Game machine

By employing a game control microprocessor with optimized registers and memory, along with a comprehensive electrical configuration, the inefficiencies in control processing of gaming machines are addressed, resulting in enhanced gaming experiences and improved player engagement.

JP2025092616AInactive Publication Date: 2025-06-19SANSEI R&D KK
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Patent Information

Application Number
JP2025054859
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-28
Publication Date
2025-06-19
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing gaming machines face inefficiencies in control processing, which can lead to suboptimal game experiences and reduced player engagement.

Method used

The implementation of a gaming machine architecture that includes a game control microprocessor with specific registers and memory components, coupled with a detailed electrical configuration and data management system, enables efficient control processing and enhanced game management.

Benefits of technology

This solution realizes efficient control processing, improving the overall gaming experience by ensuring smoother operations, better game state management, and increased player engagement.

✦ Generated by Eureka AI based on patent content.

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Abstract

To realize efficient control processing.SOLUTION: In a game machine, a CPU is capable of executing data output processing that performs: first processing of writing a value written in a first register among general-purpose registers into a third register as a first output value; second processing of writing the first output value written in the third register into a data register; third processing of writing a value written in a second register among the general-purpose registers into the third register as a second output value; and fourth processing of writing the second output value written in the third register into the data register.SELECTED DRAWING: Figure 162
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Description

Technical Field

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

Background Art

[0002] Conventionally, a gaming machine that performs game control processing triggered by a winning of a game ball into a start port has been known (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, there has been room for improvement in efficient control processing.

[0005] The present invention has been made to solve the above-described problems, and an object thereof is to realize efficient control processing.

Means for Solving the Problems

[0006] The present invention has been made to solve at least a part of the above-described problems, and can be realized as the following application examples. Note that the reference numerals and supplementary explanations in parentheses in this column show the correspondence with the embodiments described later for helping the understanding of the present invention, and do not limit the present invention in any way.

[0007] [Application Example 1] An outer frame forming the outer shell of the gaming machine, an inner frame located inside the outer frame, a front frame provided on the outer frame, a game board attached to the inner frame, a game control substrate provided on the back surface of the game board and having a game control microprocessor mounted thereon for controlling the progress of the game, and a first operation unit provided on the back surface of the game board. The gaming machine comprises: The game control microprocessor comprises a CPU, a ROM storing the program executed by the CPU and the information referred to by the program, a RAM (84) capable of storing information updated by the program, and a plurality of general-purpose registers, a data register, and a flag register. The front frame is provided with an opening, and a transparent plate is attached to the opening. It is operable by a player and has a second operation unit different from the first operation unit. It also comprises a speaker for outputting sound. The game board has a display screen capable of displaying images, is provided with game pins and a game area where game balls flow down, a launching unit for launching a game ball into the game area when the second operation unit is operated, a rail unit for guiding the game ball launched from the launching unit into the game area, a ball entry port where the entry of a game ball serves as a trigger for a lottery, a special flow path which is a flow path for game balls flowing down in the game area and is easy for the game balls to enter the ball entry port, and a movable accessory capable of moving between an origin position and an effect position. The game area comprises a first game area and a second game area. The CPU (82) performs a first process of writing the value written in a first register (D register) among the general-purpose registers as a first output value into a third register (A register), A second process of writing the first output value written in the third register (A register) to the data register (STU2 data register); A third process of writing, as a second output value, the value written in the second register (E register) among the general-purpose registers to the third register (A register); A data output process (FIG. 162: peripheral board data output process) that performs a fourth process of writing the second output value written in the third register (A register) to the data register (STU2 data register); A data creation process that writes a first value to a first pair of registers (HL registers) that use two of the general-purpose registers, sets the value of the fourth register (A register) among the general-purpose registers to 0, writes a third value as the number of repetitions to a second pair of registers (BC registers), and then repeats a sixth process the number of times of the number of repetitions, The sixth process is a data creation process (FIG. 150: RWM check data creation process) that adds the value of the RAM (84) indicated by the first value written in the first pair of registers to the value of the fourth register (A register) and adds 1 to the first pair of registers (HL registers); A gaming machine characterized by the above.

Advantages of the Invention

[0008] According to the present invention, efficient control processing can be realized.

Brief Description of the Drawings

[0009]

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Mode for Carrying Out the Invention

[0010] <First Embodiment> 1. Structure of the gaming machine FIG. 1 is a front view of a gaming machine 1 as an embodiment of the present invention. Hereinafter, the left - right direction of the gaming machine 1 will be described as being the same as the left - right direction as viewed from a player facing the gaming machine 1. Also, the front direction of the gaming machine 1 will be described as the direction from the gaming machine 1 toward the player, and the rear direction of the gaming machine 1 will be described as the direction from the player toward the gaming machine 1.

[0011] The gaming machine 1 is a pachinko gaming machine that fires a game ball based on the player's firing operation, and when the game ball wins a prize in a specific prize-winning device, a predetermined number of game balls are paid out to the player based on the prize. The gaming machine 1 includes a gaming machine frame 50 and a game board 2, and the game board 2 is attached inside the gaming machine frame 50. The gaming machine frame 50 includes, in addition to the front frame (front frame portion) 53, an outer frame 51 (base frame portion) that forms the outer portion of the gaming machine, and an inner frame 52 to which the game board 2 is attached inside the outer frame 51. The outer frame 51 is fixed to a gaming island (hall) not shown in the figure. The inner frame 52 is attached to the front frame 53 so as to be openable and closable, and is also attached to the outer frame 51 so as to be openable and closable. The front frame (front frame portion) 53 is a vertically rectangular unit disposed on the front side of the outer frame 51 and the inner frame 52, and includes a handle 60, a hitting ball supply tray (upper tray) 61, a surplus ball receiving tray (lower tray) 62, an effect button 63, a sub-display screen 64 (right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U), a sword member 65, a frame lamp 66, a speaker 67, and a frame movable body 69. An opening 54 is formed at the center of the front frame 53, and through the opening 54, the game area 3 of the game board 2 can be visually recognized.

[0012] The handle 60 is disposed at the lower end on the right side of the front frame 53 and fires the game ball with a firing intensity corresponding to the rotation angle. On the right side and the left side of the handle 60, there are provided frame movable bodies 69 (also referred to as frame movable devices 69), which are movable so-called gimmicks. The frame movable body 69 is configured such that two members disposed on the left and right of the handle 60 are movable in the left-right direction. Each of the two members is formed of a flexible flat plate-like member, and the main surface is configured to approach or move away from the handle 60. The frame movable body 69 is normally stationary at a retracted position (FIG. 1) away from the handle 60 on the left side and the right side of the handle 60, and can move (advance) so as to approach each other from the retracted position toward the handle 60 and stop at a position where it touches the handle 60. When in the advanced position, the frame movable body 69 touches the handle 60 or the right hand of the player operating the handle 60.

[0013] The ball supply tray (upper tray) 61 is provided below the front frame 53 and stores game balls. The surplus ball tray (lower tray) 62 is arranged below the ball supply tray (upper tray) 61 and stores game balls that cannot be fully accommodated in the ball supply tray 61. The effect button 63 is an operation unit arranged near the ball supply tray (upper tray) 61 and is operated (pressed) by the player during effects executed as the game progresses. A vibration motor is arranged inside the effect button 63, and the button itself is configured to vibrate vertically, horizontally, and diagonally according to effects and the like. The sword member 65 is an operation unit imitating the shape of a sword, and the player can push it downward during effects executed as the game progresses. The sword member 65 is configured to be capable of performing a first operation of pushing the entire sword member 65 downward and a second operation of pushing the entire sword member 65 upward. The sub-display screen 64 is a screen of a liquid crystal display device and includes a right sub-display screen 64R, a left sub-display screen 64L, and an upper sub-display screen 64U. The right sub-display screen 64R is provided on the right side of the front frame 53, the left sub-display screen 64L is provided on the left side of the front frame 53, and the upper sub-display screen 64U is provided on the upper side of the front frame 53. The right sub-display screen 64R and the left sub-display screen 64L are arranged at positions that are in a pair via the game board 2. The upper sub-display screen 64U is arranged above the game board 2. The right sub-display screen 64R, the left sub-display screen 64L, and the upper sub-display screen 64U are arranged so as to surround the opening 54 of the front frame 53. The sub-display screen 64 may be a liquid crystal display device, or may be other image display devices such as an organic EL display device, a plasma display, a projector, or a dot matrix. The frame lamp 66 includes a right frame lamp and a left frame lamp, is arranged above the front frame 53, and performs a light emission effect during the game and the like. The right frame lamp is a diagonal linear light emitting portion arranged between the upper sub-display screen 64U and the right sub-display screen 64R. The left frame lamp is a diagonal linear light emitting portion arranged between the upper sub-display screen 64U and the left sub-display screen 64L. The speaker 67 is composed of a left speaker 67a arranged in the upper left of the front frame 53 and a right speaker 67b arranged in the upper right, and performs a sound effect during the game and the like.

[0014] The game board 2 includes a game area 3, a rail member 4, a board lamp 5, an image display device 7, a first board movable body 14, a second board movable body 15, a fixed winning device (umbilical cord) 19, a normal variable winning device (electric chewing gum) 22, a gate (through chucker) 28, a first major winning device (first attacker) 31, a second major winning device (second attacker) 36, a major winning opening start port 17, a general winning port 27 (normal winning port 27), an out port 16, and a display unit 40.

[0015] The game area 3 is constituted by a transparent panel 2a and is an area where game balls launched by operating the handle 60 flow down, and a plurality of game pins (also referred to as "obstacle pins", and may be described as "obstacle pins" hereinafter) for guiding the game balls are protrusively provided. The rail member 4 is disposed at the left end of the game area 3 and guides the game balls launched by operating the handle 60 upward in the game area 3. An impact stopping member 4B is provided at the upper right of the game area 3, against which the game balls rolling along the rail from the rail member 4 abut. The moving speed of the game balls can be suppressed by the impact stopping member 4B. The board lamp 5 is disposed on the back side of the game area 3 and irradiates light from the back side of the game area 3. Here, a part of the board lamp 5 is connected to the right frame lamp and the left frame lamp and is configured such that the form and light emission are continuous.

[0016] The image display device 7 is provided near the center of the game area 3 and includes a display screen 7a. The image display device 7 may be a liquid crystal display device, or may be other image display devices such as an organic EL display device, a plasma display, a projector, or a dot matrix. The display screen 7a of the image display device 7 has an effect symbol display area where the effect symbols (decorative symbols) 8L, 8C, and 8R are variably displayed (also referred to as variable display), a hold image display area where the hold images 9A and 9B are displayed, and a hold completion image display area (the hold display area) where the hold completion image 9C is displayed. The hold images 9A and 9B are images representing holds and are also referred to as hold icons 9A and 9B. The hold completion image 9C is an image representing the hold and is also referred to as the hold image 9C, the hold icon 9C, the variable icon 9C, or the variable icon 9C. The hold icon 9C may also be simply referred to as the hold icon.

[0017] The effect symbol display area includes three symbol display areas of "left", "center", and "right". The left effect symbol (left decorative symbol) 8L is displayed in the left symbol display area. The middle effect symbol (middle decorative symbol) 8C is displayed in the middle symbol display area. The right effect symbol (right decorative symbol) 8R is displayed in the right symbol display area. The effect symbols 8L, 8C, and 8R are composed of a plurality of symbols representing numbers from, for example, "1" to "9". The variable display of the effect symbols 8L, 8C, and 8R is synchronized with the variable display of the first special symbol and the second special symbol described later. The image display device 7 can clearly display the results (big win lottery results) of the variable display of the first special symbol and the second special symbol displayed by the first special symbol display 41a and the second special symbol display 41b described later to the player according to the combination of the effect symbols displayed in the left, middle, and right symbol display areas.

[0018] For example, when winning the jackpot, the winning combination is stopped and displayed as a triple, such as "777". When losing, the losing combination is stopped and displayed, such as "637". This makes it easier for the player to grasp the progress of the game. In addition to the first special symbol display 41a and the second special symbol display 41b, the player can also grasp the jackpot lottery result by the image display device 7. Note that the position of the symbol display area does not have to be fixed. Also, as the mode of the variable display of the production symbol, it may be a mode of scrolling in the vertical direction or other modes. What combination of production symbols is stopped and displayed according to each lottery result is not limited to the above and can be set arbitrarily. Hereinafter, the production of displaying the production symbols 8L, 8C, and 8R is also referred to as "variable production of production symbols", "variable production of decorative symbols", or simply "variable production" or "variable display". Note that this variable production of decorative symbols is counted as one variable production (one cycle of variable production) for the production during the period from the start of the variation of the special symbol to the stop (also referred to as the special symbol variation period). Therefore, even if the decorative symbol is temporarily stopped during the period from the start of the variation of the special symbol to the stop, the production of the temporary stop is included in the variable production of the decorative symbol.

[0019] In addition to the variable production of production symbols, the image display device 7 can display on the display screen 7a a jackpot production that is carried out in parallel with the jackpot game (an example of a special game) and a demo production for waiting for customers. In the variable production of production symbols, in addition to the production symbols, production images such as background images and character images may also be displayed. Further, the image display device 7 may display on the display screen 7a an identification display (a fourth symbol, not shown) that can suggest that the special symbol is in the process of variation or suggest the lottery result of the special symbol in addition to the production symbols. Note that the identification display (the fourth symbol) may be displayed by a light emitter such as an LED provided in the game area 3.

[0020] The hold image display area includes a first hold display area that displays a hold image 9A according to the number of holds of the first special figure hold described later, and a second hold display area that displays a hold image 9B according to the number of holds of the second special figure hold described later. By displaying the hold images 9A and 9B, the number of holds of the first special figure hold displayed on the first special figure hold display 43a described later and the number of holds of the second special figure hold displayed on the second special figure hold display 43b can be clearly displayed to the player. The hold completion image display area includes a hold completion display area that displays a hold completion image 9C. The hold completion image 9C corresponds to the effect symbols (effect symbols 8L, 8C, 8R) that are currently changing on the display screen 7a or the display screen 7b, and by displaying the hold completion image 9C, it is possible to clearly display to the player that the first special figure hold or the second special figure hold is completed (the "completion of the special figure hold" described later).

[0021] On the left side of the image display device 7, a first board movable body 14 (also called a first movable accessory 14), which is a movable so-called gimmick, is provided. The first movable accessory 14 is configured such that a vertically long rod-shaped member can move in the left-right direction in front of (the front surface of) the image display device 7. The first movable accessory 14 is normally stationary at a retracted position on the left side of the image display device 7 (FIG. 1), and can move (advance) from the retracted position toward the right end of the display screen 7a and stop at an arbitrary advanced position in front of the display screen 7a. The first movable accessory 14 is formed to have approximately the same length as the vertical direction of the image display device 7, and covers a part of the image display device 7 from above to below at the advanced position.

[0022] Above the image display device 7, a second board movable body 15 (also called a second movable accessory 15), which is a movable so-called gimmick, is provided. The second movable accessory 15 is configured such that a rectangular member (decoration part) described as "OARO" can move in the vertical direction. The second movable accessory 15 is normally stationary at a retracted position above the image display device 7 (FIG. 1), and can move (advance) downward from the retracted position toward the center of the display screen 7a and stop at an advanced position in front of the display screen 7a. The second movable accessory 15 covers a part of the image display device 7 when it stops at the advanced position.

[0023] At the lower part of the image display device 7, a stage part 11 is formed. The stage part 11 has a shape capable of guiding the game balls rolling on the upper surface of the stage part 11 to a first starting port 20 described later. A warp part 12 is provided at the lower left of the image display device 7. The warp part 12 includes an inlet part into which the game balls flow and an outlet part from which the game balls flow out, and allows the game balls flowing in from the inlet part to flow out from the outlet part to the stage part 11.

[0024] The fixed winning device (umbilical cord) 19 is arranged below the image display device 7 in the game area 3, and includes a first starting port (first starting winning port, first ball inlet port, fixed starting port) 20 where the ease of entry of the game balls remains constantly unchanged. The winning of the game balls into the first starting port 20 serves as an opportunity for the lottery of the first special symbol (big win lottery). In other words, the winning of the game balls into the first starting port 20 serves as an opportunity for obtaining big win random numbers and the like and for big win determination and the like.

[0025] The ordinary variable winning device (electric chute) 22 is arranged below the first starting port 20 in the game area 3, and includes a second starting port (second starting winning port, second ball inlet port, variable starting port) 21. The winning of the game balls into the second starting port 21 serves as an opportunity for the lottery of the second special symbol (big win lottery). The electric chute 22 is provided with a movable member 23 (ordinary electric accessory) in front of the second starting port 21, and the second starting port 21 is opened and closed by the operation of the movable member 23 (ordinary electric accessory). The movable member 23 (ordinary electric accessory) is driven by an electric chute solenoid 24 (FIG. 3). The second starting port 21 allows the game balls to enter when the movable member 23 is in the open state. Note that for the electric chute 22, it is sufficient that the entry of the game balls into the second starting port 21 is easier when the movable member 23 is in the open state than when it is in the closed state, and the game balls may be able to enter the second starting port 21 when the movable member 23 is in the closed state.

[0026] The gate (through checker) 28 is arranged above the first big winning device (the first attacker) 31 in the game area 3 and is configured to allow the game balls to pass through. The passage of the game balls through the gate 28 triggers the normal symbol lottery that determines whether to open the electric chute 22. In other words, the passage of the game balls through the gate 28 triggers the acquisition of normal symbol random numbers (winning random numbers) and the opportunity for winning determination and the like.

[0027] Here, the "special symbol lottery" means a process of acquiring a random number for special symbol determination when a game ball wins in the first start port 20 or the second start port 21, and comparing the acquired random number with a value corresponding to a predetermined "big win" to determine whether it is a big win. The lottery result of this "big win" is not immediately notified to the player. Instead, a variable display of the special symbol is performed on the first special symbol display 41a or the second special symbol display 41b described later. When a predetermined variable time has elapsed, the special symbol corresponding to the lottery result is stopped and displayed (confirmed display), and the player is notified of the lottery result. In the image display device 7, a symbol matching game is performed in which the production symbol is variably displayed in synchronization with the variable display of the special symbol. Through this symbol matching game, the lottery result of the big win is more effectively notified to the player.

[0028] Also, the "normal symbol lottery" means a process of acquiring a random number for normal symbol determination when a game ball passes through the gate 28, and comparing the acquired random number with a value corresponding to a predetermined "win" to determine whether it is a win. Regarding the lottery result of this normal symbol, the lottery result is not immediately notified when the game ball passes through the gate 28. Instead, a variable display of the normal symbol is performed on the normal symbol display 42 described later. When a predetermined variable time has elapsed, the normal symbol corresponding to the lottery result is confirmed and displayed (lit or extinguished), and the player is notified of the lottery result.

[0029] The first large prize winning device (first attacker, first special variable prize winning device) 31 is disposed above and to the right of the first starting hole 20 in the game area 3, and includes a first large prize winning hole (first special prize winning hole) 30, a V area 39, a non-V area 70, and a V opening and closing member 71. The first large prize winning hole 30 includes an opening and closing member (first special prize winning hole opening and closing member) 32 that allows or prevents the reception of game balls by a swing-type opening and closing action. The opening and closing member 32 is driven by a first large prize winning hole solenoid 33 (FIG. 3). When the opening and closing member 32 is in the open state, game balls can enter the first large prize winning hole 30.

[0030] The first major winning device 31 includes, inside thereof, a V region (specific region) 39, a V region sensor 39a (FIG. 3), a non-V region (non-specific region) 70, a non-V region sensor 70a (FIG. 3), a first major winning port sensor 30a (FIG. 3), a V opening / closing member 71, and a V opening / closing member solenoid 73 (FIG. 3). The V region (specific region) 39 and the non-V region (non-specific region) 70 are configured as regions through which game balls that have passed through the first major winning port 30 can pass inside the first major winning device 31. The first major winning port sensor 30a is disposed upstream of the V region 39 and the non-V region 70 and detects the winning of a game ball into the first major winning port 30. The V region sensor 39a is disposed in the V region 39 and detects the passage of a game ball into the V region 39. The non-V region sensor 70a is disposed in the non-V region 70 and detects the passage of a game ball into the non-V region 70. The V opening / closing member 71 distributes the game balls that have passed through the first major winning port 30 to either the V region 39 or the non-V region 70. The V opening / closing member solenoid 73 drives the V opening / closing member 71. The V opening / closing member 71 is configured to rotate (clockwise and counterclockwise with respect to the game board 2), and when the V opening / closing member solenoid 73 is energized, it rotates counterclockwise from the origin position to enter a first state (rotating state) in which it distributes the game balls to the V region 39, and when the V opening / closing member solenoid 73 is de-energized, it is located at the origin and enters a second state (stopped state) in which it distributes the game balls to the non-V region 70. Note that the V opening / closing member 71 is not limited to rotational movement, and it suffices if it has a function of distributing the game balls that have passed through the first major winning port 30 to either the V region 39 or the non-V region 70. For example, it may be configured to move in the left-right direction with respect to the game board 2. That is, when the V opening / closing member solenoid 73 is energized, it enters a retracted state (first state) in which it distributes the game balls to the V region 39, and when the V opening / closing member solenoid 73 is de-energized, it may be configured to enter an extended state (second state) in which it distributes the game balls to the non-V region 70. In the gaming machine 1, the passage of a game ball into the V region 39 triggers a transition to a high-probability state described later. That is, the V region 39 serves as a probability-variable operation port. On the other hand, the non-V region 70 does not serve as a probability-variable operation port. The first major winning device 31 of the present embodiment further includes a first major winning device discharge sensor (not shown) that counts the number of game balls discharged from the first major winning device 31.The first big prize device discharge sensor is provided at the point where the V area 39 and the non-V area 70 join downstream, and counts the number of game balls that have passed the V area sensor 39a or the non-V area sensor 70a.

[0031] The second large prize winning device (second attacker, second special variable prize winning device) 36 is disposed above and to the right of the first large prize winning opening 30 in the game area 3, and is provided with a second large prize winning opening (second special prize winning opening) 35. The second large prize winning opening 35 is provided with an opening / closing member (second special prize winning opening opening / closing member, movable member) 37 that inhibits or allows the reception of game balls by swinging open and closed. The opening / closing member 37 is driven by a second large prize winning opening solenoid 38 (Fig. 3). When the opening / closing member 37 is in the open state, game balls can enter the second large prize winning opening 35.

[0032] The large prize opening start hole 17 is disposed above the first large prize opening 30 in the game area 3, and the first large prize opening 30 is opened when the game ball passes through. However, the game machine 1 does not have to be provided with the large prize opening start hole 17.

[0033] The general winning opening 27 is provided at the bottom of the game area 3. The outlet 16 is provided at the bottom of the game area 3, and ejects game balls that do not win in any of the winning openings out of the game area 3. The indicators 40 are located near the center of the right side of the game board 2. Details of the indicators 40 will be described later. The general winning opening 29 is located at the bottom right of the game area 3, adjacent to the right side of the first large winning opening 30.

[0034] The game area 3 has a left game area 3A on the left side of the center in the left-right direction, and a right game area 3B on the right side. A hitting style in which the game ball is shot so that it flows down the left game area 3A is called a "left hit". On the other hand, a hitting style in which the game ball is shot so that it flows down the right game area 3B is called a "right hit". The game machine 1 is configured so that a left hit can aim for winning at the first start gate 20. On the other hand, a right hit can aim for passing through the gate 28 and winning at the second start gate 21, the first large winning gate 30, and the second large winning gate 35.

[0035] Figure 2 is an enlarged view of the display devices 40. The display devices 40 include a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol hold display 43a, a second special symbol hold display 43b, a normal symbol hold display 44, a win display 46, a firing position display 47, and a game state display 48. The first special symbol display 41a variably displays a first special symbol (also referred to as "special symbol 1" or "special figure 1"). The first special symbol display 41a is composed of a total of 8 LEDs from special symbol 1 display LED 1 to special symbol 1 display LED 8. The second special symbol display 41b variably displays a second special symbol (also referred to as "special symbol 2" or "special figure 2"). The second special symbol display 41b is composed of a total of 8 LEDs from special symbol 2 display LED 1 to special symbol 2 display LED 8. The normal symbol display 42 variably displays a normal symbol. The normal symbol display 42 is composed of a total of 3 LEDs from normal symbol display LED 1 to normal symbol display LED 3. The first special figure hold display 43a displays the stored number of the operation hold (first special figure hold) of the first special symbol display 41a. The first special figure hold display 43a is composed of 2 LEDs, namely special symbol 1 memory display LED 1 and special symbol 1 memory display LED 2. The second special figure hold display 43b displays the stored number of the operation hold (second special figure hold) of the second special symbol display 41b. The second special figure hold display 43b is composed of 2 LEDs, namely special symbol 2 memory display LED 1 and special symbol 2 memory display LED 2. The normal figure hold display 44 displays the stored number of the operation hold (normal figure hold) of the normal symbol display 42. The normal figure hold display 44 is composed of 2 LEDs, namely normal symbol memory display LED 1 and normal symbol memory display LED 2. The win display 46 displays the winning round. The win display 46 is composed of a total of 3 LEDs from round display LED 1 to round display LED 3. The firing position display 47 indicates that it is a game with a right-handed shot. The firing position display 47 is composed of 2 LEDs, namely right-handed shot display LED 1 and right-handed shot display LED 2. The game state display 48 indicates that it is a time-saving state. The game state display 48 is composed of 2 LEDs, namely state display LED 1 and state display LED 2.The variable display of the first special symbol is triggered by the winning of a game ball in the first start port 20. The variable display of the second special symbol is triggered by the winning of a game ball in the second start port 21. Hereinafter, the first special symbol and the second special symbol are also collectively referred to as "special symbols". Also, the first special symbol display 41a and the second special symbol display 41b are also collectively referred to as "special symbol display 41". Also, the first special symbol hold display 43a and the second special symbol hold display 43b are also collectively referred to as "special symbol hold display 43".

[0036] After variably displaying (fluctuating display) the special symbol (identification information), the special symbol display 41 stops displaying to notify the result of a lottery (special symbol per lottery, jackpot lottery) based on winning in the first start port 20 or the second start port 21. The special symbol to be stopped and displayed (stopped symbol (special symbol 1 stopped symbol, special symbol 2 stopped symbol), special symbol derived and displayed as the display result of the variable display) is one special symbol selected from among a plurality of types of special symbols by the special symbol lottery. When the stopped symbol is a special symbol (jackpot symbol) in a predetermined jackpot stop mode, a special game (jackpot game) is conducted to open the first big winning port 30 or the second big winning port 35 in an opening pattern corresponding to the type of the stopped jackpot symbol (type of the winning jackpot). Note that the opening patterns of the big winning ports (the first big winning port 30 and the second big winning port 35) in the special game will be described later.

[0037] The special symbol display 41 is composed of eight horizontally arranged LEDs (the first special symbol display 41a includes special symbol 1 display LEDs 1 to 8, and the second special symbol display 41b includes special symbol 2 display LEDs 1 to 8), and displays a special symbol corresponding to the result of the lottery for each special symbol according to its lighting pattern. For example, when winning a big hit (one of multiple types of big hits described later), it displays a big hit symbol in which the LEDs in the 1st, 2nd, 5th, and 6th positions from the left are lit, such as "○○●●○○●●" (○: lit, ●: extinguished). In the case of a loss, for example, it displays a loss symbol in which only the LED on the far right is lit, such as "●●●●●●●○". A mode of extinguishing all the LEDs may be adopted as the loss symbol. Before the special symbol is stopped and displayed, the special symbol is variably displayed (variable display) for a predetermined variable time. The mode of variable display may be such that each LED lights up so that light repeatedly flows from left to right, for example. The mode of variable display is not limited to the above mode as long as each LED is not in a stopped display (lit display in a specific mode), and can be any lighting pattern. For example, in the mode of variable display, all the LEDs may blink simultaneously.

[0038] In the gaming machine 1, when a game ball wins (enters) the first start port 20 or the second start port 21, the values (numerical information) of various random numbers such as jackpot random numbers obtained for the win are temporarily stored in the special figure retention memory area 85 (Fig. 5). Specifically, if it is a win at the first start port 20, it is stored in the first special figure retention memory area 85a (Fig. 5) as the first special figure retention, and if it is a win at the second start port 21, it is stored in the second special figure retention memory area 85b (Fig. 5) as the second special figure retention. There is an upper limit to the number of special figure retentions that can be stored in each special figure retention memory area 85, and the upper limit value in this embodiment is 4 for both the first special figure retention memory area 85a and the second special figure retention memory area 85b. The special figure retention stored in the special figure retention memory area 85 is consumed when the variable display of the special symbol based on the special figure retention becomes possible. "Consumption of special figure retention" means determining the jackpot random number etc. corresponding to the special figure retention and executing the variable display of the special symbol to show the determination result. Therefore, in the gaming machine 1, when the variable display of the special symbol based on the winning of the game ball at the first start port 20 or the second start port 21 cannot be performed immediately after the win, that is, even when there is a win during the execution of the variable display of the special symbol or during the execution of the special game, the right to the jackpot lottery for the win can be reserved with a predetermined number as the upper limit. The number of special figure retentions is displayed on the special figure retention display 43. The first special figure retention display 43a is composed of 2 LEDs (special symbol 1 memory display LED1 and special symbol 1 memory display LED2), and displays the number of special figure retentions by its lighting pattern. The second special figure retention display 43b is composed of 2 LEDs (special symbol 2 memory display LED1 and special symbol 2 memory display LED2), and displays the number of special figure retentions by its lighting pattern.For example, in the first special figure hold indicator 43a, as the number of held special figures, when the number of held special figure 1 is 0, the special symbol 1 memory display LED 1 and the special symbol 1 memory display LED 2 turn off; when the number of held special figure 1 is 1, the special symbol 1 memory display LED 1 lights up and the special symbol 1 memory display LED 2 turns off; when the number of held special figure 1 is 2, the special symbol 1 memory display LED 1 and the special symbol 1 memory display LED 2 light up; when the number of held special figure 1 is 3, the special symbol 1 memory display LED 1 blinks and the special symbol 1 memory display LED 2 lights up; when the number of held special figure 1 is 4, the special symbol 1 memory display LED 1 and the special symbol 1 memory display LED 2 blink.

[0039] The variable display of the normal symbol is triggered by the passage of the game ball through the gate 28. After variably displaying (fluctuating display) the normal symbol, the normal symbol display 42 stops the display to notify the result of the normal symbol lottery based on the passage of the game ball through the gate 28. The normal symbol to be stopped and displayed (the normal stop symbol, the normal symbol derived and displayed as the display result of the variable display) is one normal symbol selected from a plurality of types of normal symbols by the normal symbol lottery. When the normal stop symbol is a predetermined specific normal symbol (the normal symbol in a predetermined stop mode, that is, the normal winning symbol), an auxiliary game is performed to open the second start port 21 in an opening pattern corresponding to the current game state. The opening pattern of the second start port 21 will be described later.

[0040] The normal symbol display 42 is composed of three LEDs and displays a normal symbol corresponding to the result of the normal symbol lottery according to its lighting mode. For example, when the lottery result is a win, it displays a normal winning symbol where both LEDs are lit, such as "○○○" (○: lit, ●: unlit). When the lottery result is a loss, it displays a normal losing symbol where only the right LED is lit, such as "●●○". It is also possible to adopt a mode where all LEDs are turned off as the normal losing symbol. Before the normal symbol stops being displayed, the normal symbol is variably displayed for a predetermined variable time. The mode of variable display may be, for example, that all LEDs are lit in a mode of sliding movement. The mode of variable display is not limited to the above mode as long as each LED is not in a stopped display (lit display in a specific mode), and can be any lighting mode. For example, the mode of variable display may be that all LEDs blink simultaneously.

[0041] In the gaming machine 1, when a game ball passes through the gate 28, the value of the normal symbol random number (winning random number) obtained for the passing is temporarily stored as a normal symbol hold in the normal symbol hold memory area 86 (Fig. 5). There is an upper limit to the number of normal symbol holds that can be stored in the normal symbol hold memory area 86, and the upper limit value in this embodiment is four. The normal symbol hold stored in the normal symbol hold memory area 86 is consumed when the variable display of the normal symbol based on the normal symbol hold becomes possible. The consumption of the normal symbol hold means determining the normal symbol random number (winning random number) corresponding to the normal symbol hold and executing the variable display of the normal symbol to show the determination result. Therefore, in the gaming machine 1, when the variable display of the normal symbol based on the passing of the game ball through the gate 28 cannot be performed immediately after the passing, that is, even when a winning occurs during the execution of the variable display of the normal symbol or during the execution of the auxiliary game, the right to the normal symbol lottery for the passing can be retained with a predetermined number as the upper limit. The number of normal symbol holds is displayed on the normal symbol hold display 44. The normal symbol hold display 44 is composed of two LEDs (normal symbol memory display LED1 and normal symbol memory display LED2), and the number of normal symbol holds is displayed by lighting the LEDs by the number of normal symbol holds. For example, when the number of normal symbol holds is 0, the normal symbol memory display LED1 and the normal symbol memory display LED2 are turned off. When the number of normal symbol holds is 1, the normal symbol memory display LED1 is lit and the normal symbol memory display LED2 is turned off. When the number of normal symbol holds is 2, the normal symbol memory display LED1 and the normal symbol memory display LED2 are lit. When the number of normal symbol holds is 3, the normal symbol memory display LED1 blinks and the normal symbol memory display LED2 is lit. When the number of normal symbol holds is 4, the normal symbol memory display LED1 and the normal symbol memory display LED2 blink.

[0042] The winning display 46 is composed of three LEDs (round display LEDs 1 to 3), and displays the number of winning rounds (the number of big winning rounds) according to its lighting pattern. For example, when the number of big winning rounds is 16 rounds, 15 rounds, or 13 rounds, all of the round display LEDs 1 to 3 light up when it is 16 rounds, the round display LED 1 and the round display LED 2 light up and the round display LED 3 goes out when it is 15 rounds, and the round display LED 1 lights up and the round display LEDs 2 and 3 go out when it is 13 rounds.

[0043] The shooting position display 47 is composed of two LEDs (right-handed display LEDs 1 and 2), and displays that it is a game by right-handed shooting according to its lighting pattern. For example, when it is a game by right-handed shooting, the right-handed display LEDs 1 and 2 light up, and when it is not a game by right-handed shooting, that is, when it is a game by left-handed shooting, the right-handed display LEDs 1 and 2 go out.

[0044] The game state display 48 is composed of two LEDs (state display LEDs 1 and 2), and displays that time is shortened according to its lighting pattern. For example, when time is not shortened, the state display LEDs 1 and 2 go out, and when time is shortened, the state display LEDs 1 and 2 light up.

[0045] 2. Electrical Configuration of the Gaming Machine Based on FIGS. 3 and 4, the electrical configuration of the gaming machine 1 will be described. FIG. 3 is a block diagram showing the electrical configuration on the main control board side of the gaming machine 1. FIG. 4 is a block diagram showing the electrical configuration on the sub-control board side of the gaming machine 1. The gaming machine 1 includes a main control board 80 (FIG. 3), a sub-control board 90 (FIG. 4), an image control board 100 (FIG. 4), a lamp control board 107 (FIG. 4), an audio control board 106 (FIG. 4), and a payout control board 110 (FIG. 3). The main control board 80 is a game control board that performs control related to game benefits such as jackpot lottery and transition of game states, and constitutes the main control unit. The sub-control board 90 is an effect control board that performs control related to effects executed as the game progresses, and together with the image control board 100, the lamp control board 107, and the audio control board 106, constitutes the sub-control unit. Note that the sub-control unit can be configured as long as it includes at least the sub-control board 90.

[0046] The main control board 80 includes a game control microcomputer 81 which is a game control microprocessor, and an input / output circuit 87. The game control microcomputer 81 is a one-chip microcomputer mounted on the main control board 80, and controls the progress of the game of the gaming machine 1 according to a program. The game control microcomputer 81 stores a program for controlling the progress of the game (a program executed by the main CPU 82) and information referred to by the program (the program executed by the main CPU 82 and information stored in which the information referred to by the program is stored) in the main ROM 83, a main RAM 84 used as a work memory and capable of storing information updated by the program, a main CPU 82 that executes the program stored in the main ROM 83, a random number circuit 89a as a circuit for generating random numbers, a watchdog timer (hereinafter sometimes referred to as "WDT") 89b for monitoring the occurrence of runaway of the main CPU 82, a serial output port 89c that transmits (outputs) data which is the content of the data register one bit at a time in order as a serial signal, a parallel output port 89d that transmits (outputs) data simultaneously in parallel, a parallel input port 89e that receives (data is input simultaneously in parallel) data simultaneously in parallel, and a chip information transmission circuit 89f that transmits the chip information of the game control microcomputer 81. Details of the data stored in the main ROM 83 and details of the storage areas provided in the main RAM 84 will be described later. The main ROM 83 may be configured as an external ROM. The game control microcomputer 81 performs data transmission and reception with other boards and the like via the input / output circuit 87 composed of an input buffer circuit and an output buffer circuit.

[0047] The random number circuit 89a is a circuit that generates random numbers on an electrical circuit. The random number circuit 89a includes a random number circuit for general drawing random numbers (RLF2 soft latch random number value register), a random number circuit for general drawing symbol random numbers (RLF1 soft latch random number value register), and a random number circuit for special drawing big win random numbers (RL0 soft latch random number value register) as 2-byte (16-bit) long random numbers, and a random number circuit for special drawing symbol random numbers (RS1 soft latch random number value register), a random number circuit for variable selection counter 1 (RS5 soft latch random number value register), a random number circuit for variable selection counter 2 (RS6 soft latch random number value register), and a random number circuit for variable selection counter 3 (RS7 soft latch random number value register) as 1-byte (8-bit) long random numbers. The random number circuit 89a is initialized in a state where the game control microcomputer 81 by the reset circuit 159 is reset and in a state where it is reset by the WDT 89b, and automatically starts after the reset of the game control microcomputer 81 by the reset circuit 159 is released and after the reset by the WDT 89b.

[0048] Using the initial value as the start value, the random number circuit 89a updates the random number value to a random value from the start value. When generating random number values without duplication within the range from the minimum value to the maximum value, it updates the start value and generates random number values without duplication within the range from the minimum value to the maximum value.

[0049] Based on confirming the detection of the entry of game balls by each sensor, the main CPU 82 latches the necessary random number circuits in the random number circuit 89a and acquires random number values from the soft latch random number value registers of these random number circuits.

[0050] The WDT 89b monitors the occurrence of runaway of the main CPU 82 and resets the game control microcomputer 81 if the timeout time set in advance elapses without clearing and restarting the timeout time.

[0051] Various sensors and solenoids are connected to the main control board 80 via the relay board 88. Signals output from each sensor input to the main control board 80 are input to the sensor input port (input port 1) at the parallel input port 89e of the game control microcomputer 81 via the input buffer circuit that constitutes the input / output circuit 87. The main control board 80 outputs signals to each solenoid from the solenoid output port (output port 1) at the parallel output port 89d of the game control microcomputer 81 via the output buffer circuit that constitutes the input / output circuit 87. Examples of the sensors connected via the relay board 88 include the big winning opening start port sensor 17a, the first start port sensor 20a, the second start port sensor 21a, the gate sensor 28a, the first big winning opening sensor 30a, the second big winning opening sensor 35a, the V region sensor 39a, the non-V region sensor 70a, and the normal winning opening sensors 27a and 29a. Examples of the solenoids connected via the relay board 88 include the electric chute solenoid 24, the first big winning opening solenoid 33, the second big winning opening solenoid 38, and the V opening / closing member solenoid 73. The big winning opening start port sensor 17a is provided inside the big winning opening start port 17 and detects a game ball that has entered the big winning opening start port 17. The first start port sensor 20a is provided inside the first start port 20 and detects a game ball that has won in the first start port 20. The second start port sensor 21a is provided inside the second start port 21 and detects a game ball that has won in the second start port 21. The gate sensor 28a is provided inside the gate 28 and detects a game ball that has passed through the gate 28. The first big winning opening sensor 30a is provided inside the first big winning opening 30 and detects a game ball that has won in the first big winning opening 30. The second big winning opening sensor 35a is provided inside the second big winning opening 35 and detects a game ball that has won in the second big winning opening 35. The V region sensor 39a is provided in the V region 39 inside the first big winning opening 30 and detects a game ball that has passed through the V region 39. The non-V region sensor 70a is provided in the non-V region 70 inside the first big winning opening 30 and detects a game ball that has passed through the non-V region 70. The normal winning opening sensor 27a is provided inside the normal winning opening 27 and detects a game ball that has won in the normal winning opening 27. The normal winning opening sensor 29a detects a game ball that has passed through the inside of the normal winning opening 29.The electric chewing solenoid 24 drives the movable member 23 of the electric chewing 22. The first big winning opening solenoid 33 drives the opening / closing member 32 of the first big winning device 31. The second big winning opening solenoid 38 drives the opening / closing member 37 of the second big winning device 36. The V opening / closing member solenoid 73 drives the V opening / closing member 71 of the first big winning device 31. The magnetic sensor 151a is provided on the back side of the game board 2 and detects the occurrence of magnetism near the magnetic sensor 151a. The radio wave sensor 152a is provided on the back side of the game board 2 and detects the occurrence of radio waves near the radio wave sensor 152a. The replenishment ball shortage sensor 153a is provided in the ball tank 400 provided on the back side of the gaming machine 1 and detects the shortage of replenishment balls.

[0052] The main control board 80 is connected to the displays 40. The game control microcomputer 81 outputs data (serial data) from the display serial output port (STU3 data register) at the serial output port 89c of the game control microcomputer 81, and performs display control for the first special symbol display 41a, the second special symbol display 41b, the normal symbol display 42, the first special symbol hold display 43a, the second special symbol hold display 43b, the normal symbol hold display 44, the winning display 46, the firing position display 47, and the game state display 48 via the output buffer circuit that constitutes the input / output circuit 87.

[0053] The payout control board 110 is connected to the main control board 80. The game control microcomputer 81 outputs data (serial data) from the frame serial output port (SCU0 data register) of the serial output port 89c of the game control microcomputer 81, and transmits various information and various commands to the payout control board 110 via the output buffer circuit that constitutes the input / output circuit 87. At the same time, for payout monitoring, various information and various commands are output from the payout control board 110 and received at the frame serial input port of the serial input port (not shown) of the game control microcomputer 81 via the input buffer circuit that constitutes the input / output circuit 87. Connected to the payout control board 110 are a prize ball payout device 120, a loan ball payout device 130, and a card unit 135, and a firing device 112 is connected via a firing control circuit 111. The prize ball payout device 120 performs the payout of prize balls. The payout control board 110 includes a payout control microcomputer 109, which is a payout control microprocessor, and an input / output circuit. The payout control microcomputer 109 is a one-chip microcomputer mounted on the payout control board 110, and based on a signal from the game control microcomputer 81, drives the prize ball motor 121 of the prize ball payout device 120 to perform the payout of prize balls. The payout prize balls are detected by a prize ball sensor 122 for counting. The loan ball payout device 130 performs the payout of loan balls. The payout control board 110 drives the loan ball motor 131 of the loan ball payout device 130 to perform the payout of loan balls based on a signal from the card unit 135 connected to the gaming machine 1. The payout loan balls are detected by a loan ball sensor 132 for counting. The card unit 135 is arranged adjacent to the gaming machine 1 and outputs information related to ball lending based on information such as a prepaid card inserted. The firing device 112 includes a handle 60 (FIG. 1), a firing motor 113, a touch switch 114, and a firing volume 115. When the player operates the handle 60, the firing device 112 detects the contact of the handle 60 by the touch switch 114 and detects the rotation amount of the handle 60 by the firing volume 115. Then, the firing motor 113 is driven so that the game ball is fired with a strength corresponding to the magnitude of the detection signal of the firing volume 115.

[0054] A sub-control board 90 (Fig. 4) is connected to the main control board 80. The game control microcomputer 81 outputs data (serial data) from the serial output port for the sub-control board (STU2 data register) in the serial output port 89c of the game control microcomputer 81, and transmits various commands to the sub-control board 90 via the output buffer circuit constituting the input / output circuit 87. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only the transmission of signals from the main control board 80 to the sub-control board 90. That is, a unidirectional circuit (for example, a circuit using a diode), not shown, as a communication direction restricting means is interposed between the main control board 80 and the sub-control board 90.

[0055] A disconnection monitoring device 155 is connected to the main control board 80 via the input / output circuit 87. The main control board 80 inputs the signal (disconnection signal) of the disconnection monitoring device 155 and determines whether the signal line monitored by the disconnection monitoring device 155 is disconnected. The disconnection monitoring device 155 monitors the signal lines connected to the relay board 88. Note that the disconnection monitoring device 155 may monitor not only the signal lines connected to the relay board 88 but also the signal lines connected to the main control board 80.

[0056] A power supply board 162 is connected to the main control board 80 via the input / output circuit 87. The main control board 80 inputs the signal of the power switch 163 of the power supply board 162 and determines whether the power switch 163 is ON.

[0057] The main control board 80 is provided with a RAM clear switch 161 (which may also be referred to as a "RWM clear switch"). When resetting the information stored in the main RAM 84, the RAM clear switch 161 is pressed. When resetting the information stored in the main RAM 84, with the RAM clear switch 161 pressed, turn on the power switch 163 provided on the power supply board. When the power switch 163 is turned on, the main control board 80 resets the information stored in the main RAM 84 if the RAM clear switch 161 is pressed, and does not reset the information stored in the main RAM 84 if the RAM clear switch 161 is not pressed.

[0058] The main control board 80 further includes a performance indicator 158, a reset circuit 159, and an inspection connector 160. The performance indicator 158 is composed of four (4 - digit) 7 - segment indicators, and the game control microcomputer 81 calculates and displays the registered set value, so - called base ratio. The reset circuit 159 is a circuit that monitors whether the voltage supplied to the game control microcomputer 81 becomes equal to or higher than the operating voltage which is lower than the control voltage of the game control microcomputer 81. When the voltage supplied to the game control microcomputer 81 is lower than the operating voltage, it maintains the reset of the game control microcomputer 81 and prevents the startup of the game control microcomputer 81. On the other hand, when the voltage supplied to the game control microcomputer 81 is equal to or higher than the operating voltage, it releases the reset of the game control microcomputer 81 and the game control microcomputer 81 starts up. The inspection connector 160 is a connector into which the dedicated connector of the inspection device is inserted when an inspector inspects the main control board 80. When the inspector inserts the dedicated connector of the inspection device into the inspection connector 160, chip information is transmitted from the chip information transmission circuit 89f of the game control microcomputer 81, acquired and displayed by the inspection device, and the chip information can be confirmed.

[0059] Here, the main CPU 82 will be briefly described. The main CPU 82 has general-purpose registers of 1 byte, namely the A register, B register, C register, D register, E register, H register, and L register, an extended register of 1 byte, the Q register, index registers of 2 bytes, namely the IX register and IY register, a flag register of 1 byte, an interrupt register of 1 byte, a program counter of 2 bytes, a stack pointer of 2 bytes (also referred to as the "SP register"), and so on.

[0060] In this embodiment, it is used as a 2-byte BC register, which is a pair register composed of the B register and the C register, used as a 2-byte DE register, which is a pair register composed of the D register and the E register, and used as a 2-byte HL register, which is a pair register composed of the H register and the L register.

[0061] The upper 1-byte address value of the address used in some instructions is stored in the Q register, which is an extended register. The main CPU 82 can access the main RAM 84 using the Q register. As a result, since it is possible to access the data in the main RAM 84 by specifying only the lower 1 byte in the instruction, when accessing the data in the main RAM 84, the waste of the program can be reduced by omitting the upper 1 byte and specifying the address. In this way, since the data in the main RAM 84 can be accessed using the Q register, efficient control processing can be realized.

[0062] In this embodiment, processing can be executed by switching between two register banks, namely the first register bank and the second register bank. By switching between the two register banks, the registers in the first register bank and the registers in the second register bank are switched.

[0063] The sub-control board 90 includes a game effect control microcomputer 91 which is an effect control microprocessor, and an input / output circuit 95. The game effect control microcomputer 91 is mounted on the sub-control board 90 and controls the game effects of the gaming machine 1 according to a program. The game effect control microcomputer 91 includes a sub-ROM 93 that stores programs and the like for controlling effects as the game progresses, a sub-RAM 94 used as a work memory, and a sub-CPU 92 that executes the programs stored in the sub-ROM 93. Details of the data stored in the sub-ROM 93 and details of the storage areas provided in the sub-RAM 94 will be described later. The sub-ROM 93 may be configured as an external ROM. The game effect control microcomputer 91 transmits and receives data to and from other boards etc. via the input / output circuit (I / O port section) 95. The input / output circuit 95 may be built into the game effect control microcomputer 91. Connected to the sub-control board 90 via the input / output circuit 95 are an image control board 100, an audio control board 106, a lamp control board 107, a relay board 108, and an air-cooling fan 172. Note that the game effect control microcomputer 91 may be a one-chip microcomputer.

[0064] The image control board 100 includes an image control microcomputer 101, an input circuit 105a, and an output circuit 105b. The image control microcomputer 101, which is an image control microprocessor, is mounted on the image control board 100 and performs display control of the image display device 7 and the sub-display screen 64 according to a program. The image control microcomputer 101 includes a CPU 102, a ROM 103, and a RAM 104. In the ROM 103, in addition to the program for performing display control, still image data and moving image data to be displayed on the image display device 7 and the sub-display screen 64, specifically, image data such as characters, items, graphics, characters, numbers, and symbols (including production designs) and background images are stored. The RAM 104 is used as a memory for expanding the image data. The CPU 102 executes the program stored in the ROM 103. The production control microcomputer 91 causes the image control microcomputer 101 to perform display control of the image display device 7 and the sub-display screen 64 based on the command received from the main control board 80. The image control microcomputer 101 reads out the image data from the ROM 103 based on the command from the production control microcomputer 91 and performs display control based on the read image data. Note that the image control microcomputer 101 may be a one-chip microcomputer.

[0065] A speaker 67 is connected to the audio control board 106. The production control microcomputer 91 causes the speaker 67 to output audio, music, sound effects, etc. via the audio control board 106 based on the command received from the main control board 80. The acoustic data such as the audio output from the speaker 67 is stored in the sub-ROM 93 of the sub-control board 90. Note that the audio control board 106 may mount a CPU, and the CPU may execute audio control based on a command. Further, the audio control board 106 may mount a ROM, and the ROM may store acoustic data. Also, the speaker 67 may be connected to the image control board 100, and the CPU 102 of the image control board 100 may execute audio control. Further, the acoustic data may be stored in the ROM 103 of the image control board 100.

[0066] The frame lamp 66, the panel lamp 5, the first movable member 14, the second movable member 15, and the frame movable member 69 are connected to the lamp control board 107 and are controlled thereby. Based on the command received from the main control board 80, the effect control microcomputer 91 performs lighting control of lamps such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107. That is, the effect control microcomputer 91 creates light emission pattern data (data that determines the light emission mode of lamps such as the frame lamp 66 and the panel lamp 5, also referred to as lamp data), which determines the lighting / extinguishing and light emission color, etc., and controls the light emission of lamps such as the frame lamp 66 and the panel lamp 5 according to the light emission pattern data. The data stored in the sub-ROM 93 of the sub-control board 90 is used to create the light emission pattern data. Based on the command received from the main control board 80, the effect control microcomputer 91 operates the first movable member 14, the second movable member 15, and the frame movable member 69. The effect control microcomputer 91 creates operation pattern data (drive data) that determines the respective operation modes of the first movable member 14, the second movable member 15, and the frame movable member 69, and controls the operations of the first movable member 14, the second movable member 15, and the frame movable member 69 according to the operation pattern data. The data stored in the sub-ROM 93 is used to create the operation pattern data. Note that the lamp control board 107 may be equipped with a CPU, and the CPU may execute lamp lighting control based on a command and operation control of the movable members 14 and 15. In this case, the lamp control board 107 may be equipped with a ROM, and data related to the light emission pattern and operation pattern may be stored in the ROM.

[0067] The relay board 108 is connected to an effect button detection switch 63a, a select button detection switch 68a, a first movable accessory 14 detection sensor 14a, a second movable accessory 15 detection sensor 15a, and a gaming machine frame opening sensor 50a. The effect button detection switch 63a detects that the effect button 63 (Fig. 1) has been pressed. When the effect button 63 is pressed, a switch signal is output from the effect button detection switch 63a to the sub-control board 90 via the relay board 108. Further, a vibration motor is attached to the effect button detection switch 63a and can be driven according to a signal from the relay board 108 to vibrate the effect button 63. The select button detection switch 68a detects that the select button 68 has been pressed. The first movable accessory 14 detection sensor 14a detects that the first movable accessory 14 exists in the origin area. The second movable accessory 15 detection sensor 15a detects that the second movable accessory 15 exists in the origin area. The gaming machine frame opening sensor 50a detects that the gaming machine frame 50 is open. That the gaming machine frame 50 is open means that the front frame (front frame part) 53 is separated from the game board 2. Also, the game board 2 may be in a state of being separated from the outer frame 51 of the gaming machine. In addition, a sword member detection switch for detecting that the sword member 65 has been inspected is also connected to the relay board 108.

[0068] 3. Data Configuration of Gaming Machine Based on Figs. 5 and 6, the data configuration of the gaming machine 1 will be described. Fig. 5(A) is a diagram for explaining the table stored in the main ROM 83. Fig. 5(B) is a diagram for explaining the storage area provided in the main RAM 84. Fig. 6(A) is a diagram for explaining the table stored in the sub-ROM 93. Fig. 6(B) is a diagram for explaining the storage area provided in the sub-RAM 94.

[0069] In the main ROM 83 (Fig. 5(A)), a jackpot determination table T1, a reach determination table T2, a normal symbol hit determination table T3, a normal symbol variation pattern determination table T4, a jackpot type determination table T5, a variation pattern determination table T6, an electric chew opening pattern determination table T7, a big winning opening pattern determination table T8, and a V opening / closing member opening pattern determination table T9 are stored. These determination tables are referred to by the game control microcomputer 81 in the main control main process (described later) executed by the game control microcomputer 81. The specific contents of each determination table will be described later.

[0070] In the main RAM 84 (Fig. 5(B)), there are provided a command set area 84a, a flag set area 84b, a counter set area 84c, a special operation status set area 84d, a special drawing reserved memory area 85, and a general drawing reserved memory area 86. The command set area 84a is an area (output buffer) where commands output from the main control unit side to the sub-control unit side in the main control main process (described later) are set. A pre-determination command, a reserved ball number command, a variation start command, a variation stop command, an opening command, a round designation command, an ending command, a game state designation command, a V-pass command, a customer waiting standby command, etc. are set. The flag set area 84b is an area where flags indicating the state of the gaming machine and the game state are set in the main control main process (described later). A jackpot flag, a jackpot end flag, a first winning flag, a second winning flag, a ceiling flag, a V flag, a probability variation flag, a time shortening flag, etc. are set. The counter set area 84c is an area where counters used in the main control main process (described later) are set. A random number counter, a round counter, a ceiling counter, a probability variation counter, a time shortening counter, etc. are set. The special operation status set area 84d is an area where statuses in the special operation process described later are set. The special drawing reserved memory area 85 includes a first special drawing reserved memory area 85a where the first special drawing reservation is stored and a second special drawing reserved memory area 85b where the second special drawing reservation is stored. In the first special drawing reserved memory area 85a, a first memory area, a second memory area, a third memory area, and a fourth memory area are provided for storing random number value groups (reservation information) such as random numbers for each special symbol hit corresponding to the first, second, third, and fourth of the first special drawing reservation. In the second special drawing reserved memory area 85b, a first memory area, a second memory area, a third memory area, and a fourth memory area are provided for storing random number value groups (reservation information) corresponding to the first, second, third, and fourth of the second special drawing reservation. The general drawing reserved memory area 86 is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number value groups (reservation information) such as normal symbol random numbers (hit random numbers) corresponding to the first, second, third, and fourth of the general drawing reservation.In addition to the above regions, the main RAM 84 is provided with a winning type setting buffer in which special figure stop symbol data is set, a drive data buffer in which drive data for driving the movable accessory members 14 and 15 and the frame movable body 600 is set, and the like. The information stored in the main RAM 84 is not cleared but maintained as it is even when the power supply of the gaming machine 1 is turned off and on. That is, the states of the above commands, flags, counters, status information, and pending information do not change even when the power supply is turned off and on, and the information is maintained. On the other hand, the information stored in the main RAM 84 is reset by a RAM clear of the gaming machine 1. When reset, as the initial state of the flags, the ceiling flag is set to "ON", and the other flags are set to "OFF". Also, as the initial state of the counters, "500" is set in the ceiling counter, and "0" is set in the other counters.

[0071] The sub-ROM 93 (Fig. 6(A)) stores a pre-reading effect pattern determination table T51, a core effect pattern determination table T52, a chance-up effect pattern determination table T53, and a stop symbol pattern determination table T54. These determination tables are referred to by the effect control microcomputer 91 in a sub-control main process (described later) executed by the effect control microcomputer 91. The specific contents of each determination table will be described later.

[0072] The sub-RAM 94 (Fig. 6(B)) is provided with a command storage area 94a, a production command set area 94b, a pre-determination information storage area 94c, and a counter set area 94d. The command storage area 94a is an area (input buffer) where commands input from the main control unit side are stored in the sub-control main process (described later), and stores a pre-determination command, a reserved ball number command, a variation start command, a variation stop command, an opening command, a round designation command, an ending command, a game state designation command, a V-pass command, a customer waiting standby command, etc. The production command set area 94b is an area (output buffer) where commands output from the sub-control board 90 to the image control board 100, the audio control board 106, the lamp control board 107, and the relay board 108 are set in the sub-control main process (described later), and sets a variation production start command, a command before variation end, a variation production end command, an opening production start command, a round production start command, an ending production start command, etc. The pre-determination information storage area 94c stores pre-determination information in the sub-control main process (described later). The counter set area 94d is an area where counters used in the sub-control main process (described later) are set, and sets a random number counter, a first special figure reserved production counter, a second special figure reserved production counter, a general figure reserved production counter, a ceiling production counter, an overnight production counter, a probability variable production counter, a time shortening production counter, etc. Among the information stored in the sub-RAM 94, except for the overnight production counter, it is not cleared by turning the power of the gaming machine 1 OFF and ON and is maintained as it is. That is, for the above commands, counters other than the overnight production counter, and pre-determination information, the state does not change even when the power is turned OFF and ON, and the information is maintained. The overnight production counter is reset by turning the power of the gaming machine 1 OFF and ON, and 0 is set as the initial state. The information stored in the sub-RAM 94 is reset by a RAM clear of the gaming machine 1. When reset, 500 is set as the initial state of the ceiling production counter, and 0 is set for the other counters.

[0073] FIG. 7 is a diagram for explaining various random numbers used in the gaming machine 1. FIG. 7(A) shows the random numbers acquired by the game control microcomputer 81 on the main control unit side, and FIG. 7(B) shows the random numbers acquired by the effect control microcomputer 91 on the sub-control unit side. The game control microcomputer 81 is configured to acquire a "big win random number", a "big win type random number", a "reach random number", a "variation pattern random number", and a "normal symbol random number (winning random number)" at the timings described later. The "big win random number" is a random number used for a lottery (big win determination) as to whether or not a big win occurs, and takes a value in the range from 0 to 65535. The "big win type random number" is a random number used for a lottery (big win type determination) of the type of the winning big win, and takes a value in the range from 0 to 127. The "reach random number" is a random number used to determine whether or not to generate a reach in the effect symbol variation effect indicating the result when the big win determination fails, and takes a value in the range from 0 to 127. A reach is a state in which among a plurality of effect symbols (decoration symbols), the effect symbol being variably displayed remains one, and depending on which symbol the variably displayed effect symbol stops and is displayed as, it becomes a combination of effect symbols indicating a big win (for example, the state of "7↓7"). Note that the effect symbol stopped and displayed in the reach state may be displayed as shaking within the display screen 7a. The "variation pattern random number" is a random number used to determine a variation pattern including a variation time, and takes a value in the range from 0 to 127. The "normal symbol random number (winning random number)" is used for a lottery (normal symbol lottery) as to whether or not to perform an auxiliary game for releasing the electric chew 22. The normal symbol random number takes a value in the range from 0 to 65535. The "big win random number", the "big win type random number", the "reach random number", and the "variation pattern random number" are acquired based on the ball entry into the start port (the first start port 20 or the second start port 21). The group of random number values acquired based on the ball entry into the first start port 20 is stored in the first special figure hold memory area 85a, and the group of random number values acquired based on the ball entry into the second start port 21 is stored in the second special figure hold memory area 85b. The "normal symbol random number (winning random number)" is acquired based on the passage through the gate 28. The acquired normal symbol random number value is stored in the normal figure hold memory area 86.

[0074] The dedicated microcomputer 91 for performance control is configured to obtain a "pre-reading performance random number" and a "chance-up random number" at the timings described later. The "pre-reading performance random number" is a random number used to determine the pre-reading performance during variable performance, and takes a value in the range of 0 to 127. The "chance-up random number" is a random number used to determine the chance-up performance during variable performance, and takes a value in the range of 0 to 127. The "pre-reading performance random number" is obtained based on the output of a pre-determination command from the main control unit side to the sub-control unit side. The obtained random number value group is stored in the sub-RAM 94. The "chance-up random number" is obtained based on the output of a variable start command from the main control unit side to the sub-control unit side. The obtained random number value is stored in the sub-RAM 94.

[0075] FIG. 8 is a diagram for explaining the determination tables T1 to T4. FIG. 8(A) shows a diagram for explaining the jackpot determination table T1, FIG. 8(B) shows a diagram for explaining the reach determination table T2, FIG. 8(C) shows a diagram for explaining the normal symbol hit determination table T3, and FIG. 8(D) shows a diagram for explaining the normal symbol variation pattern determination table T4.

[0076] The jackpot determination table T1 is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine whether the acquired jackpot random number value (any value from 0 to 65535) corresponds to a "jackpot" or a "loss". In FIG. 8(A), in the "normal probability state", when the jackpot random number value is "100 to 304 (0064H to 0130H (where "H" indicates that the value is in hexadecimal. The same applies hereinafter))" (here, the lower limit value is 100 to 304 (0064H) and the upper limit value is 304 (0130H)), it is determined as a "jackpot", and when the jackpot random number value is "a value other than 100 to 304 (0064H to 0130H) (0 to 99, 305 to 65535)", it is shown that it is determined as a "loss". Also, in the "high probability state", when the jackpot random number value is "100 to 749 (0064H to 02EDH)" (here, the lower limit value is 100 to 304 (0064H) and the upper limit value is 749 (02EDH)), it is determined as a "jackpot", and when the jackpot random number value is "a value other than 100 to 749 (0064H to 02EDH) (0 to 99, 750 to 65535)", it is shown that it is determined as a "loss". The contents of the "normal probability state" and the "high probability state" will be described later.

[0077] The reach determination table T2 is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine whether the acquired reach random number value (any value from 0 to 127) corresponds to "with reach" or "without reach". In FIG. 8(B), in the "non-time-short state", when the reach random number value is in the range of "0 to 13", it is determined as "with reach", and when the reach random number value is a number other than "0 to 13 (14 to 127)", it is determined as "without reach". Also, in the "time-short state", when the reach random number value is in the range of "0 to 5", it is determined as "with reach", and when the reach random number value is a number other than "0 to 5 (6 to 127)", it is determined as "without reach". The content of the "time-short state" and the "non-time-short state" will be described later. In the reach determination table T2, it is less likely to get a reach when off-target in the time-short state than in the non-time-short state. This is to speed up the digestion speed of the special figure reservation by selecting more off-target without reach with a short variation time in the time-short state.

[0078] The normal symbol hit determination table T3 is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine whether the acquired normal symbol random number value (any value from 0 to 65535) corresponds to "hit" or "miss". In FIG. 8(C), in the "non-time-short state", when the normal symbol random number value is in the range of "10256 to 10512 (2810H to 2910H)" (here, the lower limit value is 10256 (2810H) and the upper limit value is 10512 (2910H)), it is determined as "hit", and when the normal symbol random number value is a number other than "10256 to 10512 (2810H to 2910H) (0 to 10255, 10513 to 65535)", it is determined as "miss". Also, in the "time-short state", when the normal symbol random number value is in the range of "125 to 65404 (007DH to FF7CH)" (here, the lower limit value is 125 (007DH) and the upper limit value is 65404 (FF7CH)), it is determined as "hit", and when the normal symbol random number value is in the range of "0 to 124, 65405 to 65535", it is determined as "miss".

[0079] The normal symbol variation pattern determination table T4 is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine how many seconds the variation time of the normal symbol is according to the game state (non-time shortening state or time shortening state). In FIG. 8(D), it is shown that when in the "non-time shortening state", the variation time of the normal symbol is determined to be "30 seconds", and when in the "time shortening state", the variation time of the normal symbol is determined to be "1 second".

[0080] FIG. 9 is a diagram for explaining the jackpot type determination table T5. The jackpot type determination table T5 is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine the "jackpot type" and the "type of special symbol" according to the acquired jackpot type random number value (any of 0 to 127). In FIG. 9, when winning in the lottery of the first special symbol (special figure 1), if the jackpot type random number value is "0 to 24", the jackpot type is determined to be "16RV passing scheduled jackpot", and the stop symbol of special figure 1 (special figure stop symbol) is determined to be "jackpot symbol 1". If the jackpot type random number value is "25 to 49", the jackpot type is determined to be "16RV passing scheduled jackpot", and the special figure stop symbol is determined to be "jackpot symbol 2". If the jackpot type random number value is "50 to 55", the jackpot type is determined to be "16R (substantially 15R)V passing scheduled jackpot", and the special figure stop symbol is determined to be "jackpot symbol 3". If the jackpot type random number value is "56 to 67", the jackpot type is determined to be "16R (substantially 13R)V passing scheduled jackpot", and the special figure stop symbol is determined to be "jackpot symbol 4". If the jackpot type random number value is "68 to 127", the jackpot type is determined to be "16R (substantially 13R)V non-passing scheduled jackpot", and the special figure stop symbol is determined to be "jackpot symbol 5". On the other hand, when winning in the lottery of the second special symbol (special figure 2), if the jackpot type random number value is "0 to 82", the jackpot type is determined to be "16RV passing scheduled jackpot", and the stop symbol of special figure 2 (special figure stop symbol) is determined to be "jackpot symbol 1". If the jackpot type random number value is "83 to 127", the jackpot type is determined to be "16R (substantially 13R)V non-passing scheduled jackpot", and the special figure stop symbol is determined to be "jackpot symbol 5". By referring to the jackpot type determination table T5, the "special figure stop symbol data" corresponding to the special figure stop symbol, the "opening (OP) command", the "round designation command", and the "ending (ED) command" of the special game can also be specified. The specific contents of "16RV passing scheduled jackpot", "16R (substantially 15R)V passing scheduled jackpot", "16R (substantially 13R)V passing scheduled jackpot", and "16R (substantially 13R)V non-passing scheduled jackpot" will be described later.

[0081] FIG. 10 is a diagram for explaining the variation pattern determination table T6 in the non-time-saving state. FIG. 11 is a diagram for explaining the variation pattern determination table T6 in the time-saving state. The variation pattern determination table T6 is a table referred to by the game control microcomputer 81 to determine the variation pattern according to the acquired variation pattern random number value (0 to 127) in the main control main process (described later). In FIG. 10, for example, when winning at the first start port 20 in the non-time-saving state, being determined as "losing" in the big win determination table T1, being determined as "with reach" in the reach determination table T2, the number of hold balls being "1 to 2", and the variation pattern random number value being "0 to 60", it is shown that the variation pattern is determined as "P7". In FIG. 11, for example, when winning at the second start port 21 in the time-saving state, being determined as "big win" in the big win determination table T1, being determined as "big win with 16RV passing expected" in the big win type determination table T5, and the variation pattern random number value being "0 to 10", it is shown that the variation pattern is determined as "P61". As shown in FIGS. 10 and 11, when the variation pattern is determined, the variation time is also determined. Also, when a reach occurs, it is determined whether the reach is a normal reach or a super reach (SP reach). A super reach is a reach effect in which the variation time after the reach is longer than that of a normal reach. Here, five types of super reaches (SP1, SP2, SP3, SP4, SP5) with different variation times are set. In SP1 to SP3, they are executed developmentally through a normal reach. The difference between SP1 to SP5 may be, for example, the presence or absence of pseudo-consecutive.

[0082] FIG. 12 is a diagram for explaining the electric chute opening pattern determination table T7. The electric chute opening pattern determination table T7 is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine the opening pattern of the electric chute 22 according to the game state (non-time-limited state or time-limited state). In FIG. 12(A), when in the "non-time-limited state", the opening pattern of the electric chute 22 is determined to be "opening pattern 11", and when in the "time-limited state", the opening pattern is determined to be "opening pattern 12". FIG. 12(B) shows the contents of opening pattern 11 and opening pattern 12. In opening pattern 11, the electric chute 22 is opened once with an opening time of 0.2 seconds. In opening pattern 12, the electric chute 22 is opened three times, with an opening time of 2.0 seconds per time and an interval (opening interval) of 1.0 second. However, the opening of this electric chute 22 is closed even if there is remaining opening time when there is a winning of a predetermined number of game balls (the specified winning number, maximum 10).

[0083] FIG. 13 is a diagram for explaining a big winning opening pattern determination table T8. The big winning opening pattern determination table T8 is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine the opening patterns of the first big winning opening 30 and the second big winning opening 35 according to the special figure stop symbol data (FIG. 9). In FIG. 13(A), when the special figure stop symbol data is "11H", "12H", or "21H", the opening patterns of the first big winning opening 30 and the second big winning opening 35 are determined to be "opening pattern 21". When the special figure stop symbol data is "14H", "15H", "22H", the opening pattern is determined to be "opening pattern 22". When the special figure stop symbol data is "13H", it is shown that the opening pattern is determined to be "opening pattern 23". FIG. 13(B) shows the contents of opening pattern 21, opening pattern 22, and opening pattern 23. In opening pattern 21, at positions 1 to 13 and 15R, the first big winning opening 30 is opened (long opening) once with an opening time of 29.5 seconds, and at positions 14 and 16R, the second big winning opening 35 is opened (long opening) once with an opening time of 29.5 seconds. In opening pattern 22, at positions 1 to 13R, the first big winning opening 30 is opened (long opening) once with an opening time of 29.5 seconds, at positions 14 and 16R, the second big winning opening 35 is opened (short opening) once with an opening time of 0.1 second, and at position 15R, the first big winning opening 30 is opened (short opening) once with an opening time of 0.1 second. In opening pattern 23, at positions 1 to 13 and 15R, the first big winning opening 30 is opened (long opening) once with an opening time of 29.5 seconds, at position 14R, the second big winning opening 35 is opened (short opening) once with an opening time of 0.1 second, and at position 16R, the second big winning opening 35 is opened (long opening) once with an opening time of 29.5 seconds. However, the openings of the first big winning opening 30 and the second big winning opening 35 are closed even if there is remaining opening time when there are winnings of a predetermined number of game balls (the specified winning number, maximum 9).

[0084] FIG. 14 is a diagram for explaining a V-opening / closing member opening pattern determination table T9. The V-opening / closing member opening pattern determination table T9 is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine the opening pattern of the V-opening / closing member 71 according to the special figure stop symbol data (FIG. 9). In FIG. 14(A), when the special figure stop symbol data is "11H", "12H", or "21H", the opening pattern of the V-opening / closing member 71 is determined to be "opening pattern 31". When the special figure stop symbol data is "13H", the opening pattern is determined to be "opening pattern 32". When the special figure stop symbol data is "14H", the opening pattern is determined to be "opening pattern 33". When the special figure stop symbol data is "15H" or "22H", it is shown that the opening pattern is determined to be "opening pattern 34". FIG. 14(B) shows the contents of opening pattern 31, opening pattern 32, opening pattern 33, and opening pattern 34. In opening pattern 31, at the 2nd, 4th, 6th, and 8th R positions, when the first winning occurs at the first major winning opening 30, the V-opening / closing member 71 performs a short opening with an opening time of 0.1 second. At the 10th and 12th R positions, when the first winning occurs at the first major winning opening 30, the V-opening / closing member 71 performs a short opening with an opening time of 0.1 second. When the second winning occurs, the V-opening / closing member 71 performs a long opening with a maximum opening time of 31.5 seconds. In opening pattern 32, at the 2nd, 4th, 6th, and 12th R positions, when the first winning occurs at the first major winning opening 30, the V-opening / closing member 71 performs a short opening with an opening time of 0.1 second. At the 8th and 10th R positions, when the first winning occurs at the first major winning opening 30, the V-opening / closing member 71 performs a short opening with an opening time of 0.1 second. When the second winning occurs, the V-opening / closing member 71 performs a long opening with a maximum opening time of 31.5 seconds. In opening pattern 33, at the 2nd and 6th R positions, when the first winning occurs at the first major winning opening 30, the V-opening / closing member 71 performs a short opening with an opening time of 0.1 second. When the second winning occurs, the V-opening / closing member 71 performs a long opening with a maximum opening time of 31.5 seconds. At the 4th, 8th, 10th, and 12th R positions, when the first winning occurs at the first major winning opening 30, the V-opening / closing member 71 performs a short opening with an opening time of 0.1 second.In the open pattern 34, when there is a first winning at the first big winning opening 30 at the 2nd, 4th, 6th, 8th, 10th, and 12th reels, a short opening of the V opening / closing member 71 with an opening time of 0.1 second is performed.

[0085] 4. Explanation of Jackpots and the Like In the gaming machine 1, there are "jackpots" and "loses" as the results of jackpot lotteries (special symbol lotteries). In the case of a "jackpot", a "jackpot symbol" is stopped and displayed on the special symbol display 41. When it is a "lose", a "losing symbol" is stopped and displayed on the special symbol display 41. When winning a jackpot, a "jackpot game" is executed to open the big winning openings (the first big winning opening 30 and the second big winning opening 35) in an opening pattern corresponding to the type of the stopped and displayed special symbol (the type of jackpot). The jackpot game is an example of a special game. The jackpot game includes a plurality of rounds of round games (unit opening games), an opening (OP) before the first round game starts, and an ending (ED) after the final round game ends. Each round game starts with the end of the opening or the end of the previous round game and ends with the start of the next round game. The closing time (interval time) of the big winning openings between round games is included in the opening round game before the closing.

[0086] There are multiple types of big wins. The types of big wins are as shown in FIG. 9. Here, the types of big wins are roughly divided into two: "big win with V passage expected" and "big win with no V passage expected". The "big win with V passage expected" is a big win that operates the opening / closing member 32, the opening / closing member 37, and the V opening / closing member 71 with an opening pattern (V passage expected opening pattern) that allows the game ball to pass through to the V area 39 during the big win game. Here, the big wins with special figure stop symbol data of 11H to 14H and 21H correspond to the "big win with V passage expected (certain variable big win)". When the combination of the opening pattern of the opening / closing member 32 and the opening / closing member 37 shown in FIG. 13 and the opening pattern of the V opening / closing member 71 shown in FIG. 14 is (opening pattern 21: opening pattern 31), (opening pattern 22: opening pattern 33), or (opening pattern 23: opening pattern 32), the game ball can pass through to the V area 39 during the big win game. The "big win with no V passage expected (normal big win)" is a big win that operates the opening / closing member 32, the opening / closing member 37, and the V opening / closing member 71 with an opening pattern (V non-passage expected opening pattern) that does not allow the game ball to pass through to the V area 39 during the big win game. Here, the big wins with special figure stop symbol data of 15H and 22H correspond to the "big win with no V passage expected". When the combination of the opening pattern of the opening / closing member 32 and the opening / closing member 37 shown in FIG. 13 and the opening pattern of the V opening / closing member 71 shown in FIG. 14 is (opening pattern 22: opening pattern 34), the game ball cannot pass through to the V area 39 during the big win game. As described above, the opening pattern 22 of the opening / closing member 32 and the opening / closing member 37 serves both as the V passage expected opening pattern and the V non-passage expected opening pattern.

[0087] "Scheduled V Jackpot" includes "Scheduled 16R V Jackpot", "Scheduled 16R (substantially 13R) V Jackpot", and "Scheduled 16R (substantially 15R) V Jackpot". In "Scheduled 16R V Jackpot", the actual total number of rounds is 16R. From 1R to 13R and 15R, the first major winning opening 30 is opened for up to 29.5 seconds per round. In 14R and 16R, the second major winning opening 35 is opened for up to 29.5 seconds per round (Figure 13: Opening Pattern 21). In 10R and 12R, the V opening / closing member 71 is opened for a long time (Figure 14: Opening Pattern 31), allowing easy passage into the V area 39 within the first major winning opening 30.

[0088] In "Scheduled 16R (substantially 13R) V Jackpot", although the total number of rounds is 16R, the actual total number of rounds is 13R. That is, from 1R to 13R, the first major winning opening 30 is opened for up to 29.5 seconds per round, but in 15R, the first major winning opening 30 is opened for only 0.1 seconds per round, and in 14R and 16R, the second major winning opening 35 is also opened for only 0.1 seconds per round (Figure 13: Opening Pattern 22). Therefore, in this "Scheduled 16R (substantially 13R) V Jackpot", from 14R to 16R, the opening time of the major winning opening is extremely short, making these rounds ones where winning balls are unlikely. That is, "Scheduled 16R (substantially 13R) V Jackpot" is a jackpot with a substantial 13R. In 2R and 6R, the V opening / closing member 71 is opened for a long time (Figure 14: Opening Pattern 33), allowing easy passage into the V area 39 within the first major winning opening 30.

[0089] "16R (substantially 15R) V-pass expected jackpot" means that although the total number of rounds is 16R, the actual total number of rounds is 15R. That is, from 1R to 13R and 15R, the first big winning opening 30 is opened for a maximum of 29.5 seconds per round, and in 16R, the second big winning opening 35 is opened for a maximum of 29.5 seconds per round. However, in 14R, the second big winning opening 35 is opened for only 0.1 seconds per round (Figure 13: opening pattern 23). Therefore, in this "16R (substantially 15R) V-pass expected jackpot", 14R has a very short opening time for the big winning opening and is a round where winning balls are not expected. That is, "16R (substantially 15R) V-pass expected jackpot" is a jackpot of substantially 15R. In 8R and 10R, the V opening / closing member 71 is opened long (Figure 14: opening pattern 32), and it is easy for the ball to pass into the V area 39 in the first big winning opening 30.

[0090] "V-non-pass expected jackpot" means that although the total number of rounds is 16R, it is the "16R (substantially 13R) V-non-pass expected jackpot" with an opening pattern 22 where the actual total number of rounds is 13. That is, from 1R to 13R, the first big winning opening 30 is opened for a maximum of 29.5 seconds per round, but in 15R, the first big winning opening 30 is opened for only 0.1 seconds per round. Also, in 14R and 16R, the second big winning opening 35 is opened for only 0.1 seconds per round (Figure 13: opening pattern 22). Therefore, in this "16R (substantially 13R) V-non-pass expected jackpot", from 14R to 16R, the opening time of the big winning opening is very short and is a round where winning balls are not expected. That is, "16R (substantially 13R) V-non-pass expected jackpot" is a jackpot of substantially 13R. In 2R, 4R, 6R, 8R, 10R, and 12R, although the V opening / closing member 71 is opened, the opening is a short opening (Figure 14: opening pattern 34), and it is almost impossible for the game balls to pass into the V area 39 in the first big winning opening 30.

[0091] As is clear from the above description, in the case of "16R (substantially 13R) V non-pass expected jackpot" and "16R (substantially 13R) V pass expected jackpot", the opening patterns of the first major winning port 30 and the second major winning port 35 (opening and closing members 32 and 37) are the same (opening pattern 22), and only the opening pattern of the V opening and closing member 71 is different (opening pattern 34 and opening pattern 33). Incidentally, as will be described later, in the case of "16R (substantially 13R) V non-pass expected jackpot" and "16R (substantially 13R) V pass expected jackpot", a time-saving game (100 times in this example) is to be performed after the jackpot game ends. That is, in the case of "16R (substantially 13R) V non-pass expected jackpot", it is almost impossible for the game ball to pass through the V area 39 in the first major winning port 30, and the game state after the jackpot becomes a low-probability time-saving state (low-probability high-base state). On the other hand, in the case of "16R (substantially 13R) V pass expected jackpot", it is easily possible for the game ball to pass through the V area 39 in the first major winning port 30, and the game state after the jackpot becomes a high-probability time-saving state (high-probability high-base state). From this, it becomes difficult for the player to distinguish between "16R (substantially 13R) V non-pass expected jackpot" and "16R (substantially 13R) V pass expected jackpot", and it becomes difficult to determine whether the game state after the jackpot will be a low-probability time-saving state (low-probability high-base state) or a high-probability time-saving state (high-probability high-base state). Further, after the time-saving game ends, in the case of "16R (substantially 13R) V non-pass expected jackpot", the game state becomes a low-probability low-base state (normal state), and in the case of "16R (substantially 13R) V pass expected jackpot", the game state becomes a high-probability low-base state that appears to be the normal state. That is, in the case of "16R (substantially 13R) V pass expected jackpot", when the game ball passes through the V area 39 in the first major winning port 30, when the time-saving state after the jackpot game ends, the game state becomes a state in which a high probability is latent while being a high-probability low-base state (latent probability change state), and this latent probability change state is difficult for the player to distinguish.That is, "16R (substantially 13R) V non-pass scheduled big win", "16R (substantially 13R) V pass scheduled big win", the low-probability short state (low-probability high-base state) after the big win game of "16R (substantially 13R) V non-pass scheduled big win" and the high-probability short state (high-probability high-base state) after the big win game of "16R (substantially 13R) V pass scheduled big win", and the low-probability low-base state after the end of the short time of "16R (substantially 13R) V non-pass scheduled big win" and the high-probability low-base state after the end of the short time of "16R (substantially 13R) V pass scheduled big win" are carried out in a manner that is difficult for the player to distinguish.

[0092] Also, as shown in FIG. 9, the big win allocation rate in the lottery of the first special symbol (special figure 1) is such that the V pass scheduled big win is 68 / 128 (about 53%) and the V non-pass scheduled big win is 60 / 128 (about 47%). In contrast, the big win allocation rate in the lottery of the second special symbol (special figure 2) is such that the V pass scheduled big win is 83 / 128 (about 64.8%) and the V non-pass scheduled big win is 45 / 128 (about 35.2%). Thus, in the gaming machine 1, the big win lottery (lottery of the second special symbol) in which the game ball wins in the second start port 21 is set to be more advantageous to the player than the big win lottery (lottery of the first special symbol) in which the game ball wins in the first start port 20.

[0093] 5. Explanation of the gaming state The gaming state of the gaming machine 1 will be described. The game control microcomputer 81 can execute "probability variation control" and "variation time shortening control" for the special symbols displayed on the special symbol display 41 and the normal symbols displayed on the normal symbol display 42, respectively. Here, the state in which the game control microcomputer 81 performs probability variation control on the special symbols of the special symbol display 41 is called the "high probability state (high probability state, probability variation state, probability variation state)", and the state in which probability variation control is not performed is simply called the "normal probability state (non-high probability state, low probability state, normal state)". As the probability variation control of the special symbols, the game control microcomputer 81 performs a jackpot determination using a jackpot determination table (Fig. 8(A)) in which the number of jackpot random values determined as a jackpot is larger in the high probability state than in the normal probability state, thereby realizing the high probability state. Therefore, the probability of winning the jackpot is higher in the high probability state than in the normal probability state. That is, when the game control microcomputer 81 executes probability variation control on the special symbols of the special symbol display 41, the probability that the display result (stopped symbol) of the variable display of the special symbols by the special symbol display 41 becomes a jackpot symbol is higher than when probability variation control is not executed.

[0094] In addition, the state in which the game control microcomputer 81 performs variable time reduction control on the special symbols of the special symbol display 41 is referred to as the "time reduction state", and the state in which variable time reduction control is not performed is simply referred to as the "non-time reduction state". In the time reduction state, the variable time of the special symbols (the time from the start of variable display to the derivation display of the display result) is shorter than that in the non-time reduction state. The game control microcomputer 81 determines the variable pattern using the variable pattern determination table T6 (Figs. 10 and 11) such that a variable pattern with a shorter variable time is selected more frequently in the time reduction state than in the non-time reduction state. That is, when the game control microcomputer 81 performs variable time reduction control on the special symbols of the special symbol display 41, a shorter variable time is more likely to be selected as the variable time of the variable display of the special symbols compared to the case where variable time reduction control is not performed. As a result, in the time reduction state, the pace of consuming the special symbol hold increases, and a valid winning (a winning that can be stored as a special symbol hold) at the start port is likely to occur. Thus, it is possible to aim for a big win under smooth game progress. Note that the game control microcomputer 81 may perform probability variation control and variable time reduction control on the special symbols of the special symbol display 41 simultaneously, or may perform only one of them.

[0095] The game control microcomputer 81 executes the probability variation control and the variation time shortening control for the normal symbols of the normal symbol display 42 in synchronization with the variation time shortening control for the special symbols of the special symbol display 41. That is, the game control microcomputer 81 executes the probability variation control and the variation time shortening control for the normal symbols in the time shortening state, and does not execute them in the non-time shortening state. As the probability variation control for the normal symbols, the game control microcomputer 81 uses the normal symbol winning determination table T3 (FIG. 8(C)) in which the number of normal symbol random values (winning random values) determined to be winning is larger in the time shortening state than in the non-time shortening state to perform the winning determination (determination of normal symbols). Therefore, in the time shortening state, the winning probability becomes higher than that in the normal symbol normal probability state. That is, when the game control microcomputer 81 executes the probability variation control for the normal symbols of the normal symbol display 42, the probability that the display result (stopped symbol) of the variable display of the normal symbols by the normal symbol display 42 becomes a winning symbol is higher than when the probability variation control is not executed. In the time shortening state, the variation time of the normal symbols is shorter than that in the non-time shortening state. Here, the variation time of the normal symbols is 30 seconds in the non-time shortening state, but is 1 second in the time shortening state (FIG. 8(D)). Further, in the time shortening state, the opening time of the electric chute 22 in the auxiliary game is longer than that in the non-time shortening state (FIG. 12). That is, the game control microcomputer 81 executes the opening time extension control for the electric chute 22. In addition, in the time shortening state, the number of opening times of the electric chute 22 in the auxiliary game is larger than that in the non-time shortening state (FIG. 12). That is, the game control microcomputer 81 executes the opening number increase control for the electric chute 22. In the situation where the game control microcomputer 81 executes the probability variation control and the variation time shortening control for the normal symbols of the normal symbol display 42, and the opening time extension control and the opening number increase control for the electric chute 22, compared with the case where these controls are not executed, the electric chute 22 is frequently opened, and the game balls frequently win the second start port 21. As a result, the base, which is the ratio of the number of prize balls to the number of launched balls, becomes higher. Therefore, the state in which these controls are executed is called the "high base state", and the state in which they are not executed is called the "low base state". In the high base state, it is possible to aim for a big win without significantly reducing the number of game balls in hand.Note that the high base state is a state in which so-called electric assist control (control for supporting winning at the second start port 21 by the electric chute 22) is being executed. The high base state (electric assist control state) does not necessarily need to execute all of the above controls. That is, by executing one or more of the probability variation control for the normal symbol of the normal symbol display 42, the variation time shortening control for the normal symbol of the normal symbol display 42, the opening time extension control for the electric chute 22, and the opening number increase control for the electric chute 22, it is sufficient that the electric chute 22 is more likely to be opened than when that control is not being executed. Also, the high base state (electric assist control state) may be controlled independently without being associated with the time shortening state.

[0096] In the gaming machine 1, the gaming state after a jackpot game due to winning a jackpot with a planned V passage is a high-probability state, a time-saving state, and a high-base state if the V area 39 has been passed during the jackpot game. This gaming state is particularly referred to as the "high-probability high-base state" or the "high-probability time-saving state". Specifically, the jackpots for which the gaming state after the jackpot game becomes the high-probability high-base state are the "16RV planned passage jackpot", the "16R (substantially 15R) V planned passage jackpot", and the "16R (substantially 13R) V planned passage jackpot" among the jackpot types shown in Fig. 9. For the "16RV planned passage jackpot" and the "16R (substantially 15R) V planned passage jackpot", the high-probability high-base state ends when winning the next jackpot (next-time jackpot) and executing the jackpot game. For the "16R (substantially 13R) V planned passage jackpot", the high-probability high-base state becomes a high-probability low-base state (latent probability change state) after a predetermined number of times (here, 100 times) of variable display of special symbols are executed after the jackpot game, or ends when winning the next jackpot (next-time jackpot) and executing the jackpot game. Also, the gaming state after a jackpot game due to winning a jackpot with a planned non-V passage is a normal-probability state (non-high-probability state, i.e., low-probability state), a time-saving state, and a high-base state if the V area 39 has not been passed (almost never) during the jackpot game. This gaming state is particularly referred to as the "low-probability high-base state" or the "low-probability time-saving state". Specifically, the jackpot for which the gaming state after the jackpot game becomes the low-probability high-base state is the "16R (substantially 13R) V non-planned passage jackpot" among the jackpot types shown in Fig. 9. In this jackpot, the low-probability high-base state ends when a predetermined number of times (here, 100 times) of variable display of special symbols are executed after the jackpot game, or when winning the next jackpot (next-time jackpot) and executing the jackpot game. When starting to play the gaming machine 1 for the first time, the gaming state after power-on is a normal-probability state, a non-time-saving state, and a low-base state (non-power support control state). This gaming state is particularly referred to as the "low-probability low-base state". The low-probability low-base state may also be referred to as the "normal gaming state" or the "low-probability non-time-saving state (simply referred to as the non-time-saving state)".In addition, the state during the execution of a special game (big win game) may also be referred to as the "special game state (big win game state)". Furthermore, the state controlled to be at least one of the high probability state and the high base state may also be referred to as the "specific game state".

[0097] In high base states such as the high probability high base state and the low probability high base state, it is more advantageous to make the game balls enter the right game area 3B (Fig. 1) by hitting the ball to the right to progress the game. This is because, under the electric assist control, the electric chute 22 is more likely to be opened compared to the low base state, and it is easier to win at the second start port 21 than to win at the first start port 20. Therefore, in the high base state, while passing the game balls through the gate 28 which is the trigger for the normal symbol lottery, a right hit is performed to make the game balls win at the second start port 21. By doing this, more start wins (winning at the start ports) can be obtained compared to hitting the ball to the left. Note that in the gaming machine 1, the game is also played with a right hit even during the big win game. On the other hand, in the low base state, it is more advantageous to make the game balls enter the left game area 3A (Fig. 1) by hitting the ball to the left to progress the game. This is because the electric assist control is not executed, so the electric chute 22 is less likely to be opened compared to the high base state, and it is easier to win at the first start port 20 than to win at the second start port 21. Therefore, in the low base state, a left hit is performed to make the game balls win at the first start port 20. By doing this, more start wins can be obtained compared to hitting the ball to the right.

[0098] 6. Operations of the game control microcomputer 81 Based on Figs. 15 to 34, the operations of the game control microcomputer 81 provided on the main control board 80 (Fig. 3) will be described. The counters, flags, statuses, buffers, etc. that appear in the description of the operations of the game control microcomputer 81 are provided in the main RAM 84. The game control microcomputer 81 corresponds to the success / failure determination means (Fig. 23) and the success / failure pre-determination means (Figs. 18 and 19).

[0099] [Main control main process] Figure 15 is a flowchart of the main control main process. When the power of the gaming machine 1 is turned on, the game control microcomputer 81 reads out a program for executing the main control main process from the main ROM 83. In the main control main process, the game control microcomputer 81 first performs initial settings (step S001). In the initial settings, for example, settings of the main CPU 82, reset of various flags, statuses, counters, etc. are performed. The initial value of the flag is that the ceiling flag is "1", that is, "ON", and the initial values of the other flags are "0", that is, "OFF". The initial value of the status is "1". The initial value of the counter is that the ceiling counter is "500", and the other counters are "0". Also, in the initial settings, the timeout time of the watchdog timer (WDT) 89b is set. In this embodiment, 32.8 milliseconds (ms) is set as the timeout time of the watchdog timer (WDT) 89b. When the game control microcomputer 81 sets the timeout time of the watchdog timer (WDT) 89b, it starts the watchdog timer (WDT) 89b. Note that the initial settings are executed only once after the power is turned on and are not executed thereafter.

[0100] After the initial settings, the game control microcomputer 81 performs power-on processing (step S006). In the power-on processing, it is determined whether to perform RAM clear or power-off recovery, and corresponding processing is performed for each. Details will be described later in the power-on processing.

[0101] After the power-on processing, the game control microcomputer 81 prohibits interrupts of the interrupt processing (step S002) and performs frame control reception processing (step S003a). In the frame control reception processing, it receives various information and various commands from the payout control board 110. After the frame control reception processing, the game control microcomputer 81 performs external - remaining processing (step S003b). In the external - remaining processing, initialization of a predetermined area in the main RAM 84, etc. is performed.

[0102] After the external - residual process, the game - control microcomputer 81 permits the interruption of the interruption process (step S004). While the interruption is permitted, the execution of the main - side timer interruption process (step S005) becomes possible. The main - side timer interruption process is executed based on an interruption pulse that is repeatedly input to the main CPU 82 at a predetermined period (for example, a 4 - msec period). That is, the main - side timer interruption process is executed at a predetermined period (in this embodiment, it is executed every 4 milliseconds (ms)). Note that when an interruption pulse is input to the main CPU 82 in the interruption - prohibited state, the main - side timer interruption process is not immediately started and is started after the interruption is permitted.

[0103] [Main - side timer interruption process] FIG. 16 is a flowchart of the main - side timer interruption process (FIG. 15: step S005). In the main - side timer interruption process, the game - control microcomputer 81 first performs a random - number update process (step S101). Specifically, the game - control microcomputer 81 updates various random - number counter values shown in FIG. 7(A). This random - number update process is the same as the normal symbol and special symbol main random - number update process performed in the above - described main control main process (FIG. 15). That is, the update process of various random - number counter values is performed both during the execution period of the main - side timer interruption process and during other periods (the period after the end of the main - side timer interruption process until the next main - side timer interruption process is started).

[0104] After the random - number update process, the game - control microcomputer 81 performs an input process (step S102). In the input process, the game - control microcomputer 81 reads detection signals detected by various sensors attached to the gaming machine 1 and sets payout data for paying out prize balls according to the type of the winning port in the output buffer of the main RAM 84. The various sensors are, for example, the first start - port sensor 20a, the second start - port sensor 21a, the first large - winning - port sensor 30a, the second large - winning - port sensor 35a, the normal - winning - port sensor 27a, and the normal - winning - port sensor 29a (FIG. 3).

[0105] After the input process, the game control microcomputer 81 performs processing related to the complete function (step S102a). In this process, a process of obtaining the so-called "difference ball count" obtained by subtracting the "safe ball" from the "out ball" ("difference ball count" = "out ball" - "safe ball")) is performed, and the previously obtained "difference ball count" and the currently obtained "difference ball count" are compared, and the smaller "difference ball count" is updated as the minimum value of the "difference ball count". Then, a determination is made as to whether the difference between the "difference ball count" and the minimum value of the "difference ball count" has reached a predetermined upper limit value (predetermined upper limit number of balls, in this embodiment, "95000"). When the difference between the "difference ball count" and the minimum value of the "difference ball count" has reached the predetermined upper limit value (predetermined upper limit number of balls), it is determined that "the game stop condition is satisfied", and the process proceeds to the game stop state. After performing the firing stop process, the process proceeds to step S108. On the other hand, when the difference between the "difference ball count" and the minimum value of the "difference ball count" has not reached the predetermined upper limit value (predetermined upper limit number of balls), it is determined that "the game stop condition is not satisfied", and the process does not proceed to the game stop state, but proceeds to step S103.

[0106] When shifting to step S103, the game control microcomputer 81 executes a start port sensor detection process, and then sequentially executes a normal operation process (step S104), a special operation process (step S105), a V region sensor detection process (step S106), and a reserved ball number process (step S107). Details of these processes will be described later. After the reserved ball number process, the game control microcomputer 81 performs a display control process (step S107a). In the display control process, display output data for various displays in the display devices 40 of FIG. 2 is created. After the display control process, the game control microcomputer 81 performs an output process (step S108). In the output process, the game control microcomputer 81 outputs the display output data created in the display control process to the display devices 40 (output in a serial manner), and outputs data for operating each solenoid (output in a parallel manner) when operating each solenoid. In the present embodiment, when the game control microcomputer 81 sets in the command set area 84a of the main RAM 84 in each of the above processes, it appropriately outputs commands and the like to the sub-control board 90, but commands and the like may be output collectively in the output process. After the output process, the game control microcomputer 81 performs other processes (step S109). Other processes include, for example, frame communication control processes, ball feeding setting processes, and the like.

[0107] After other processes, the game control microcomputer 81 performs error monitoring processing (step S110). Details will be described later in the error monitoring processing. After the error monitoring processing, the game control microcomputer 81 performs power-off monitoring processing (step S111). Details will be described later in the power-off monitoring processing. After the power-off monitoring processing, the game control microcomputer 81 clears and restarts the watchdog timer (WDT) 89b (step S112) and ends this processing. The watchdog timer (WDT) 89b can be cleared and restarted by writing a predetermined value (55H, where "H" indicates that the value is in hexadecimal) to the command register of the watchdog timer (WDT) 89b. As a result, the timeout time is reset and restarted. In this embodiment, the timeout time is set to 32.8 milliseconds (ms), and since the main-side timer interrupt processing, which is this processing, is repeated every 4 milliseconds (ms), if the watchdog timer (WDT) 89b is not cleared and restarted in the main-side timer interrupt processing, which is this processing, for 8 consecutive times after the watchdog timer (WDT) 89b is cleared and restarted, the watchdog timer (WDT) 89b will reset the game control microcomputer 81. After the reset, the game control microcomputer 81 will restart.

[0108] [Start Port Sensor Detection Processing] FIG. 17 is a flowchart of the start port sensor detection process (FIG. 16: step S103). The game control microcomputer 81 first determines whether a game ball has passed through the gate 28 (step S201). This determination is made based on whether the game ball is detected by the gate sensor 28a. If the game ball has not passed through the gate 28 (step S201: NO), the process skips to step S205. If the game ball has passed through the gate 28 (step S201: YES), the game control microcomputer 81 determines whether the number of normal symbol hold balls is "4 (upper limit)" (step S202). The number of normal symbol hold balls is the number of normal symbol holds. More specifically, it is the value of a counter that counts the number of normal symbol holds provided in the main RAM 84. If the number of normal symbol hold balls is "4" (step S202: YES), the process skips to step S205. If the number of normal symbol hold balls is "3" or less (step S202: NO), after adding "1" to the number of normal symbol hold balls (step S203), a normal symbol random number acquisition process is performed (step S204). Here, the game control microcomputer 81 latches the random number circuit for random numbers per normal symbol in the random number circuit 89a, and acquires a random number value (normal symbol random number) (FIG. 7: value of label - TRND - H) for determining the success or failure of normal symbol lottery from the RLF2 soft latch random number value register, and stores the acquired random number value in the memory area corresponding to the current number of normal symbol hold balls among the first to fourth memory areas of the normal symbol hold storage area 86 of the main RAM 84.

[0109] In step S205, the game control microcomputer 81 determines whether or not a game ball has won a prize in the second start port 21. This determination is made based on whether or not a game ball has been detected by the second start port sensor 21a. If no game ball has won a prize in the second start port 21 (step S205: NO), the process skips to step S210. If a game ball has won a prize (step S205: YES), the game control microcomputer 81 determines whether or not the number of special figure 2 reserved balls is "4 (upper limit value)" (step S206). The number of special figure 2 reserved balls is the number of second special figure reservations. More specifically, it is the value of a counter that counts the number of second special figure reservations provided in the main RAM 84. If the number of special figure 2 reserved balls is "4" (step S206: YES), the process skips to step S210. If the number of special figure 2 reserved balls is "3" or less (step S206: NO), after adding "1" to the number of special figure 2 reserved balls (step S207), a special figure 2 related random number acquisition process is performed (step S208). Here, for example, the random number circuit for special figure big win random numbers in the random number circuit 89a is latched, and the corresponding random number circuits in the random number circuit 89a are latched so as to acquire a random number value for big win determination (big win random number value) (Figure 7: value of label - TRND - A) from the RL0 soft latch random number value register, a random number value for big win type determination (big win type random number value) (Figure 7: value of label - TRND - AS), a random number value for determining the presence or absence of a reach (reach random number value) (Figure 7: value of label - TRND - RC), and a random number value for variation pattern determination (variation pattern random number value) (Figure 7: value of label - TRND - T1) respectively. The game control microcomputer 81 stores the acquired group of random number values in the storage area corresponding to the current number of special figure 2 reserved balls among the first to fourth storage areas of the second special figure reserved storage area 85b. The game control microcomputer 81 also temporarily stores (holds) the acquired group of random number values in a buffer (pre - determination buffer) different from the second special figure reserved storage area 85b for the special figure 2 pre - determination process (Figure 18) described later. After the special figure 2 related random number acquisition process, the game control microcomputer 81 performs the special figure 2 pre - determination process (step S209). Details of the special figure 2 pre - determination process will be described later.

[0110] In step S210, the game control microcomputer 81 determines whether a game ball has won a prize at the first start port 20. This determination is made based on whether a game ball is detected by the first start port sensor 20a. If no game ball has won a prize at the first start port 20 (step S210: NO), this process ends. If a game ball has won a prize at the first start port 20 (step S210: YES), the game control microcomputer 81 determines whether the number of reserved balls in Special Figure 1 is "4 (upper limit value)" (step S211). The number of reserved balls in Special Figure 1 is the number of reserved balls in the first special figure. More specifically, it is the value of a counter that counts the number of reserved balls in the first special figure provided in the main RAM 84. If the number of reserved balls in Special Figure 1 is "4" (step S211: YES), this process ends. If the number of reserved balls in Special Figure 1 is "3" or less (step S211: NO), after adding "1" to the number of reserved balls in Special Figure 1 (step S212), a random number acquisition process related to Special Figure 1 is performed (step S213). Here, similar to the above-described random number acquisition process related to Special Figure 2 (step S208), a random number value for jackpot determination, a random number value for jackpot type determination, a random number value for determining the presence or absence of a reach, and a random number value for variation pattern determination are acquired. The game control microcomputer 81 stores the acquired group of random number values in the memory area corresponding to the current number of reserved balls in Special Figure 1 among the first to fourth memory areas of the first special figure reserved memory area 85a. The game control microcomputer 81 also temporarily stores (holds) the acquired group of random number values in a buffer (preliminary determination buffer) different from the first special figure reserved memory area 85a for the subsequent Special Figure 1 preliminary determination process (Figure 19). After the random number acquisition process related to Special Figure 1, the game control microcomputer 81 performs the Special Figure 1 preliminary determination process (step S214). Details of the Special Figure 1 preliminary determination process will be described later.

[0111] [Special Figure 2 Preliminary Determination Process] FIG. 18 is a flowchart of the special figure 2 pre-determination process (FIG. 17: step S209). The game control microcomputer 81 first determines whether or not the probability variation flag is ON (step S301). If the probability variation flag is OFF (step S301: NO), this process ends. That is, when the probability variation flag is OFF, the pre-determination is not performed. On the other hand, when the probability variation flag is ON, the game control microcomputer 81 performs a jackpot pre-determination with reference to the high-probability state table in the jackpot determination table T1 (FIG. 8) (step S302). Specifically, the game control microcomputer 81 first acquires the jackpot random number value as the determination value temporarily stored in the pre-determination buffer by the special figure 2 related random number acquisition process (FIG. 17: step S208). Next, the game control microcomputer 81 performs a pre-determination as to whether or not it is a jackpot using the reference jackpot determination table T1 (FIG. 8) and the jackpot random number value. Here, since it is in the high-probability state (the probability variation flag is ON), the game control microcomputer 81 refers to the high-probability state table (jackpot determination value is "0" to "649") in the jackpot determination table T1 to pre-determine whether or not it is a jackpot. That is, when the jackpot random number value is "0" to "649", it is pre-determined as "jackpot", and when it is other values, it is pre-determined as "miss". In the present embodiment, the pre-determination is performed using the jackpot determination table T1 used in the jackpot determination process (FIG. 23) described later. However, as another embodiment, the pre-determination may be performed using a jackpot determination table for pre-determination different from the jackpot determination table T1.

[0112] When the result of the jackpot pre-determination is "miss" (step S304: NO), the process skips to step S306. On the other hand, when the result of the jackpot pre-determination is "jackpot" (step S304: YES), the game control microcomputer 81 performs a jackpot type pre-determination (step S305). In the jackpot type pre-determination, the game control microcomputer 81 first obtains a jackpot type random number value as a determination value temporarily stored in the pre-determination buffer by the special figure 2 related random number acquisition process (FIG. 17: step S208). Next, the game control microcomputer 81 performs a pre-determination of the jackpot type based on the obtained jackpot type random number value and the jackpot type determination table T5 (FIG. 9). Here, regardless of whether the jackpot type random number value is any of "0" to "127", it is pre-determined as a "16RV passing scheduled jackpot". In this embodiment, the pre-determination is performed using the jackpot type determination table T5 used in the jackpot determination process (FIG. 23) described later. However, as another embodiment, the pre-determination may be performed using a jackpot type determination table for pre-determination different from the jackpot type determination table T5.

[0113] In step S306, the game control microcomputer 81 performs variable pattern pre-determination. Specifically, the game control microcomputer 81 first obtains the variable pattern random number value and the reach random number value as the determination values temporarily stored in the pre-determination buffer by the special figure 2 related random number acquisition process (FIG. 17: step S208). Next, here, since it is in the time shortening state (the time shortening flag is ON), the game control microcomputer 81 refers to the variable pattern determination table T6 (FIG. 11) for the time shortening state, and determines the variable pattern from the jackpot pre-determination result in step S304, the reach presence / absence pre-determination result obtained from the reach random number value, and the variable pattern random number value. Note that in the variable pattern determination table T6 of FIG. 11, the variable patterns selected may be different depending on the difference in the number of hold balls. Here, it is assumed that all variable patterns that may be selected depending on the difference in the number of hold balls are selected. For example, if it is pre-determined from the jackpot pre-determination result and the reach presence / absence pre-determination result that there is a reach but it is a miss, and the variable pattern random number value is "60", the game control microcomputer 81 selects two variable patterns, "P64" which is selected if the number of hold balls is "1 to 2" and "P68" which is selected if the number of hold balls is "3 to 4". Note that in the present embodiment, the pre-determination is performed using the variable pattern determination table T6 used in the variable pattern selection process (FIGS. 24 and 25) described later. However, as another embodiment, the pre-determination may be performed using a variable pattern determination table for pre-determination different from the variable pattern determination table T6.

[0114] In step S307, the game control microcomputer 81 creates a pre-determination command. The pre-determination command includes the jackpot pre-determination result, (in the case of a win, the jackpot type pre-determination result), and the variable pattern pre-determination result. The game control microcomputer 81 sets the created pre-determination command in the command set area 84a of the main RAM 84 (step S308) and ends this process.

[0115] [Special figure 1 pre-determination process] FIG. 19 is a flowchart of the pre-determination process (FIG. 17: step S214) of the special figure 1. The game control microcomputer 81 first determines whether or not the probability variation flag is ON (step S401). Contrary to the above-described pre-determination process of the special figure 2, when the probability variation flag is ON (step S401: YES), this process ends. That is, when the probability variation flag is ON, the pre-determination is not performed. On the other hand, when the probability variation flag is OFF (step S401: NO), the game control microcomputer 81 refers to the table for the normal probability state in the jackpot determination table T1 (FIG. 8) and performs a jackpot pre-determination (step S402). Specifically, the game control microcomputer 81 first obtains the jackpot random number value as the determination value temporarily stored in the pre-determination buffer by the special figure 1 related random number acquisition process (FIG. 17: step S213). Next, here, since it is in the normal probability state (probability variation flag is OFF), the game control microcomputer 81 pre-determines whether or not it is a jackpot based on the table for the normal probability state (jackpot determination value is "0" to "164") in the jackpot determination table T1. That is, when the jackpot random number value is from "0" to "164", it is pre-determined as "jackpot", and when it is other values, it is pre-determined as "miss". Note that the jackpot pre-determination may use a jackpot determination table for pre-determination different from the jackpot determination table T1. Hereafter, the processes of steps S404 to S408 are the same as steps S304 to S308 of the above-described pre-determination process of the special figure 2 (FIG. 18), and thus the description is omitted.

[0116] [Normal operation process] FIG. 20 is a flowchart of normal operation processing (FIG. 16: step S104). The game control microcomputer 81 first determines whether or not the electric chewing 22 is operating (step S501). If the electric chewing 22 is operating (step S501: YES), the process proceeds to step S520. If the electric chewing 22 is not operating (step S501: NO), the game control microcomputer 81 determines whether or not the normal symbol is changing (step S502). If the normal symbol is changing (step S502: YES), the process skips to step S508. If the normal symbol is not changing (step S502: NO), the game control microcomputer 81 determines whether or not the number of hold balls for the normal symbol is "0" (step S503). If the number of hold balls is "0" (step S503: YES), this process ends. If the number of hold balls is 1 or more (step S503: NO), the number of hold balls for the normal symbol is decremented by 1 (step S504). Therefore, when a game ball passes through the gate 28 with the number of hold balls for the normal symbol being "0", in step S203 of the start port sensor detection process (FIG. 17), once the number of hold balls for the normal symbol becomes "1", and then in this step S504, the hold is consumed and immediately the number of hold balls for the normal symbol becomes "0". This is the same for the number of hold balls for the special symbol. That is, in steps S207 and S212 of the start port sensor detection process (FIG. 17), once the number of holds for the special symbol becomes "1", and then in steps S1404 and S1410 in the special symbol standby process (FIG. 22) described later, the hold is consumed and the number of hold balls for the special symbol becomes "0". Next, the game control microcomputer 81 performs a hit determination with reference to the normal symbol hit determination table T3 (FIG. 8(C)) (step S505). Specifically, the game control microcomputer 81 first reads out the normal symbol random number value (hit random number value) as the determination value stored in the first storage area (corresponding to the first one of the normal symbol holds) of the normal symbol hold storage area 86. Then, using the normal symbol random number value, the game state (whether or not it is a time-limited state), and the normal symbol hit determination table T3, it is determined whether or not it is a hit.For example, in the non-time-limited state, when the normal symbol random value is between "10256" and "10512", it is determined as a "win", and when the normal symbol random value is other than that, it is determined as a "loss" (see Fig. 8(C)).

[0117] Next, the game control microcomputer 81 selects a variation pattern by referring to the normal symbol variation pattern determination table T4 (Fig. 8(D)) (step S506). Specifically, the game control microcomputer 81 first determines the game state (whether it is the time-limited state or not), and uses the determination result of the game state and the normal symbol variation pattern determination table T4 to select the variation time of the normal symbol as the normal symbol variation pattern. Here, in the non-time-limited state, the variation time of the normal symbol is determined to be "30 seconds", and in the time-limited state, the variation time of the normal symbol is determined to be "1 second" (see Fig. 8(D)). The game control microcomputer 81 starts the variation display of the normal symbol by setting the selected normal symbol variation pattern (step S507).

[0118] In step S508, the game control microcomputer 81 determines whether or not the variation time of the normal symbol has elapsed and ended. The variation time of the normal symbol is the variation time selected in step S506 (see FIG. 8(D)). If the variation time has not ended (step S508: NO), the game control microcomputer 81 ends this process. That is, the variation display of the normal symbol continues. On the other hand, if the variation time has ended (step S508: YES), the game control microcomputer 81 stops the variation display (step S509), and if it is a "miss" in the above-mentioned winning determination (step S505) (step S510: NO), this process ends. On the other hand, if it is a "win" in the above-mentioned winning determination (step S510: YES), the game control microcomputer 81 sets the release pattern of the electric chew (step S511). The release pattern of the electric chew 22 is selected with reference to the electric chew release pattern determination table T7 (FIG. 12(A)). Specifically, the game control microcomputer 81 determines the game state (whether it is a time-saving state or not), and selects the release pattern of the electric chew 22 using the determination result of the game state and the electric chew release pattern determination table T7. Here, when it is not in the time-saving state, "release pattern 11" is selected, and when it is in the time-saving state, "release pattern 12" is selected. After selecting the release pattern, the game control microcomputer 81 starts the electric chew operation according to the selected release pattern (step S512) and ends this process.

[0119] In the above step S501, when the electric chute 22 is in operation (step S501: YES), the game control microcomputer 81 determines whether the closing condition of the electric chute 22 is satisfied (step S520). The closing condition here is that either the number of winning times to the electric chute 22 has reached the specified maximum number of winning times (for example, 6 times), or the operating time of the electric chute 22 has elapsed and it has reached the time to close the electric chute 22. The operating time of the electric chute 22 is the operating time corresponding to the opening pattern selected in step S511. When the closing condition of the electric chute 22 is not satisfied (step S520: NO), the game control microcomputer 81 ends this process. On the other hand, when the closing condition of the electric chute 22 is satisfied (step S520: YES), the game control microcomputer 81 closes (blocks) the electric chute 22 and stops its operation (step S521), and ends this process.

[0120] [Special operation process] FIG. 21 is a flowchart of the special operation process (FIG. 16: step S105). Here, the processing related to the special symbol display 41 and the big winning devices (the first big winning device 31 and the second big winning device 36) is divided into four stages, and each stage is called "1", "2", "3", and "4" of the "special operation status", respectively. When the "special operation status" is "1" (step S1301: YES), the game control microcomputer 81 performs the special symbol standby process (step S1302). In the special symbol standby process, jackpot determination, variable pattern selection, etc. are executed. When the "special operation status" is "2" (step S1301: NO, step S1303: YES), the special symbol variation process is performed (step S1304). In the special symbol variation process, after the elapse of the variation time, the output of the variation stop command, etc. are executed. When the "special operation status" is "3" (step S1301, S1303: NO, step S1305: YES), the special symbol determination process is performed (step S1306). In the special symbol determination process, when a jackpot occurs, the output of the opening command, etc. are executed. When the "special operation status" is "4" (step S1301, S1303, S1305: NO), the special electric accessory process is performed (step S1308). In the special electric accessory process, the jackpot game is executed. The details of each of the above processes will be described later. Note that the special operation status is "1" in the initial setting.

[0121] [Special symbol standby process] FIG. 22 is a flowchart of the special symbol waiting process (FIG. 21: step S1302). In the special symbol waiting process, the game control microcomputer 81 first determines whether the number of reserved balls for special figure 2 is "0" (step S1401). If the number of reserved balls for special figure 2 is "0" (step S1401: YES), that is, if there is no storage of the random number value group acquired due to winning in the second starting port 21 in the second special figure reserved memory area 85b, the process proceeds to step S1407. If the number of reserved balls for special figure 2 is "1" or more (step S1401: NO), the game control microcomputer 81 executes the jackpot determination process (step S1402) and the variation pattern selection process (step S1403). Details of these processes will be described later. After the variation pattern selection process, the number of reserved balls for special figure 2 is decremented by one (step S1404). Next, the game control microcomputer 81 shifts the storage location of the reserved information (various random number values) stored in the first to fourth storage areas of the second special figure reserved memory area 85b by one to the side to be read from the current position, and clears the reserved information stored in the location farthest from the side to be read in the second special figure reserved memory area 85b (step S1405). For example, if the reserved information is stored in the first to third storage areas, the reserved information stored in the third storage area is cleared, and if the reserved information is stored in the first to fourth storage areas, the reserved information stored in the fourth storage area is cleared. By the above steps, the second special figure reserves are consumed in the order in which they are reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9B corresponding to the first storage area of the second special figure reserved memory area 85b (the leftmost reserved image 9B among the four reserved images 9B) shifts to the reserved digestion image display area side and is displayed as the reserved digestion image 9C. Also, the reserved images 9B corresponding to the second to fourth storage areas of the second special figure reserved memory area 85b (the second, third, and fourth reserved images 9B from the left among the four reserved images 9B) each shift one to the left (FIG. 1). Thereby, the player can recognize that one second special figure reserve has been consumed. Next, the game control microcomputer 81 performs the special figure 2 variation start process (step S1406).In the special figure 2 variation start process, the variation start command is set in the command set area 84a of the main RAM 84, the variation display of the second special symbol is started, and the variation time timer is set. The variation time timer is set with a variation time determined according to the variation pattern selected in the variation pattern selection process. Also, the game control microcomputer 81 sets the special operation status to "2". Note that the variation start command (special figure 2 variation start command) set in the special figure 2 variation start process includes information regarding the special figure stop symbol data set in the big win determination process (step S1402) and information regarding the variation pattern set in the variation pattern selection process (step S1403) (including information regarding the variation time).

[0122] In step S1401, when the number of hold balls in Special Figure 2 is "0" (step S1401: YES), the game control microcomputer 81 determines whether the number of hold balls in Special Figure 1 is "0" (step S1407). When the number of hold balls in Special Figure 1 is "0" (step S1407: YES), that is, when there is no storage of the random number value group acquired due to winning in the first start port 20 in the first special figure hold memory area 85a, the process proceeds to step S1413. When the number of hold balls in Special Figure 1 is 1 or more (step S1407: NO), the game control microcomputer 81 executes a big win determination process (step S1408) and a variation pattern selection process (step S1409). Details of these processes will be described later. After the variation pattern selection process, the number of hold balls in Special Figure 1 is decremented by one (step S1410). Next, the game control microcomputer 81 shifts the storage location of each random number value stored in the first to fourth storage areas of the first special figure hold memory area 85a by one to the side to be read from the current position, and clears the hold information stored in the location farthest from the side to be read in the first special figure hold memory area 85a (step S1411). By the above steps, the first special figure holds are consumed in the order in which they were held. In this case, on the display screen 7a of the image display device 7, the hold image 9A corresponding to the first storage area of the first special figure hold memory area 85a (the hold image 9A at the far right among the four hold images 9A) shifts to the hold consumption image display area side and is displayed as the hold consumption image 9C. Also, the hold images 9A corresponding to the second to fourth storage areas of the first special figure hold memory area 85a (the second, third, and fourth hold images 9A from the left among the four hold images 9A) each shift one position to the right (FIG. 1). Thereby, the player can recognize that one first special figure hold has been consumed. Next, the game control microcomputer 81 performs a first special figure variation start process (step S1412). In the first special figure variation start process, a variation start command is set in the command set area 84a of the main RAM 84, the variation display of the first special symbol is started, and a variation time timer is set. The variation time timer is set with a variation time determined according to the variation pattern selected in the variation pattern selection process.In addition, the game control microcomputer 81 sets the special operation status to "2" (step S1406). Note that the variation start command (special figure 1 variation start command) set in the special figure 1 variation start process includes information regarding the special figure stop symbol data set in the big win determination process (step S1408) and information regarding the variation pattern set in the variation pattern selection process (step S1409) (including information regarding the variation time).

[0123] In step S1407, when the number of special figure 1 hold balls is "0" (step S1407: YES), the game control microcomputer 81 determines whether the display screen 7a of the image display device 7 is a standby screen (step S1413). The standby screen is a demo screen for customer waiting. The game control microcomputer 81 may determine, for example, based on the ON / OFF of the customer waiting demo screen display flag. If it is a standby screen (step S1413: YES), this process ends. If it is not a standby screen (step S1413: NO), the game control microcomputer 81 waits for a predetermined standby time to elapse, sets a customer waiting standby command for displaying a waiting scene in the command set area 84a of the main RAM 84 (step S1414), and ends this process. As described above, according to the special symbol waiting process of this embodiment, the variable display of the special symbol based on the first special figure hold is executed only when the second special figure hold is "0". That is, the consumption of the second special figure hold is executed with priority over the consumption of the first special figure hold. Also, according to the big win type determination table T5 of this embodiment, the lottery based on the second special figure hold is more likely to win a big win (big win with V passing scheduled) that is more profitable for the player than the lottery based on the first special figure hold.

[0124] [Big win determination process] Figure 23 is a flowchart of the jackpot determination process (FIG. 22: Steps S1402, S1408). Since the jackpot determination processes in FIG. 2 (Step S1402) and FIG. 1 (Step S1408) have the same processing flow, they will be described together. In the jackpot determination process, first, the game control microcomputer 81 determines whether the probability variation flag is ON (Step S1501). If the probability variation flag is ON (Step S1501: YES), a jackpot determination is made by referring to the high-probability state table in the jackpot determination table T1 (FIG. 8) (Step S1502). Specifically, the game control microcomputer 81 first reads out the jackpot random number value as the determination value. For example, in the jackpot determination process of FIG. 2, the jackpot random number value stored in the first storage area of the second special figure reserved storage area 85b (corresponding to the first of the second special figure reservations) is read out. In the jackpot determination process of FIG. 1, the jackpot random number value stored in the first storage area of the first special figure reserved storage area 85a (corresponding to the first of the first special figure reservations) is read out. Next, the game control microcomputer 81 determines whether it is a jackpot using the reference jackpot determination table T1 and the jackpot random number value. Here, since it is in the high-probability state (the probability variation flag is ON), it is determined whether it is a jackpot based on the high-probability state table (jackpot determination value is "0" to "649") in the jackpot determination table T1.

[0125] In Step S1501, if the probability variation flag is OFF (Step S1501: NO), the game control microcomputer 81 makes a jackpot determination by referring to the normal-probability state table in the jackpot determination table T1 (FIG. 8) (Step S1504). Specifically, the game control microcomputer 81 first reads out the jackpot random number value in the same manner as in Step S1502. Next, here, since it is in the normal-probability state (the probability variation flag is OFF), it is determined whether it is a jackpot based on the normal-probability state table (jackpot determination value is "100" to "304") in the jackpot determination table T1.

[0126] When the result of the jackpot determination is "jackpot" (Steps S1503, S1505: YES), the game control microcomputer 81 turns on the jackpot flag (Step S1506) and determines the jackpot type (Step S1507). Specifically, the game control microcomputer 81 first reads out the jackpot type random number value as the determination value. For example, in the jackpot determination process of Special Figure 2, the jackpot type random number value stored in the first storage area of the second special figure reserved storage area 85b is read out. In the jackpot determination process of Special Figure 1, the jackpot type random number value stored in the first storage area of the first special figure reserved storage area 85a is read out. Next, the game control microcomputer 81 determines the jackpot type based on the read jackpot type random number value and the jackpot type determination table T5 (Fig. 9). After the determination of the jackpot type, the special figure stop symbol data (Fig. 9) corresponding to the specified jackpot type is set in the jackpot type buffer provided in the main RAM 84 (Step S1520), and this process ends. On the other hand, in Step S1503 or Step S1505, when the result of the jackpot determination is "loss", the special figure stop symbol data (01H) corresponding to the loss symbol is set in the jackpot type buffer provided in the main RAM 84 (Step S1520), and this process ends.

[0127] [Variable Pattern Selection Process] Figs. 24 and 25 are flowcharts of the variable pattern selection process (Figs. 22: Steps S1403, S1409). Since the flow of the variable pattern selection process in Fig. 2 (Step S1403) and the variable pattern selection process in Fig. 1 (Step S1409) are the same, they will be described together. In the variable pattern selection process, first, the game control microcomputer 81 determines whether the game state is the time-saving state (Step S1600). The determination of whether it is the time-saving state is made based on whether the time-saving flag is ON. If it is the time-saving state (Step S1600: YES), the process proceeds to Step S1612. If it is not the time-saving state (Step S1600: NO), the game control microcomputer 81 determines whether the jackpot flag is ON (Step S1602). If the jackpot flag is OFF (Step S1602: NO), the process proceeds to Step S1607. If the jackpot flag is ON (Step S1602: YES), the game control microcomputer 81 determines whether the jackpot is for Fig. 2 (Step S1603). If the jackpot is for Fig. 2 (Step S1603: YES), since the jackpot type will always be the V-pass scheduled jackpot, the process skips to Step S1605. If the jackpot is for Fig. 1 (Step S1603: NO), the game control microcomputer 81 determines whether the jackpot type is the V-pass scheduled jackpot (Step S1604). The determination of the jackpot type is made based on the special stop symbol data set in the main RAM 84.

[0128] When the jackpot type is a V-pass scheduled jackpot (step S1604: YES), the game control microcomputer 81 selects a variation pattern by referring to the table for non-time-reduced state V-pass scheduled jackpots in the variation pattern determination table T6 (Fig. 10) (step S1605). Specifically, the game control microcomputer 81 first reads out the variation pattern random number value as the determination value. For example, in the variation pattern selection process of Fig. 2 of the special drawing, the variation pattern random number value stored in the first storage area of the second special drawing reserved storage area 85b (corresponding to the first of the second special drawing reservations) is read out. In the variation pattern selection process of Fig. 1 of the special drawing, the variation pattern random number value stored in the first storage area of the first special drawing reserved storage area 85a (corresponding to the first of the first special drawing reservations) is read out. Next, the game control microcomputer 81 selects a variation pattern using the variation pattern determination table T6 and the variation pattern random number value. Here, as the table for non-time-reduced state V-pass scheduled jackpots, the part corresponding to the V-pass scheduled jackpot in the variation pattern determination table T6 for non-time-reduced state shown in Fig. 10 (the part where the variation pattern is "P1" to "P3" in Fig. 1 of the special drawing, the part where the variation pattern is "P21" to "P23" in Fig. 2 of the special drawing) is referred to (the address is set). From the read variation pattern random number value, either "P1" to "P3" as the variation pattern in Fig. 1 of the special drawing or either "P21" to "P23" in Fig. 2 of the special drawing is selected.

[0129] When the jackpot type is a V-non-pass scheduled jackpot (step S1604: NO), the game control microcomputer 81 selects a variation pattern by referring to the table for non-time-reduced state V-non-pass scheduled jackpots in the variation pattern determination table T6 (Fig. 10) (step S1606). Here, as the table for non-time-reduced state V-non-pass scheduled jackpots, the part corresponding to the V-non-pass scheduled jackpot in the variation pattern determination table T6 for non-time-reduced state shown in Fig. 10 (the part of "P4" to "P6") is referred to. From the read variation pattern random number value, either "P4" to "P6" as the variation pattern is selected.

[0130] In step S1602, when the jackpot flag is OFF (step S1602: NO), the game control microcomputer 81 determines whether the reach random value is a reach establishment random value (step S1607). Specifically, the game control microcomputer 81 first reads the reach random value as a determination value. In the variation pattern selection process of FIG. 2, the reach random value stored in the first storage area (corresponding to the first one of the second figure holds) of the second figure hold storage area 85b is read. In the variation pattern selection process of FIG. 1, the reach random value stored in the first storage area (corresponding to the first one of the first figure holds) of the first figure hold storage area 85a is read. Next, the game control microcomputer 81 determines the presence or absence of a reach using the reach determination table T2 (FIG. 8(B)) and the reach random value. Here, since it is a non-time shortening state, the presence or absence of a reach is determined based on the table for the non-time shortening state (the part where the reach presence determination value (reach establishment random value) is from "0" to "13") in the reach determination table T2.

[0131] When the reach random value is the reach establishment random value (step S1607: YES), that is, in the case of a losing reach with a reach, the game control microcomputer 81 refers to the table for losing reaches with a reach in the non-time-short state in the variation pattern determination table T6 (FIG. 10) to select a variation pattern (step S1608). Here, as the table for losing reaches with a reach in the non-time-short state, the portion corresponding to losing reaches with a reach in the variation pattern determination table T6 for the non-time-short state shown in FIG. 10 (the portion where the variation pattern is "P7" to "P14" in the special figure 1, and the portion where the variation pattern is "P24" to "P31" in the special figure 2) is referred to. In the special figure 1, any one of "P7" to "P14" is selected as the variation pattern from the read variation pattern random value and the current number of reserved balls in the special figure 1 (1 to 4). In the special figure 2, any one of "P24" to "P31" is selected as the variation pattern from the read variation pattern random value and the current number of reserved balls in the special figure 2 (1 to 4). Since the variation pattern selected depends on the number of reserved balls, a function of shortening the variation according to the number of reserved balls is in effect. That is, in both the special figure 1 and the special figure 2, when the number of reserved balls is "3" to "4", more variation patterns with shorter variation times are selected compared to when the number of reserved balls is "1" to "2". As a result, when the number of reserved balls is large, the digestion speed of the special figure reservation can be increased.

[0132] When the reach random value is not the reach establishment random value (step S1607: NO), that is, in the case of a non-reach losing outcome, the game control microcomputer 81 selects a variation pattern by referring to the table for non-time-short non-reach losing outcomes in the variation pattern determination table T6 (Fig. 10) (step S1609). Here, as the table for non-time-short non-reach losing outcomes, the portion corresponding to non-reach losing outcomes in the variation pattern determination table T6 for non-time-short states shown in Fig. 10 (the portion where the variation pattern is "P15" to "P16" in Fig. 1 of the special drawing, and the portion where the variation pattern is "P32" to "P33" in Fig. 2 of the special drawing) is referred to. In Fig. 1 of the special drawing, either "P15" or "P16" is selected as the variation pattern based on the read variation pattern random value and the current number of reserved balls in Fig. 1 of the special drawing (1 to 4). In Fig. 2 of the special drawing, either "P32" or "P33" is selected as the variation pattern based on the read variation pattern random value and the current number of reserved balls in Fig. 2 of the special drawing (1 to 4). Also here, since the variation pattern selected depends on the number of reserved balls, the function of shortened variation according to the number of reserved balls is operative.

[0133] In step S1600, when it is determined that the game state is the time shortening state, the game control microcomputer 81 determines whether the jackpot flag is ON (Fig. 25: step S1612). Thereafter, the processing of steps S1613 to S1619 is the same as the processing of steps S1603 to S1609 described above except for the following points, and thus the description is omitted. The difference between the processing of steps S1613 to S1619 and the processing of steps S1603 to S1609 is that in steps S1615, S1616, S1618, and S1619, the part of the variable pattern determination table T6 to be referred to is different from that in the aforementioned steps S1605, S1606, S1608, and S1609. Specifically, in S1605, S1606, S1608, and S1609, the variable pattern determination table T6 for the non-time shortening state (Fig. 10) is referred to, whereas in steps S1615, S1616, S1618, and S1619, the variable pattern determination table T6 for the time shortening state (Fig. 11) is referred to. For example, in the case of step S1615, that is, when the jackpot type is the V-pass scheduled jackpot, the part corresponding to the V-pass scheduled jackpot in the variable pattern determination table T6 for the time shortening state shown in Fig. 11 (the part where the variable pattern is "P41" to "P43" in the special figure 1, and the part where the variable pattern is "P61" to "P63" in the special figure 2) is referred to. From the read variable pattern random number value, either "P41" to "P43" as the variable pattern in the special figure 1 or "P61" to "P63" in the special figure 2 is selected. Also, for example, in the case of step S1616, that is, when the jackpot type is the V-non-pass scheduled jackpot, the part corresponding to the V-non-pass scheduled jackpot in the variable pattern determination table T6 for the time shortening state shown in Fig. 11 (the part of "P44" to "P46") is referred to. From the read variable pattern random number value, either "P44" to "P46" as the variable pattern is selected.

[0134] After selecting the variation pattern as described above, the game control microcomputer 81 sets the selected variation pattern (step S1630) and ends this process. The information on the set variation pattern is included in the variation start command and transmitted to the sub-control board 90 in the output process (Fig. 16: step S108). Thereby, the variable display of the special symbol is started.

[0135] [Processing during special symbol variation] Fig. 26 is a flowchart of the processing during special symbol variation (Fig. 21: step S1304). The game control microcomputer 81 first determines whether or not the variation time of the special symbol has elapsed and ended (step S1701). The variation time of the special symbol is the variation time determined according to the variation pattern selected in the above-described variation pattern selection process (Figs. 24 and 25). If the variation time has not ended (step S1701: NO), this process ends. That is, the variable display of the special symbol started in step S1406 or S1412 of the special symbol standby process (Fig. 22) continues. On the other hand, if the variation time has ended (step S1701: YES), a variation stop command is set (step S1702), and the special operation status is set to "3" (step S1703). Further, the game control microcomputer 81 performs other processes associated with the variation stop (step S1704). For example, the game control microcomputer 81 performs a process of stopping the variable display of the special symbol with a symbol corresponding to the set special symbol stop symbol data. Thereafter, the game control microcomputer 81 ends this process.

[0136] [Special symbol determination process] Figure 27 is a flowchart of the special symbol determination process (Figure 21: Step S1306). The game control microcomputer 81 first performs a game state management process (Step S1801). The game state management process is a process for managing the ST count and the time shortening count, and the details will be described later. After the game state management process, a determination is made as to whether the jackpot flag is ON (Step S1802). If the jackpot flag is OFF (Step S1802: NO), the game control microcomputer 81 sets the special operation status to "1" (Step S1808) and ends this process. As a result, the jackpot game is not started, and the process shifts again to the special symbol standby process (Figure 22), and a jackpot determination for the next reservation is executed.

[0137] If the jackpot flag is ON (Step S1802: YES), the game control microcomputer 81 sets the opening patterns of the big winning opening and the V opening / closing member according to the type of the selected jackpot (Step S1803). Specifically, the game control microcomputer 81 refers to the big winning opening pattern determination table T8 (Figure 13), determines the opening pattern of the big winning opening from the special symbol stop symbol data, and sets the determined opening pattern. For example, when the special symbol stop symbol data is "11H", "opening pattern 21" is set as the opening pattern of the big winning opening. Also, the game control microcomputer 81 refers to the V opening / closing member opening pattern determination table T9 (Figure 14), determines the opening pattern of the V opening / closing member 71 from the special symbol stop symbol data, and sets the determined opening pattern. For example, when the special symbol stop symbol data is "11H", "opening pattern 31" is set as the opening pattern of the V opening / closing member 71. Along with setting the opening patterns of the big winning opening and the V opening / closing member, the value of the round counter is set to the number of rounds according to the type of the selected jackpot. The round counter is for counting the number of unit opening games (round games) executed during the jackpot game. Here, "16" is set in the round counter (Figure 13(B)).

[0138] After setting the open pattern set, the game control microcomputer 81 performs game state reset processing (step S1804). The game state reset processing is processing for resetting (returning to OFF) the probability variable flag and the time shortening flag, and the details will be described later. After the game state reset processing, in order to start the big win game, a big win opening command is set (step S1805), and the opening is started (step S1806). Thereafter, the special operation status is set to "4" (step S1807), and this processing is terminated.

[0139] [Game State Management Processing] Figure 28 is a flowchart of the game state management processing (Figure 27: step S1801). The game control microcomputer 81 first determines whether the probability variable flag is ON (step S2001). If the probability variable flag is OFF (step S2001: NO), the processing skips to step S2010. If the probability variable flag is ON (step S2001: YES), the value of the probability variable counter is decremented by 1 (step S2002). The probability variable counter counts the number of times the special symbol has fluctuated during the high probability state. Here, "100" is set in the probability variable counter when transitioning to the high probability state. The game control microcomputer 81 determines whether the value of the probability variable counter has become "0" as a result of decrementing the probability variable counter by 1 (step S2003). If the value of the probability variable counter is not "0" (step S2003: NO), the processing skips to step S2005. If the value of the probability variable counter is "0" (step S2003: YES), the probability variable flag is switched to OFF (step S2004).

[0140] In step S2005, the game control microcomputer 81 determines whether the time shortening flag is ON. If the time shortening flag is OFF (step S2005: NO), the process skips to step S2009. If the time shortening flag is ON (step S2005: YES), the value of the time shortening counter is decremented by 1 (step S2006). The time shortening counter counts the number of times the special symbol has fluctuated during the time shortening state. Here, when transitioning to the time shortening state, "100" is set in the time shortening counter. The game control microcomputer 81 determines whether the value of the time shortening counter has become "0" as a result of decrementing the time shortening counter by 1 (step S2007). If the value of the time shortening counter is not "0" (step S2007: NO), the process skips to step S2009. If the value of the time shortening counter is "0" (step S2007: YES), the time shortening flag is switched to OFF (step S2008).

[0141] In step S2009, the game control microcomputer 81 sets the game state designation command in the command set area (output buffer) 84a of the main RAM 84 and ends this process. The game state designation command includes information regarding the set current game state (whether the ceiling flag is ON, the ceiling counter value, whether it is a probability variation state, the probability variation counter value, whether it is a time shortening state, the time shortening counter value, etc.).

[0142] In step S2010, the game control microcomputer 81 determines whether the ceiling flag is ON. If the ceiling flag is OFF (step S2010: NO), the process skips to step S2005. If the ceiling flag is ON (step S2010: YES), the value of the ceiling counter is decremented by 1 (step S2011). The ceiling counter is for counting the specified number of rotations until the short time (play time) b is reached, and counts the number of fluctuations of the special symbol executed when the ceiling flag is ON (during the low probability state). Here, when the ceiling flag is set to ON, "500" as the specified number of rotations is set in the ceiling counter. The game control microcomputer 81 determines whether the value of the ceiling counter has become "0" as a result of decrementing the ceiling counter by 1 (step S2012). That is, it determines whether the specified number of rotations until the short time (play time) b is reached has elapsed. If the value of the ceiling counter is not "0" (step S2012: NO), the process skips to step S2005. If the value of the probability change counter is "0" (step S2012: YES), the short time flag is switched to ON (step S2013), and "700" is set in the short time counter as the short time count (number of times given). Then, the ceiling flag is switched to OFF (step S2015). After that, the process of step S2009 is executed.

[0143] [Game state reset process] FIG. 29 is a flowchart of a game state reset process (FIG. 27: step S1804). The game control microcomputer 81 first determines whether the high probability flag is ON (step S2101). If the high probability flag is OFF (step S2101: NO), the process skips to step S2103. If the high probability flag is ON (step S2101: YES), the high probability flag is switched to OFF (step S2102). In step S2103, the game control microcomputer 81 determines whether the time shortening flag is ON. If the time shortening flag is OFF (step S2103: NO), the process skips to 2105. If the time shortening flag is ON (step S2103: YES), the time shortening flag is switched to OFF (step S2104). In step S2105, the game control microcomputer 81 determines whether the ceiling flag is ON. If the ceiling flag is OFF (step S2105: NO), this process ends. If the ceiling flag is ON (step S2105: YES), the ceiling flag is switched to OFF (step S2106). That is, during the execution of the jackpot game, the ceiling flag is OFF in the non-high probability state and the non-time shortening state. In the gaming machine 1, since it is always in the low base state during the non-time shortening state, it is in the low base state during the execution of the jackpot game.

[0144] [Special Electric Device Processing] Figure 30 is a flowchart of a special electric accessory process (Figure 21: Step S1308). The game control microcomputer 81 first determines whether the jackpot end flag is ON (Step S2200). The "jackpot end flag" is a flag indicating that all openings of the big winning devices (the first big winning device 31 and the second big winning device 36) based on the opening pattern have ended in the ongoing jackpot game. When the jackpot end flag is ON (Step S2200: YES), the process proceeds to Step S2230. When the jackpot end flag is OFF (Step S2200: NO), a V-opening / closing member operation process for operating the V-opening / closing member 71 is performed (Step S2201). The V-opening / closing member 71 of the present embodiment is configured to operate when a predetermined number of game balls are won at the first big winning opening 30. In the V-opening / closing member operation process, the V-opening / closing member 71 is opened for a predetermined period when the predetermined game ball is won according to the V-opening / closing member opening pattern T9. Details of the V-opening / closing member operation process will be described later. After the V-opening / closing member operation process, the game control microcomputer 81 determines whether the big winning openings (the first big winning opening 30 and the second big winning opening 35) are open (Step S2202). If they are open (Step S2202: YES), the process proceeds to Step S2210.

[0145] If the big winning openings are not open (Step S2202: NO), the game control microcomputer 81 determines whether it is time to open the big winning openings (Step S2203). The time to open the big winning openings includes, for example, when the time of the jackpot opening has elapsed and it reaches the opening start time in the first round game, or when the interval time (closing time) from when the big winning opening was temporarily closed after opening until it is opened again has elapsed and it reaches the time of the next opening start. If it is not time to open the big winning openings (Step S2203: NO), the process proceeds to Step S2220.

[0146] When it is the time (timing) to open the big winning opening (step S2203: YES), the game control microcomputer 81 performs the big winning opening release process (step S2207). Specifically, the game control microcomputer 81 opens the big winning opening (the first big winning opening 30 or the second big winning opening 35) according to the opening pattern (Figure 13) corresponding to the type of jackpot. After the big winning opening release process, the game control microcomputer 81 sets a round designation command (step S2208). The round designation command includes information regarding the number of rounds of the jackpot game being executed, and the game control microcomputer 81 sets the round designation command in the output buffer of the main RAM 84. Note that in this embodiment, the big winning opening is not opened multiple times during one round game. However, as another embodiment, when the big winning opening is opened multiple times during one round game, the game control microcomputer 81 determines whether the opening of the big winning opening is the first opening during one round, and may set the round designation command only in the case of the first opening. After setting the round designation command, this process ends.

[0147] In step S2202 described above, when the big winning opening is being opened (step S2202: YES), the game control microcomputer 81 determines whether the closing condition of the big winning opening is satisfied (step S2210). The closing condition here is that either the number of winning times into the big winning opening in that round game has reached the specified maximum number of winning times (for example, 9 times per round), or the time to close the big winning opening has arrived (that is, a predetermined opening time (Figure 13) has elapsed since the big winning opening was opened). And if the closing condition of the big winning opening is not satisfied (step S2210: NO), the game control microcomputer 81 ends this process. On the other hand, when the closing condition of the big winning opening is satisfied (step S2210: YES), the game control microcomputer 81 closes (blocks) the big winning opening (step S2211).

[0148] In step S2203 described above, if it is not the time (timing) to open the big winning opening, the game control microcomputer 81 determines whether the round game has ended (step S2220). Here, one round ends after a predetermined time (here, 2 seconds) has elapsed since the big winning opening was closed. As described above, this is because the closing time (interval time) of the big winning opening between round games is included in the opening round game before the closing. The game control microcomputer 81 determines whether the round game has ended based on whether a predetermined interval time has elapsed since the big winning opening was closed. If the round game has not ended (step S2220: NO), the game control microcomputer 81 ends this process.

[0149] When the round game has ended (step S2220: YES), the game control microcomputer 81 decrements the value of the round counter by 1 (step S2221), and determines whether the value of the round counter is "0" (step S2226). If the value of the round counter is not "0" (step S2226: NO), that is, if the specified number of round games has not been completed yet, this process ends to start the next round game. On the other hand, when the value of the round counter is "0", as a jackpot end process for ending the jackpot game, a jackpot ending command is set (step S2227), and the jackpot ending is started (step S2228). In this embodiment, the ending time (for example, 18 seconds) when there is a passage of the game ball to the V area 39 in the "16R (substantially 13R) V expected-to-pass jackpot" is the same length as the ending time when there is no passage of the game ball to the V area 39 in the "16R (substantially 13R) V not expected-to-pass jackpot". Thereby, even when there is a passage of the game ball to the V area 39 in the "16R (substantially 13R) V expected-to-pass jackpot", the player can be made to recognize that there is no passage of the game ball to the V area 39 in the "16R (substantially 13R) V not expected-to-pass jackpot". Note that the ending time when there is no passage of the game ball to the V area 39 in the "16R (substantially 13R) V expected-to-pass jackpot" is also the same length as these. After starting the jackpot ending, the jackpot end flag is set to ON (step S2229), and this process ends.

[0150] In the above step S2200, when the jackpot end flag is ON (step S2200: YES), since the final round has ended, the game control microcomputer 81 determines whether the time for the jackpot ending has elapsed (step S2230). If the ending time has not elapsed (step S2230: NO), the game control microcomputer 81 ends this process. On the other hand, if the ending time has elapsed (step S2230: YES), the game control microcomputer 81 turns off the jackpot end flag (step S2231), turns off the jackpot flag (step S2232), and sets the special operation status to "1" (step S2233). As a result, in the next special operation process, the special symbol standby process (step S1302) is executed again. Then, the game state setting process (step S2234) described later is executed and this process ends.

[0151] [V Opening / Closing Member Operation Process] FIG. 31 is a flowchart of the V opening / closing member operation process (FIG. 30: step S2201). The game control microcomputer 81 first determines whether the current round game (the current round) is an opening round of the V opening / closing member 71 (step S2501). Here, the second round, the fourth round, the sixth round, the eighth round, the tenth round, and the twelfth round correspond to the opening rounds of the V opening / closing member 71. The game control microcomputer 81 can determine that it is an opening round when the value of the round counter is "15", "13", "11", "9", "7", "5". If it is not the opening round of the V opening / closing member 71 (step S2501: NO), this process ends. This is because there is no need to operate the V opening / closing member 71 in the current round.

[0152] When it is the open round of the V opening / closing member 71 (step S2501: YES), the game control microcomputer 81 determines whether the first winning flag is ON (step S2502). The "first winning flag" is a flag indicating that a first ball has won in the first major winning opening 30 in the relevant round. When the first winning flag is ON (step S2502: YES), the process proceeds to step S2520. When the first winning flag is OFF (step S2502: NO), it is determined whether the winning of the first ball has been detected (step S2503). When the winning of the first ball has not been detected (step S2503: NO), this process ends. This is because there has not yet been a win in the first major winning opening 30 in the relevant round and it is not necessary to operate the V opening / closing member 71.

[0153] When a winning in the first ball is detected (step S2503: YES), the game control microcomputer 81 short - releases the V opening / closing member 71 and performs V valid period setting processing (step S2504). The reason for short - releasing the V opening / closing member 71 is that in the opening pattern of the V opening / closing member 71 (Fig. 14(B)), regardless of whether it is "short - release" or "long - release", short - release (here, 0.1 second) is executed at the time of winning in the first ball. In the short - release of the V opening / closing member 71, since the opening time of the V opening / closing member 71 is very short, the first game ball that wins in the first big winning opening 30 is configured to pass through the non - V area 70 without passing through the V area 39. In the V valid period setting processing, the period during which the V opening / closing member 71 is open and several seconds after the V opening / closing member 71 is closed are set as the V valid period during which the detection of the game ball by the V area sensor 39a is valid. Here, the game control microcomputer 81 short - releases the V opening / closing member 71 (here, 0.1 second) according to the opening pattern of the V opening / closing member 71 (Fig. 14(B)), and sets the period during which the V opening / closing member 71 is open and 1 second after it is closed as the V valid period. The game control microcomputer 81 sets the period other than the V valid period (including when the jackpot game is not being executed) as the V invalid period during which it is determined that the detection of the game ball by the V area sensor 39a is invalid. Here, "determining that the detection of the game ball by the V area sensor 39a is valid" means turning on the V flag based on the detection of the game ball by the V area sensor 39a (see the V area sensor detection processing (Fig. 33) described later). Also, "determining that the detection of the game ball by the V area sensor 39a is invalid" means not turning on the V flag even if there is a detection of the game ball by the V area sensor 39a. The reason for including several seconds (the ball - scooping period) after the closing of the V opening / closing member 71 in the V valid period is that there is a physical distance between the V opening / closing member 71 and the V area sensor 39a, and it takes into account the period until a game ball that enters the V area 39 side immediately before the closing of the V opening / closing member 71 is detected by the V area sensor 39a. That is, here, the V flag is turned on only when a V passing (the passing of the game ball through the V area 39) during the V valid period is detected, and the V flag is not turned on when a V passing is detected outside the V valid period (V invalid period).When the V flag is ON, the probability-variable flag is turned ON, that is, the game state after a big win game is set to a high-probability state (see the game state setting process (FIG. 32) described later). By doing so, it is ensured that the V flag is not turned ON and set to the high-probability state based on V passing due to fraud. After the short-circuit release of the V opening / closing member 71 and the V valid period setting process, the game control microcomputer 81 switches the first winning flag to ON (step S2505) and proceeds to step S2540.

[0154] In step S2502, when the first winning flag is ON, that is, when there has already been a winning in the first ball (step S2502: YES), the game control microcomputer 81 determines whether the second winning flag is ON (step S2520). The "second winning flag" is a flag indicating that there has been a winning of the second ball in the first big winning opening 30 when the opening pattern of the V opening / closing member 71 in the current round is a long opening. When the second winning flag is ON (step S2520: YES), the process proceeds to step S2540. When the second winning flag is OFF (step S2520: NO), the game control microcomputer 81 determines whether the opening pattern of the V opening / closing member 71 in the current round is a long opening (step S2521). When it is not a long opening (step S2521: NO), that is, when it is a short opening, the process proceeds to step S2540. On the other hand, when it is a long opening (step S2521: YES), the game control microcomputer 81 determines whether a winning of the second ball has been detected (step S2522). When a winning of the second ball has not been detected (step S2522: NO), the process proceeds to step S2540.

[0155] When the winning of the second ball is detected (step S2522: YES), the game control microcomputer 81 causes the V opening / closing member 71 to be opened for a long time and performs a V valid period setting process (step S2523). The reason for causing the V opening / closing member 71 to be opened for a long time is that in the opening pattern of the V opening / closing member 71 (FIG. 14(B)), in the case of "long opening", long opening (here, up to 31.5 seconds) is executed at the time of winning of the second ball. Here, since the maximum round game time is 31.5 seconds (the maximum opening time of the big winning port 29.5 seconds + the interval closing time 2 seconds) for one round, generally, the time from the winning of the second ball to the end of the round is shorter than 31.5 seconds. As will be described later, since the V opening / closing member 71 is forcibly closed at the end of the round, the opening time of the long opening of the V opening / closing member 71 is shorter than 31.5 seconds. However, since the long opening of the V opening / closing member 71 has a relatively long opening time of the V opening / closing member 71, at least a part of the game balls after the second ball that have won the first big winning port 30 is configured to pass through the V area 39. In the V valid period setting process, the game control microcomputer 81 sets the period during which the V opening / closing member 71 is open as the V valid period, and sets the V invalid period when the V opening / closing member 71 is closed at the end of the round. After the long opening of the V opening / closing member 71 and the V valid period setting process, the game control microcomputer 81 switches the second winning flag to ON (step S2524) and shifts to step S2540.

[0156] In step S2540, the game control microcomputer 81 determines whether the V opening / closing member 71 is open. When the V opening / closing member 71 is open (step S2540: YES), the game control microcomputer 81 determines whether the round game has ended (step S2550). As described above, the game control microcomputer 81 determines whether the round game has ended based on whether a predetermined interval time (here, 2 seconds) has elapsed after closing the big winning port.

[0157] When the round game has ended (step S2550: YES), the game control microcomputer 81 switches the first winning flag and the second winning flag to OFF (step S2551), and performs the V opening / closing member closing process and the V invalid period setting process (step S2552). Here, when the round game ends, the game control microcomputer 81 forcibly closes the V opening / closing member 71, and after several seconds (here, 1 second) have elapsed after the closing of the V opening / closing member 71, sets it to the V invalid period, and ends this process.

[0158] When the round game has not ended (step S2550: NO), the game control microcomputer 81 determines whether the closing condition of the V opening / closing member 71 is satisfied (step S2560). Examples of the closing condition of the V opening / closing member 71 include, for example, in the case of short release, that a predetermined period (for example, 0.1 second) has elapsed after the opening of the V opening / closing member 71. When the closing condition is satisfied (step S2560: YES), the V opening / closing member closing process and the V invalid period setting process are performed (step S2552), and this process ends. When the closing condition is not satisfied (step S2560: NO), the V opening / closing member 71 is left in the open state, and this process ends while continuing the V valid period.

[0159] In step S2540, when the game control microcomputer 81 determines that the V opening / closing member 71 is closed (step S2540: NO), it determines whether the round game has ended (step S2571). When the round has ended (step S2571: YES), the game control microcomputer 81 switches the first winning flag and the second winning flag to OFF (step S2572), and ends this process. When the round has not ended (step S2571: NO), this process ends as it is.

[0160] [Game state setting process] Figure 32 is a flowchart of the game state setting process (Figure 30: Step S2234). The game control microcomputer 81 first determines whether the V flag is ON (Step S2301). When the V flag is OFF (Step S2301: NO), the time shortening flag is turned ON (Step S2302), and "100" is set in the time shortening counter (Step S2303). As a result, the game state after this jackpot game becomes "non-high probability state" and "time shortening state" and "high base state" (that is, low probability high base). This low probability high base state ends when either of the conditions that the variable display of the special symbol is performed 100 times or winning the next jackpot is satisfied.

[0161] On the other hand, in Step S2301, when the V flag is ON (Step S2301: YES), the game control microcomputer 81 turns ON the probability variation flag (Step S2304), sets "100" in the probability variation counter (Step S2305), and turns OFF the V flag (Step S2306). Also, the game control microcomputer 81 turns ON the time shortening flag (Step S2307) and sets "100" in the time shortening counter (Step S2308). As a result, the game state after this jackpot game becomes "high probability state" and "time shortening state" and "high base state" (that is, high probability high base). This high probability high base state ends when either of the conditions that the variable display of the special symbol is performed 100 times or winning the next jackpot is satisfied.

[0162] In step S2310, the game control microcomputer 81 turns on the ceiling flag, and "500", which is the specified number of rotations until reaching the short time (game time) b, is set in the ceiling counter (step S2311). As a result, when the probability variable flag is OFF after a big win game, it enters the short time (game time) b when it makes 500 full rotations. In step S2309, the game control microcomputer 81 sets the game state designation command in the command set area (output buffer) 84a of the main RAM 84 and ends this process. The game state designation command includes information regarding the set game state (short time flag, short time counter, probability variable flag, probability variable counter, ceiling flag, ceiling counter).

[0163] [V Area Sensor Detection Process] Figure 33 is a flowchart of the V area sensor detection process (Figure 16: step S106). The game control microcomputer 81 first determines whether a game ball has been detected by the V area sensor 39a (step S2601). If no game ball has been detected by the V area sensor 39a (step S2601: NO), this process ends. On the other hand, if a detection has occurred (step S2601: YES), the game control microcomputer 81 determines whether it is during the V valid period (step S2602). The V valid period is a period set by the V valid period setting process (steps S2504, S2523) of the V opening / closing member operation process (Figure 31). The V valid period is set during the opening or for several seconds after closing of the V opening / closing member 71 during the second round, fourth round, sixth round, eighth round, tenth round, and twelfth round (ball throwing period). If it is not during the V valid period (step S2602: NO), this process ends. On the other hand, if it is during the V valid period (step S2602: YES), the game control microcomputer 81 turns on the V flag (step S2603), sets the V passing command (step S2604), and ends this process.

[0164] [Reserved Ball Number Process] FIG. 34 is a flowchart of the held ball number process (FIG. 16: step S107). The game control microcomputer 81 first reads out the special drawing 1 held ball number, the special drawing 2 held ball number, and the normal symbol held ball number stored in the main RAM 84 (step S2701). Next, the game control microcomputer 81 sets the held ball number command in the command set area (output buffer) 84a of the main RAM 84 (step S2702). The held ball number command is a command for notifying the sub-control board 90 of the held ball number, and includes information regarding the special drawing 1 held ball number, the special drawing 2 held ball number, and the normal symbol held ball number. After setting the held ball number command, the game control microcomputer 81 ends this process.

[0165] 7. Operation of the effect control microcomputer 91 The operation of the effect control microcomputer 91 provided on the sub-control board 90 (FIG. 4) will be described based on FIGS. 35 to 45. The counters, flags, statuses, buffers, etc. that appear in the description of the operation of the effect control microcomputer 91 are provided in the sub-RAM 94.

[0166] [Sub-control main process] FIG. 35 is a flowchart showing the sub-control main process. When the power of the gaming machine 1 is turned on, the effect control microcomputer 91 reads out a program for executing the sub-control main process from the sub-ROM 93. In the sub-control main process, the effect control microcomputer 91 first performs CPU initialization processing (step S4000). In the CPU initialization processing, for example, settings of the sub-CPU 92, reset of various flags, statuses, counters, etc. are performed. The initial value of the flag is "0", that is, "OFF", the initial value of the status is "1", and the initial value of the counter is "0". Note that the CPU initialization processing is executed only once after the power is turned on and is not executed thereafter.

[0167] After the CPU initialization process, the effect control microcomputer 91 prohibits interrupts for interrupt processing (step S4015) and performs a random number update process (step S4020). In this random number update process, the effect control microcomputer 91 increments and updates the random number counter value shown in FIG. 7(B) by 1. When each random number counter value reaches the set upper limit value, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" or may be randomly changed. Also, instead of incrementing by 1 each time, the random number value may be incremented by 2 or more. Each random number may be a so-called hardware random number.

[0168] After the random number update process, the effect control microcomputer 91 permits interrupts for interrupt processing (step S4025). While interrupts are permitted, the sub-side timer interrupt process (step S4035) can be executed. The sub-side timer interrupt process is executed based on interrupt pulses repeatedly input to the sub-CPU 92 at a predetermined period. That is, the sub-side timer interrupt process is executed at every predetermined period. And after the sub-side timer interrupt process ends and before the next sub-side timer interrupt process starts, the random number update process is repeatedly executed.

[0169] [Sub-side Timer Interrupt Process] FIG. 36 is a flowchart of the sub-side timer interrupt process (FIG. 35: step S4035). The effect control microcomputer 91 first performs received command analysis processing (step S4300). Details of the received command analysis processing will be described later. After the received command analysis processing, the effect control microcomputer 91 performs variable effect in-process processing (step S4305). The variable effect in-process processing is a process for setting a pre-ending command at a specific timing during the variable effect and causing a specific display effect to be executed on the display screen 7a, and details thereof will be described later. After the variable effect in-process processing, the effect control microcomputer 91 performs switch processing (step S4310). In the switch processing, the effect control microcomputer 91 sets the display content of the display screen 7a and the like based on switch data (edge data and level data) output based on a detection signal from the effect button detection switch 63a. After the switch processing, the effect control microcomputer 91 performs command transmission processing (step S4315). In the command transmission processing, the effect control microcomputer 91 transmits various commands set in the effect command set area 94b (output buffer) of the sub-RAM 94 to the image control board 100, the audio control board 106, the lamp control board 107, and the relay board 108 through received command analysis processing and the like. The image control board 100 that has received various commands uses the image display device 7 to execute a display effect corresponding to the received commands. Also, the audio control board 106 that has received various commands executes an audio effect that outputs audio from the speaker 67 according to the received commands. The lamp control board 107 that has received various commands executes a lamp effect that controls the light emission of the panel lamp 5 and the frame lamp 66 according to the received commands. After the command transmission processing, the effect control microcomputer 91 performs other processing (step S4320).

[0170] After other processing, the performance control microcomputer 91 performs a sub-side RAM clearing process (step S4325). In the sub-side RAM clearing process, the performance control microcomputer 91 performs processing in the case where the game control microcomputer 81 judges that a RAM clear is to be performed. The details of the sub-side RAM clearing process will be described later. After the sub-side RAM clearing process, the performance control microcomputer 91 performs a sub-side power interruption recovery process (step S4330). In the sub-side power interruption recovery process, the performance control microcomputer 91 performs processing in the case where the game control microcomputer 81 judges that a power interruption recovery is to be performed. The details of the sub-side power interruption recovery process will be described later. After the sub-side power interruption recovery process, the performance control microcomputer 91 performs an error notification process 1 (step S4335). In the error notification process 1, the performance control microcomputer 91 manages the error state and performs processing to determine whether or not to notify an error. The details of the error notification process 1 will be described later. After the error notification process 1, the performance control microcomputer 91 performs the error notification process 2 (step S4340). In the error notification process 2, the performance control microcomputer 91 performs a process to determine whether or not to perform an error notification for an error for which the game control microcomputer 81 manages the error state. The details of the error notification process 2 will be described later. After the error notification process 2, the performance control microcomputer 91 performs a role error release process (step S4345). In the role error release process, the performance control microcomputer 91 performs a process to determine whether or not to release the role error state when a role error state occurs when a predetermined condition is established. The details of the role error release process will be described later. After the role error release process, the performance control microcomputer 91 performs a movable role scenario execution process (step S4350). In the movable role scenario execution process, the performance control microcomputer 91 operates the movable role according to the scenario data of the movable role. The scenario data of the movable role is data for performing a predetermined operation of the movable role. The performance control microcomputer 91 is stored in the sub-ROM 93 of the sub-control board 90. After the movable role scenario execution process, the performance control microcomputer 91 performs the movable role origin return process (step S4355).In the movable prop origin return process, the production control microcomputer 91 performs a process of setting scenario data for moving the movable prop to the origin area. Also, even if the scenario for moving to the origin area is executed, if the movable prop cannot be moved to the origin area, a process of setting the prop error state is performed. Details of the movable prop origin return process will be described later. After the movable prop origin return process, the production control microcomputer 91 performs a movable prop initial operation process (step S4360). In the movable prop initial operation process, the production control microcomputer 91 performs a process of setting scenario data for performing an initial operation on the movable prop. The initial operation performed by the movable prop is an operation for confirming whether the movable prop operates normally. Details of the movable prop initial operation process will be described later. After performing the movable prop initial operation process, this process ends.

[0171] [Received Command Analysis Process] FIG. 37 is a flowchart of the received command analysis process (FIG. 36: step S4300). The production control microcomputer 91 first determines whether a pre-determination command has been received from the main control board 80 (step S4415). If received (step S4415: YES), a pre-read production determination process is performed (step S4420). The "pre-read production determination process" is a process of determining whether to execute a pre-read production and the pre-read production pattern in the case of execution. Details of the pre-read production determination process will be described later. On the other hand, if not received (step S4415: NO), the above-described pre-read production determination process is skipped. The pre-read production is a production suggesting that there is a high possibility that a big hit is included in the reservation information newly stored in the special figure reservation memory area 85, and is executed during the variable production.

[0172] Subsequently, the effect control microcomputer 91 determines whether it has received the hold ball count command from the main control board 80 (step S4445). If it has received the command (step S4445: YES), it performs the hold display process (step S4450). In the hold display process, based on the information regarding the special drawing 1 hold ball count, special drawing 2 hold ball count, and normal symbol hold ball count included in the hold ball count command, the values of the first special drawing hold effect counter, the second special drawing hold effect counter, and the normal symbol hold effect counter provided in the counter set area 94d of the sub-RAM 94 are updated. Thereby, not only on the main control board 80 side but also on the sub-control board 90 side, the information on each hold ball count can be retained. Further, the effect control microcomputer 91 updates the hold images 9A, 9B displayed on the display screen 7a based on the values of the first special drawing hold effect counter, the second special drawing hold effect counter, and the normal symbol hold effect counter. On the other hand, if it has not received the hold ball count command (step S4445: NO), it skips the above-described hold display process.

[0173] Subsequently, the effect control microcomputer 91 determines whether it has received the variation start command from the main control board 80 (step S4455). If it has received the command (step S4455: YES), it performs the variation effect start process (step S4460). The "variation effect start process" is a process of selecting the variation effect pattern (content) to be executed during the special symbol variation. The details of the variation effect start process will be described later. On the other hand, if it has not received the command (step S4455: NO), it skips the above-described variation effect start process.

[0174] Subsequently, the effect control microcomputer 91 determines whether it has received a variation stop command from the main control board 80 (step S4465). If it has received the command (step S4465: YES), it performs variation effect end processing (step S4470). The "variation effect end processing" is processing for stopping the variation effects executed during the special symbol variation. In the variation effect end processing, the effect control microcomputer 91 sets a counter etc. based on the analysis result of the variation stop command, and sets a variation effect end command for ending the variation effect. As a result, the decorative symbol corresponding to the special symbol 1 or the special symbol 2 during variation stops being displayed. Further, the effect control microcomputer 91 performs a pre-determination information shift process (FIG. 39), which will be described later. If the variation stop command has not been received (step S4465: NO), the above-described variation effect end processing is skipped.

[0175] Subsequently, the effect control microcomputer 91 determines whether it has received an opening command from the main control board 80 (step S4475). If it has received the command (step S4475: YES), it performs an opening effect pattern determination process (step S4480). The "opening effect pattern determination process" is a process of selecting an opening effect pattern (content) to be executed at the start of a special game (big win game). In the opening effect pattern determination process, the effect control microcomputer 91 first analyzes the opening command and sets information regarding the special symbol stop symbol data set at the time of big win winning determination, which is included in the opening command, in the sub-RAM 94. Then, it selects an opening effect pattern that is preset corresponding to the winning type indicated by the special symbol stop symbol data, and sets an opening effect start command for starting the selected opening effect in the effect command set area 94b of the sub-RAM 94. When the opening effect start command set in the effect command set area 94b is transmitted to the image control board 100 in the command transmission process (FIG. 36: step S4315), the CPU 102 of the image control board 100 reads a predetermined opening effect image from the ROM 103 and displays it on the display screen 7a of the image display device 7. In step S4475, if the opening command has not been received (step S4475: NO), the above-described opening effect pattern determination process is skipped.

[0176] Subsequently, the effect control microcomputer 91 determines whether or not it has received a round designation command from the main control board 80 (step S4485). If it has received the command (step S4485: YES), it performs round effect pattern determination processing (step S4490). The "round effect pattern determination processing" is processing for selecting an opening game effect pattern (content) to be executed during the opening of the big winning opening or during the interval between openings in a special game (big hit game). In the round effect pattern determination processing, the effect control microcomputer 91 first analyzes the round designation command and sets information regarding the special figure stop symbol data and information regarding the number of rounds included in the round designation command in the sub-RAM 94. Then, it selects a round effect pattern preset corresponding to the winning type and the number of rounds indicated by the special figure stop symbol data, and sets a round effect start command for starting the selected round effect in the effect command setting area 94b of the sub-RAM 94. When the round effect start command set in the effect command setting area 94b is transmitted to the image control board 100, the CPU 102 reads a predetermined round effect image from the ROM 103 and displays it on the display screen 7a. In step S4485, if the round designation command has not been received (step S4485: NO), the above-described round effect pattern determination processing is skipped.

[0177] Subsequently, the effect control microcomputer 91 determines whether or not it has received an ending command from the main control board 80 (step S4495). If it has received the command (step S4495: YES), it performs an ending effect pattern determination process (step S4500). The "ending effect pattern determination process" is a process of selecting an ending effect pattern (content) to be executed during the ending of a special game (a big win game or a small win game). In the ending effect pattern determination process, the effect control microcomputer 91 first analyzes the ending command and sets information regarding the special figure stop symbol data included in the ending command in the sub-RAM 94. Then, it selects an ending effect pattern corresponding to the winning type indicated by the special figure stop symbol data, and sets an ending effect start command for starting the selected ending effect in the output buffer of the sub-RAM 94. When the ending effect start command set in the effect command set area 94b is transmitted to the image control board 100, the CPU 102 reads a predetermined ending effect image from the ROM 103 and displays it on the display screen 7a. If the ending command has not been received (step S4495: NO), the above-described ending effect pattern determination process is skipped.

[0178] Subsequently, the effect control microcomputer 91 performs other processes (step S4535). In the other processes, for example, when the effect control microcomputer 91 receives a game state designation command, it causes the sub-RAM 94 to hold information regarding the game state (time shortening flag, time shortening counter, probability variation flag, probability variation counter, jackpot flag, jackpot counter, etc.) included in the game state designation command. Specifically, based on the information included in the game state designation command, the values of the time shortening effect counter, probability variation effect counter, and jackpot effect counter provided in the counter set area 94d of the sub-RAM 94 are updated. For example, the remaining number of variable times (number of games) during time shortening is set in the time shortening effect counter, the remaining number of variable times during probability variation is set in the probability variation effect counter, and the remaining number of variable times until reaching the jackpot is set in the jackpot effect counter. As a result, not only on the main control board 80 side but also on the sub-control board 90 side, information on the number of times of time shortening, probability variation, and jackpot can be held. Also, when the effect control microcomputer 91 receives a V-pass command, it causes the sub-RAM 94 to hold the information that V has passed. Further, the effect control microcomputer 91 performs processing based on commands other than the above (customer waiting standby command, RAM clear notification command, etc.) and ends this processing. In this embodiment, the effect control microcomputer 91 sets the display screen 7a of the image display device 7 as a standby screen, which is a demo screen for customer waiting, when receiving the customer waiting command. However, when the command from the main control board 80 is not received even after a predetermined period has elapsed, it may be determined that it is in the customer waiting standby state, and control may be performed to set the display screen 7a as the standby screen.

[0179] [Anticipatory effect determination process] FIG. 38 is a flowchart of the anticipatory effect determination process (FIG. 37: step S4420). The effect control microcomputer 91 first performs a preliminary determination information rewriting process (step S4601). Specifically, the effect control microcomputer 91 stores the jackpot preliminary determination result (jackpot determination information), jackpot type preliminary determination result (jackpot type information), and variation pattern preliminary determination result (variation pattern information) included in the preliminary determination command received from the main control board 80 in the preliminary determination information storage area 94c.

[0180] FIG. 39 is a diagram for explaining the configuration of the preliminary determination information storage area 94c. In the preliminary determination information storage area 94c, in addition to the above-described jackpot determination information, jackpot type information, and variation pattern information, the preview effect pattern information is stored. The preview effect pattern information is information indicating the content of the preview effect executed during the variation effect, and is selected in step S4604 described later. FIG. 39(A) shows that the jackpot determination information "loss" and the variation pattern information "P72" and "P73" are stored in the first to third storage areas as the preliminary determination results respectively corresponding to the first to third of the reserved FIG. 2, and the state where the preliminary determination result corresponding to the variation is stored in the area is shown. FIG. 39(B) shows the state where, from the state of FIG. 39(A), there is a winning in FIG. 2, and the preliminary determination information included in the preliminary determination command received from the main control board 80 is stored in the fourth storage area corresponding to the fourth of the reserved FIG. 2. Here, as the preliminary determination information, the jackpot determination information "jackpot", the jackpot type information "21H", and the variation pattern information "P61" are stored. Also, together, "pattern A" is set as the preview effect pattern information in each of the first to fourth storage areas corresponding to the first to fourth of the reserved FIG. 2 and the area corresponding to the variation. FIG. 39(C) shows the state where the variation ends and the preliminary determination information shift process is executed from the state of FIG. 39(B). Specifically, the preliminary determination information stored in the first storage area shifts to the area, the preliminary determination information stored in the second to fourth storage areas shifts to the first to third storage areas, and the preliminary determination information in the fourth storage area is cleared. The preliminary determination information shift process is executed in the variation effect end process (FIG. 37: step S4470).

[0181] Returning to FIG. 38, subsequently, the effect control microcomputer 91 determines whether or not pre-reading effect pattern information is stored in the pre-determination information storage area 94c (step S4602). Specifically, the effect control microcomputer 91 determines whether or not the pre-reading effect pattern information is not stored in any of the areas of the pre-determination information storage area 94c, the first to fourth storage areas. If the pre-reading effect pattern information is stored (step S4602: YES), this process ends. That is, if the pre-reading effect pattern information is stored in any of the areas of the pre-determination information storage area 94c, the first to fourth storage areas, the pre-reading effect pattern information is not newly selected and stored. On the other hand, if the pre-reading effect pattern information is not stored in the pre-determination information storage area 94c (step S4602: NO), the effect control microcomputer 91 determines whether or not the pre-determination result included in the received pre-determination command is "big win" or "near miss with reach" (step S4603). Whether it is "big win" or "near miss with reach" can be determined, for example, by the variable pattern pre-determination result (variable pattern information). If the pre-determination result included in the received pre-determination command is "miss without reach" (step S4603: NO), the effect control microcomputer 91 ends this process. This is because there is no need to perform the pre-reading effect. On the other hand, if the pre-determination result included in the received pre-determination command is "big win" or "near miss with reach" (step S4603: YES), a pre-reading effect execution determination for determining whether or not to execute the pre-reading effect and a pre-reading effect pattern selection are performed (step S4604). Specifically, the effect control microcomputer 91 acquires the value of the counter of the pre-reading effect random number, and refers to the pre-reading effect pattern determination table T51 stored in the sub-ROM 93 to determine whether or not to perform the pre-reading effect and to determine the pre-reading effect pattern when performing the pre-reading effect.

[0182] FIG. 40 is a diagram for explaining the pre-reading effect pattern determination table T51. In FIG. 40, when the pre-judgment result is "big win" and the pre-reading effect random value is "0 to 55", the pre-reading effect is "none"; when the pre-reading effect random value is "56 to 67", "Pattern A" is selected as the pre-reading effect; when the pre-reading effect random value is "68 to 127", "Pattern B" is selected as the pre-reading effect. Also, when the pre-judgment result is "near miss with a reach" and the pre-reading effect random value is "0 to 107", the pre-reading effect is "none"; when the pre-reading effect random value is "108 to 114", "Pattern A" is selected as the pre-reading effect; when the pre-reading effect random value is "115 to 127", "Pattern B" is selected as the pre-reading effect. Note that the types, contents, and ranges of random values for the pre-reading effect patterns can be arbitrarily set.

[0183] Returning to FIG. 38, if it is determined in step S4604 that the preview effect is to be executed (step S4605: YES), the selected preview effect pattern is stored in the pre-determination information storage area 94c (step S4606). Here, when storing the preview effect pattern in the pre-determination information storage area 94c, not only the storage area corresponding to the received pre-determination command among the first to fourth storage areas, but also the storage areas before the corresponding storage area and this area are stored with the preview effect pattern. Specifically, as shown in FIG. 39(B), not only is "Pattern A" set in the fourth storage area corresponding to the received pre-determination command, but also "Pattern A" is set in the first to third storage areas and this area. Thereby, the preview effect pattern A is also executed in the variation effects (the variation effects corresponding to this area and the first to third storage areas) that are executed before the variation effect corresponding to the fourth storage area is executed. Note that whether the preview effect is executed in the variation effect corresponding to this area depends on the progress status of the variation effect. That is, in the variation effect, if the timing for executing the preview effect has already passed, the preview effect is not executed, but if it is before the timing for executing the preview effect, it is executed at that timing. This will be described later. If it is determined in step S4604 that the preview effect is not to be executed (step S4605: NO), the process ends.

[0184] [Variation effect start process] FIG. 41 is a flowchart of the variation effect start process (FIG. 37: step S4460). The effect control microcomputer 91 first analyzes the variation start command (step S5000). Here, the effect control microcomputer 91 sets information regarding the special figure stop symbol data and information regarding the variation pattern included in the variation start command in the sub-RAM 94. The set information includes game state information indicating the current game state, symbol information indicating the symbols as the determination results of the hit determination process for special figure 1 or special figure 2, and the like. The game state information and symbol information obtained here can be appropriately referred to by the effect control microcomputer 91.

[0185] Subsequently, the effect control microcomputer 91 performs a basic effect pattern determination process (step S5010). The basic effect pattern determination process is a process for determining the basic configuration of the variable effect (for example, display and switching of the background image on the image display device 7, display and operation of a predetermined character, output of melody and sound effects using the speaker 67, lighting control of lamps, etc.). The variable effect is completed by superimposing additional effects such as a chance-up effect and a pre-reading effect on this basic effect. The effect control microcomputer 91 determines the basic effect pattern with reference to the basic effect pattern determination table T52 stored in the sub-ROM 93.

[0186] FIG. 42 is a diagram for explaining the basic effect pattern determination table T52. In FIG. 42, a plurality of types of basic effect patterns for performing a normal reach effect, a plurality of types of basic effect patterns for performing an SP1 effect, a plurality of types of basic effect patterns for performing an SP2 effect, a plurality of types of basic effect patterns for performing an SP3 effect, and a plurality of types of basic effect patterns for performing a reachless losing effect are set. The types of basic effect patterns can be arbitrarily set. Here, for example, when the variation pattern included in the variation start command is "P1", the basic effect pattern for performing the SP1 effect is selected. Also, when the variation pattern included in the variation start command is "P72", the basic effect pattern for performing the reachless losing effect is selected.

[0187] Returning to FIG. 41, after determining the basic effect pattern, the effect control microcomputer 91 performs a chance-up effect pattern determination process (step S5015). The chance-up effect pattern determination process is a process for determining additional effects to be superimposed on the variable effect. The effect control microcomputer 91 acquires the value of the chance-up random number counter, and determines the chance-up effect pattern with reference to the acquired random number value and the chance-up effect pattern determination table T53 stored in the sub-ROM 93.

[0188] FIG. 43 is a diagram for explaining the chance-up effect pattern determination table T53. Here, only the part of the chance-up effect pattern determination table T53 that determines the variation effect pattern of FIG. 1 during the non-time-saving state is shown. That is, FIG. 43 shows the chance-up effect patterns executed when the variation pattern included in the variation start command is "P1" to "P16". Note that the chance-up effect pattern determination table T53 may or may not include a part that determines the chance-up effect patterns executed when the variation pattern is "P21" to "P33", "P41" to "P56", and "61" to "73".

[0189] In FIG. 43, "2-NO", "2-SP1", "2-SP2", "2-SP3", "3-NO", "3-SP1", "3-SP2", "3-SP3", "4-NO", "4-SP1", "4-SP2", "4-SP3", and "ANO" are set as the chance-up effect patterns. These chance effect patterns correspond to various chance-up effects described later.

[0190] Returning to FIG. 41, after determining the chance-up effect pattern, the effect control microcomputer 91 performs a count effect pattern determination process (step S5016). Here, the count effect pattern determination process is a process for displaying on the display screen 7a the remaining number of variations (number of games) at the time of certain probability variation, the remaining number of variations at the time of time saving, the remaining number of variations until reaching the ceiling, the number of variations since power-on, the number of variations since the jackpot game, etc. The effect control microcomputer 91 causes the remaining number of certain probability variations to be displayed on the display screen 7a based on the value of the certain probability effect counter at the time of certain probability variation. Also, the effect control microcomputer 91 causes the remaining number of certain probability variations to be displayed based on the value of the time-saving effect counter at the time of time saving.

[0191] In addition, the effect control microcomputer 91 can execute various effects based on the value of the ceiling effect counter and the value of the overnight effect counter. The ceiling effect counter stores the remaining number of fluctuations until reaching the ceiling, and the overnight effect counter records the number of fluctuations since power-on. The effect control microcomputer 91 can set the number of fluctuations since power-on, for example, by incrementing the overnight effect counter each time it receives a fluctuation effect end command from the main control board 80. The effect control microcomputer 91 determines whether the value of the ceiling effect counter is less than or equal to TH2 (for example, TH2 = 200) when the value of the overnight effect counter is TH1 (for example, TH1 = 10). If the value of the ceiling effect counter is less than or equal to TH2, a predetermined chance image is displayed. If the value of the ceiling effect counter is greater than TH2, the chance image is not displayed. Thereby, a player who has seen the chance image can recognize that the gaming machine 1 has carried over the number of games from the previous day and that no RAM clear has been performed. In addition, the effect control microcomputer 91 may display the value of the ceiling effect counter when the value of the overnight effect counter is TH3 (for example, TH3 = 50). Also, the effect control microcomputer 91 may cancel the display or the chance image representing the value of the ceiling effect counter when the value of the overnight effect counter is TH4 (for example, TH4 = 100). Further, the effect control microcomputer 91 may display the value of the ceiling effect counter again when the value of the overnight effect counter is TH5 (for example, TH5 = 200). The effect control microcomputer 91 may determine whether to display the value of the ceiling effect counter based on the value of the overnight effect counter as described above, or may determine based on the value of the ceiling effect counter. For example, the effect control microcomputer 91 may display the value of the ceiling effect counter when the value of the ceiling effect counter is TH6 (for example, TH6 = 100), cancel the display of the value of the ceiling effect counter when the value of the ceiling effect counter is TH7 (for example, TH7 = 70), and display the value of the ceiling effect counter again when the value of the ceiling effect counter is TH8 (for example, TH8 = 50).

[0192] After the count effect pattern determination process, the effect control microcomputer 91 may refer to the random number value and the stop symbol pattern determination table T54 to determine combinations of the effect symbols 8L, 8C, and 8R to be stopped and displayed. By these, what kind of effect is to be performed as the variable effect is determined.

[0193] The effect control microcomputer 91 sets a variable effect start command in the effect command set area 94b (output buffer) of the sub-RAM 94 so that a variable effect based on the variable effect pattern determined in the above steps S5010 to S5016 is realized (step S5020). When the variable effect start command set in the effect command set area 94b of the sub-RAM 94 is transmitted to the image control board 100 in the command transmission process (FIG. 36: step S4315), the CPU 102 of the image control board 100 reads the variable effect image from the ROM 103 and causes it to be displayed on the display screen 7a of the image display device 7.

[0194] Subsequently, the effect control microcomputer 91 sets a variable effect timer (step S5030) and ends this process. The variable effect timer is set with a variable time (FIG. 42) corresponding to the variable pattern included in the variable start command. For example, when the variable pattern is "P1", "40 seconds" is set in the variable effect timer.

[0195] [During variable effect process] FIG. 44 is a flowchart of the processing during variable presentation (FIG. 36: step S4305). The presentation control microcomputer 91 determines whether it is during variable presentation (step S4701). Whether it is during variable presentation can be determined, for example, by whether the variable presentation timer has reached zero. If it is not during variable presentation (step S4701: NO), this process ends. On the other hand, if it is during variable presentation (step S4701: YES), the presentation control microcomputer 91 determines whether it is the timing to set the pre-change end command in the presentation command set area 94b of the sub-RAM 94 (step S4702). The pre-change end command is a command for the presentation control microcomputer 91 to notify the image control board 100, etc. of a specific timing during variable presentation. When the image control board 100 receives the pre-change end command, it performs switching of the presentation content, display of a specific image, etc. according to the information included in the pre-change end command.

[0196] If it is not the timing to set the pre-change end command (step S4702: NO), this process ends. On the other hand, if it is the timing to set the pre-change end command (step S4702: YES), it is determined whether there is pre-reading effect pattern information in the corresponding area of the pre-judgment information storage area 94c (step S4703). If there is pre-reading effect pattern information in the corresponding area (step S4703: YES), the pre-change end command including the pre-reading effect pattern information is set in the effect command setting area 94b of the sub-RAM 94 (step S4704). On the other hand, if there is no pre-reading effect pattern information in the corresponding area (step S4703: NO), the pre-change end command not including the pre-reading effect pattern information is set in the effect command setting area 94b of the sub-RAM 94 (step S4705). As a result, if there is pre-reading effect pattern information in the corresponding area, the pre-change end command including the pre-reading effect pattern information is transmitted to the image control board 100 2 seconds before the end of the corresponding change effect. Then, the image control microcomputer 101 starts a pre-reading effect for displaying a pre-reading effect image on the display screen 7a of the image display device 7. On the other hand, even if there is no pre-reading effect pattern information in the corresponding area, the pre-change end command is transmitted to the image control board 100 2 seconds before the end of the corresponding change. Here, if a preview image is already displayed on the display screen 7a of the image display device 7, the image control microcomputer 101 starts a preview fade effect for fading the preview image.

[0197] 8. Operation of the image control microcomputer 101 Based on FIG. 45, the operation of the image control microcomputer 101 provided on the image control board 100 (FIG. 4) will be described. Buffers and the like that appear in the operation description of the image control microcomputer 101 are provided in the RAM 104. FIG. 45 is a flowchart of the display control process. When the power of the gaming machine 1 is turned on, the image control microcomputer 101 reads a program from the ROM 103, and after the CPU initialization process, the display control process is repeatedly executed. In the display control process, first, the image control microcomputer 101 determines whether it has received a variation effect start command from the sub-control board 90 (step S5001). If it has received it (step S5001: YES), the image control microcomputer 101 starts the variation effect display (step S5002). Specifically, the image control microcomputer 101 analyzes the received variation effect start command, reads out a predetermined variation effect image indicated in the variation effect start command from the ROM 103, and displays it on the image display device 7. On the other hand, if it has not received it (step S5001: NO), the above-described process is skipped.

[0198] Subsequently, the image control microcomputer 101 determines whether it has received a pre-end variation command from the sub-control board 90 (step S5003). If it has received it (step 5003: YES), the image control microcomputer 101 starts the pre-reading effect display (step S5004). On the other hand, if it has not received it (step S5003: NO), the image control microcomputer 101 skips the above-described process.

[0199] Subsequently, the image control microcomputer 101 determines whether it has received a variation effect end command from the sub-control board 90 (step S5005). If it has received it (step 5005: YES), the image control microcomputer 101 reads out the image on which the variation effect was stopped being displayed from the ROM 103 and performs a variation effect stop display to display it on the image display device 7 (step S5006). On the other hand, if it has not received it (step S5005: NO), the image control microcomputer 101 skips the above-described process.

[0200] Subsequently, the image control microcomputer 101 performs other processes (step S5007). In the other processes, the image control microcomputer 101 reads a predetermined image instructed in various commands from the ROM 103 in addition to the above-described commands and causes the image display device 7 to display it. For example, when the image control microcomputer 101 receives an opening production start command, it reads a predetermined opening production image instructed in the opening production start command from the ROM 103 and causes the image display device 7 to display it. Also, when the round production start command is received, a predetermined round production image instructed in the round production start command is read from the ROM 103 and caused to be displayed on the image display device 7. Further, when the ending production start command is received, a predetermined ending production image instructed in the ending production start command is read from the ROM 103, caused to be displayed on the image display device 7, and this process is terminated.

[0201] 9. Operation of the movable body and display production of the sub-display screen 64 With reference to FIGS. 46 to 50, the operations of the board movable bodies (the first movable accessory 14 and the second movable accessory 15), the frame movable body (the frame movable accessory 69), and the display production of the sub-display screen 64 (the right sub-display screen 64R, the left sub-display screen 64L, and the upper sub-display screen 64U) will be described. The production control microcomputer 91 performs drive control to operate the first movable accessory 14, the second movable accessory 15, and the frame movable accessory 69 during game productions (display productions) or during initial operations at power-on. Also, the production control microcomputer 91 performs a display production to display a specific image on the sub-display screen 64 during game productions (display productions) or during initial operations at power-on.

[0202] FIG. 46 is an explanatory diagram illustrating the movement mode of the first movable component 14. FIG. 47 is an explanatory diagram illustrating the second mode of the first movable component 14. The first movable component 14 is a vertically long rod-shaped member, the upper end of which is located near the upper end of the image display device 7, and the lower end of which is located near the lower end of the image display device 7. The upper end and the lower end of the first movable component 14 are difficult to view, and the vicinity of the central portion is visible in front of (the front surface of) the image display device 7. As shown in FIG. 1, the first movable component 14 can be stationary at the retracted position (home position) on the left side of the image display device 7 (the first mode). In the retracted position, only a part of the first movable component 14 may be stored and the remaining part may be visible, or the whole may be stored and difficult to view. As shown in FIG. 46, the first movable component 14 is configured to be movable in the left-right direction in front of the image display device 7. It is configured to move (advance) from the retracted position toward the right end of the display screen 7a and be movable in the left-right direction on the front surface of the display screen 7a. Also, it can be stationary at any advanced position in front of the display screen 7a. The movement mode of the first movable component 14 can be arbitrarily set. Also, as shown in FIG. 47, the first movable component 14 can move to the right end of the display screen 7a and be stationary at that position (the second mode). The first movable component 14 may have a decorative portion formed on at least a part thereof, or may have transparency.

[0203] FIG. 48 is an explanatory diagram illustrating a second aspect of the second movable component 15. The second movable component 15 includes a rectangular decorative portion described as "OARO" and is configured to be movable up and down. As shown in FIG. 1, the second movable component 15 can be stationary at a retracted position (home position) above the display screen 7a (first aspect). At this time, a part of the second movable component 15 is in a state where it is difficult to view. The second movable component 15 can move downward from the state of FIG. 1 toward the center of the display screen 7a and can be stationary at an advanced position (deployed position) shown in FIG. 48 (second aspect). In this second aspect, the decorative portion stops so as to cover the vicinity of the center of the display screen 7a in front of (the front surface of) the image display device 7. The second movable component 15 can move (retract) upward from the advanced position of FIG. 48 to move to the retracted position shown in FIG. 1 and can be stationary there.

[0204] FIG. 49 is an explanatory diagram illustrating a second aspect of the frame movable component 69. The frame movable component 69 is composed of a pair of flat plate-like members arranged on both the left and right sides of the handle 60 and is configured to be movable in the left-right direction respectively. The two members are formed of flexible members, and one main surface of each member is configured to approach or move away from the handle 60. As shown in FIG. 1, the two members of the frame movable component 69 are normally stationary at retracted positions (home positions) away from the handle 60 on the left and right sides of the handle 60 respectively (first aspect). As shown in FIG. 49, the two members of the frame movable component 69 move (advance) in a direction approaching the handle 60 from the retracted positions, that is, move so as to approach each other, and can be stationary at positions where they touch the handle 60 respectively (second aspect). The frame movable component 69 touches the handle 60 or the right hand of the player operating the handle 60 at the advanced position. The frame movable component 69 can move in a direction in which the two members move away from each other so as to change from the second aspect to the first aspect.

[0205] FIG. 50 is an explanatory diagram illustrating the display effects of the sub-display screens 64 (right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U). The right sub-display screen 64R, the left sub-display screen 64L, and the upper sub-display screen 64U can each independently display an image. Further, an effect linked to the image on the display screen 7a can be performed.

[0206] [Sensor Position] FIG. 51 is a diagram for explaining the position of the sensor. The first movable member 14 detection sensor 14a is arranged such that the signal of the first movable member 14 detection sensor 14a becomes ON when the first movable member 14 is in the origin region. The first movable member 14 detection sensor 14a detects that the first movable member 14 is in the origin region. The effect control microcomputer 91 determines whether the first movable member 14 is in the origin region based on the signal of the first movable member 14 detection sensor 14a.

[0207] The origin region of the movable member is a region that includes the storage position (origin position) of the movable member and can be detected by the detection sensor of the movable member. Since the origin region is all the regions that can be detected by the detection sensor of the movable member, the detection sensor of the movable member detects the position of the boundary of the detectable region and the position moved in the direction in which the detection sensor can detect from the boundary of the detectable region in the same way. Therefore, even if the detection sensor of the movable member detects, the movable member may not be in the same position.

[0208] The second movable member 15 detection sensor 15a is arranged such that the signal of the second movable member 15 detection sensor 15a becomes ON when the second movable member 15 is in the origin region. The second movable member 15 detection sensor 15a detects that the second movable member 15 is in the origin region. The effect control microcomputer 91 determines whether the second movable member 15 is in the origin region based on the signal of the second movable member 15 detection sensor 15a.

[0209] The game machine frame opening sensor 50a detects that the game machine frame 50 is open. When the game machine frame 50 is open, the signal of the game machine frame opening sensor 50a becomes ON. The game machine frame opening sensor 50a is disposed between the front frame (front frame portion) 53 and the game board 2. That the game machine frame 50 is open means that the front frame 53 is separated from the game board 2. The game machine frame opening sensor 50a detects the state where the front frame 53 is separated from the game board 2. The effect control microcomputer 91 determines whether the game machine frame 50 is open or not based on the signal of the game machine frame opening sensor 50a.

[0210] Note that the game machine frame opening sensor 50a may detect a state where the game board 2 is separated from the outer frame of the game machine. In this case, the game machine frame opening sensor 50a is disposed between the game board 2 and the outer frame of the game machine. Further, the game machine frame opening sensor 50a may detect both a state where the front frame 53 is separated from the game board 2 and a state where the game board 2 is separated from the outer frame of the game machine. In this case, the game machine frame opening sensor 50a is disposed between the front frame 53 and the game board 2 and between the game board 2 and the outer frame of the game machine. The signals of the state where the front frame 53 is separated from the game board 2 and the state where the game board 2 is separated from the outer frame of the game machine may be the same, or may be separately detected for each state.

[0211] The magnetic sensor 151a detects magnetism and detects that there is a magnet near the game machine 1. When the magnetic sensor 151a detects magnetism, the signal of the magnetic sensor 151a becomes ON. The magnetic sensor 151a detects that a magnet has approached the game machine 1. The magnetic sensor 151a is disposed at a position where a GOT action is likely to occur. In the game machine 1, the magnetic sensor 151a is disposed at a position close to the V region 39 and the non-V region 70. Note that the magnetic sensor 151a may be disposed at a position near the first start port 20, the second start port 21, and the first big winning port 30. The game control microcomputer 81 determines whether there is a magnet near the game machine 1 based on the signal of the magnetic sensor 151a.

[0212] The radio wave sensor 152a detects radio waves. When the radio wave sensor 152a detects magnetism, the signal of the radio wave sensor 152a turns ON. The radio wave sensor 152a is arranged at a position where cheating behavior is likely to occur. In the gaming machine 1, it is arranged at a position close to the first start port 20 and the second start port 21. Note that the radio wave sensor 152a may be arranged at a position near the first big winning port 30. The game control microcomputer 81 determines whether radio waves are being generated near the gaming machine 1 based on the signal of the radio wave sensor 152a.

[0213] The replenishment ball shortage sensor 153a detects a shortage of replenishment balls. The replenishment ball shortage sensor 153a is arranged in the ball tank 400 provided on the back side of the gaming machine 1. When the gaming balls have not accumulated up to the position where the replenishment ball shortage sensor 153a is arranged in the ball tank 400 provided on the back side of the gaming machine 1, the signal of the replenishment ball shortage sensor 153a turns ON. The game control microcomputer 81 determines whether there is a shortage of replenishment balls based on the signal of the replenishment ball shortage sensor 153a.

[0214] [Power-on process] FIG. 52 is a flowchart of the power-on process (FIG. 15: step S006). Here, when the power is turned on to the gaming machine 1, the game control microcomputer 81 determines whether to clear the RAM or to resume from power-off, and performs corresponding processing for each case.

[0215] The game control microcomputer 81 determines whether the RAM clear switch 161 is ON (step S601). The RAM clear switch 161 is provided on the main control board 80, and when pressed, the RAM clear button press signal to the main control board 80 turns ON. The game control microcomputer 81 determines based on the RAM clear button press signal.

[0216] When the RAM clear switch 161 is ON (step S601: YES), the game control microcomputer 81 transfers the process to step S608. When the RAM clear switch 161 is OFF (step S601: NO), the game control microcomputer 81 creates a sum value (step S602). This sum value is the total value of the values in the RAM of the game control microcomputer 81. If the sum value created at power-on matches the sum value created at power-off, it is determined that the values in the RAM of the game control microcomputer 81 are normal. If the values in the RAM of the game control microcomputer 81 are normal, power-off recovery is possible. If the sum value created at power-on does not match the sum value created at power-off, it is determined that the values in the RAM of the game control microcomputer 81 are not normal. In this case, since it cannot recover to the state at power-off, the game control microcomputer 81 does not perform power-off recovery and clears the RAM. Clearing the RAM means clearing (resetting) the information stored in the main RAM 84. The main RAM 84 stores information such as the game state information controlled by the game control microcomputer 81.

[0217] The game control microcomputer 81 compares the created sum value with the sum value created at power-off and stored (step S603). When the sum values do not match (step S604: NO), the game control microcomputer 81 transfers the process to step S608. When the sum values match (step S604: YES), the game control microcomputer 81 determines to perform power-off recovery. The game control microcomputer 81 sets a power-off recovery command in order to send the power-off recovery command to the effect control microcomputer 91 (step S605). The set command is output by the game control microcomputer 81 to the sub-control board 90 in the output process (S108 in FIG. 16) of the game control microcomputer 81. The power-off recovery command contains information on in which game state the power-off recovery is to be performed.

[0218] The game control microcomputer 81 determines whether the game state after power failure recovery is the customer waiting state (step S606). When the game state after power failure recovery is not the customer waiting state (step S606: NO), the game control microcomputer 81 ends this process. When the game state after power failure recovery is the customer waiting state (step S606: YES), the game control microcomputer 81 sets the customer waiting state command (step S607) and ends this process.

[0219] In step S608, in order to set the game state to the initial state, the game control microcomputer 81 sets the value of the RAM of the game control microcomputer 81 to "0" or the initial value (step S608). The game control microcomputer 81 sets the RAM clear command 1 in order to send the RAM clear command 1 to the effect control microcomputer 91 (step S609). The RAM clear command 1 is a command that is sent when the gaming machine 1 transitions to the state before transitioning to the game state (the ball entry port operation confirmation state). When the effect control microcomputer 91 receives the RAM clear command 1, it displays an image of the ball entry port operation confirmation state on the display screen 7a. The image of the ball entry port operation confirmation state will be described later.

[0220] After setting the RAM clear command 1, the game control microcomputer 81 transitions the state to the ball entry port operation confirmation state and checks the operation of the movable object related to the ball entry of the gaming machine 1 (step S610). Specifically, it repeatedly opens and closes the movable objects that open the ball entry port, for example, the first large winning device 31 (the first attacker), the second large winning device (the second attacker) 36, and the normal variable winning device (electric chew) 22, and checks the operation. The opening time and the closing time are, for example, 1 second each. This ball entry port operation confirmation state continues until the RAM clear switch 161 is pressed. Note that the ball entry port operation confirmation state may also continue until a certain period of time has elapsed.

[0221] The game control microcomputer 81 determines whether the RAM clear switch 161 has been turned on (step S611). When the game control microcomputer 81 determines that the RAM clear switch 161 has not been turned on (step S611: NO), the game control microcomputer 81 determines again whether the RAM clear switch 161 has been turned on (step S611), and repeats this determination until it is determined that the RAM clear switch 161 has been turned on.

[0222] When the game control microcomputer 81 determines that the RAM clear switch 161 has been turned on (step S611: YES), the game control microcomputer 81 shifts the state to the initial operation confirmation state (step S612). Thereafter, the game control microcomputer 81 sets the RAM clear command 2 in order to transmit the RAM clear command 2 to the effect control microcomputer 91. The RAM clear command 2 is a command transmitted when the gaming machine 1 shifts to the initial operation confirmation state. When the effect control microcomputer 91 receives the RAM clear command 2, the effect control microcomputer 91 displays an image of the initial operation confirmation state on the display screen 7a. The image of the initial operation confirmation state will be described later. Thereafter, the effect control microcomputer 91 ends this process. In this embodiment, it is assumed that the ball entry port operation is confirmed. However, the processes from step S608 to S611 may not be performed without performing the ball entry port operation confirmation, and the game state may be shifted. Also, in this embodiment, it is assumed that the state is shifted to the initial operation confirmation state. However, the game state may be shifted without shifting to the initial operation confirmation state.

[0223] [Power-off monitoring process] FIG. 53 is a flowchart of the power-off monitoring process (FIG. 16: step S111). Here, when the power switch 163 of the power supply board 162 is turned off, the game control microcomputer 81 prepares for power-off. Preparing for power-off means creating and storing information for determining whether the value of the RAM of the game control microcomputer 81 is normal when the power switch 163 is turned on after the power-off.

[0224] The game control microcomputer 81 determines whether the power switch 163 on the power supply board 162 is OFF (step S701). When the game control microcomputer 81 determines that the power switch 163 is not OFF (step S701: NO), it ends this process. When the game control microcomputer 81 determines that the power switch 163 is OFF (step S701: YES), the game control microcomputer 81 creates a sum value (step S702). The game control microcomputer 81 sums up the values in the RAM of the game control microcomputer 81 and uses the lower two digits as the sum value. Note that the sum value may be the lower one digit, or the lower three digits, or four digits.

[0225] After that, the game control microcomputer 81 stores the sum value (step S703). The stored sum value is referred to when determining whether to perform a power-off recovery when the power is turned on. After that, the game control microcomputer 81 does not execute the process until the power switch 163 is turned on again. Note that the main control board 80 of the gaming machine 1 is supplied with a certain amount of power even during a power-off, and it is highly likely that the values in the RAM are maintained during the power-off.

[0226] [Sub-side RAM Clear Process] FIG. 54 is a flowchart of the sub-side RAM clear process (FIG. 36: step S4325). Here, when the game control microcomputer 81 determines to clear the RAM, the effect control microcomputer 91 performs a process for performing an effect corresponding to the RAM clear.

[0227] The effect control microcomputer 91 determines whether it has received the RAM clear command 1 (step S6001). When the effect control microcomputer 91 has not received the RAM clear command 1 (step S6001: NO), the process proceeds to step S6003. When the effect control microcomputer 91 has received the RAM clear command 1 (step S6001: YES), it sets the in-ball port operation confirmation screen display command (step S6002), and the process proceeds to step S6003.

[0228] The command for performing the set image display control is sent by the effect control microcomputer 91 to the image control microcomputer 101 in the command transmission process (S4315 in FIG. 36). In the case of a command for performing the lighting control of the LED, it is sent to the lamp control board 107. In the case of a command for performing the voice control, it is sent to the voice control board 106. When the screen for confirming the operation of the ball entry port is being displayed, on the game board 2, the operation of the movable object related to the ball entry is being confirmed. In the present embodiment, it is assumed that the operation of the ball entry port is confirmed, but it may not be confirmed.

[0229] In step S6003, the effect control microcomputer 91 determines whether it has received the RAM clear command 2. When the effect control microcomputer 91 has not received the RAM clear command 2 (step S6003: NO), this process ends. When the effect control microcomputer 91 has received the RAM clear command 2 (step S6003: YES), it sets the left decorative symbol to "1", the middle decorative symbol to "2", and the right decorative symbol to "3" (step S6004). In the present embodiment, the decorative symbols set when the RAM clear command 2 is received and when the power-off recovery command is received are made different, but they may be the same.

[0230] The effect control microcomputer 91 sets the decorative symbol designation command with the left decorative symbol being "1", the middle decorative symbol being "2", and the right decorative symbol being "3" (step S6005). When this command is sent to the image control microcomputer 101, when the image control microcomputer 101 displays the decorative symbol, the decorative symbol to be displayed is such that the left decorative symbol is "1", the middle decorative symbol is "2", and the right decorative symbol is "3".

[0231] Thereafter, the effect control microcomputer 91 sets the initial screen display command (step S6006). When this command is sent to the image control microcomputer 101, an image indicating that the operation is being confirmed is displayed on the display screen 7a.

[0232] On the display screen 7a, an image indicating that the operation is being confirmed is displayed. After a certain period of time (e.g., 30 seconds) has elapsed since the display of this image indicating that the operation is being confirmed, or when the variation starts or the operation means is operated, it becomes the background for the game. The transition to the game background is achieved by the effect control microcomputer 91 sending a command to the image control microcomputer 101. Here, the decorative symbols are such that the left decorative symbol is "1", the middle decorative symbol is "2", and the right decorative symbol is "3". Note that the background displayed during RAM clear is predetermined, and a predetermined background image is displayed on the display screen 7a.

[0233] When the image indicating that the operation is being confirmed is displayed, the initial operations of the lamp LEDs, the speaker, the movable accessory, etc., which will be described later, are performed.

[0234] In this embodiment, it is assumed that an image indicating that the operation is being confirmed is displayed. However, it is also possible that the image indicating that the operation is being confirmed is not displayed and the game background is displayed.

[0235] In this embodiment, it is assumed that the operation confirmation of the ball entry port and the display of the image indicating that the operation is being confirmed are performed. However, it is also possible that the operation confirmation of the ball entry port and the display of the image indicating that the operation is being confirmed are not performed.

[0236] Thereafter, the effect control microcomputer 91 turns on the lamp initial operation flag (step S6007). When the lamp initial operation flag is turned on, the initial operation of the lamp LEDs is performed. The initial operation of the lamp LEDs will be described later.

[0237] Thereafter, the effect control microcomputer 91 turns on the speaker initial operation flag (step S6008). When the speaker initial operation flag is turned on, the initial operation of the speaker is performed. The initial operation of the speaker will be described later.

[0238] After that, the effect control microcomputer 91 turns on the movable accessory initial operation flag (step S6009). When the movable accessory initial operation flag is turned on, the initial operation of the movable accessory is performed. The initial operation of the movable accessory will be described later. After that, the effect control microcomputer 91 ends this process.

[0239] [Sub-side power-off restoration process] FIG. 55 is a flowchart of the sub-side power-off restoration process (FIG. 36: step S4330). Here, when the game control microcomputer 81 determines that the power-off restoration has occurred, the effect control microcomputer 91 performs a process for performing an effect corresponding to the power-off restoration.

[0240] The effect control microcomputer 91 determines whether it has received a power-off restoration command (step S6201). When the effect control microcomputer 91 has not received a power-off restoration command (step S6201: NO), it ends this process. When the effect control microcomputer 91 has received a power-off restoration command (step S6201: YES), it sets the left decorative symbol to "1", the middle decorative symbol to "2", and the right decorative symbol to "3" (step S6203).

[0241] In this embodiment, the decorative symbols displayed when the RAM is cleared and when the power-off restoration occurs are made different, but they may be the same. For example, when the RAM is cleared and when the power-off restoration occurs, the left decorative symbol may be "7", the middle decorative symbol may be "8", and the right decorative symbol may be "9". Also, the decorative symbols displayed when the RAM is cleared and when the power-off restoration occurs may be arranged decorative symbols. For example, when the RAM is cleared, the decorative symbols may be set such that the left decorative symbol is "1", the middle decorative symbol is "2", and the right decorative symbol is "3", and when the power-off restoration occurs, the decorative symbols may be set such that the left decorative symbol is "3", the middle decorative symbol is "2", and the right decorative symbol is "1".

[0242] Further, the effect control microcomputer 91 sets a decoration pattern designation command with the left decoration pattern being "7", the middle decoration pattern being "8", and the right decoration pattern being "9" (step S6203). Also, the effect control microcomputer 91 sets a power-off recovery screen display command (step S6204). When the power-off recovery screen display command is transmitted to the image control microcomputer 101, an image indicating that the power has been restored is displayed on the display screen 7a of the image display device 7. The image indicating that the power has been restored will be described later.

[0243] Thereafter, the effect control microcomputer 91 turns on the movable accessory initial operation flag (step S6205). When the movable accessory initial operation flag is turned on, the initial operation of the movable accessory is performed. The initial operation of the movable accessory will be described later.

[0244] Thereafter, the effect control microcomputer 91 determines whether it is in the right-handed state (step S6206). The determination of whether it is in the right-handed state is performed using the power-off recovery command. The power-off recovery command is a command that can determine the game state to be restored. If the effect control microcomputer 91 is not in the right-handed state (step S6206: NO), this process ends. If the effect control microcomputer 91 is in the right-handed state (step S6206: YES), the effect control microcomputer 91 sets a right-handed suggestion display command (step S6207). When the right-handed suggestion display command is transmitted to the image control microcomputer 101, a right-handed suggestion image is displayed on the display screen 7a of the image display device 7. When the power is restored in the right-handed state, the image indicating that the power has been restored and the right-handed suggestion image will be displayed together. Thereafter, the effect control microcomputer 91 ends this process.

[0245] [Effect during RAM clear] FIG. 56 is a diagram for explaining the effect during RAM clearing. Here, the display content of the display screen 7a of the image display device 7 when the RAM is cleared at power-on, and the operations of movable objects related to the ball entry of the game board 2 (ordinary variable winning device (electric chew) 22, first major winning device (first attacker) 31, second major winning device (second attacker) 36), lamp LED initial operation, speaker initial operation, and movable accessory initial operation are explained. The game state when the RAM is cleared is the waiting state for customers in the normal state.

[0246] FIG. 56(A) is the display screen 7a of the image display device 7 before the power switch 163 of the gaming machine 1 is turned ON. FIG. 56(B) shows that the image control microcomputer 101 is displaying an image TSO indicating that the power has been turned on on the display screen 7a. By displaying the image TSO indicating that the power has been turned on on the display screen 7a, the image control microcomputer 101 indicates that it has started up normally. The image TSO indicating that the power has been turned on is a character image of "Please wait a moment".

[0247] FIG. 56(C) shows that the image control microcomputer 101 is displaying the image NKK during the ball entry port operation and the image TRO prompting the pressing of the RAM clear button on the display screen 7a. At this time, the game control microcomputer 81 repeatedly opens and closes the normal variable winning device (electric chute) 22, the first major winning device (first attacker) 31, and the second major winning device (second attacker) 36 in order to check the operation of the movable objects related to the ball entry of the game board 2. The gaming machine 1 is in the ball entry port operation confirmation state. On the display screen 7a, an image in the ball entry port operation confirmation state (image NKK during the ball entry port operation and image TRO prompting the pressing of the RAM clear button) is displayed. This opening and closing are performed at regular time intervals. For example, it is opened for 1 second, then closed for 1 second, and then opened for 1 second, and this operation is repeated. The opening and closing of each movable object related to the ball entry of each game board 2 may be performed at the same timing or with a time difference. For example, when the first major winning device (first attacker) 31 is open, the second major winning device (second attacker) 36 may be closed, and when the first major winning device (first attacker) 31 is closed, the second major winning device (second attacker) 36 may be open.

[0248] The image NKK during the ball entry port operation is a character image of "Confirming ball entry port". Also, the image TRO prompting the pressing of the RAM clear button is a character image of "Please press the RAM clear button". The image NKK during the ball entry port operation and the image TRO prompting the pressing of the RAM clear button are displayed by the image control microcomputer 101 receiving the display command for the screen during the ball entry port operation confirmation.

[0249] FIG. 56(D) shows an image DKK indicat...

Claims

[Claim 1] A gaming machine comprising: an outer frame forming an outer shell of the gaming machine; an inner frame located inside the outer frame; a front frame provided on the outer frame; a gaming board attached to the inner frame; a gaming control board provided on a rear surface of the gaming board and having a gaming control microprocessor for controlling the progress of a game mounted thereon; and a first operating unit provided on the rear surface of the gaming board, The gaming control microprocessor includes: A CPU, a ROM in which a program executed by the CPU and information referenced by the program are stored; A RAM capable of storing information updated by the program; A plurality of general purpose registers, a data register, and a flag register; The front frame is An opening is provided, and a transparent plate is attached to the opening, a second operation unit operable by a player and different from the first operation unit; A speaker that outputs sound, The game board is a display screen capable of displaying an image; a game area in which game nails are provided and game balls flow down; a launching unit that launches a game ball into the game area when the second operating unit is operated; A rail portion that guides the game ball launched from the launch portion to the game area; The ball entry hole is where the lottery begins when the ball enters the lottery. A special flow path that is a flow path for game balls flowing down the game area to easily enter the ball entrance; A movable part that can be moved between an origin position and a performance position; The game area includes: A first play area and a second play area, The CPU (82) a first process of writing a value written in a first register of the general-purpose registers to a third register as a first output value; a second process of writing the first output value written in the third register to the data register; a third process of writing a value written in a second register of the general-purpose registers as a second output value in a third register; a fourth process of writing the second output value written in the third register to the data register; and a fifth process of writing a first value to a first pair of registers using two of the general-purpose registers, setting a value of a fourth register of the general-purpose registers to 0, and writing a third value as a repetition number to a second pair of registers, and then repeating a sixth process a number of times equal to the repetition number, the sixth process is a process of adding the value of the RAM indicated by the first value written to the first pair register to the value of the fourth register, and adding 1 to the first pair register; and A gaming machine characterized by:

Citation Information

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