on or off or sending commands to each effect device.
[0655] (Step S1100-9) Sub-CPU 330a restores the registers and terminates the sub-timer interrupt processing.
[0656] Figure 60 is a flowchart illustrating the game state change specification command reception process, which is executed when a game state change specification command is received, as part of the command analysis process described above. As described above, the game state change specification command is set in the main control board 300 in steps S633-25 and S670-7, and then transmitted to the sub-control board 330 by the sub-command transmission process in step S100-65.
[0657] (Step S1210-1) SubCPU 330a determines whether the game state has changed to a time-saving game state. If the game state has changed to a time-saving game state, the process moves to step S1210-3. If the game state has not changed to a time-saving game state, the process of receiving the game state change specification command ends.
[0658] (Step S1210-3) Sub-CPU 330a determines whether a predetermined mode has been set, specifically whether the first lower mode, second lower mode, third lower mode, first upper mode, or second upper mode has been set. If a predetermined mode has been set, the process moves to step S1210-5; if a mode other than the predetermined mode has been set, the game state change specification command reception process ends.
[0659] (Step S1210-5) Sub-CPU 330a executes the health value setting process. Specifically, if the first lower mode is set, it sets the remaining health of allied characters to "5" and the remaining health of opponent characters to "5". If the second lower mode is set, it sets the remaining health of allied characters to "5" and the remaining health of opponent characters to "3". If the third lower mode is set, it sets the remaining health of allied characters to "5" and the remaining health of opponent characters to "5". If the first higher mode is set, it sets the remaining health of allied characters to "5" and the remaining health of opponent characters to "1". If the second higher mode is set, it sets the remaining health of opponent characters to "1".
[0660] Figure 60 is a flowchart illustrating the variable command reception process, which is executed when a variable command is received, as part of the command analysis process described above. As described above, the variable command is set in the main control board 300 in steps S612-13 and S612-17 in Figure 35, and then transmitted to the sub-control board 330 by the sub-command transmission process in step S100-65.
[0661] (Step S1220-1) Sub-CPU 330a determines whether the current game state is a time-saving game state. If it is a time-saving game state, the process moves to step S1220-3; otherwise, the process moves to step S1220-3.
[0662] (Step S1220-3) Sub-CPU 330a determines whether the current game state is in a predetermined mode within the time-saving game state. Specifically, it determines whether the current game state is in one of the following modes: the first lower mode, the second lower mode, the third lower mode, the first upper mode, or the second upper mode. If the current game state is in a predetermined mode, the process moves to step S1220-5; otherwise, the process moves to step S12320-15.
[0663] (Step S1220-5) Sub-CPU 330a performs health value update processing. Specifically, in the first lower mode, if special symbol Y1 is won, in the second lower mode, if special symbols Y1 and Y2 are won, in the third lower mode, if special symbol Y3 is won, and in the first upper mode, if special symbol Y4 is won, the remaining health value of the ally character is reduced by "1" and a decision is made to execute the hit animation. Also, if a minor win is won, the remaining health value of the opponent character is reduced by "1" and a decision is made to execute the attack animation.
[0664] (Step S1220-7) Sub-CPU 330a determines whether the opponent character's remaining health value became "0" as a result of step S1220-5. If the opponent character's remaining health value became "0", the process moves to step S1220-9; otherwise, the process moves to step S1220-11.
[0665] (Step S1220-9) Sub-CPU 330a decides to execute the victory animation shown in Figure 56(b).
[0666] (Step S1220-11) SubCPU 330a determines whether the remaining health value of the allied character has become "0" as a result of step S1220-5. If the remaining health value of the allied character has become "0", the process moves to step S1220-13. If the remaining health value of the allied character has not become "0", the process of receiving the variable command ends.
[0667] (Step S1220-13) Sub-CPU 330a decides to execute the defeat animation shown in Figure 56(c).
[0668] (Step S1220-15) The sub-CPU 330a determines whether a minor win based on Special 2 Reserve has been achieved in either the lower chance mode or the upper chance mode, that is, whether a variation based on any of the special symbols Z4 to Z6 has started. If a variation based on any of the special symbols Z4 to Z6 has started, the process moves to step S1220-17; if a variation based on a specific losing symbol or a normal losing symbol has started, the process moves to step S1220-19.
[0669] (Step S1220-17) Sub-CPU 330a decides to execute the blessing animation shown in Figure 57(b).
[0670] (Step S1220-19) Sub-CPU 330a decides to execute the termination sequence shown in Figure 57(c).
[0671] 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.
[0672] In the above embodiment, an example of when the present invention is applied to a Type II gaming machine was described, but the gameplay of gaming machines to which the present invention can be applied is not limited to this. For example, it goes without saying that the present invention is also applicable to Type I gaming machines and Type I and Type II mixed machines. Therefore, although the above embodiment described a case in which no jackpot symbols are provided, jackpot symbols may be provided separately from minor jackpot symbols. When a jackpot symbol is displayed, the big prize game is executed without going through the minor jackpot game. For example, in Special 1 Reserve, no minor jackpot symbols may be provided, and only jackpot symbols may be provided.
[0673] Furthermore, the above embodiment describes a case where eight modes are provided as time-saving game states: 1st lower mode, 2nd lower A mode, 2nd lower B mode, 3rd lower mode, 1st upper mode, 2nd upper mode, lower chance mode, and upper chance mode. However, the conditions for game progression in each mode are not particularly limited. Also, the number of modes is not limited to the above example.
[0674] In any case, A game board (game board 108) is formed in a game area (game area 116) in which game balls flow down, A symbol determination means (main CPU 300a that executes the process shown in Figure 34) executes a symbol determination process that determines one of a plurality of symbols, including at least a plurality of specific symbols (special symbols Y1 to special symbols Y4), based on the condition that a game ball enters a starting opening (first starting opening 120, second starting opening 122) provided on the game board, A game state setting means (main CPU 300a that executes the processes in steps S631, S632, S633, and S670) that can set any of a plurality of game states, including a normal game state (non-time-saving game state) and a specific game state (time-saving game state) in which it is easier for game balls to enter the starting opening than in the normal game state, Equipped with, The means for setting the game state is, When the pre-set termination conditions are met, the specified game state currently being played will be terminated. The specific game state is, Including the first specific game state (second lower mode) and the second specific game state (first lower mode), The number of specific symbols required to satisfy the termination conditions differs between the first termination condition for ending the first specific game state (the second specific miss counter going from 1 to 0) and the second termination condition for ending the second specific game state (the first specific miss counter going from 1 to 0). Specifically, in the above embodiment, the second specific miss counter has two types of symbols, special symbol Y1 and special symbol Y2, set as targets for deduction, while the first specific miss counter has one type of symbol, special symbol Y1, set as the target for deduction. In other words, the number of types of specific symbols required to satisfy the termination conditions is different.
[0675] Also, several specific patterns are It includes the first specific symbol (special symbol Y1) and the second specific symbol (special symbol Y2), The first termination condition is: The total number of times the first specific symbol (special symbol Y1) is derived through the symbol determination process, plus the number of times the second specific symbol (special symbol Y2) is derived through the symbol determination process, is a predetermined number (5 times). The second termination condition is: The number of times the first specific symbol (special symbol Y1) is derived through the symbol determination process, including the number of times the second specific symbol (special symbol Y2) is derived, may be a predetermined number (5 times). [Explanation of symbols]
[0676] 100 gaming machines 108 Game Boards 116 Gaming Area 120 First Starter Port 122 Second Starter Port 300 Main control board 300a Main CPU 300b Main ROM 300c Main RAM
Claims
[Claim 1] A game board in which a game area is formed through which game balls flow, A symbol determination means performs a symbol determination process that determines one of a plurality of symbols, including at least a winning symbol and a plurality of specific symbols, based on the condition that a game ball enters the starting opening provided in the game board, A means for executing a grand prize opening and closing game, which is capable of executing a grand prize opening and closing game in which a grand prize opening provided in the game area is opened and closed based on at least the determination of the winning pattern, A game state setting means that can set any of a plurality of game states, including a normal game state and a specific game state in which it is easier for game balls to enter the starting opening than in the normal game state, Equipped with, The aforementioned game state setting means is When the specific symbol is determined by the symbol determination process, the specific game state can be set without the large prize opening / closing game being executed by the large prize opening / closing game execution means. When the pre-set termination conditions are met, the specified game state currently being set is terminated. The aforementioned specific game state is, Including the first specific game state and the second specific game state, A first termination condition for terminating the first specific game state and a second termination condition for terminating the second specific game state can be set. The number of specific symbols required to satisfy the first termination condition is one or more first numbers, A gaming machine in which the number of specific symbols required to satisfy the second termination condition is different from the first number and is a second number of 1 or more.
Citation Information
Patent Citations
Game machine
JP2020130774A
Game machine
JP2021168872A
Game machine
JP2022049053A
Game machine
JP2024013053A
Game machine
JP2024062007A