Gaming machine
The gaming machine improves state management through controlled transitions and settings, enhancing player engagement by managing multiple game states and jackpot information, addressing suboptimal experiences in conventional machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- KYORAKU IND CO LTD
- Filing Date
- 2026-05-15
- Publication Date
- 2026-07-24
AI Technical Summary
Conventional gaming machines lack effective management of gaming states, particularly in time-saving modes where winning is easier, leading to suboptimal player engagement and experience.
A gaming machine with a main control means that manages transitions between multiple game states, including normal, auxiliary game advantageous, special, and specific special game states, allowing for controlled transitions and jackpot information settings based on player interaction and game conditions.
Enhances the management of gaming states, improving player engagement and experience by providing varied and engaging gameplay dynamics.
Smart Images

Figure 2026121491000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Some conventional gaming machines are provided with a normal gaming state and a time-saving gaming state in which starting winning is easier than in the normal gaming state, and a technique for performing game effects according to each gaming state has been proposed (see, for example, Patent Document 1 below).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the gaming machine described in Patent Document 1 above, there remains room for improvement from the viewpoint of managing the gaming state in the time-saving gaming state.
[0005] In view of the above problems, an object of the present invention is to provide a gaming machine capable of improving the management of the gaming state.
Means for Solving the Problems
[0006] To solve the above problems, the present invention provides a main control means capable of controlling the transition between multiple game states, which include at least a first normal state, a second normal state, an auxiliary game advantageous state with a high degree of advantage regarding auxiliary games, a special game state that can be generated when the first special symbol stops as a jackpot symbol, a specific special game state that can be generated on the condition of winning in a specific area opened during a minor win game that can be generated when the second special symbol stops as a minor win symbol, and the progress and stopping of the game. When the auxiliary game advantageous state is in effect, the player can be instructed to operate the operating means in a specific manner, and when the special symbol stops in the first normal state, The first normal state can be maintained, and when a special symbol stops in the second normal state, it is possible to transition to the first normal state or the auxiliary game advantage state, and when a predetermined termination condition is met in the auxiliary game advantage state, it is possible to transition to the second normal state, and the main control means can set continuous jackpot information at least when the auxiliary game advantage state is in effect, when the special game state is in effect, and when the specific special game state is in effect, and regardless of whether the auxiliary game advantage state is in effect, it is possible to set continuous jackpot information when the specific mode of operation is instructed. [Effects of the Invention]
[0007] The present invention makes it possible to improve the management of the game state. [Brief explanation of the drawing]
[0008] [Figure 1] These are front views of the gaming machine 1 and card unit 9 according to the first to sixth embodiments. [Figure 2] This is an enlarged view of the second large prize winning opening 17 in the gaming machine 1 of the first to sixth embodiments. [Figure 3] This is a rear perspective view of the gaming machine 1 and card unit 9 according to the first to sixth embodiments. [Figure 4] These are the main control board 110 and frame control board 160 of the first to sixth embodiments, and the covers 110c and 160c that cover them. [Figure 5] This is a block diagram showing the configuration of the gaming machine 1 according to the first to sixth embodiments. [Figure 6] This is a block diagram showing the configuration of the card unit 9 in the first to sixth embodiments. [Figure 7] This diagram shows the operation of inserting banknotes 200 into the card unit 9 and the lending operation in the card unit 9 according to the first to sixth embodiments. [Figure 8] This diagram shows the counting operation in the gaming machine 1 according to the first to sixth embodiments. [Figure 9] This diagram shows the ejection and insertion operations for the card 201 in the card unit 9 of the first to sixth embodiments, and the lending operation using the replay button. [Figure 10] This diagram shows the game state of the gaming machine 1 according to the first to sixth embodiments. [Figure 11] This diagram shows the game flow of the gaming machine 1 according to the first to sixth embodiments. [Figure 12] This diagram shows the correspondence between the performance modes, game states, and background images of the gaming machine 1 according to the first to sixth embodiments. [Figure 13] This diagram shows the command transmission sequence between the main control board 110 and the frame control board 160 of the gaming machine 1 in the first to sixth embodiments. [Figure 14] This diagram shows the sequence of transmission of gaming machine information notification data from the frame control board 160 to the card unit 9 in the first to sixth embodiments. [Figure 15] This diagram shows the sequence of transmission of game machine information notification data and counting notification data from the frame control board 160 to the card unit 9 in the first to sixth embodiments. [Figure 16] This diagram shows the sequence of transmission of loan notification data and loan receipt result response data between the frame control board 160 and the card unit 9 in the first to sixth embodiments. [Figure 17] This diagram shows the power-on operation of the gaming machine 1 according to the first to sixth embodiments. [Figure 18] This is the win / loss determination table for the gaming machine 1 of the first to sixth embodiments. [Figure 19] These are the tables for determining the jackpot and minor jackpot symbols of the gaming machine 1 according to the first to sixth embodiments. [Figure 20] It is the special losing symbol and normal losing symbol determination table of the gaming machine 1 of the first to sixth embodiments. [Figure 21] It is the setting table at the end of the special game of the gaming machine 1 of the first to sixth embodiments. [Figure 22] It is the setting table when the special losing symbol stops in the gaming machine 1 of the first to sixth embodiments. [Figure 23] It is the special game control table for jackpot and minor win in the gaming machine 1 of the first to sixth embodiments. [Figure 24] It is the control table for opening and closing the big winning opening for jackpot in the gaming machine 1 of the first to sixth embodiments. [Figure 25] It is the control table for opening and closing the big winning opening for minor win and the control table for opening and closing the specific area for minor win in the gaming machine 1 of the first to sixth embodiments. [Figure 26] It is the determination table for the variation pattern of the first special symbol for the normal state of the gaming machine 1 of the first to sixth embodiments. [Figure 27] It is the determination table for the variation pattern of the first special symbol for the short state at low base in the gaming machine 1 of the first to sixth embodiments. [Figure 28] It is the determination table for the variation pattern of the first special symbol for the short state at high base in the gaming machine 1 of the first to sixth embodiments. [Figure 29] It is the determination table for the variation pattern of the second special symbol in the gaming machine 1 of the first to sixth embodiments. [Figure 30] There is a preliminary determination table for the jackpot lottery of the first special symbol in the gaming machine 1 of the first to sixth embodiments. [Figure 31] It is the preliminary determination table for the jackpot lottery of the second special symbol in the gaming machine 1 of the first to sixth embodiments. [Figure 32] It is a diagram showing an example of the screen displayed on the image display device 31 of the gaming machine 1 of the first to sixth embodiments. [Figure 33] It is the normal symbol determination table and the determination table for the variation pattern of the normal symbol in the gaming machine 1 of the first to sixth embodiments. [Figure 34]These are auxiliary game control tables and auxiliary game movable piece opening / closing control tables for the gaming machine 1 of the first to sixth embodiments. [Figure 35] This diagram shows the storage area of the main RAM 110b of the gaming machine 1 according to the first to sixth embodiments. [Figure 36] This is a flowchart of the main processing of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 37] This is a flowchart of the initialization process of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 38] This is a flowchart of the initialization process of the main control board 110 of the gaming machine 1 in the first embodiment and the third to sixth embodiments. [Figure 39] This is a flowchart of the game machine information notification process of the main control board 110 of the game machine 1 in the first to sixth embodiments. [Figure 40] This is a flowchart of the power interruption monitoring process of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 41] This is a flowchart of the timer interrupt processing of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 42] This is a flowchart of the input control processing of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 43] This is a flowchart of the input processing for the first start port detection SW of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 44] This is a flowchart of the specific area detection SW input processing of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 45] This is a flowchart of the special feature and special electrical control processing of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 46] This is a flowchart of the special symbol memory determination process of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 47] This is a flowchart of the special symbol memory determination process of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 48]This is a flowchart of the jackpot determination process of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 49] This is a flowchart of the special symbol variation processing of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 50] This is a flowchart of the special symbol stopping process of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 51] This is a flowchart of the Type 1 jackpot game preparation process of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 52] This is a flowchart of the minor prize game preparation process of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 53] This is a flowchart of the game state setting process of the main control board 110 of the game machine 1 in the first to sixth embodiments. [Figure 54] This is a flowchart of the jackpot game processing on the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 55] This is a flowchart of the minor win game processing on the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 56] This is a flowchart of the Type 2 jackpot game transition process of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 57] This is a flowchart of the jackpot game termination process of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 58] This is a flowchart of the general power control processing of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 59] This is a flowchart of the normal symbol variation processing of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 60] This is a flowchart of the auxiliary game processing of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 61] This is a flowchart of the main processing of the game ball count control unit 180 of the game machine 1 in the first to sixth embodiments. [Figure 62]This is a flowchart of the initial setup process for the game ball count control unit 180 of the game machine 1 in the first embodiment and the third to sixth embodiments. [Figure 63] This is a flowchart of the timer interrupt processing of the game ball count control unit 180 of the game machine 1 in the first to sixth embodiments. [Figure 64] This is a flowchart of the timer update process of the game ball count control unit 180 of the game machine 1 in the first to sixth embodiments. [Figure 65] This is a flowchart of the error detection process of the game ball count control unit 180 of the game machine 1 in the first to sixth embodiments. [Figure 66] This diagram shows the error displays of the game ball count indicator 84 and the frame control indicator 85 of the game machine 1 in the first to sixth embodiments. [Figure 67] This is a flowchart of the response processing of the game ball count control unit 180 of the game machine 1 in the first to sixth embodiments. [Figure 68] This is a flowchart of the game machine information notification process of the game ball count control unit 180 of the game machine 1 in the first to sixth embodiments. [Figure 69] This is a flowchart of the game machine information notification data transmission process of the game ball count control unit 180 of the game machine 1 in the first to sixth embodiments. [Figure 70] This is a flowchart of the game machine information notification data transmission process of the game ball count control unit 180 of the game machine 1 in the first to sixth embodiments. [Figure 71] This is a flowchart of the counting process of the game ball count control unit 180 of the game machine 1 in the first to sixth embodiments. [Figure 72] This is a flowchart of the game ball count control unit 180's process for determining whether the game ball count transition condition is met in the game machine 1 of the first to sixth embodiments. [Figure 73] This figure shows the operation information storage area of the game ball count RAM 180b of the game machine 1 according to the first to sixth embodiments, and an example of updating the operation information storage area. [Figure 74] This is a flowchart of the counting notification process of the game ball count control unit 180 of the game machine 1 in the first to sixth embodiments. [Figure 75]This is a flowchart of the lending control process and display data output process of the game ball count control unit 180 of the game machine 1 in the first to sixth embodiments. [Figure 76] This is a flowchart of the game notification control process of the game ball count control unit 180 of the game machine 1 in the first and second embodiments. [Figure 77] This figure shows the table for determining the lamp illumination color while seated, the table for determining the background color while seated, the table for determining the lamp illumination color while away from the seat, and the table for determining the background color while away from the seat for the gaming machine 1 of the first to sixth embodiments. [Figure 78] This is a flowchart of the main processing of the launch control unit 170 of the gaming machine 1 in the first to sixth embodiments. [Figure 79] This is a flowchart of the launch control process of the launch control unit 170 of the gaming machine 1 in the first to sixth embodiments. [Figure 80] This is a flowchart of the main processing of the card unit control board 90 in the first to sixth embodiments. [Figure 81] This is a flowchart of the banknote input detection process of the card unit control board 90 in the first to sixth embodiments. [Figure 82] This is a flowchart of the card input detection process of the card unit control board 90 in the first to sixth embodiments. [Figure 83] This is a flowchart of the ball count update process of the card unit control board 90 in the first to sixth embodiments. [Figure 84] This is a flowchart of the lending process of the card unit control board 90 in the first to sixth embodiments. [Figure 85] This is a flowchart of the response confirmation process of the card unit control board 90 in the first to sixth embodiments. [Figure 86] This is a flowchart of the card ejection process of the card unit control board 90 in the first to sixth embodiments. [Figure 87] This is a flowchart of the gaming machine information analysis processing of the card unit control board 90 in the first to sixth embodiments. [Figure 88]This diagram shows a time chart of the game state of the main control board 110 in the first to sixth embodiments, the information output from the game ball count control unit 180 to the card unit 9, and the card ejection control of the card unit 9. [Figure 89] This diagram shows a time chart of the game state of the main control board 110 in the first to sixth embodiments, the information output from the game ball count control unit 180 to the card unit 9, and the card ejection control of the card unit 9. [Figure 90] This diagram shows a time chart of the game state of the main control board 110 in the first to sixth embodiments, the information output from the game ball count control unit 180 to the card unit 9, and the card ejection control of the card unit 9. [Figure 91] This diagram shows a time chart of the game state of the main control board 110 in the first to sixth embodiments, the information output from the game ball count control unit 180 to the card unit 9, and the card ejection control of the card unit 9. [Figure 92] This diagram shows a time chart of the game state of the main control board 110 in the first to sixth embodiments, the information output from the game ball count control unit 180 to the card unit 9, and the card ejection control of the card unit 9. [Figure 93] This is a flowchart of the main processing of the performance control board 120 of the gaming machine 1 in the first to sixth embodiments. [Figure 94] This is a flowchart of the timer interrupt processing of the performance control board 120 of the gaming machine 1 in the first to sixth embodiments. [Figure 95] This is a flowchart of the command analysis process of the performance control board 120 of the gaming machine 1 according to the first to sixth embodiments. [Figure 96] This is a flowchart of the command analysis process of the performance control board 120 of the gaming machine 1 according to the first to sixth embodiments. [Figure 97] This is a flowchart of the command analysis process of the performance control board 120 of the gaming machine 1 according to the first to sixth embodiments. [Figure 98] This figure shows the table for determining the variation effect pattern for the first special symbol in the sea mode during the normal state of the gaming machine 1 of the first to sixth embodiments. [Figure 99]This figure shows the table for determining the variation animation pattern for the first special symbol in Sea Mode during the low-base time-saving state of the gaming machine 1 of the first to sixth embodiments. [Figure 100] This figure shows the table for determining the variable performance pattern for the first special symbol in ground mode when the gaming machine 1 of the first to sixth embodiments is in a low base state. [Figure 101] This figure shows the table for determining the variation effect pattern for the first special symbol in the high base time reduction state of the gaming machine 1 of the first to sixth embodiments. [Figure 102] This diagram shows the variable animation pattern determination table for the second special symbol of the gaming machine 1 according to the first to sixth embodiments. [Figure 103] This is a flowchart of the process for determining the variable performance pattern of the performance control board 120 of the gaming machine 1 in the first to sixth embodiments. [Figure 104] This is a flowchart of the training mode notification and performance control processing of the performance control board 120 of the gaming machine 1 in the first to sixth embodiments. [Figure 105] This is a flowchart of the special game performance control processing of the performance control board 120 of the game machine 1 in the first to sixth embodiments. [Figure 106] This figure shows the normal background setting table and the special background setting table for the gaming machine 1 of the first to sixth embodiments. [Figure 107] This is a flowchart of the background image display control processing of the performance control board 120 of the gaming machine 1 according to the first to sixth embodiments. [Figure 108] This is a flowchart of the main processing of the control unit 141 in the first to sixth embodiments. [Figure 109] This is a flowchart of the command reception interrupt processing and V-blank interrupt processing of the control unit 141 in the first to sixth embodiments. [Figure 110] This figure shows examples of the screen display for the normal variation effects of the gaming machine 1 according to the first to sixth embodiments. [Figure 111] This figure shows examples of the screen display for the normal reach animation of the gaming machine 1 according to the first to sixth embodiments. [Figure 112] This figure shows examples of the roulette display screens for the gaming machine 1 according to the first to sixth embodiments. [Figure 113] It is a figure showing a screen example of the SP reach effect of the gaming machine 1 according to the first to sixth embodiments. [Figure 114] It is a figure showing a screen example of the battle effect of the gaming machine 1 according to the first to sixth embodiments. [Figure 115] It is a figure showing a detailed screen example of the battle effect of the gaming machine 1 according to the first to sixth embodiments. [Figure 116] It is a figure showing a screen example during the jackpot effect of the gaming machine 1 according to the first to sixth embodiments. [Figure 117] It is a figure showing a screen example during the high base short state of the gaming machine 1 according to the first to sixth embodiments. [Figure 118] It is a figure showing a screen example of the training mode effect of the gaming machine 1 according to the first to sixth embodiments. [Figure 119] It is a figure showing a screen example of the revival chance effect mode of the gaming machine 1 according to the first to sixth embodiments. [Figure 120] It is a flowchart of the initialization process of the main control board 110 of the gaming machine 1 according to the second embodiment. [Figure 121] It is a flowchart of the initial setting process of the game ball number control unit 180 of the gaming machine 1 according to the second embodiment. [Figure 122] It is a flowchart of the game notification control process of the game ball number control unit 180 of the gaming machine 1 according to the third embodiment. [Figure 123] It is a flowchart of the game notification control process of the game ball number control unit 180 of the gaming machine 1 according to the fourth embodiment. [Figure 124] It is a flowchart of the game notification control process of the game ball number control unit 180 of the gaming machine 1 according to the fifth embodiment. [Figure 125] It is a flowchart of the game notification control process of the game ball number control unit 180 of the gaming machine 1 according to the sixth embodiment. s
Mode for Carrying Out the Invention
[0009] <First Embodiment> Hereinafter, the first embodiment of the present invention will be specifically described with reference to the drawings.
[0010] (Overview of Gaming Machine 1) Unlike well-known pachinko machines, gaming machine 1 does not use a game ball supply mechanism or game ball discharge mechanism of island equipment. Instead, it is a sealed-type gaming machine that stores a predetermined number of game balls (for example, 50 balls), plays the game by launching the stored game balls into the game area, collects the game balls after the game is finished, and plays the game again by launching the collected game balls.
[0011] (Basic configuration of gaming machine 1) First, the basic configuration of the gaming machine 1 will be described with reference to Figures 1 to 4. Figure 1 is a front view of the gaming machine 1 and card unit 9 of the present invention. Figure 2 is an enlarged view of the second large prize slot 17 of the gaming machine 1. Figure 3 is a perspective view of the rear side of the gaming machine 1 and card unit 9. Figure 4 shows the main control board 110 and frame control board 160, and the covers 110c and 160c covering them, on the rear side of the gaming machine 1.
[0012] The gaming machine 1, as shown in Figures 1 and 3, comprises an outer frame 60 and a rotatably supported glass frame 50. The outer frame 60 is provided with a game board 2 having a game area 6 through which game balls flow. The game area 6 has a left area 6L to the left of the center and a right area 6R to the right of the center.
[0013] One end of the glass frame 50 is connected to the outer frame 60 via a hinge mechanism 51, and the other end of the glass frame 50 is provided with a locking mechanism. The locking mechanism of the glass frame 50 can be unlocked with a special key, and by unlocking it, the hinge mechanism 51 can swing it open to release the game area 6. The glass frame 50 is provided with a door open detection switch 81c (not shown).
[0014] The glass frame 50 is provided with a pressable effect button 35, and the effect button 35 is equipped with an effect button detection SW 35a. When the effect button detection SW 35a detects the player's operation of the effect button 35, it outputs predetermined information to the gaming machine 1. Therefore, the player can input predetermined information to the gaming machine 1 by operating the effect button 35.
[0015] To the left of the performance button 35 is a pressable directional pad 39. The directional pad 39 has an upper cursor key 39A, a left cursor key 39B, a lower cursor key 39C, a right cursor key 39D, and a center cursor key 39E, each of which is equipped with a directional pad detection switch 39a, 39b, 39c, 39d, and 39e, respectively. When each directional pad detection switch detects the player's operation of the directional pad 39, it outputs predetermined information to the gaming machine 1. Therefore, the player can input predetermined information to the gaming machine 1 by operating the directional pad 39.
[0016] The glass frame 50 is provided with an operating handle 3 that, when rotated, launches game balls into the game area 6. The operating handle 3 is equipped with a touch sensor 3a. The touch sensor 3a detects when a player touches the operating handle 3. When the player rotates the operating handle 3, a launch volume 3b located near the operating handle 3 also rotates, and a launching member directly connected to a launching solenoid 4a rotates with a launching intensity corresponding to the amount of rotation of the launch volume 3b.
[0017] The ball-feeding solenoid 4b, located near the operating handle 3, feeds the game balls stored in the game machine 1 one by one to the launching member directly connected to the launching solenoid 4a. These touch sensors 3a, launching volume 3b, launching solenoid 4a, and ball-feeding solenoid 4b perform the above launching operations under the control of the launching control unit 170 in the frame control board 160.
[0018] The game balls, launched to the launching member, are launched between rails 5a and 5b by the rotation of the launching member, pass through the ball return prevention member 5c, and enter the game area 6. A launch ball sensor 2a, a foul ball sensor 2b, a small ball sensor 81a, and a steel ball sensor 81b are provided between rails 5a and 5b (none of which are shown).
[0019] The launch ball sensor 2a outputs a launch signal when it detects that a game ball launched between rails 5a and 5b has exceeded the launch detection point at the upper end of rail 5b. The foul ball sensor 2b outputs a foul signal when it detects that a game ball launched between rails 5a and 5b has returned without reaching the game area 6. The small ball sensor 81a outputs a small ball detection signal when it detects that a small ball has been launched between rails 5a and 5b. The steel ball sensor 81b outputs a steel ball detection signal when it detects that a steel ball has been launched between rails 5a and 5b.
[0020] The glass frame 50 is equipped with two audio output devices 32, which are speakers, on the left and right sides. The audio output devices 32 provide sound effects and other effects in accordance with the progress of the game. Near the two audio output devices 32 are a fourth effect lighting device 340d and two fifth effect lighting devices 340e. The fourth effect lighting device 340d and the fifth effect lighting devices 340e each have a fourth lamp 34d and a fifth lamp 34e, which are full-color LEDs. The fourth effect lighting device 340d and the fifth effect lighting devices 340e perform game effects by illuminating the fourth lamp 34d and the fifth lamp 34e, respectively, under the control of the lamp / drive control unit 150 of the effect control board 120.
[0021] Inside the game area 6 of the game board 2, there are a general prize entry point 12, a regular symbol gate 13, a first start entry point 14, a second start entry point 15, a first major prize entry point 16, a second major prize entry point 17, and an image display device 31.
[0022] There are three general prize slots 12 located below the game area 6L. Each general prize slot 12 is equipped with a general prize slot detection switch 12a. When the general prize slot detection switch 12a detects that a game ball has entered a general prize slot 12, a predetermined number of game balls are awarded to the player.
[0023] A first start opening 14 is provided in the lower center of the game area 6 of the game board 2. A second start opening 15 is provided on the right side of the game area 6 of the game board 2. When a game ball is launched towards the left area 6L of the game area 6 (left shot), the game ball can enter the first start opening 14, but it is difficult for the game ball to enter the second start opening 15. When a game ball is launched towards the right area 6R of the game area 6 (right shot), the game ball can enter the second start opening 15, but it is difficult for the game ball to enter the first start opening 14.
[0024] The first start port 14 is equipped with a first start port detection SW 14a. When the first start port detection SW 14a detects that a game ball has entered the first start port 14, a predetermined number of game balls are awarded to the player. The second start port 15 is equipped with a second start port detection SW 15a. When the second start port detection SW 15a detects that a game ball has entered the second start port 15, a predetermined number of game balls are awarded to the player. The number of game balls awarded for game balls entering the first start port 14 and the second start port 15 may be the same or different. Furthermore, as will be described in detail later, when game balls enter the first start port 14 or the second start port 15, various random values are obtained that will be used for various processes related to the game, including the jackpot lottery.
[0025] The second starting port 15 is equipped with two movable pieces 15b and a starting port opening / closing solenoid 15c. The second starting port 15 changes between two states by the operation of the starting port opening / closing solenoid 15c: a closed state in which the entry of game balls is restricted, and an open state in which the entry of game balls is permitted. Specifically, the operation of the starting port opening / closing solenoid 15c controls the second starting port 15 to a closed state in which the entry of game balls is restricted by the movable piece 15b becoming approximately vertical, and to an open state in which the entry of game balls is permitted by the movable piece 15b becoming approximately horizontal.
[0026] Furthermore, the ease with which the game balls can enter the second starting opening 15 can be varied by changing the time it remains open. As will be explained in more detail later, the longer the second starting opening 15 remains open, the more opportunities there are for the game balls to enter, thus increasing the ease of winning.
[0027] A regular symbol gate 13 is provided in the upper right part of the game area 6 of the game board 2. The regular symbol gate 13 is equipped with a gate detection switch 13a. When the gate detection switch 13a detects the passage of a game ball through the regular symbol gate 13, it acquires random values for determination, etc., for performing the regular symbol lottery described later.
[0028] A first large prize slot 16 is provided in the lower right area of the game area 6 of the game board 2. The first large prize slot 16 is equipped with a first large prize slot detection SW 16a, a first large prize slot opening / closing door 16b, and a first large prize slot opening / closing solenoid 16c. The first large prize slot 16 changes between two states by the operation of the first large prize slot opening / closing solenoid 16c: a closed state in which the entry of game balls is restricted, and an open state in which the entry of game balls is permitted.
[0029] More specifically, when the first large prize opening 16 is turned off, the first large prize opening door 16b becomes approximately parallel to the surface of the game board 2, making it difficult for game balls to enter the opening. Conversely, when the first large prize opening solenoid 16c is turned on, the first large prize opening door 16b becomes approximately perpendicular to the surface of the game board 2, making it easy for game balls to enter the opening.
[0030] When the first major prize slot detection SW16a detects that a game ball has entered the first major prize slot 16, a predetermined number of game balls (for example, 15) are awarded to the player. The open state of the first major prize slot 16 changes to a closed state after a predetermined number of game balls have entered it, or after a predetermined open time has elapsed.
[0031] A second large prize slot 17 is provided in the right-hand area of the game area 6 of the game board 2. The second large prize slot 17 is equipped with a second large prize slot detection SW 17a, a second large prize slot opening / closing door 17b, and a second large prize slot opening / closing solenoid 17c. The second large prize slot 17 changes between two states depending on the operation of the second large prize slot opening / closing solenoid 17c: a closed state in which the entry of game balls is restricted, and an open state in which the entry of game balls is permitted.
[0032] Specifically, when the second large prize slot 17 is turned off, the second large prize slot opening door 17b becomes approximately parallel to the surface of the game board 2, making it difficult for game balls to enter the slot. Conversely, when the second large prize slot opening door 17c is turned on, the second large prize slot opening door 17b becomes approximately perpendicular to the surface of the game board 2, making it easy for game balls to enter the slot.
[0033] As shown in Figure 2, the inside of the second large prize opening 17 is provided with a specific area 19B, a sliding member 19C, and a second large prize opening discharge port 19E. The sliding member 19C changes between two states by the operation of the specific area opening / closing solenoid 18d: a retracted state in which it is stored at the back of a gap provided in the inner wall 19 of the second large prize opening, and a forward state in which it is advanced in front of the gap.
[0034] Specifically, the sliding member 19C moves forward when the specific area opening / closing solenoid 18d is turned on, and moves backward when the specific area opening / closing solenoid 18d is turned off. The specific area 19B becomes closed when the sliding member 19C is in the forward position, making it difficult for the game ball to enter, and becomes open when the sliding member 19C is in the backward position, making it easy for the game ball to enter.
[0035] When the slide member 19C is in the forward position, game balls passing over the specific area 19B are discharged only through the second large prize opening discharge port 19E. However, when the slide member 19C is in the reverse position, they can be discharged through the specific area 19B. Game balls discharged through the second large prize opening discharge port 19E are detected by the second large prize opening detection SW 17a. Game balls discharged through the specific area 19B are detected by the specific area detection SW 18a. Regardless of which detection SW detects the balls, a predetermined number of game balls are awarded to the player.
[0036] An outlet 11 is provided at the lower center of the game area 6 of the game board 2. If a game ball launched into the game area 6 does not enter any of the general prize entry 12, the first start 14, the second start 15, the first major prize entry 16, or the second major prize entry 17, it is discharged from the game area 6 via the outlet 11.
[0037] An image display device 31 is provided in the center of the game area 6. The image display device 31 displays performance images according to the progress of the game, and also displays customer waiting performance images when the game is not in progress. As for the display of performance images according to the progress of the game, the left symbol 36L, the middle symbol 36C, the right symbol 36R (hereinafter referred to as "decorative symbols 36"), and the fourth symbol 36Z are displayed in a variable manner according to the variation of the special symbols. The decorative symbols 36 and the fourth symbol 36Z notify the same judgment result as the jackpot judgment result indicated by the special symbols of the first special symbol display device 20 and the second special symbol display device 21.
[0038] Additionally, a radio wave detection switch 19a is provided at the lower center of the game area 6 (not shown). The radio wave detection switch 19a outputs a radio wave detection signal when it detects radio waves.
[0039] Outside the game area 6 of the game board 2, there are a first special symbol display device 20, a second special symbol display device 21, a first special symbol hold indicator 22, a second special symbol hold indicator 23, a regular symbol display device 24, and a regular symbol hold indicator 25.
[0040] The first special symbol display device 20 is composed of 7-segment LEDs. When a game ball enters the first start opening 14 of the game area 6, the LEDs light up and turn off to display the changing special symbols and the stopping of the special symbols indicating the jackpot lottery result.
[0041] Similarly, the second special symbol display device 21 is composed of 7-segment LEDs, and when a game ball enters the second start opening 15 of the game area 6, the LEDs light up and turn off to display the changing special symbols and the stopping of the special symbols indicating the jackpot lottery result.
[0042] Furthermore, the fluctuations displayed by the first special symbol display device 20 and the second special symbol display device 21 are achieved by repeating a pattern display (hereinafter referred to as "basic pattern fluctuation") in which the LEDs are turned on and off in a specific manner. In addition, the execution time of the basic pattern fluctuation is always the same.
[0043] All fluctuation displays performed by the first special symbol display device 20 and the second special symbol display device 21 are performed by repeating a basic pattern fluctuation, and the number of repetitions of the basic pattern fluctuation differs depending on the fluctuation time of the fluctuation display to be performed.
[0044] Hereafter, the special symbols displayed by the first special symbol display device 20 will be referred to as "first special symbols," and the special symbols displayed by the second special symbol display device 21 will be referred to as "second special symbols."
[0045] When it is not possible to start a new variation of the first or second special symbol, such as during a variation of a special symbol or during a jackpot game (special game), the variation display of the special symbol is put into standby mode under predetermined conditions. The first special symbol reserve indicator 22 displays the number of standby variation displays for the first special symbol (hereinafter referred to as "reserve count"). The first special symbol reserve indicator 22 consists of two LEDs, left and right, and displays the reserve count of the first special symbol by the way they are displayed. Specifically, if the reserve count of the first special symbol is 1, only the left LED lights up; if the reserve count of the first special symbol is 2, only the right LED lights up; if the reserve count of the first special symbol is 3, the left LED blinks and the right LED lights up; and if the reserve count of the first special symbol is 4, both the left and right LEDs blink.
[0046] Similarly, the second special symbol hold indicator 23 displays the number of holds for the second special symbol. The second special symbol hold indicator 23 consists of two LEDs, one on the left and one on the right, and displays the number of holds for the second special symbol by the way they are displayed. Specifically, if there is one hold for the second special symbol, only the left LED lights up; if there are two hold for the second special symbol, only the right LED lights up; if there are three hold for the second special symbol, the left LED blinks and the right LED lights up; and if there are four hold for the second special symbol, both the left and right LEDs blink.
[0047] The regular symbol display device 24 consists of a single LED. When a game ball passes through the regular symbol gate 13 in the game area 6, the single LED lights up and turns off to display the variation of the regular symbols and the stop display indicating the lottery result. If it is not possible to start a new variation of the regular symbols, such as when the regular symbols are already varying, the variation of the regular symbols is put into standby mode under predetermined conditions.
[0048] The regular symbol hold indicator 25 consists of two LEDs, one on the left and one on the right, and displays the number of regular symbols held by the way they are displayed. Specifically, if there is one regular symbol held, only the left LED lights up; if there are two regular symbols held, only the right LED lights up; if there are three regular symbols held, the left LED blinks and the right LED lights up; and if there are four regular symbols held, both the left and right LEDs blink.
[0049] A first performance drive device 330a, a second performance drive device 330b, and a third performance drive device 330c are provided around the periphery of the game area 6 of the game board 2. The first performance drive device 330a has a first movable component 33a. The second performance drive device 330b has a second movable component 33b. The third performance drive device 330c has a third movable component 33c.
[0050] The first performance drive unit 330a, the second performance drive unit 330b, and the third performance drive unit 330c operate the first movable mechanism 33a, the second movable mechanism 33b, and the third movable mechanism 33c under the control of the lamp / drive control unit 150 of the performance control board 120, thereby performing game performances.
[0051] The first movable mechanism 33a performs a warning animation indicating a high probability of a jackpot by swaying near its origin position and dropping towards the center of the game area 6. The second movable mechanism 33b performs a warning animation indicating a high probability of a jackpot by swaying near its origin position and sliding to the left towards the center of the game area 6. The third movable mechanism 33c performs a warning animation indicating a high probability of a jackpot by swaying near its origin position and sliding to the lower right towards the center of the game area 6. These swaying, dropping, and sliding movements can occur individually or in combination, and the more combinations that occur, the higher the probability of a jackpot. In addition, there are multiple timings for the dropping and sliding movements, and the probability of a jackpot differs depending on the timing of the movement.
[0052] As shown in Figure 1, a first performance lighting device 340a is provided at the center of the first movable component 33a. A second performance lighting device 340b is provided at the center of the second movable component 33b. A third performance lighting device 340c is provided at the center of the third movable component 33c. The first performance lighting device 340a, the second performance lighting device 340b, and the third performance lighting device 340c are each equipped with a first lamp 34a, a second lamp 34b, and a third lamp 34c, which are full-color LEDs.
[0053] The first performance lighting device 340a, the second performance lighting device 340b, and the third performance lighting device 330c perform light emission operations of the first lamp 34a, the second lamp 34b, and the third lamp 34c, respectively, under the control of the lamp / drive control unit 150 of the performance control board 120, thereby performing game performances.
[0054] A game ball count indicator 84 is provided outside the game area 6 of the game board 2. The game ball count indicator 84 consists of a 6-digit 7-segment LED display. Based on display data transmitted from the frame control board 160, the game ball count indicator 84 displays information such as the number of game balls and error messages.
[0055] Specifically, the game ball count display 84 displays the number of game balls that the game machine 1 currently holds. In the cases shown below, the game ball count display 84 displays the number of game balls obtained by adding or subtracting a predetermined value from the currently displayed number of game balls.
[0056] In the game ball count display 84, the number of game balls displayed is obtained by subtracting a predetermined value from the currently displayed number of game balls when a game ball is launched and when the number of game balls held by the game machine 1 is transferred to the card unit 9. Specifically, each time a game ball is launched, the game ball count display 84 displays the number of game balls obtained by subtracting 1 from the displayed number of game balls. In addition, when the number of game balls held by the game machine 1 is transferred to the card unit 9, the game ball count display 84 displays the number of game balls obtained by subtracting the number transferred to the card unit 9 from the displayed number of game balls.
[0057] In the game ball count display 84, the number of game balls displayed is calculated by adding a predetermined value to the currently displayed number of game balls when a prize ball is won through gameplay, or when the display receives loan notification data from the card unit 9 indicating the number of loaned balls. A prize ball is won through gameplay when a game ball enters the general prize slot 12, the first start slot 14, the second start slot 15, the first major prize slot 16, or the second major prize slot 17.
[0058] An annular game notification lamp 86 is provided around the game ball count display 84. The game notification lamp 86 emits predetermined light according to the display data transmitted from the frame control board 160.
[0059] To the right of the performance button 35 is a counting button 82 equipped with a counting button detection SW82a. By operating the counting button 82, it is possible to transfer the number of balls stored in the gaming machine 1 to the card unit 9. The word "Counting" is printed near the counting button 82.
[0060] A card unit 9 connected to the gaming machine 1 is provided on the left side of the gaming machine 1. Above the card unit 9 is a banknote slot 91 equipped with a banknote identification device 91a. Below the banknote slot 91 is a monetary value display 93. The monetary value display 93 consists of a two-digit 7-segment LED.
[0061] Below the amount display 93 is a loan button 98 equipped with a loan button detection SW98a. Below the loan button 98 is a ball count display 94. The ball count display 94 consists of a 6-digit 7-segment LED.
[0062] Below the ball count indicator 94, there is a replay button 96 equipped with a replay button detection SW 96a. Below the replay button 96, there is a card slot 92 equipped with a card reader / writer 92a. Below the card slot 92, there is an eject button 99 equipped with an eject button detection SW 99a.
[0063] As shown in Figure 3, the back of the gaming machine 1 is equipped with a main control board 110, a performance control board 120, a frame control board 160, a power supply board 175, a power plug 176, and a power switch 177.
[0064] As shown in Figures 3 and 4, the main control board 110 is covered by a cover 110c. As shown in Figure 4, the main control board 110 is provided with a RAM clear switch 111a, and even when the cover 110c is attached to the main control board 110, the RAM clear switch 111a protruding from the hole 110e can be pressed.
[0065] As shown in Figures 3 and 4, the frame control board 160 is covered by a cover 160c. As shown in Figure 4, the frame control board 160 is equipped with a frame control display 85 and a game ball count clear switch 180e. The frame control display 85 consists of a 6-digit 7-segment LED and displays information such as the number of game balls and error messages based on display data transmitted from the frame control board 160. Even when the cover 160c is attached to the frame control board 160, the game ball count clear switch 180e, which protrudes from the hole 160e, can be pressed.
[0066] (Block diagram of the entire gaming machine) Next, we will explain each control means that controls the progress of the game using an overall block diagram of the gaming machine 1. Figure 5 is a block diagram showing the configuration of the gaming machine 1.
[0067] The gaming machine 1 includes a main control board 110 that comprehensively controls the progress of the game, an effects control board 120 that controls the effects related to the game, a frame control board 160 that controls the counting and launching of game balls, and a power supply board 175. The power supply board 175 supplies power to the main control board 110, the effects control board 120, and the frame control board 160.
[0068] The main control board 110 includes a main control unit 110m, which is a one-chip microcontroller equipped with a main CPU 110a for arithmetic processing, a main RAM 110b that serves as a work area for arithmetic processing, and a main ROM 110c that stores game control programs, as well as input / output ports and a RAM clear switch 111a.
[0069] The input / output ports of the main control board 110 are connected to the performance control board 120, the frame control board 160, the general prize entry detection SW12a, the gate detection SW13a, the first start entry detection SW14a, the second start entry detection SW15a, the first major prize entry detection SW16a, the second major prize entry detection SW17a, the specific area detection SW18a, the start entry opening / closing solenoid 15c, the first major prize entry opening / closing solenoid 16c, the second major prize entry opening / closing solenoid 17c, the specific area opening / closing solenoid 18d, the first special symbol display device 20, the second special symbol display device 21, the first special symbol hold indicator 22, the second special symbol hold indicator 23, the normal symbol display device 24, and the normal symbol hold indicator 25.
[0070] Furthermore, communication between the main control board 110 and the frame control board 160 is bidirectional, allowing for the sending and receiving of commands. However, communication between the main control board 110 and the performance control board 120 is unidirectional, allowing command transmission only from the main control board 110 to the performance control board 120.
[0071] The main CPU 110a of the main control board 110 receives an operating clock from the crystal oscillator, reads the game control program stored in the main ROM 110c, and uses the main RAM 110b as a work area to perform calculations related to the game. The main CPU 110a performs control processing in response to detection signals from each input device (detection switch, etc.), control processing for each output device (display device, etc.), and control processing for sending and receiving control commands.
[0072] The main RAM 110b of the main control board 110 is provided with various data storage areas necessary for game control, as well as storage areas for various counters, as will be described in detail later. When the power is lost, the data in the used area of the main RAM 110b is backed up by the backup power supply after a checksum is added. The data backed up by the backup power supply is restored after a data check using the checksum. The main ROM 110c of the main control board 110 stores game control programs and data, as will be described in detail later.
[0073] The performance control board 120 controls the image display device 31, the sound output device 32, the performance drive devices 330a, 330b, 330c, and the performance lighting devices 340a, 340b, 340c, 340d, and 340e based on performance control commands received from the main control board 110.
[0074] The performance control board 120 includes a performance control unit 120m that controls the progress of performances based on the reception of performance control commands from the main control board 110, a display / sound control unit 140 that performs control processing for image display and sound output based on the reception of performance control commands from the performance control unit 120m, a lamp / drive control unit 150 that performs control processing for light emission effects and movable mechanism effects based on performance control commands from the performance control unit 120m, and input / output ports for performance control.
[0075] The performance control unit 120m includes a sub-CPU 120a for calculation processing, a sub-RAM 120b which serves as a work area for calculation processing, a sub-ROM 120c which stores performance control programs, etc., and an RTC 120d. The RTC 120d operates using the power supplied to the gaming machine 1 when power is supplied to it, and operates using the power of the onboard backup power supply when power is not supplied to the gaming machine 1. The input ports of the performance control base unit 120m are connected to a performance button detection SW 35a and directional key detection SWs 39a, 39b, 39c, 39d, and 39e.
[0076] The sub-CPU 120a of the performance control unit 120m receives an operating clock from the crystal oscillator based on commands transmitted from the main control means 110 and input signals from the performance button detection SW35a, etc., reads the performance control program and data stored in the sub-ROM 120c, uses the sub-RAM 120b as a work area to perform calculation processing related to game performance, and transmits the performance control commands generated in this processing to the general control unit 141 and the lamp / drive control unit 150.
[0077] The sub-RAM 120b of the performance control unit 120m contains various data storage areas necessary for performance control, as well as storage areas for various counters, as will be described in detail later. The sub-ROM 120c of the performance control unit 120m stores programs and data for performance control, as will be described in detail later.
[0078] The display / sound control unit 140 controls the image display device 31 and the sound output device 32 based on performance control commands received from the performance control unit 120m and the frame control board 160. The display / sound control unit 140 includes a general control unit 141 that comprehensively controls image display and sound output based on performance control commands from the performance control unit 120m and the frame control board 160, a VDP 145 that controls the image display device 31 based on the reception of display control commands (such as display lists) from the general control unit 141, a CGROM 146 that stores image data, etc., a sound processor 144 that controls the sound output device 32 based on the reception of sound control commands from the general control unit 141, and a sound ROM 148 that stores sound data, etc. The image display device 31 and the sound output device 32 are connected to the input / output ports of the sound / display control unit 140.
[0079] The control unit 141 includes a control CPU 141a for performing calculations, a control RAM 141b used as a work area when performing calculations, a control ROM 141c in which control programs and the like are stored, and input / output ports to which the image display device 31 and the audio output device 32 are connected.
[0080] The integrated CPU 141a of the integrated control unit 141 receives an operating clock from the crystal oscillator based on a command transmitted from the performance control unit 120m, reads the integrated control program and data stored in the integrated ROM 141c, and uses the integrated RAM 141b as a work area to perform calculations related to image display and sound output. The integrated CPU 141a outputs a sound control command to the sound processor 144 that instructs the sound to be output to the sound output device 32, which was generated by the calculations, and outputs a display control command (display list, etc.) to the VDP 145 that instructs the performance images to be displayed on the image display device 31.
[0081] The voice processor 144 is connected to the voice ROM 148. The voice ROM 148 stores compressed voice data. Based on voice control commands received from the control unit 141, the voice processor 144 reads and decodes voice data from the voice ROM 148, and outputs voice from the voice output device 32 using the decoded data.
[0082] The VDP145 is connected to the CGROM146. The CGROM146 stores compressed image data and uncompressed palette data, etc. The image data consists of pixel information for sprite images and movie images to be displayed on the image display device 31. The pixel information of the image data consists of color number information and transparency (alpha value) for each pixel. The palette data is data in which color number information and display colors are associated.
[0083] The VDP145 is equipped with VRAM147. The VRAM147 includes a display list storage area, a compressed data decompression area, a first frame buffer area, and a second frame buffer area. The display list storage area is for storing the display list output from the control unit 141. The compressed data decompression area is for storing image data that has been decompressed from the compressed image data read from the CGROM146.
[0084] The first frame buffer area and the second frame buffer area are storage areas for display image data to be displayed on the image display device 31. While one buffer area has finished drawing the image to be displayed and is transferring the image data to the image display device 31, the other buffer area is drawing the next image to be displayed. By repeating this process alternately, high-speed and smooth display control is achieved.
[0085] The VDP145 stores the display list output from the control unit 141, reads image data corresponding to the display list from the CGROM 146, performs drawing processing in the drawing frame buffer using this image data, and generates RGB signals as video signals indicating the colors of the image from the image data stored in the display frame buffer, and outputs the generated RGB signals to the image display device 31.
[0086] The lamp / drive control unit 150 includes a lamp CPU 150a for performing calculations, a lamp RAM 150b used as a work area during calculations, a lamp ROM 150c for storing lamp control programs and data, and input / output ports. The performance drive devices 330a, 330b, 330c and the performance lighting devices 340a, 340b, 340c, 340d, 340e are connected to the input / output ports of the lamp / drive control unit 150.
[0087] The lamp CPU 150a of the lamp / drive control unit 150 receives an operating clock from the crystal oscillator based on commands transmitted from the performance control unit 120m and the frame control board 160, reads programs and data related to light emission control and mechanism driving stored in the lamp ROM 150c, and uses the lamp RAM 150b as a work area to perform calculation processing related to light emission control and mechanism driving processing. Through this calculation processing, the lamp CPU 150a performs drive control of the performance drive devices 330a, 330b, and 330c, and light emission control of the performance lighting devices 340a, 340b, 340c, 340d, and 340e.
[0088] The frame control board 160 controls the counting and launching of game balls. The frame control board 160 is connected to the main control board 110 in a bidirectional manner. The frame control board 160 includes a launch control unit 170, a game ball count control unit 180, an input port, an output port, and a game ball count clear switch 180e.
[0089] The input ports of the frame control board 160 are connected to the following sensors: launch ball sensor 2a, foul ball sensor 2b, touch sensor 3a, launch volume 3b, small ball sensor 81a, steel ball sensor 81b, door open detection SW 81c, counting button detection SW 82a, card unit input terminal board 83a, and radio wave detection SW 19a.
[0090] The output ports of the frame control board 160 are connected to a firing solenoid 4a, a ball feeding solenoid 4b, a card unit output terminal board 83b, a game ball count indicator 84, a frame control indicator 85, and a game notification lamp 86.
[0091] The launch control unit 170 includes a launch CPU 170a, a launch RAM 170b, and a launch ROM 170c. The launch CPU 170a reads programs and data stored in the launch ROM 170c and performs calculations using the launch RAM 170b as a work area. When the power is turned on, the launch CPU 170a performs initial setup processing and then controls the launch of the game balls.
[0092] The game ball count control unit 180 includes a game ball count CPU 180a, a game ball count RAM 180b, and a game ball count ROM 180c. The game ball count CPU 180a reads programs and data stored in the game ball count ROM 180c and performs calculations using the game ball count RAM 180b as a work area.
[0093] The game ball count CPU 180a performs initial setup processing when the power is turned on, and then, depending on the progress of the game, it performs processing related to subtracting or adding the number of playable game balls, and controls the operation of the counting button detection SW82a according to the progress of the game.
[0094] The game ball count RAM 180b is equipped with various memory areas, including an error 1 occurrence information storage area, an error 2 occurrence information storage area, an error 3 occurrence information storage area, an error 4 occurrence information storage area, a count button operation enabled flag storage area, a count button operation disabled flag storage area, a game status flag storage area, a game machine information notification standby flag storage area, an away flag storage area, a game interruption judgment flag storage area, a count notification standby flag storage area, a time reduction information storage area, a high base information storage area, a small win information storage area, a big win information storage area, an auxiliary game information storage area, a continuous big win information storage area, a communication failure judgment counter, a game machine information notification standby timer counter, a count notification standby timer counter, a game interruption judgment timer counter, a game ball count counter, a launched ball count counter, a total prize ball count counter, and a counted ball count counter.
[0095] In the event of a power outage, the data in the used area of the game ball count RAM 180b is backed up by a backup power supply (not shown) with a checksum added. When power is restored, this backup information is recovered after a data check using the checksum.
[0096] The power supply board 175 generates the main power necessary for the operation of the gaming machine from power supplied from outside the gaming machine via the power plug 176, and supplies the generated main power to the main control board 110, the performance control board 120, the frame control board 160, etc. of the gaming machine 1. The power supply board 175 includes a power outage detection circuit (not shown) that detects whether the voltage of the externally supplied power has dropped and outputs a voltage drop signal to the main control board 110 and the frame control board 160 based on the voltage drop, and a backup power supply circuit (not shown) that supplies backup power to the main control board 110 and the frame control board 160 in the event of a power outage.
[0097] (Block diagram of the entire card unit) As shown in Figure 6, the card unit 9 is equipped with a card unit control board 90, a card unit SC board 95, and a power supply board 97, etc. When the card unit 9 is powered on, power is supplied from the power supply board 97 to the card unit control board 90 and the card unit SC board 95, and these boards start to operate.
[0098] The card unit control board 90 controls the basic operation of the card unit 9. Specifically, the card unit control board 90 performs data analysis processing received from the gaming machine 1, processing according to the inserted banknotes and cards, processing related to the buttons and displays on the card unit 9, and generating data to be transmitted to the gaming machine 1, the hall computer, etc.
[0099] The card unit SC board 95 controls communication between the card unit 9 and the outside world. Specifically, it controls communication between the card unit 9 and the gaming machine 1, the management center server (not shown), and the hall computer (not shown).
[0100] As shown in Figure 6, the card unit control board 90 includes a one-chip microcontroller 910m equipped with a unit CPU 910a, a unit RAM 910b, and a unit ROM 910c, as well as input ports, output ports, and the like.
[0101] The input ports of the card unit control board 90 are connected to a card reader / writer 92a, a replay button detection switch 96a, a lending button detection switch 98a, an eject button detection switch 99a, and a banknote identifier 91a. The replay button detection switch 96a outputs a signal indicating that the replay button 96 is pressed. The lending button detection switch 98a outputs a signal indicating that the lending button 98 is pressed. The eject button detection switch 99a outputs a signal indicating that the eject button 99 is pressed.
[0102] A card reader / writer 92a, an amount display 93, and a ball count display 94 are connected to the output port of the card unit control board 90.
[0103] The card unit control board 90 includes a unit CPU 910a, a unit RAM 910b, and a unit ROM 910c. The unit CPU 910a reads programs and data stored in the unit ROM 910c and performs calculations using the unit RAM 910b as a work area.
[0104] The unit RAM 910b of the card unit control board 90 is provided with various storage areas, including an amount information storage area, a ball count information storage area, a transfer game ball count storage area, a loan receipt result response waiting flag storage area, a game state flag storage area, a continuous jackpot information storage area, a high base information storage area, a time reduction information storage area, a jackpot information storage area, a small jackpot information storage area, an auxiliary game information storage area, a dispensing operation invalid flag storage area, a loan operation invalid flag storage area, and a loan receipt result response waiting timer counter. The unit ROM 910c of the card unit control board 90 stores programs and various data for controlling the card unit 9.
[0105] (Flow of operations: lending, counting, inserting, and ejecting cards) Next, using Figure 7, we will explain the flow of the game ball dispensing operation performed by the card unit 9. When a banknote 200 is inserted into the banknote slot 91 of the card unit 9 (Figure 7(a)), a number indicating the amount of the inserted banknote (in the example in Figure 7, "5" indicating 5,000 yen) is displayed on the amount display 93 (Figure 7(b)).
[0106] When the dispensing button 98 is pressed once in this state (Figure 7(c)), the amount display 93 shows "4" indicating that the amount data (5000 yen) stored in the card unit 9 has been reduced by 1000 yen to 4000 yen, and the game ball count display 84 of the game machine 1 shows "250" (Figure 7(d)). The reason why the amount is reduced by 1000 yen and 250 game balls are dispensed is because each ball is dispensed at a price of 4 yen.
[0107] Furthermore, when the card unit 9 and the gaming machine 1 are in the state shown in Figure 7(d), the player can press the dispensing button 98 once more to dispense another 1,000 yen worth of game balls. Specifically, when the dispensing button 98 is pressed once again in the state shown in Figure 7(d), "3" is displayed on the amount display 93 of the card unit 9, and "500" is displayed on the game ball count display 84 of the gaming machine 1.
[0108] Next, using Figure 8, the flow of the counting operation performed in the gaming machine 1 will be explained. When the number of game balls is displayed on the game ball display 84 of the gaming machine 1, pressing the counting button 82 once will decrease the number of game balls displayed on the game ball display 84 by 1, and the number of balls held on the card unit 9's display 94 will increase by 1.
[0109] For example, if the game ball count display 84 of the game machine 1 displays "12345", and the counting button 82 is pressed briefly once (Figure 8(a-1)), the game ball count display 84 will display "12344", and the display on the game ball count display 94 of the card unit 9 will be updated from "0" to "1" (Figure 8(a-2)).
[0110] Furthermore, when the number of game balls is displayed on the game ball count display 84 of the game machine 1, pressing and holding the counting button 82 once will subtract 250 from the number of game balls displayed on the game ball count display 84, and the number of game balls displayed on the card unit 9's ball count display 94 will add 250 to the displayed number.
[0111] For example, if the game ball count display 84 of the game machine 1 displays "12345", pressing and holding the counting button 82 once (Figure 8(b-1)) will cause the game ball count display 84 to display "12095", and the display on the game ball count display 94 of the card unit 9 will be updated from "0" to "250" (Figure 8(b-2)).
[0112] Next, Figure 9 will be used to explain the ejection and insertion operations of card 201, as well as the flow of replaying the game. When the ejection button 99 of card unit 9 is pressed, the amount data displayed on the amount display 93 and the number of balls displayed on the number of balls display 94 are written to card 201, and card 201 with the amount data and number of balls data written on it is ejected from the card slot 92.
[0113] For example, if the card unit 9 displays "4" on the amount display 93 and "1234" on the ball count display 94, and the eject button 99 is pressed (Figure 9(a-1)), a card 201 containing the amount data of 4000 yen and the ball count data of 1234 will be ejected from the card slot 92 (Figure 9(a-2)).
[0114] Furthermore, if the number of balls held is displayed on the game ball count display 84 of the game machine 1, and the eject button 99 of the card unit 9 is pressed, the monetary data and the number of balls held will not be written to the card 201, nor will the card 201 be ejected. Therefore, if a player wishes to eject the card 201 in the above state, they must perform a counting operation by pressing the counting button 82 of the game machine 1, thereby transferring all the number of balls held stored in the game machine 1 to the card unit 9, and then eject the card 201 by pressing the eject button 99 of the card unit 9.
[0115] Furthermore, if card 201 is inserted into card unit 9 and the card unit 9 has a ball count indicator 94 that stores 1 or more balls, pressing the replay button 96 will transfer a predetermined number of balls to the gaming machine 1.
[0116] For example, when the replay button 96 is pressed while the ball count indicator 94 of the card unit 9 displays "600" (Figure 9(b-1)), 250 of the 600 game balls stored in the card unit 9 are transferred to the game machine 1, 350 is displayed on the ball count indicator 94 of the card unit 9, and the game ball count indicator 84 of the game machine 1 is updated from 0 to 250 (Figure 9(b-2)).
[0117] Furthermore, when a player inserts a card 201 containing monetary data and ball count data into the card slot 92, the card 201 is stored in the card unit 9, the monetary data stored in the card 201 is displayed on the monetary display 93, and the ball count data stored in the card 201 is displayed on the ball count display 94.
[0118] For example, when a card 201 containing data for a sum of 4,000 yen and data for the number of balls held (1,234) is inserted into the card slot 92 (Figure 9(c-1)), the card 201 is stored in the card unit 9, the sum display 93 displays "4", and the ball count display 94 displays "1,234" (Figure 9(c-2)).
[0119] However, the card unit 9 will not accept the insertion of a new card 201 into the card slot 92 if an amount is displayed on the amount display 93 or if the number of balls held is displayed on the ball count display 94.
[0120] (Game status of gaming machine 1) The game state of the gaming machine 1 includes a normal state and a low-base time-saving state in which the game is played by shooting to the left, and a high-base time-saving state in which the game is played by shooting to the right. In these game states, the ease with which the game balls enter the second starting opening 15 differs.
[0121] The game machine 1 performs a regular symbol lottery when the conditions for starting the regular symbols are met based on the passage of a game ball through the regular symbol gate 13. If the result of the regular symbol lottery is a win, the regular symbols will change and display for a predetermined time, then stop in a winning stop pattern, and the movable piece 15b will be opened in a predetermined pattern. If the result of the regular symbol lottery is a loss, the regular symbols will change and display for a predetermined time, then stop in a losing stop pattern.
[0122] As shown in Figure 10, the variation time for the regular symbols is 90 seconds in the normal state, 89 seconds in the low-base time-saving state, and 4 seconds in the high-base time-saving state. In addition, the control time for opening the movable piece 15b when the result of the regular symbol lottery is a win is 0.1 seconds in the normal state, 0.11 seconds in the low-base time-saving state, and 8 seconds in the high-base time-saving state.
[0123] The ease with which a game ball can enter the second starting opening 15 increases as the variation time of the regular symbols decreases, as there are more opportunities for the regular symbols to be drawn, and the ease with which a game ball can enter increases as the opening time of the movable piece 15b when the result of the regular symbol drawing is a win increases. Therefore, in the high-base time-saving state, the variation time of the regular symbols is considerably shorter and the opening time of the second starting opening 15 is considerably longer compared to the normal state and the low-base time-saving state, making it easier for a game ball to enter the second starting opening 15 than in the normal state and the low-base time-saving state.
[0124] On the other hand, in the low-base time-saving state, the variation time of the regular symbols is slightly shorter compared to the normal state, and the opening time of the second start port 15 is also slightly longer, making it easier for game balls to enter the second start port 15 than in the normal state.
[0125] Therefore, the ease with which game balls can enter the second starting opening 15 increases in the order of high-base time-saving state, low-base time-saving state, and normal state. Thus, if we consider a game state that is more advantageous to the player as the ease with which game balls can enter the second starting opening 15 increases, then the game states that are more advantageous to the player are in the order of high-base time-saving state, low-base time-saving state, and normal state.
[0126] Furthermore, as shown in Figure 10, in addition to the three game states (normal state, low-base time-saving state, and high-base time-saving state) in which the ease of entry of game balls into the second starting port 15 differs, the game state of the game machine 1 also includes game-unplayable state 1 and game-unplayable state 2.
[0127] Game-Unavailable State 1 is a game state in which the game is not executed due to a complete function activation error occurring in the main control board 110. The complete function activation error is an error that occurs to restrict further game execution when the maximum number of game balls that can be acquired in the game machine 1 exceeds the daily limit of 95,000 balls.
[0128] Game-inoperable state 2 is a game state in which the game is not executed due to a specific error occurring in the frame control board 160. Specific errors in the frame control board 160 include small ball detection errors, steel ball detection errors, and radio wave detection errors.
[0129] In this embodiment, since non-magnetic game balls are used, an iron ball error is detected. However, if magnetic game balls are used, a magnet error may be detected instead of an iron ball error.
[0130] (Game flow) Next, we will explain the game flow of Gaming Machine 1 using the game flow of Gaming Machine 1. Figure 11 is a diagram showing the game flow of Gaming Machine 1.
[0131] The game machine 1 executes a jackpot lottery when the conditions for starting the first special symbol are met based on a game ball entering the first starting opening 14, and when the conditions for starting the second special symbol are met based on a game ball entering the second starting opening 15. If the special symbol lottery result is a jackpot, the special symbol will change display for a predetermined time, then stop in the jackpot stopping pattern, and the first large prize opening 16 will be opened in a predetermined pattern. If the special symbol lottery result is a minor win, the special symbol will change display for a predetermined time, then stop in the minor win stopping pattern, and the second large prize opening 17 will be opened in a predetermined pattern. If the special symbol lottery result is a miss, the special symbol will change display for a predetermined time, then stop in the miss stopping pattern. There are two types of misses: a normal miss and a special miss.
[0132] A special miss is a miss selected by a jackpot lottery that takes place when the activation conditions for the first special symbol and the second special symbol are met. The special misses selected as a result of the lottery for the first special symbol consist of four types: special miss a, special miss b, special miss c, and special miss d. The special miss selected as a result of the lottery for the second special symbol consists of only special miss e. When a special miss occurs in the normal state, the game state transitions to either a low-base time-saving state or a high-base time-saving state, depending on the type of special miss that occurred.
[0133] The gaming machine 1 is equipped with six types of Type 1 jackpots and three types of Type 2 jackpots. A Type 1 jackpot is a special game in which, after a special symbol stops on a jackpot symbol, the first large prize slot 16 is controlled to open in a predetermined manner. A Type 2 jackpot is a special game that is performed when a game ball passes through a specific area 19B after the special symbol stops on a small win symbol and the second large prize slot 17 is controlled to open in a predetermined manner.
[0134] A Type 1 jackpot includes four types of special games that are played when the first special symbol stops on a jackpot symbol (Type 1 10R jackpot A, Type 1 2R jackpot B, Type 1 2R jackpot C, Type 1 10R jackpot D), and two types of special games that are played when the second special symbol stops on a jackpot symbol (Type 1 10R jackpot F, Type 1 2R jackpot G).
[0135] In the first type 10R rounds A, D, and F, a round game is played 10 times in which the first large prize slot 16 is controlled to be open in a state where game balls can enter. In each round game, the first large prize slot 16 is controlled to be open until a predetermined number of game balls (for example, 9 balls) enter the first large prize slot 16, or until the open time of the first large prize slot 16 reaches a predetermined time (for example, 29 seconds).
[0136] In the first type 2R win B, first type 2R win C, and first type 2R win G, two rounds of gameplay are played in which the first large prize slot 16 is controlled to be open in a state where game balls can enter. In each round of gameplay, the first large prize slot 16 is controlled to be open until a predetermined number of game balls (for example, 9 balls) enter the first large prize slot 16, or until the open time of the first large prize slot 16 reaches a predetermined time (for example, 29 seconds).
[0137] The second type of jackpot includes three types of special games (Type 2 9R jackpot H, Type 2 2R jackpot I, and Type 2 9R jackpot J) that are executed when the second special symbol stops on a minor win symbol and the game ball passes through a specific area 19B during the minor win.
[0138] In the second type 9R win H and the second type 9R win J, a round game is played 9 times in which the first large prize slot 16 is controlled to be open in a state where game balls can enter. In each round game, the first large prize slot 16 is controlled to be open until a predetermined number of game balls (for example, 9 balls) enter the first large prize slot 16, or until the open time of the first large prize slot 16 reaches a predetermined time (for example, 29 seconds).
[0139] In the second type 2R win I, two rounds of gameplay are played in which the first large prize slot 16 is controlled to be open in a state where game balls can enter. In each round of gameplay, the first large prize slot 16 is controlled to remain open until a predetermined number of game balls (for example, 9 balls) enter the first large prize slot 16, or until the open time of the first large prize slot 16 reaches a predetermined time (for example, 29 seconds).
[0140] The following describes the game flow of the gaming machine 1 using Figure 11. If a Type 1 10R win A or a Type 1 2R win B occurs in the normal state, the game state after the special game ends will return to the normal state. If a Type 1 2R win C or a Type 1 10R win D occurs in the normal state, the game state after the special game ends will be a high-base time-saving state where the maximum number of high-base time-saving rounds (J) is 16.
[0141] If special miss a or special miss e occurs in the normal state, the game state changes to a high-base time-saving state where the maximum number of high-base time-saving rounds (J) is 100. If special miss b, special miss c, or special miss d occurs in the normal state, the game state changes to a low-base time-saving state. The maximum number of low-base time-saving rounds (B) in the low-base time-saving state transitioned to by the occurrence of the above three types of special misses is 600 (special miss b), 400 (special miss c), and 200 (special miss d), respectively. In the case of a normal miss other than the above five types of special misses, the game state does not change (except when the number of fluctuations (L), described later, reaches 800).
[0142] If a Type 1 2R win C occurs in the low-base time-saving state, the game state after the special game ends will be the low-base time-saving state, where the maximum number of low-base time-saving rounds (B) is 100. If a Type 1 10R win A or a Type 1 2R win B occurs in the low-base time-saving state, the game state after the special game ends will be the normal state. If a Type 1 10R win D occurs in the low-base time-saving state, the game state after the special game ends will be the high-base time-saving state, where the maximum number of high-base time-saving rounds (J) is 16.
[0143] In the low-base time-saving state, if a special miss or a normal miss occurs and the number of low-base time-saving rounds (B) reaches a predetermined number (100, 200, 400, or 600 rounds), the game state returns to the normal state.
[0144] In either the normal state or the low-base time-saving state, if a special miss or a normal miss occurs and the number of spins (L) reaches 800, the game state will change to the high-base time-saving state, where the upper limit of the high-base time-saving spins (J) becomes 100.
[0145] In the high-base time-saving state, if a Type 1 10R win F, a Type 1 2R win G, a Type 2 9R win H, or a Type 2 2R win I occurs, the game state after the special game ends will return to the high-base time-saving state, where the maximum number of high-base time-saving rounds (J) is 16. In the high-base time-saving state, if a Type 2 9R win J occurs, the game state after the special game ends will return to the normal state. In the high-base time-saving state, if a special miss or a normal miss occurs and the high-base time-saving rounds (J) reach the maximum number of 16 or 100, the game state will return to the normal state.
[0146] As the above game flow shows, the low-base time-saving state is a game state in which it is more difficult to transition to the high-base time-saving state than the normal state. Specifically, the conditions for transitioning from the low-base time-saving state to the high-base time-saving state are that the number of spins (L) reaches 800, and that a Type 1 10R win D is achieved. However, the conditions for transitioning from the normal state to the high-base time-saving state are, in addition to the two conditions above, that a special miss a or special miss e occurs, or that a Type 1 2R win C occurs.
[0147] Therefore, in terms of the ease of getting the game ball into the second starting opening 15, the low-base time-saving state is better than the normal state, but in terms of the ease of transitioning to the high-base time-saving state, which is the most advantageous state, the normal state is better than the low-base time-saving state. Therefore, when a player is in the low-base time-saving state, they will play with the aim of transitioning to the normal state. Specifically, when a player is in the low-base time-saving state, they will play with the aim of achieving either a Type 1 10R win A or a Type 1 2R win B, or to use up the prescribed number of low-base time-saving rounds (B).
[0148] As mentioned above, in addition to the route from the normal state to transition to the high-base time-saving state, there is also a route to directly transition from the low-base time-saving state to the high-base time-saving state. Specifically, when a Type 1 10R win D occurs in the low-base time-saving state, or when the number of spins (L) reaches 800, the game transitions from the low-base time-saving state to the high-base time-saving state. Therefore, even when a player is in the low-base time-saving state, if a Type 1 10R win D occurs, they will transition to the high-base time-saving state, allowing them to play with the expectation of always transitioning to the high-base time-saving state.
[0149] Furthermore, even when a player is in a low-base time-saving state, if the number of spins (L) is close to 800, they can play with a very high sense of anticipation because by using up the remaining spins, the number of spins (L) will reach 800 and they will definitely transition to a high-base time-saving state.
[0150] Furthermore, once the game transitions to a high-base time-saving state, if the following conditions continue to occur before the predetermined transition conditions for transitioning back to the normal state are met: Type 1 10R win F, Type 1 2R win G, Type 2 9R win H, and Type 2 2R win I, the high-base time-saving state will continue after the special game ends, making it possible to acquire a large number of game balls.
[0151] As will be explained in more detail later, the predetermined transition conditions for moving from the high-base time-saving state to the normal state are: winning a Type 2 9R win J, the spin stopping on the maximum number of losing spins (16th or 100th) after moving to the high-base time-saving state (transition condition 1), winning a minor win for the second time after moving to the high-base time-saving state (transition condition 2), and the start of the 100th spin display of the normal symbols (transition condition 3).
[0152] In this embodiment, the above four conditions are used to transition from the high-base time-saving state to the normal state, but the condition may also be that the number of times the normal symbols are won reaches a predetermined number (including 1) after transitioning to the high-base time-saving state.
[0153] Furthermore, even if any of the above predetermined transition conditions are met and the game transitions from the high-base time-saving state to the normal state, the normal state is a game state that makes it easier to transition to the high-base time-saving state compared to the low-base time-saving state, so it can be expected that the game will return to the high-base time-saving state in a short period of time.
[0154] (Mode background image) Next, we will explain the background images for the performance modes corresponding to the game state of the gaming machine 1. Figure 12 is a diagram showing the mode background images of the gaming machine 1.
[0155] As shown in Figure 12, the gaming machine 1 has three performance modes: Ground Mode, Sea Mode, and Underwater Temple Mode. Ground Mode is a performance mode that corresponds to a low-base time-saving state. Sea Mode is a performance mode that corresponds to a normal state. Underwater Temple Mode is a performance mode that corresponds to a high-base time-saving state. However, although the performance mode and game state generally correspond as described above, there are exceptions where the above correspondence does not apply, as will be explained in detail later.
[0156] In land mode, a land background image (rural background, city background, desert background) is displayed. In ocean mode, an underwater background image (shallow water background, deep sea background) is displayed. In underwater temple mode, an underwater temple background image is displayed.
[0157] From the perspective of gameplay flow, the game states become more advantageous in the order of high base time reduction state, normal state, and low base time reduction state, as mentioned above. Therefore, the background images in the performance modes are set so that the closer you get to the seabed, the more advantageous the background image becomes.
[0158] In ground mode, there are three types of background images: a rural background image, a city background image, and a desert background image. However, the displayed background image may be changed according to the progress of the low-base time reduction count (B). For example, the fewer the remaining low-base time reduction counts until the specified count is used up, the more likely the desert background image, city background image, and rural background image are to be displayed in that order.
[0159] Furthermore, as will be described later, when transitioning to Sea Mode under predetermined conditions, regardless of whether the game state is a low-base time-saving state or a normal state, the game state may be indicated to the player by the length of time the shallow water background image and the deep sea background image are displayed, or by the transition state. In that case, for example, the more often the deep sea background image is displayed, the more likely it is that the game state is normal.
[0160] (Command transmission and reception between the frame control board, the main control board, and the card unit) The main control board 110 of the gaming machine 1 generates a gaming machine information notification command and transmits the generated gaming machine information notification command to the frame control board 160. The gaming machine information notification command is a command that includes information indicating the game status of the gaming machine 1 and the progress and stop status of the game.
[0161] When the frame control board 160 receives a game machine information notification command from the main control board 110, it sends a response command to the main control board 110. The main control board 110 checks whether or not it has received the response command and determines whether or not a communication failure has occurred based on the reception status of the response command.
[0162] Specifically, the gaming machine information notification command is a command that includes information indicating whether or not a complete function activation error has occurred, information indicating that a game ball has entered the starting gate, information indicating that a game ball has entered the big prize gate, information indicating that the machine is in a time-saving game state (time-saving information), information indicating that the machine is in a high-base time-saving state (high-base information), information indicating that the machine is in a big win state (big win information), information indicating that the machine is in a small win state (small win information), information indicating that the second starting gate 15 is open (auxiliary game information), and information indicating that the machine has transitioned from a high-base time-saving state to a normal state and is in a state where predetermined conditions have been met (continuous big win information).
[0163] The following describes the information included in the gaming machine information notification command: information during time reduction, information during high base, information during big win, information during small win, information during auxiliary gameplay, and information during consecutive big wins.
[0164] (Information regarding reduced working hours) The time-saving information is a flag stored in the time-saving information storage area of the main RAM 110b, and is set when the game state of the main control board 110 is either a high-base time-saving state or a low-base time-saving state. Specifically, the time-saving information is a flag that is set when transitioning to a high-base time-saving state or a low-base time-saving state, and is cleared when transitioning to a normal state (including at the start of a jackpot game).
[0165] (High base information) High base information refers to a flag stored in the high base information storage area of the main RAM 110b, which is set when the game state of the main control board 110 is the high base time-saving state. Specifically, high base information is a flag that is set when transitioning to the high base time-saving state and cleared when transitioning to the normal state (including the start of a jackpot game) or the low base time-saving state.
[0166] (Information about the big win) The "jackpot information" refers to a flag stored in the jackpot information memory area of the main RAM 110b, which is set when the main control board 110 is performing a jackpot game. Specifically, the jackpot information is set at the start of the opening game of the jackpot game and cleared at the end of the ending game of the jackpot game.
[0167] (Information about minor wins) The "minor win information" refers to a flag stored in the minor win information memory area of the main RAM 110b, which is set while the main control board 110 is performing a minor win game. Specifically, the minor win information is set at the start of the opening game of the minor win game and cleared at the end of the ending game of the minor win game.
[0168] (Information during auxiliary gameplay) Auxiliary game information refers to a flag stored in the auxiliary game information storage area of the main RAM 110b, which is set while the second start port 15 is being opened by the main control board 110. Specifically, it is a flag that is set when the spinning of a normal spinning symbol stops when the lottery result for that normal spinning symbol is a win, and is cleared when the opening control of the second start port 15 based on the win of that normal spinning symbol ends.
[0169] (Information on consecutive big wins) The "Consecutive Big Win Information" is a flag stored in the "Consecutive Big Win Information" memory area of the main RAM 110b, and is set during periods when consecutive big wins are likely to occur. Specifically, the "Consecutive Big Win Information" is a flag that is set at the start of a big win game that transitions to a high-base time-saving state (such as a Type 1 2R win C in the normal state), or at the stop of a losing spin that transitions to a high-base time-saving state (such as when a special losing spin a or special losing spin e occurs in the normal state).
[0170] Furthermore, the information during consecutive jackpots is a flag that is cleared when the game state transitions from a high-base time-saving state to a normal state, there is no reserve information for the second special symbol and the display of the second special symbol's variation ends, the second start port 15 is not being controlled to open, or the control of the second start port 15, which is being controlled to open, ends. In addition, the information during consecutive jackpots is a flag that is cleared when the game transitions from a high-base time-saving state to a normal state and the variation of the first special symbol begins.
[0171] The following explains the high base state drop flag and the continuous jackpot information clearing preparation flag, which are used when clearing the flags for the continuous jackpot information mentioned above.
[0172] (High base state fall flag) The high base state fall flag is a flag stored in the high base state fall memory area of the main RAM 110b. It is set when the continuous jackpot information flag is set in the continuous jackpot information memory area of the main RAM 110b, and it is determined that the game state will subsequently fall back to the normal state (excluding the normal state that is entered during a jackpot).
[0173] As will be explained in more detail later, the high base state fall flag is set when, in the high base state, a jackpot game that transitions to the normal state after completion begins (step S330-4-11 in Figure 51, step S351-10 in Figure 56), when the spin display stops at the upper limit of 16 or 100 spins for the high base time reduction (J) (step S310-19 in Figure 46), when the second small jackpot game begins (step S330-7-11 in Figure 52), or when the spin display of the 100th normal symbol begins (step S410-9 in Figure 59).
[0174] (Preparation flag for clearing information during consecutive big wins) The "Continuous Jackpot Information Clear Preparation Flag" is a flag set in the continuous jackpot information clear preparation memory area of the main RAM 110b. This flag is set when the system is ready to clear the continuous jackpot information.
[0175] The flag for preparing to clear continuous jackpot information is set when the display of the last second special symbol variation ends while the flag for falling out of high base state is set (step S330-23 in Figure 50). Also, when the flag for preparing to clear continuous jackpot information is set, and it is determined that the opening of the second start gate 15 has ended (step S420-15 in Figure 60), or when it is determined that the opening of the second start gate 15 has not been performed (step S410-29 in Figure 59), the flag for continuous jackpot information is cleared. Details of the process for clearing continuous jackpot information will be described later.
[0176] Furthermore, the flag for continuous jackpot information may be cleared without setting the continuous jackpot information clearing preparation flag. Specifically, the continuous jackpot information is cleared when the variation display of the first special symbol begins, even if the second start port 15 is controlled to be open while the flag for falling out of high base state is set (step S310-7 in Figure 46).
[0177] Further details regarding the setting and clearing of flags for time-saving information, high base information, jackpot information, minor jackpot information, auxiliary game information, and consecutive jackpot information on the main control board 110, as well as the transmission of this information from the main control board 110 to the frame control board 160, will be described later.
[0178] Figure 13 shows an example of the transmission and reception of game machine information notification commands and response commands between the main control board 110 and the frame control board 160. As shown in Figure 13, the main control board 110 transmits game machine information notification commands to the frame control board 160 every 108ms. Although the transmission cycle of the game machine information notification commands is 108ms as described above, errors in the actual transmission cycle may occur. Even in such cases, it is desirable that the allowable error in the transmission cycle be within ±4ms.
[0179] The frame control board 160 sends a response command to the main control board 110 within 10ms of receiving a game machine information notification command from the main control board 110. If the main control board 110 fails to receive a response command from the frame control board 160 within 10ms of sending the game machine information notification command for 10 consecutive times, it determines that a communication failure has occurred and displays a communication failure notification on the image display device 31. Details of the game machine information notification processing of the main control board 110 will be described later.
[0180] As shown in Figure 14, the frame control board 160 of the gaming machine 1 transmits gaming machine information notification data to the card unit 9 every 300ms. Although the transmission period for the gaming machine information notification data is 300ms as described above, errors in the actual transmission period may occur. Even in such cases, it is desirable that the allowable error in the transmission period be 300ms to 310ms. Details of the gaming machine information notification processing of the frame control board 160 will be described later.
[0181] The gaming machine information notification data includes information indicating the game status of gaming machine 1, information indicating whether or not there is a complete function activation error, information indicating whether or not a small ball detection error has occurred, information indicating whether or not a steel ball detection error has occurred, information indicating whether or not a radio wave detection error has occurred, information indicating the number of game balls, information indicating the number of balls launched, information indicating the total number of prize balls, information indicating that a ball has entered the start gate, information indicating that a ball has entered the big prize gate, information indicating that the machine is in a time-saving game state (time-saving information), information indicating that the machine is in a high-base time-saving state (high-base information), information indicating that a big win game is in progress (big win information), information indicating that a small win game is in progress (small win information), information indicating that the second start gate 15 is open (auxiliary game information), and information indicating that it is the period from when the machine transitions to a high-base time-saving state until it transitions to a normal state and the predetermined conditions are met (continuous big win information).
[0182] As shown in Figure 15, the frame control board 160 transmits counting notification data to the card unit 9 100ms after transmitting the game machine information notification data to the card unit 9. The counting notification data is data indicating the number of game balls transferred from the game machine 1 to the card unit 9. Although the counting notification data is transmitted 100ms after the game machine information notification data is transmitted as described above, it is possible that the transmission timing may be delayed in actual control. Even in such cases, it is desirable that the counting notification data be transmitted 90 to 100ms after the game machine information notification data is transmitted. Details of the counting notification process of the card unit 9 will be described later.
[0183] As shown in Figure 16, when the card unit 9 receives a lending operation via the replay button 96 or the lending button 98, it transmits lending notification data to the frame control board 160. The lending notification data is data indicating the number of game balls that can be played on the game machine 1, which is then transferred from the card unit 9 to the game machine 1. Although not shown in the figure, the transmission of the lending notification data takes place within 170 ms after the card unit 9 receives the counting notification data from the frame control board 160.
[0184] When the frame control board 160 receives loan notification data from the card unit 9, it sends loan acceptance result response data to the card unit 9. If the card unit 9 does not receive the loan acceptance result response data from the frame control board 160 within 10ms of sending the loan notification data, it resends the loan notification data. Details of the loan processing and response confirmation processing of the card unit 9 will be described later.
[0185] (Regarding the operation of turning on the power of the gaming machine) When the power switch 177 located on the back of the gaming machine 1 is operated to turn on the power, power is supplied from the power supply board 175 to the main control board 110, the performance control board 120, and the frame control board 160, and each board starts up.
[0186] There are four types of power-on operations for the gaming machine 1: normal power-on operation, main control board RAM clear power-on operation, frame control board RAM clear power-on operation, and full RAM clear power-on operation. The above four types of power-on operations will be explained below with reference to Figure 17.
[0187] Normally, the power-on operation is performed by turning on the power switch 177 without pressing the RAM clear switch 111a and the game ball count clear switch 180e (Figure 17(a-1)) (Figure 17(a-2)).
[0188] The main control board RAM clear power-on operation is performed by pressing the RAM clear SW111a and not pressing the game ball count clear SW180e (Figure 17(b-1)), and then turning on the power SW177 (Figure 17(b-2)). When the power is turned on by the main control board RAM clear power-on operation, an initialization process is performed on the main control board 110, which involves clearing the entire area of the main RAM 110b. Details of the initialization process of the main control board 110 will be described later.
[0189] The frame control board RAM clear power-on operation is performed by pressing the game ball count clear SW180e without pressing the RAM clear SW111a (Figure 17(c-1)) and then turning on the power SW177 (Figure 17(c-2)). When the power is turned on by the frame control board RAM clear power-on operation, an initialization process is performed on the frame control board 160, which involves clearing the entire area of the game ball count RAM180b. Details of the initial setup process for the frame control board 160 will be described later.
[0190] The full RAM clear power-on operation is performed by pressing the RAM clear SW111a and the game ball count clear SW180e (Figure 17(d-1)) and then turning on the power SW177 (Figure 17(d-2)). When the power is turned on by the full RAM clear power-on operation, initialization processing is performed on each board, which involves clearing the entire area of the main RAM 110b of the main control board 110 and the entire area of the game ball count RAM 180b of the frame control board 160.
[0191] Next, we will explain the various tables stored in the main ROM 110c. Figure 18 shows the winning / losing determination table for special symbols and the winning / losing determination table for regular symbols of the gaming machine 1.
[0192] (Win / Loss Determination Table) Specifically, Figure 18(a) is the jackpot lottery determination table for the first special symbol, Figure 18(b) is the jackpot lottery determination table for the second special symbol, and Figure 18(c) is the winning lottery determination table for the regular symbol.
[0193] As shown in Figure 18(a), the lottery results for the first special symbol can be any of three types: a big win, a special miss, or a regular miss. As shown in Figure 18(b), the lottery results for the second special symbol can be any of four types: a big win, a small win, a special miss, or a regular miss. The main CPU 110a refers to the big win lottery determination table shown in Figures 18(a) and 18(b) and determines the lottery result based on the acquired big win random number.
[0194] As shown in Figure 18(c), the result of the lottery using ordinary symbols is either a win or a loss. The main CPU 110a refers to the win lottery determination table shown in Figure 18(c) and determines the lottery result based on the acquired random values of ordinary symbols. As shown in Figure 18(c), the probability of winning with the ordinary symbol lottery is the same in the normal state, the low-base time-saving state, and the high-base time-saving state. However, the probability of winning with the ordinary symbol lottery may be changed depending on the game state.
[0195] (Pattern determination table) Figure 19 shows the jackpot and minor win symbol determination tables for the gaming machine 1. Specifically, Figure 19(a) is the jackpot symbol determination table. The jackpot symbol determination table associates the type of special symbol display device, the special symbol random value, the type of special symbol (type of jackpot), the stopped symbol data, and the symbol specification command.
[0196] Figure 19(b) is the table for determining the symbols for minor wins. The table associates the random value of the special symbol, the type of special symbol (the type of jackpot that is executed when the ball enters a specific area 19B), the stopped symbol data, and the symbol specification command. In the game machine 1, minor wins are only achieved by the lottery of the second special symbol, but minor wins may also be achieved by the lottery result of the first special game.
[0197] A pattern specification command consists of a 1-byte MODE data indicating the classification of the control command and a 1-byte DATA indicating the content of the control command to be executed. Furthermore, even for control commands transmitted from other main control boards 110 to the performance control unit 120m (for example, a variation pattern specification command), the data structure of the command is the same as that of the pattern specification command.
[0198] Figure 20 shows the symbol determination table for losing symbols in game machine 1. Specifically, Figure 20(a) is the symbol determination table for special losing symbols. Figure 20(b) is the symbol determination table for normal losing symbols.
[0199] As shown in Figure 18, special misses are selected by the win / loss lottery using the first special symbol and the win / loss lottery using the second special symbol. The special miss symbol determination table shown in Figure 20(a) associates the type of special symbol display device, the special symbol random value, the type of special symbol (type of special miss), the stopped symbol data, and the symbol specification command. The normal miss symbol determination table shown in Figure 20(b) associates the type of special symbol display device, the special symbol random value, the type of special symbol (type of normal miss), and the stopped symbol data.
[0200] When the special symbols begin to change, the main CPU 110a determines a symbol specification command based on the symbol determination table shown in Figures 19 and 20 and the acquired special symbol random value, and transmits the determined symbol specification command to the performance control unit 120m.
[0201] (Setting table at the end of special game) FIG. 21 is a special game end setting table for determining the game state after the special game of the gaming machine 1 ends.
[0202] In the special game end setting table, the type of the special symbol display device, the type of the special symbol, the stop symbol data, the game state information set in the game state buffer, the game state at the end of the special game, the low base short number (B), and the high base short state (J) are associated.
[0203] The "game state buffer" is a storage area provided in the main RAM 110b, and is a storage area in which information indicating the game state during the variation when a big win is won is stored. As described above, the game state of the gaming machine 1 is composed of a normal state, a low base short state, and a high base short state.
[0204] The game state during the variation when a big win is won becomes the normal state if the game state information in the game state buffer is "00H", becomes the low base short state if the game state information in the game state buffer is "01H", and becomes the high base short state if the game state information in the game state buffer is "02H".
[0205] The main CPU 110a refers to the special game end setting table shown in FIG. 21, and determines the game state after the special game ends, the low base short number (B), and the high base short number (J) based on the stop data of the special symbol and the game state information in the game state buffer.
[0206] Although it partially overlaps with the game flow described using FIG. 11 below, the change in the game state when each big win symbol stops as the special symbol will be described in detail.
[0207] When the special symbol A stops (when A is selected for the first type of 10R win), and when the special symbol B stops (when B is selected for the first type of 2R win), the game state after the special game ends becomes the normal state regardless of the game state information in the game state buffer.
[0208] If special symbol C stops (if type 1 2R win C is selected), the game state after the special game ends will be a high-base time-saving state where the maximum number of high-base time-saving rounds (J) is 16 if the game state information in the game state buffer is in a normal state, and a low-base time-saving state where the maximum number of low-base time-saving rounds (B) is 100 if the game state information in the game state buffer is in a low-base time-saving state or a high-base time-saving state.
[0209] If special symbol D stops (if the first type 10R win D is selected), the game state after the special game ends will be a high-base time-saving state where the maximum number of high-base time-saving rounds (J) is 16, regardless of the game state information in the game state buffer.
[0210] If special symbol F stops (when Type 1 10R win F is selected), if special symbol G stops (when Type 1 2R win G is selected), if special symbol H stops (when Type 2 9R win H is selected), or if special symbol I stops (when Type 2 2R win I is selected), and a Type 2 special game is executed, the game state after the special game ends will be a high-base time-saving state where the maximum number of high-base time-saving rounds (J) is 16, regardless of the game state information in the game state buffer.
[0211] If the special symbol J stops (i.e., if the second type 9R winning J is selected), and the second type special game is executed, the game state after the special game ends will be the normal state, regardless of the game state information in the game state buffer.
[0212] In this embodiment, only the second type 9R jackpot J is provided as a jackpot based on the lottery result of the second special symbol that transitions from a high-base time-saving state to a normal state after completion. However, multiple types of jackpots based on the lottery result of the second special symbol that transitions from a high-base time-saving state to a normal state after completion may be provided. Also, instead of two types of jackpots, one type of jackpot may be provided as a jackpot based on the lottery result of the second special symbol that transitions from a high-base time-saving state to a normal state after completion.
[0213] In this embodiment, when a jackpot is achieved and the game transitions from the normal state to the high-base time-saving state, the upper limit of the high-base time-saving rounds (J) is set to 16 rounds regardless of the type of jackpot. However, the upper limit of the high-base time-saving rounds (J) may be set differently depending on the type of jackpot achieved.
[0214] As mentioned above, when transitioning from the normal state to the high-base time-saving state is triggered by a big win, the maximum number of high-base time-saving rounds (J) is set to 16. However, as shown in Figure 11, when transitioning to the high-base time-saving state is triggered by the occurrence of a special miss or when the number of spins (L) reaches 800, the maximum number of high-base time-saving rounds (J) is set to 100.
[0215] However, the number of high-base time-saving spins (J) may be the same whether the transition to the high-base time-saving state is triggered by a big win or by a special miss or when the number of spins (L) reaches 800.
[0216] (Setting table when special losing symbols stop) Figure 22 is a diagram showing the special losing symbol stop setting table for determining the game state after a special losing symbol stops on the game machine 1.
[0217] The special losing symbol stop setting table associates the type of special symbol display device, the type of special symbol, the stopped symbol data, the game state before the symbol stops, the game state when the symbol stops, the number of low-base time-saving rounds (B), and the number of high-base time-saving rounds (J).
[0218] The following section explains the changes in the game state when each losing symbol stops as a special symbol, although this overlaps somewhat with the game flow explained using Figure 11.
[0219] If special symbol a stops (if special miss a is selected), the game state will be as follows: if the game state before the symbol stopped was the normal state, the game state will be the high-base time-saving state, where the maximum number of high-base time-saving rounds (J) will be 100; if the game state before the symbol stopped was the low-base time-saving state, the game state and the low-base time-saving rounds (B) will be maintained; and if the game state before the symbol stopped was the high-base time-saving state, the game state and the high-base time-saving rounds (J) will be maintained.
[0220] If special symbol b stops (if special miss b is selected), the game state will be as follows: if the game state before the symbol stopped was the normal state, the game state will be the low-base time-saving state with a maximum of 600 low-base time-saving rounds (B); if the game state before the symbol stopped was the low-base time-saving state, the game state and low-base time-saving rounds (B) will be maintained; and if the game state before the symbol stopped was the high-base time-saving state, the game state and high-base time-saving rounds (J) will be maintained.
[0221] If special symbol c stops (if special miss c is selected), the game state will be as follows: if the game state before the symbol stopped was the normal state, the game state will be the low-base time-saving state with a maximum of 400 low-base time-saving rounds (B); if the game state before the symbol stopped was the low-base time-saving state, the game state and low-base time-saving rounds (B) will be maintained; and if the game state before the symbol stopped was the high-base time-saving state, the game state and high-base time-saving rounds (J) will be maintained.
[0222] If special symbol d stops (if special miss d is selected), the game state will be as follows: if the game state before the symbol stopped was the normal state, the game state will be the low-base time-saving state with a maximum of 200 low-base time-saving rounds (B); if the game state before the symbol stopped was the low-base time-saving state, the game state and low-base time-saving rounds (B) will be maintained; and if the game state before the symbol stopped was the high-base time-saving state, the game state and high-base time-saving rounds (J) will be maintained.
[0223] When the special symbol e stops (when the special losing symbol e is selected), if the game state before the symbol stop is the normal state, the game state becomes the short state at the high base with the upper limit of the number of short times (J) at the high base being 100 times. If the game state before the symbol stop is the short state at the low base, the game state and the number of short times (B) at the low base are maintained. If the game state before the symbol stop is the short state at the high base, the game state and the number of short times (J) at the high base are maintained.
[0224] Although not described in the table shown in FIG. 22, when the special symbol y stops (when the normal losing symbol is selected by the lottery of the first special symbol) and when the special symbol z stops (when the normal losing symbol is selected by the lottery of the second special symbol), the game state is different from the case where the special losing symbol is selected, and the transition of the game state does not occur.
[0225] However, although the game state at the time of symbol stop when the special losing symbol and the normal losing symbol are selected is as described above, there are cases where the control of the game state becomes different from the above control. Specifically, when the number of fluctuations (L) reaches 800 times in the normal state or the short state at the low base, the game state becomes the short state at the high base with the upper limit of the number of short times (J) at the high base being 100 times regardless of the type of losing symbol. Also, when the number of short times (J) at the high base reaches the upper limit of 16 times or 100 times in the short state at the high base, the game state becomes the normal state regardless of the type of losing symbol.
[0226] In this embodiment, in the normal state, as the special losing symbols that shift to the short state at the high base, the special losing symbol a by the lottery of the first special symbol and the special losing symbol e by the lottery of the second special symbol are provided. However, special losing symbols that shift to multiple types of short states at the high base may be provided for each special symbol. Also, in that case, the upper limit of the number of short times (J) at the high base may be set to different numbers according to the type of the established special losing symbol.
[0227] (Special game control table) Figure 23 shows a special game control table that is referenced when controlling the special game of the gaming machine 1. Figure 23(a) shows a special game control table for Type 1 jackpots. In the special game control table for Type 1 jackpots, the stop symbol data, opening time, opening specification command, table number of the jackpot opening / closing control table, ending time, and ending specification command are associated for each of the six types of Type 1 jackpots.
[0228] The main CPU 110a, as will be explained in more detail later, refers to a special game control table for Type 1 jackpots and controls the opening game, round game, and ending game of a Type 1 jackpot based on the stopped symbol data.
[0229] Special gameplay consists of an opening game, a round game, and an ending game. The opening game is played from the start of the special game until the first large prize slot 16 or the second large prize slot 17 is opened. The round game is played after the first large prize slot 16 or the second large prize slot 17 has been open for a predetermined period of time and then closed. The ending game is played from the end of the last round game until the special game ends. Opening time is the time from the start of the special game until the start of the first round game, and ending time is the time from the end of the last round game until the special game ends.
[0230] The opening command and ending command are both commands transmitted from the main control board 110 to the performance control board 120. As will be explained in more detail later, when the performance control board 120 receives the opening command or ending command, it performs the performance control for the opening game animation and the ending game animation.
[0231] Figure 23(b) shows a special game control table for Type 2 jackpots. The special game control table for Type 2 jackpots associates stop symbol data, opening time, opening specification command, table number of the jackpot opening / closing control table, ending time, and ending specification command.
[0232] The main CPU 110a, as will be explained in more detail later, refers to a special game control table for Type 2 jackpots and controls the opening game, round game, and ending game of Type 2 jackpots based on the stopped symbol data.
[0233] Figure 23(c) shows a special game control table for minor wins. The special game control table for minor wins associates the stop symbol data, opening time, opening specification command, table number of the big prize opening / closing control table, ending time, and ending specification command.
[0234] The main CPU 110a, as will be explained in more detail later, refers to a special game control table for minor wins and controls the opening game, round game, and ending game of minor wins based on the stopped symbol data.
[0235] (Grand Prize Opening / Closing Control Table) Figure 24 shows the control table for opening and closing the jackpot of the gaming machine 1. Figure 24(a) shows the control table for opening and closing the jackpot for a Type 1 jackpot. The control table for opening and closing the jackpot for a Type 1 jackpot associates the table number, round number, type of jackpot, special electric activation number, and the opening time and closing time of the jackpot for each round of gameplay.
[0236] As mentioned above, there are two types of jackpots in the first category: 10R jackpots and 2R jackpots. The opening of the jackpot winning slots in each round of play is controlled by referring to table numbers "01" and "02".
[0237] As will be explained in more detail later, when a round of play occurs during a Type 1 jackpot, the main CPU 110a refers to the Type 1 jackpot opening / closing control table and, based on the table number, controls the opening and closing of the first jackpot opening 16.
[0238] Figure 24(b) shows the control table for opening and closing the large prize slot for Type 2 jackpots. The control table for opening and closing the large prize slot for Type 2 jackpots associates the table number, round number, type of large prize slot, special electric activation number, and the opening time and closing time of the large prize slot for each round of gameplay.
[0239] As mentioned above, there are two types of jackpots: 9R jackpots and 2R jackpots. The opening of the jackpot winning slots in each round of play is controlled by referring to table numbers "03" and "04".
[0240] As will be explained in more detail later, when a round of play occurs during a Type 2 jackpot, the main CPU 110a refers to the Type 2 jackpot opening / closing control table and, based on the table number, controls the opening and closing of the first jackpot 16.
[0241] Figure 25 shows the control table for opening and closing the large prize slot for small wins and the control table for opening and closing a specific area for small wins in the gaming machine 1. Figure 25(a) shows the control table for opening and closing the large prize slot for small wins. The control table for opening and closing the large prize slot for small wins associates the table number, round number, type of large prize slot, special electric activation number, and the opening time and closing time of the large prize slot.
[0242] As will be explained in more detail later, the main CPU 110a, when performing a minor win game, refers to the minor win major prize slot opening / closing control table to control the opening and closing of the second major prize slot 17. Note that the opening and closing control of the major prize slot during a minor win is of only one type: the second major prize slot 17 is opened for 0.1 seconds and closed for 0.05 seconds, repeated 10 times.
[0243] In this embodiment, there is only one pattern for controlling the opening and closing of the second large prize slot 17 during a minor win game, but multiple patterns may be provided. In that case, multiple opening and closing control patterns for the second large prize slot 17 are provided, which differ in the ease with which the game ball enters the specific area 19B during a minor win game, so that the ease with which a Type 2 jackpot occurs based on the entry of the game ball into the specific area 19B differs depending on the type of minor win. In addition, among the multiple opening and closing control patterns for the second large prize slot 17, a pattern in which the game ball enters the specific area 19B easily during normal gameplay and a pattern in which the game ball enters the specific area 19B difficult may be provided to change the ease with which a Type 2 jackpot occurs.
[0244] Figure 25(b) is a diagram showing the control table for opening and closing the specific area for minor wins. The control table for opening and closing the specific area for minor wins associates the elapsed time since the second major prize opening 17 opened, the opening time when the specific area 19B is opened by the sliding member 19C moving into a retracted state, and the closing time when the specific area 19B is closed by the sliding member 19C moving into an advanced state.
[0245] In this embodiment, there is only one pattern for controlling the opening and closing of the specific area 19B during a minor win game, but multiple patterns may be provided. In that case, multiple opening and closing control patterns for the specific area 19B may be provided, which differ in the ease with which the game ball enters the specific area 19B during a minor win game, thereby varying the ease with which a Type 2 jackpot occurs based on the entry of the game ball into the specific area 19B. Furthermore, among the multiple opening and closing control patterns for the specific area 19B, patterns may be provided in which it is easy for the game ball to enter the specific area 19B during normal gameplay, and patterns in which it is difficult for the game ball to enter the specific area 19B, thereby changing the ease with which a Type 2 jackpot occurs.
[0246] As will be explained in more detail later, the main CPU 110a, when performing a minor win game, refers to a specific minor win area opening / closing control table and performs opening and closing control of the specific area 19B.
[0247] (Table for determining the variation pattern of special symbols) Figures 26, 27, 28, and 29 show the special symbol variation pattern determination tables that are referenced to determine the variation pattern of the first or second special symbol of the gaming machine 1.
[0248] Specifically, the variable pattern determination table for the first special symbol consists of three types of tables: one for the normal state (Figure 26), one for the low-base time-saving state (Figure 27), and one for the high-base time-saving state (Figure 28).
[0249] Furthermore, the table for determining the variation pattern of the special symbols for the second special symbol consists of two types of tables: one for the high-base time-saving state that is entered after a big win (Figure 29(a)) and one for the high-base time-saving state that is entered after a losing spin (Figure 29(b)).
[0250] Therefore, the table for determining the variation pattern of the special symbols in game machine 1 consists of five types of tables. All of these variation pattern determination tables are stored in the main ROM 120c.
[0251] The special symbol variation pattern determination tables shown for the first special symbol in normal mode (Figure 26), the first special symbol in low-base time-saving mode (Figure 27), and the second special symbol (Figure 29) associate the special symbol, the number of reserved symbols, the random value for reach determination, the random value for special symbol variation, the special symbol variation pattern, the special symbol variation time, and the variation pattern specification command. Note that the variation pattern determination table shown for the first special symbol in high-base time-saving mode (Figure 28) does not associate the number of reserved symbols and the random value for reach determination, but associates the special symbol, the random value for special symbol variation, the special symbol variation pattern, the special symbol variation time, and the variation pattern specification command.
[0252] The random number used for determining a winning combination is a random number composed of 100 values whose random number range is from 0 to 99. Since the winning combination is always used when a winning combination is achieved, the random number used for determining a winning combination is not referenced when special symbols corresponding to a winning combination are selected.
[0253] Furthermore, the random values used for determining a reach are not referenced in the case of special symbols corresponding to special misses, as a reach animation is always performed when a special miss occurs in the normal state and the low-base time-saving state, and a shortened spin is always performed when a special miss occurs in the high-base time-saving state. Therefore, the random values used for determining a reach are only referenced in the case of special symbols corresponding to normal misses (special symbol y and special symbol z).
[0254] The following describes the table for determining the variation pattern of the first special symbol, which is referenced in the normal state, using Figure 26. In the table for determining the variation pattern of the first special symbol, which is referenced in the normal state, when the variation display shows that special symbol A (Type 1 10R win A) stops, one of variation patterns 10, 11, or 12 is associated with the value of the random value used for special symbol variation.
[0255] The random values used for special symbol variations are random values composed of 100 values whose random number range is from 0 to 99. When special symbol A is displayed, the distribution of variation patterns increases in the order of variation pattern 12, variation pattern 11, and variation pattern 10. Also, the variation times T10, T11, and T12 for variation patterns 10, 11, and 12 are 20 seconds, 30 seconds, and 50 seconds, respectively.
[0256] In the first special symbol variation pattern determination table, which is referenced in the normal state, when special symbol B (Type 1 2R win B), special symbol C (Type 1 2R win C), and special symbol D (Type 1 10R win D) stop, multiple variation patterns are associated with the variation patterns and variation times of the special symbols according to the random value used for special symbol variation, just as with special symbol A.
[0257] In the first special symbol variation pattern determination table, which is referenced under normal conditions, variation patterns 30 and 31 are associated with the variation pattern when special symbol a (special miss a) stops, according to the value of the random value used for special symbol variation. Similarly, for the variation patterns when special symbol b (special miss b), special symbol c (special miss c), and special symbol d (special miss d) stop, two variation patterns are associated for each special symbol according to the value of the random value used for special symbol variation, just like with special symbol a.
[0258] Variation patterns 30, 32, 34, and 36, which correspond to special misses in the normal state, all have the same variation time of T30 (30 seconds). Also, variation patterns 33, 35, and 37, which correspond to special misses in the normal state, all have the same variation time of T32 (40 seconds).
[0259] In the first special symbol variation pattern determination table, which is referenced in the normal state, the variation pattern and variation time of the special symbol when special symbol y (normally a miss) stops are distributed according to the number of first special symbols held (U1), the random value for reach determination, and the random value for special symbol variation.
[0260] Specifically, when the number of reserved special symbols (U1) is 0 or 1, if the random value for reach determination is between 0 and 69, then variation pattern 40 is associated with it. If the random value for reach determination is between 70 and 99, then one of variation patterns 41, 42, 43, or 44 is associated with it, depending on the value of the random value for special symbol variation. Similarly, when the number of reserved special symbols is 2 or 3, if the random value for reach determination is between 0 and 89, then variation pattern 45 is associated with it. If the random value for reach determination is between 90 and 99, then one of variation patterns 46, 47, 48, or 49 is associated with it, depending on the value of the random value for special symbol variation.
[0261] While a maximum of 4 special symbols can be stored as reserved symbols, the variation pattern for special symbols is determined by subtracting 1 from the reserved number of special symbols. Therefore, when referring to the special symbol variation pattern determination table, the situation where the reserved number is 4 does not occur, and thus the case of 4 reserved symbols is not included in the special symbol variation pattern determination table.
[0262] Furthermore, the variation time T40 for variation pattern 40 is 4 seconds, and the variation time T44 for variation pattern 45 is 2 seconds. Therefore, the average variation time of the special symbols when a normal miss occurs is set to be longer when the number of reserved first special symbols (U1) is 0 or 1 than when it is 2 or 3. This setting is intended to serve two purposes: to make it easier to accumulate reserved symbols when the number of reserved symbols is small, and to allow for faster processing of misses when the number of reserved symbols is large, thus enabling smooth gameplay.
[0263] Furthermore, when special symbol y stops, the random value for special symbol variation is selected between 50 and 69 in variation patterns 42 and 47, and both have a variation time of T30 (30 seconds), which is the same variation time as when variation patterns 30 (special symbol a), 32 (special symbol b), 34 (special symbol c), and 36 (special symbol d), which correspond to special misses, stop. As will be explained in more detail later, in the case of the above variation patterns, the same roulette animation is performed in all cases, and therefore the variation time is the same.
[0264] Next, using Figure 27, we will explain the table for determining the variation pattern of the first special symbol, which is referenced in the low-base time-saving state. Similar to the table referenced in the normal state, in the case of a big win or a special miss, the variation pattern is assigned according to the type of special symbol and the value of the random number used for special symbol variation. In the case of a normal miss, the variation pattern is assigned according to the number of reserved balls, the random number used for reach determination, and the random number used for special symbol variation. In either case, the assigned variation pattern is associated with the variation time and the variation pattern specification command.
[0265] The variable pattern determination table for the first special symbol, which is referenced in both the normal state and the low-base time-saving state, has the same number of variable patterns assigned to each special symbol except for special symbol d, and the distribution values for the number of reserved symbols, the random value for reach determination, and the random value for special symbol variation are also the same.
[0266] In the normal state, special symbol d can have two different variation patterns determined by the random number used for special symbol variation, but in the low-base time-saving state, only one variation pattern is determined regardless of the random number used for special symbol variation.
[0267] Furthermore, comparing the variation times in the variation pattern determination tables for the normal state and the low-base time-saving state, all variation patterns have the same variation time except for variation pattern 31 (normal state) and variation pattern 64 (low-base time-saving state), where the random value for special symbol variation when the special symbol is a special miss a is "20-99".
[0268] In addition, the fluctuation time T31 for fluctuation pattern 31, which results in special miss a under normal conditions, is 50 seconds, and the fluctuation time T44 for fluctuation pattern 64, which results in special miss a under low base time reduction conditions, is 35 seconds.
[0269] Next, using Figure 28, we will explain the table for determining the variation pattern of the first special symbol that is referenced in the high-base time-saving state. As mentioned above, the table for determining the variation pattern of the first special symbol in the high-base time-saving state is not associated with the number of reserved balls and the random value for reach determination, but rather with the special symbol, the random value for special symbol variation, the variation pattern of the special symbol, the variation time of the special symbol, and the variation pattern specification command.
[0270] In the high-base time-saving state, the first special symbol variation pattern determination table determines the variation pattern according to the type of special symbol and the random value used for special symbol variation in the case of a jackpot. In addition, in the high-base time-saving state, for both special misses and normal misses, one variation pattern is associated with each special symbol, and the same variation time T59 is associated with all variation patterns. Note that the variation time T59 is a reduced variation time of 2 seconds.
[0271] Next, we will explain the table for determining the variation pattern of the second special symbol using Figure 29. Figure 29(a) is a diagram showing the variation pattern determination table for the second special symbol variation, which is referenced in the high-base time-saving state that is entered after the end of a jackpot game. In the variation pattern determination table for the second special symbol shown in Figure 29(a), when special symbol F (Type 1 10R jackpot F) and special symbol G (Type 1 2R jackpot G) stop, multiple variation patterns are associated for each special symbol according to the value of the random number for special symbol variation, similar to the variation pattern determination table for the first special symbol.
[0272] In the second special symbol variation pattern determination table shown in Figure 29(a), when special symbols H, I, and J, which correspond to minor wins, stop, variation patterns 210, 211, and 212 are associated with them, respectively. Furthermore, variation patterns 210, 211, and 212 all have the same variation time of T55 (50 seconds).
[0273] In the second special symbol variation pattern determination table shown in Figure 29(a), variation pattern 213 is associated when special symbol e, which corresponds to a special miss, stops. Furthermore, the variation time for variation pattern 213 is T57 (20 seconds).
[0274] In the second special symbol variation pattern determination table shown in Figure 29(a), the variation pattern and variation time of the special symbol when the special symbol z, which is normally a miss, stops are associated with the number of reserved special symbols (U2), the random value for reach determination, and the random value for special symbol variation, similar to the case when the special symbol y (normally a miss) stops in the first special symbol variation pattern determination table.
[0275] Furthermore, when the special symbol z stops, the random value for special symbol variation is selected between 40 and 89 in variation patterns 222 and 226, and both have a variation time of T55 (50 seconds), which is the same variation time as when variation patterns 210 (special symbol H), 211 (special symbol I), and 212 (special symbol J), which correspond to minor wins, stop. As will be explained in more detail later, in the case of the above variation patterns, the same chance effect is performed in all cases, and therefore the variation time is the same.
[0276] Figure 29(b) shows the fluctuation pattern determination table for the second special symbol fluctuation, which is referenced in the high-base time-saving state or the normal state that is entered after a losing stop.
[0277] Specifically, Figure 29(b) shows the high-base time-saving state that occurs after the next spin following a special miss a or special miss e in the normal state, the high-base time-saving state that occurs after the next spin following the number of spins (L) reaching 800 in the normal or low-base time-saving state, and the spin pattern determination table for the second special symbol spin that is referenced in the normal state.
[0278] Entering the second starting gate 15 is difficult in the normal state and the low-base time-saving state, but easy in the high-base time-saving state. Therefore, in the normal state, the case in which the variation pattern determination table for the variation of the second special symbol in Figure 29(b) is referred mainly refers to the case in the normal state which has been transitioned from the high-base time-saving state, where the variation of the second special symbol that has been held and stored is displayed by entering the second starting gate 15, which is open during the high-base time-saving state or when transitioning from the high-base time-saving state to the normal state.
[0279] The variation pattern determination table for the second special symbol variation shown in Figure 29(b) has fewer variation pattern specification commands than the variation pattern determination table for the second special symbol variation shown in Figure 29(a). Specifically, in Figure 29(a), there are many cases where multiple variation pattern specification commands are assigned to one type of special symbol depending on the value of the random value for special symbol variation, but in Figure 29(b), only one type of variation pattern specification command is associated with each special symbol except for special symbol z.
[0280] Furthermore, the spin times for the jackpot spins selected in Figure 29(b) are set to be shorter than the spin times for the jackpot spins selected in Figure 29(a). Specifically, the spin times selected for special symbol F in Figure 29(a) are T52 (60 seconds), T51 (40 seconds), and T50 (20 seconds), while the spin time selected for special symbol F in Figure 29(b) is T60 (5 seconds). Also, for special symbols G, H, I, and J, the spin time selected in Figure 29(b) is T60, which is shorter than the spin times selected in Figure 29(a), similar to special symbol F.
[0281] Furthermore, the variation times for the losing variations selected in Figure 29(b) are set to be shorter than the variation times for the losing variations selected in Figure 29(a). Specifically, the variation times selected for the special symbol z, which is a normal losing variation in Figure 29(a), are T58 (60 seconds), T55 (50 seconds), T57 (20 seconds), T56 (6 seconds), and T59 (3 seconds). On the other hand, the variation times selected for the special symbol z, which is a normal losing variation in Figure 29(b), are T61 (2 seconds) and T62 (1 second).
[0282] Based on the above, the variation time for the second special symbol is more likely to be shorter when selected using the variation pattern determination table in Figure 29(b) than when selected using the variation pattern determination table in Figure 29(a).
[0283] In other words, the variation time of the second special symbol is more likely to be shorter in the high-base time-saving state that is entered after a losing spin (see Figure 29(b)) than in the high-base time-saving state that is entered after a big win (see Figure 29(a)).
[0284] As will be explained in more detail later, there are two types of performance modes for the high base time reduction state: "Underwater Temple Mode" and "Big Win Preparation Mode". In "Underwater Temple Mode", the variation pattern determination table in Figure 29(a) is referenced for the variation display of the second special symbol, and in "Big Win Preparation Mode", the variation pattern determination table in Figure 29(b) is referenced for the variation display of the second special symbol.
[0285] Furthermore, the variation pattern determination table in Figure 29(b) is used when you want to shorten the time until a jackpot is achieved. Specifically, when the game transitions to a high-base time-saving state after a losing spin, the player has not yet acquired any balls, so the goal is to get the player to acquire balls as quickly as possible. In this situation, by using the variation pattern determination table in Figure 29(b) to display the variations, the time it takes for the player to hit a jackpot can be shortened.
[0286] Furthermore, when there is a possibility of an immediate jackpot occurring (when determining the variation display of the second special symbol using Figure 29(b)), the "jackpot preparation mode" is executed as the performance mode. In addition, when in a high base time-saving state other than the above (when determining the variation display of the second special symbol using Figure 29(a)), the "underwater temple mode" is executed as the performance mode.
[0287] As will be explained in more detail later, the main CPU 110a refers to the special symbol variation pattern determination table shown in Figures 26, 27, 28, or 29, and determines the special symbol variation pattern, the special symbol variation time, and the variation pattern specification command based on the type of special symbol display, the type of special symbol, the number of special symbols held, the random value for reach determination, and the random value for special symbol variation.
[0288] As will be explained in more detail later, the performance control board 120 controls the game performance based on the variation pattern specification command received from the main control board 110. Figures 26, 27, 28, and 29 show examples of performances that the performance control board 120 executes in response to each variation pattern specification command.
[0289] The following explains each of the effects described in Figures 26, 27, 28, or 29. "Reach" refers to a variation where, after all the decorative symbols 36 have been displayed in a variation, the same type of decorative symbol temporarily stops on the left symbol 36L and the right symbol 36R, while the variation of the middle symbol 36C, which has not been temporarily stopped, continues. If the middle symbol 36C that temporarily stops last is the same type as the left symbol 36L and the right symbol 36R that temporarily stopped earlier, it is a combination of decorative symbols 36 that indicates a jackpot. If the middle symbol 36C that temporarily stops last is a different type from the left symbol 36L and the right symbol 36R that temporarily stopped earlier, it is a combination of decorative symbols 36 that indicates a loss.
[0290] "Normal spin" and "shortened spin" refer to spins where multiple decorative symbols 36 do not result in a winning combination during the spin, and instead stop on different types of decorative symbols 36. Also, "normal spins" have a longer spin time than "shortened spins."
[0291] However, if the combination of decorative symbols 36 that results in a losing combination is a specific combination of decorative symbols 36 that indicates a specific jackpot (for example, "0", "0", "7", etc.). Also, in the case of a losing reach, the middle symbol 36C may be temporarily stopped to a specific type of decorative symbol 36 that indicates a specific jackpot, thereby creating a combination of decorative symbols 36 that indicates a specific jackpot (for example, "1", "2R win", "1", etc.).
[0292] A "normal reach" is a reach animation with a low probability of winning, in which the left symbol 36L and the right symbol 36R of the same type temporarily stop while the middle symbol 36C changes. An "SP reach" is a reach with a higher probability of winning than a normal reach, and is an animation that uses characters etc. on a different background than that of a normal reach to tease which type of decorative symbol 36 will temporarily stop on the middle symbol 36C. A "full rotation reach" is a reach that guarantees a win, in which three decorative symbols 36 of the same type are combined and change at a slow speed.
[0293] The "roulette animation" is an animation that occurs after the 36 decorative symbols indicating a missed reach (for example, "3", "2", "3") have temporarily stopped. It indicates a change in the animation mode or a continuation of the animation mode.
[0294] As shown in Figures 26 and 27, the roulette animation is performed when the first special symbol is either a special miss or a regular miss. The outcomes that make up the roulette animation are three types of images corresponding to "Ground Mode," "Sea Mode," and "Underwater Temple Mode." As will be explained in more detail later, the image corresponding to "Ground Mode" is an image with the word "Ground" attached, the image corresponding to "Sea Mode" is an image with the word "Sea" attached, and the image corresponding to "Underwater Temple Mode" is an image with the word "Temple" attached.
[0295] The roulette animation, following the game flow described above, notifies the player of a change in the animation mode or continuation of the animation mode based on the final outcome of the roulette wheel corresponding to the decision made. Note that the roulette animation is only performed when the first special symbol is displayed in Sea Mode, and is not performed when the second special symbol is displayed.
[0296] If the roulette animation indicates a change in the mode, the background image will switch to the background image corresponding to the new mode. If the roulette animation indicates a continuation of the current mode, the displayed background image will remain, or it will switch to a different background image within the same mode (for example, in ocean mode, the background image will switch from the "shallow water background image" to the "deep sea background image").
[0297] A "battle sequence" is a sequence that displays the outcome of a battle (win, loss, or draw) to notify the player of a jackpot, or to indicate a transition or continuation of a sequence mode. This sequence can only be performed when the sequence mode is Sea Mode.
[0298] The battle victory animation is performed when a Type 1 2R win C or a special miss a occurs in the normal state of Sea Mode, and when a Type 1 10R win D occurs in the low-base time-saving state and in the normal state of Sea Mode. In all cases, the game state will transition to the high-base time-saving state.
[0299] The battle defeat animation is performed in normal Sea Mode when special miss b, special miss c, or special miss d occurs (when the game state transitions to a low-base time-saving state). The battle defeat animation is also performed in Sea Mode during the low-base time-saving state when certain special misses occur (when the game state remains in the low-base time-saving state).
[0300] The battle draw animation is performed in the normal state of Sea Mode when a Type 1 10R win A, a Type 1 2R win B, or a normal miss occurs (when the game state remains the normal state). The battle draw animation is also performed in the low-base time-saving state of Sea Mode when certain special misses occur (when the game state remains the low-base time-saving state). Details of the battle animation will be described later.
[0301] A "chance animation" is an animation that is performed after the 36 decorative symbols that indicate a failed reach (for example, "5", "4", "5") have temporarily stopped, and it indicates either a minor win or a failed reach.
[0302] The chance animation is triggered when the second special symbol results in a minor win or a regular loss. Note that the chance animation is only triggered when the second special symbol is displayed in a variable position, and not when the first special symbol is displayed in a variable position.
[0303] During the chance animation, one of three images will be displayed: "9R win," "2R win," or "miss." Specifically, the chance animation is a treasure chest-like image from which one of the three images mentioned above will appear, and the winning result will be announced based on the image that appears.
[0304] The image that appears from the treasure chest image will be the "9R Win" image if the second special symbol is a Type 2 9R Win H or Type 2 9R Win J, the "2R Win" image if the second special symbol is a Type 2 2R Win I, and the "Loss" image if the second special symbol is a normal loss.
[0305] The treasure chest image consists of three different designs, and the probability of winning the jackpot varies depending on the type of treasure chest image. A plain treasure chest is more likely to show a losing image, a regular treasure chest will show all three types equally, and a luxurious treasure chest is more likely to show a 9R winning image or a 2R winning image.
[0306] The "instant win animation" is an animation in which the left reel 36L, the right reel 36R, and the middle reel 36C stop in rapid succession without any build-up animations to indicate whether or not a jackpot will be achieved, resulting in the jackpot symbols aligning. In the case of a Type 1 jackpot (special reel F, special reel J), a combination of the same decorative reel 36 is displayed when the reels stop. In the case of a Type 2 jackpot (special reel H, special reel I, special reel J), the same decorative reel 36 is displayed when the left reel 36L and the right reel 36R stop, and then a special reel ("V win") indicating a minor win is displayed when the middle reel 36C stops.
[0307] The "mode continuation effect" is an effect that occurs when a special miss e is achieved in the normal state, and it indicates that the game state will transition to a high-base time-saving state. As mentioned above, the most common situation in which a special miss e occurs in the normal state is when the game transitions from a high-base time-saving state and the display of fluctuations based on the reserve memory of the second special symbol is performed.
[0308] Therefore, when the above-mentioned normal state results in a special miss e and transitions to a high-base time-saving state, it means that the game transitions from the high-base time-saving state to the normal state and then immediately transitions back to the high-base time-saving state. Thus, the actual game state is not a continuous high-base time-saving state, but because the normal state controlled between the two high-base time-saving states is extremely short, it is referred to as a "mode continuation" effect in terms of presentation.
[0309] Even with variation pattern 235, the aforementioned "mode continuation effect" will occur when the game state is normal, but when the game state is high base time reduction, normal variations will occur.
[0310] Furthermore, as mentioned above, after the special game for a Type 2 9R win H ends, the game state will enter a high-base time-saving state, and after the special game for a Type 2 9R win J ends, it will return to the normal state. When a notification image indicating a Type 2 9R win is displayed during a chance event, it will be difficult to distinguish which Type 2 9R win was won, and the type of win will be indicated by the effects during the jackpot. Details of the effects during the jackpot that indicate which type of jackpot it is will be described later.
[0311] (Pre-determination table for the grand prize lottery) Figures 30 and 31 show pre-determination tables referenced to determine the outcome of the jackpot lottery for the gaming machine 1. Figure 30 shows the pre-determination table for the jackpot lottery for the first special symbol. Figure 31 shows the pre-determination table for the jackpot lottery for the second special symbol.
[0312] Specifically, Figure 31(a) is a diagram showing the pre-determination table for the jackpot lottery at the second special symbol, which is referenced in the high-base time-saving state that is entered after the jackpot ends. Figure 31(b) is a diagram showing the pre-determination table for the jackpot lottery at the second special symbol, which is referenced in the high-base time-saving state that is entered after a losing symbol stops, and in the normal state.
[0313] Furthermore, the period after a losing symbol stops that transitions to a high-base time-saving state refers to the period after a losing spin stops with special losing symbol a or special losing symbol e in the normal state, and the period after a losing spin stops when the number of spins (L) reaches 800 in the normal state or low-base time-saving state.
[0314] As shown in Figures 30 and 31, the pre-determination table for the jackpot lottery associates special symbol random values, random values for reach determination, random values for special symbol variation, winning information, and the starting winning specification command.
[0315] As will be explained in more detail later, when a game ball enters the first starting gate 14 or the second starting gate 15, a special symbol random value, a reach determination random value, and a special symbol variation random value are obtained for that entry. By using these obtained random values and the pre-determination table for the jackpot lottery, it becomes possible to determine the lottery result for the variation display based on that entry before the variation display based on that entry begins.
[0316] The pre-determination tables for the jackpot lottery shown in Figures 30 and 31, and the tables for determining the special symbol variation patterns shown in Figures 26, 27, or 29, are similar tables. However, they differ in that the pre-determination tables for the jackpot lottery are referenced when a game ball enters the starting slot, while the tables for determining the special symbol variation patterns are referenced when the special symbol variation begins.
[0317] The common element between the pre-determination table for the jackpot lottery and the table for determining the variation pattern of special symbols is the distribution of variation patterns depending on whether the lottery result is a jackpot, a minor win, or a special loss. Therefore, for variations that result in a jackpot, minor win, or special loss, the planned variation pattern and the content of the effects can be determined at the pre-determination stage, making it possible to perform effects (pre-announcement effects) for the planned variations before the variation display begins. Pre-announcement effects will be explained later.
[0318] The difference between the pre-determination table for the jackpot lottery and the table for determining the variation pattern of special symbols lies in the distribution of variation patterns for normal misses. Specifically, the pre-determination table for the jackpot lottery does not have a distribution of variation patterns based on the number of reserved balls, whereas the table for determining the variation pattern of special symbols does have a distribution of variation patterns based on the number of reserved balls.
[0319] Specifically, the distribution of random values for determining a reach in a normal miss ("0 to 89", "90 to 99") in Figure 30 is different from the distribution of random values for determining a reach in a normal miss (number of reserved balls "0, 1") ("0 to 69", "70 to 99") in Figures 26 and 27, and is the same as the distribution of random values for determining a reach in a normal miss (number of reserved balls "2, 3") ("0 to 89", "90 to 99").
[0320] In other words, even if the first special symbol is normally a miss, if the random value used for determining a reach is between 70 and 89, depending on the number of reserved balls at the start of the spin, it may result in either a miss (number of reserved balls "0" or "1") or a non-miss (number of reserved balls "2" or "3"). Since it is impossible to know the number of reserved balls at the start of the spin during the pre-determination stage, in the pre-determination, only the random value used for determining a reach, between 90 and 99, which results in a reach regardless of the number of reserved balls, is pre-determined as a reach spin effect.
[0321] Therefore, when the first special symbol is a normal miss, if the random value used for determining a reach is between 90 and 99, it is possible to perform a pre-announcement animation that confirms a reach. However, if the random value used for determining a reach is between 70 and 89, it is not possible to perform a pre-announcement animation that confirms a reach, and only a pre-announcement animation that makes a reach highly likely can be performed.
[0322] Similarly, because the number of reserved symbols at the start of the variation cannot be determined in advance, if the first special symbol is a normal miss, and the random value for reach determination is between "0 and 69", it is not possible to know in advance whether a normal variation or a shortened variation will occur. Furthermore, the same situation as described above for a normal miss with the first special symbol may occur with a normal miss with the second special symbol.
[0323] (Display screen in an image display device) Next, in order to explain the pre-reading effect, we will move away from the explanation of the table stored in the main ROM 110c and use Figure 32 to describe the outline of the screen displayed on the image display device 31.
[0324] Figure 32 shows an example of a display screen shown on the image display device 31 of the gaming machine 1. The decorative symbols 36 consist of the left symbol 36L, the middle symbol 36C, the right symbol 36R, and the fourth symbol 36Z. The left symbol 36L, the middle symbol 36C, and the right symbol 36R are displayed in the center of the display screen. The fourth symbol 36Z is displayed in the lower left of the display screen.
[0325] In the normal state and the low-base time-saving state, the decorative pattern 36 consists of a numerical part indicating the type of decorative pattern 36 (for example, "3") and a background part made of a predetermined image (character image, etc.). The numerical part of the decorative pattern 36 is superimposed in front of the background part. On the other hand, in the high-base time-saving state, the decorative pattern 36 consists only of the numerical part indicating the type of decorative pattern. Specifically, the decorative pattern 36 in the high-base time-saving state consists only of a large numerical image.
[0326] Therefore, even if the decorative pattern 36 represents the same type (for example, "3"), its display differs between the normal state, the low-base time-saving state, and the high-base time-saving state.
[0327] The decorative pattern 36 is displayed differently depending on the controlled performance mode. Specifically, even if the decorative pattern 36 represents the same type (for example, "3"), the design of the number portion and the background portion of the decorative pattern 36 differ between "Sea Mode" and "Land Mode".
[0328] Furthermore, even if the decorative symbol 36 represents the same type (for example, "3") in "Sea Mode" (or "Land Mode") and "Underwater Temple Mode" (or "Big Win Preparation Mode"), the display method differs due to differences in the design of the number portion and the presence or absence of a background portion, as described above.
[0329] Therefore, even if the decorative pattern 36 represents the same type (for example, "3"), its display pattern differs depending on the performance mode.
[0330] At the bottom center of the image display device 31, a variation image 40 corresponding to the currently occurring variation is displayed. To the left of the variation image 40, the first hold image 41(1) of the first hold (the hold that is the first to be in variation standby) of the first special symbol and the first hold image 41(2) of the second hold (the hold that is the second to be in variation standby) of the first special symbol are displayed. If the number of holds for the first special symbol is the maximum of 4, then the first hold image 41(3) of the third hold (the hold that is the third to be in variation standby) of the first special symbol and the first hold image 41(4) of the fourth hold (the hold that is the fourth to be in variation standby) of the first special symbol are displayed to the left of the first hold image (2).
[0331] To the right of the variable image 40, the second variable image 42(1) of the first variable (the variable that is the first to be in standby) of the second special symbol is displayed. If the number of variable symbols in standby is the maximum of 4, then the second variable image 42(2) of the second variable (the variable that is the second to be in standby), the second variable image 42(3) of the third variable (the variable that is the third to be in standby), and the second variable image 42(4) of the fourth variable (the variable that is the fourth to be in standby) of the second special symbol are displayed to the right of the second variable image (1).
[0332] The lower left of the image display device 31 displays the fourth symbol 36Z, the first reserved number image 43, and the second reserved number image 44. The first reserved number image shows the number of reserved symbols for the first special symbol in numbers. The second reserved number image shows the number of reserved symbols for the second special symbol in numbers. The number of images in the first reserved image 41 is the same as the number shown in the first reserved number image 43, and the number of images in the second reserved image 42 is the same as the number shown in the second reserved number image 44.
[0333] When a game ball enters the first starting slot 14, increasing the number of reserved first special symbols, the first reserved image 41 and the first reserved number image 43 corresponding to the increased number of reserved symbols are displayed. When a game ball enters the second starting slot 15, increasing the number of reserved second special symbols, the second reserved image 42 and the second reserved number image 44 corresponding to the increased number of reserved symbols are displayed.
[0334] When the number of reserved symbols for the first special symbol decreases due to the start of the first special symbol's variation, the first reserved symbol image 41 and the first reserved symbol number image 43 are displayed according to the reduced number of reserved symbols. When the number of reserved symbols for the second special symbol decreases due to the start of the second special symbol's variation, the second reserved symbol image 42 and the second reserved symbol number image 44 are displayed according to the reduced number of reserved symbols.
[0335] Furthermore, the display change of the first reserved image 41 in response to an increase or decrease in the number of reserved symbols of the first special symbol is a change effect accompanied by animation for a predetermined duration, whereas the display change of the first reserved number image 43 is a change effect without animation for a duration shorter than the predetermined duration.
[0336] Therefore, the execution time for the display change animation of the first reserved image 41 in response to an increase / decrease in the number of reserved first special symbols is longer than the execution time for the display change animation of the first reserved number image 43 in response to an increase / decrease in the number of reserved first special symbols. Similarly, the execution time for the display change animation of the second reserved image 42 in response to an increase / decrease in the number of reserved second special symbols is longer than the execution time for the display change animation of the second reserved number image 44 in response to an increase / decrease in the number of reserved second special symbols.
[0337] The variable image 40 disappears when the variable display of the first special symbol ends. The first reserved image 41(1) moves to the position where the variable image 40 was displayed and changes to the variable image 40 when the variable image 40 disappears. The first reserved image 41(2) moves to the position where the first reserved image 41(1) was displayed and changes to the first reserved image 41(1) when the first reserved image 41(1) moves and changes to the first reserved image 41(1). The second reserved image 42 also moves and changes in display in the same way as the first reserved image 41 when the variable display of the second special symbol ends.
[0338] The first reserved image 41 consists of images of the same design in multiple colors (white, blue, yellow, green, red, rainbow). The first reserved image 41 indicates the probability of a big win based on the displayed color of the reserved image. The probability of a big win increases in the order of rainbow, red, green, yellow, blue, and white. Furthermore, the display color of the first reserved image 41 can only be changed to a display color that has a higher probability of a big win than the current display color.
[0339] The display color of the first reserved image 41 is determined based on the pre-determination of the jackpot lottery mentioned above. Performances that are performed based on this pre-determination of the jackpot lottery will henceforth be referred to as "pre-read performances." Furthermore, among pre-read performances, those that change the display color of the first reserved image 41 or the second reserved image 42 will henceforth be referred to as "pre-read reserved image change performances."
[0340] In the pre-read hold change effect, the first hold image 41, displayed in rainbow, red, or green colors, can only be displayed if the pre-determined variation for that hold is a reach variation. On the other hand, the first hold image 41, displayed in yellow, blue, or white colors, is displayed regardless of whether it is a reach variation or not.
[0341] As described above, the pre-announcement effect is performed to suggest the possibility of a big win in the display of the pending symbols that are the target of the pre-announcement, but it may also be performed to suggest the possibility of a specific losing outcome. Specifically, the pre-announcement effect may be performed based on the determination that a special losing outcome a has occurred in the normal state through a pre-determination of the big win lottery.
[0342] Furthermore, instead of relying on a pre-determined jackpot lottery, pre-announcement effects may be performed based on the remaining number of low-base time-saving rounds (B). As will be explained in more detail later, in the low-base time-saving state, the game machine 1 suggests a transition to the normal state by executing a specific performance mode, but this may also be done through pre-announcement effects.
[0343] (Normal pattern determination table) Let's return to the explanation of the tables stored in the main ROM 110c. Figure 33 shows the various determination tables for the regular symbols of the gaming machine 1. Figure 33(a) shows the regular symbol determination table of the gaming machine 1. In the regular symbol determination table, the game state, the win / loss judgment result, the type of regular symbol, the stopped symbol data, and the regular symbol specification command are associated.
[0344] The main CPU 110a determines the normal symbol and stop symbol data by referring to the normal symbol determination table based on the win / loss determination result determined based on the win / loss determination table shown in Figure 18(c) and the normal symbol random value, as well as the current game state. Based on the determined normal symbol and stop symbol data, the main CPU 110a determines the normal symbol specification command and transmits the determined normal symbol specification command to the performance control board 120.
[0345] Figure 33(b) shows the table for determining the variation pattern of the regular symbols. The table associates the game state, the win / loss judgment result, the variation pattern of the regular symbols, the variation time, and the command for specifying the variation of the regular symbols. Note that in each game state, the variation time is the same whether it is a win or a loss judgment, but the variation time may be made different depending on the win / loss judgment.
[0346] The main CPU 110a determines the pattern of the normal symbols by referring to the normal symbol variation pattern determination table shown in Figure 33(b), based on the win / loss determination result determined based on the win / loss determination table shown in Figure 18(c), the normal symbol random value, and the current game state. Based on the determined normal symbol variation pattern, the main CPU 110a determines a normal symbol variation specification command and transmits the determined normal symbol specification command to the performance control board 120.
[0347] (Auxiliary game control table) Figure 34 shows the auxiliary gameplay table for the gaming machine 1. Figure 34(a) shows the auxiliary gameplay control table. The auxiliary gameplay control table associates the game state, stop symbol data, opening time, table number of the auxiliary gameplay movable piece opening / closing control table, and ending time.
[0348] The main CPU 110a, based on the stopped symbol data, refers to the auxiliary game control table to determine the opening time, the table number of the auxiliary game movable piece control table, and the ending time.
[0349] (Control table for opening and closing movable pieces for auxiliary games) Figure 34(b) shows the control table for opening and closing the auxiliary game movable piece. The control table for opening and closing the auxiliary game movable piece associates the table number of the control table for the auxiliary game movable piece with the number of times the movable piece 15b is opened, the opening time of the movable piece 15b, and the closing time of the movable piece 15b.
[0350] The main CPU 110a, based on the table number in the auxiliary game movable piece control table, refers to the auxiliary game movable piece opening / closing control table to determine the number of times the movable piece 15b is opened, the opening time of the movable piece 15b, and the closing time of the movable piece 15b.
[0351] (Various storage areas) Figure 35 shows the various memory areas set in the main RAM 110b of the gaming machine 1. Figure 35(a) shows the special symbol memory area. The special symbol memory area includes a 0th memory unit corresponding to the fluctuation, a 1st special symbol memory area that stores judgment information acquired when a game ball enters the 1st start opening 14, and a 2nd special symbol memory area that stores judgment information acquired when a game ball enters the 2nd start opening 15.
[0352] The first special symbol memory area includes a first memory unit corresponding to the first hold, a second memory unit corresponding to the second hold, a third memory unit corresponding to the third hold, and a fourth memory unit corresponding to the fourth hold. Similarly, the second special symbol memory area includes a first memory unit corresponding to the first hold, a second memory unit corresponding to the second hold, a third memory unit corresponding to the third hold, and a fourth memory unit corresponding to the fourth hold.
[0353] Furthermore, the number of judgment information items stored in the first to fourth memory units of the first special symbol memory area becomes the number of reserved special symbols (U1), and the number of judgment information items stored in the first to fourth memory units of the second special symbol memory area becomes the number of reserved special symbols (U2).
[0354] Figure 35(b) shows the memory units of the special symbol memory area. As shown in Figure 35(b), the memory units of the first special symbol memory area and the second special symbol memory area are provided with areas for storing the jackpot random value, the special symbol random value, the special symbol variation random value, and the reach determination random value.
[0355] When a game ball enters the first start opening 14 and judgment information is acquired, the acquired judgment information is stored in the smallest numbered memory unit among the first to fourth memory units of the first special symbol memory area that does not already have judgment information stored. Similarly, when a game ball enters the second start opening 15 and judgment information is acquired, the acquired judgment information is stored in the smallest numbered memory unit among the first to fourth memory units of the second special symbol memory area that does not already have judgment information stored.
[0356] When the start condition for the variation display of the first special symbol is met, the judgment information stored in the first memory unit of the first special symbol memory area is shifted to the zero memory unit of the special symbol memory area. Similarly, when the start condition for the variation display of the second special symbol is met, the judgment information stored in the first memory unit of the second special symbol memory area is shifted to the zero memory unit of the special symbol memory area. Then, when performing the variation display of a special symbol for which the start condition has been met, the judgment information shifted to the zero memory unit is referenced in order to perform the variation display of the special symbol.
[0357] Figure 35(c) shows the normal symbol determination area. The normal symbol memory area has a 0th memory unit corresponding to the variation, a 1st memory unit corresponding to the 1st hold, a 2nd memory unit corresponding to the 2nd hold, a 3rd memory unit corresponding to the 3rd hold, and a 4th memory unit corresponding to the 4th hold.
[0358] Figure 35(d) shows each memory unit of the normal symbol memory area. As shown in Figure 35(d), each memory unit of the normal symbol memory area is provided with a region for storing normal symbol random values. Since there is only one normal symbol variation pattern for each win / loss judgment result in each game state, there is no normal symbol variation random value for distributing normal symbol variation patterns.
[0359] When a game ball passes through the regular symbol gate 13 and a regular symbol random value is obtained, the obtained judgment information is stored in the smallest numbered memory unit among the first to fourth memory units of the regular symbol memory area that does not already have judgment information stored in it.
[0360] When the conditions for starting the display of a variation in a normal symbol are met, the judgment information stored in the first memory unit of the normal symbol memory area is shifted to the zero memory unit of the normal symbol memory area. Then, when the display of a variation in a normal symbol for which the start conditions have been met is performed, the judgment information shifted to the zero memory unit is referenced in order to perform the display of the variation in the normal symbol.
[0361] Next, the progress of the game as performed by the main control board 110 in the gaming machine 1 will be explained in detail using a flowchart.
[0362] (Main processing on the main control board) Figure 36 is a flowchart showing the main processing of the main control board 110 of the gaming machine 1. The main processing starts when power is supplied to the main control board 110 by the power supply board 175, causing a system reset to occur in the main CPU 110a.
[0363] As shown in Figure 36, in step S10, the main CPU 110a performs an initialization process. During the initialization process, the main CPU 110a reads the game control program and game control data from the main ROM 110c into the main RAM 110b in response to power-on. Subsequently, the main CPU 110a determines whether or not to recover the data based on the on / off status of the RAM clear SW 111a located on the back of the game machine 1 at the time of power-on, and the contents of the power outage information and checksum backed up in the power outage monitoring process (S30) during the previous power outage. If it is determined that the data should be recovered, the data in the main RAM 110b is recovered; if it is determined that the data should not be recovered, the main RAM 110b is cleared (RAM cleared). Details of the initialization process will be described later.
[0364] In step S20, the main CPU 110a executes the game machine information notification process. In the game machine information notification process, the main CPU 110a generates a game machine information notification command to notify the frame control board 160 of the game status of game machine 1, including the progress and stop status of the game, and transmits the generated game machine information notification command to the frame control board 160. Details of the game machine information notification process of the main control board 110 will be described later.
[0365] Next, in step S30, the main CPU 110a performs a power outage monitoring process. In the power outage monitoring process, the main CPU 110a monitors whether or not a power outage has occurred in the gaming machine 1. If a power outage occurs, the main CPU 110a sends a launch prohibition command to the launch control unit 170, causing the launch CPU 170a to stop supplying power to the launch solenoid 4a and the ball feeding solenoid 4b, thereby stopping the launch of the game balls. The main CPU 110a also clears the output ports, creates and saves the checksum of the main RAM 110b, and sets the power outage occurrence information, and then sets access to the main RAM 110b to prohibit it in preparation for a power outage. Details of the power outage monitoring process will be described later.
[0366] Next, in step S40, the main CPU 110a performs a random value update process for gameplay. In this random value update process, the main CPU 110a updates the random values for reach determination and the random values for special symbol variation. Next, in step S50, the main CPU 110a performs an initial random value update process. In this initial random value update process, the main CPU 110a updates the initial random values for jackpots, the initial random values for normal symbols, and the initial random values for special symbols.
[0367] The main CPU 110a repeats the loop processing from step S20 to step S50. During this loop processing, the main CPU 110a executes the timer interrupt processing described later, when a clock pulse is generated at predetermined intervals (for example, 2ms) by a reset clock pulse generation circuit provided on the main control board 110.
[0368] (Initialization process of the main control board) Figures 37 and 38 are flowcharts showing the initialization process of the gaming machine 1 in step S10 in Figure 36.
[0369] In step S10-1, the main CPU 110a performs a security check and waits for processing for 2000ms.
[0370] In step S10-2, the main CPU 110a grants access to the main RAM 110b. Next, in step S10-3, the main CPU 110a configures the serial communication port.
[0371] Next, in step S10-4, the main CPU 110a sets a watchdog timer. The watchdog timer monitors whether the main control unit 110m of the main control board 110 is operating normally. The main CPU 110a periodically sends a signal to the watchdog timer indicating that it is operating normally, and the watchdog timer is cleared upon receiving this signal. If the processing of the main control unit 110m is stopped or an infinite loop processing of a specific process is running, the watchdog timer counts up without being cleared, and when the timer value reaches a predetermined count value, the main control unit 110m is reset.
[0372] Next, in step S10-5, the main CPU 110a sends a power-on specification command to the performance control board 120 and the frame control board 160. Next, in step S10-6, the main CPU 110a sends a launch permission command to the launch control unit 170 of the frame control board 160.
[0373] When the launch CPU 170a receives a launch permission command, it sets a launch permission flag in the launch permission flag storage area of the launch RAM 170b. If the launch permission flag is set in the launch permission flag storage area of the launch RAM 170b, the launch CPU 170a detects input from the touch sensor 3a and the launch volume 3b, and controls the launch solenoid 4a and the ball feeding solenoid 4b to enable the launch of the game ball.
[0374] Next, in step S10-7, the main CPU 110a determines whether the RAM clear switch 111a is on or off. If the RAM clear switch 111a is on, the main CPU 110a proceeds to step S10-14 (Figure 38); if the RAM clear switch 111a is off, the main CPU 110a proceeds to step S10-8.
[0375] Next, in step S10-8, the main CPU 110a determines whether the power outage information stored in the main RAM 110b is normal. If the power outage information is normal, the main CPU 110a proceeds to step S10-9; otherwise, it proceeds to step S10-11.
[0376] Next, in step S10-9, the main CPU 110a calculates the checksum of the main RAM 110b. Then, in step S10-10, the main CPU 110a determines whether the calculated checksum is normal or not. If the calculated checksum is normal, the main CPU 110a proceeds to step S10-19; otherwise, it proceeds to step S10-11.
[0377] Furthermore, whether the calculated checksum is valid or not is determined by whether the checksum calculated at the time of the previous power outage and stored in the main RAM 110b matches the checksum newly calculated in step S10-9. If they do not match, it is determined to be invalid.
[0378] In step S10-11, the main CPU 110a sends an irrecoverable command to the performance control board 120. Upon receiving the irrecoverable command, the performance control board 120 executes a process to display an irrecoverable notification on the image display device 31.
[0379] "Notification of irrecoverable gameplay" refers to processes such as displaying an image on the image display device 31 indicating that the game cannot be recovered, specific illumination of performance lighting devices such as the first performance lighting device 340a, or specific audio output from the audio output device 32 ("The game cannot be recovered," "Please clear the RAM").
[0380] In step S10-12, the main CPU 110a sends a launch prohibition command to the launch control unit 170 of the frame control board 160 in order to prohibit the launch of the game balls.
[0381] In step S10-13, the main CPU 110a prohibits access to the main RAM 110b and then executes an infinite loop process.
[0382] In step S10-14, the main CPU 110a clears the used area of the main RAM 110b. Next, in step S10-15, the main CPU 110a configures the RAM for when backup is not enabled. Next, in step S10-16, the main CPU 110a clears the watchdog timer.
[0383] Next, in step S10-17, the main CPU 110a sends a RAM clear command to the performance control board 120 and proceeds to step S10-18. When the performance control board 120 receives the RAM clear command, it executes a process to notify the system that the system is ready to clear the RAM.
[0384] "RAM clear preparation notification" refers to processes such as displaying an image on the image display device 31 to notify that a RAM clear is being performed, specific illumination of performance lighting devices such as the first performance lighting device 340a, and specific audio output from the audio output device 32 ("RAM clear in progress").
[0385] Next, in step S10-18, the main CPU 110a performs initial setup of the devices around the CPU and proceeds to step S10-22. Specifically, the main CPU 110a sets the output settings for the performance control board 120, the CTC (counter timer circuit) to be used, and the interrupt timer (2ms) of the CTC to be used.
[0386] In step S10-19, the main CPU 110a configures the RAM if backup is enabled. Specifically, the main CPU 110a clears the backup flag and checksum stored in the main RAM 110b, and then recovers the data in each used area of the main RAM 110b based on the power failure information.
[0387] The data recovered based on the power outage information includes: special symbol memory area, special symbol special power processing data memory area, stopped symbol data memory area, normal symbol hold memory area, normal symbol normal power processing data memory area, normal symbol data memory area, complete information memory area, game state flag memory area, specific area winning flag memory area, game state buffer, time reduction information memory area, high base information memory area, jackpot information memory area, small win information memory area, auxiliary game information memory area, continuous jackpot information memory area, continuous jackpot information clear preparation memory area, high base state fallout memory area, round count (R) counter, jackpot entry ball count (C) counter, 1st special symbol This includes data stored in data storage areas such as the pattern retention count (U1) counter, the second special symbol retention count (U2) counter, the normal symbol retention count (G) counter, the number of small wins (F) counter, the number of normal symbol fluctuations (A) counter, the low base time reduction count (B) counter, the high base time reduction count (J) counter, the number of fluctuations (L) counter, the number of openings (S) counter, the special electric activation number (K) counter, the special symbol time counter, the special game timer counter, the normal symbol time counter, the auxiliary game timer counter, the game machine information transmission standby timer counter, the response reception standby timer counter, the communication failure judgment counter, the maximum number of game balls acquired counter, and the data stored in the data storage area for performance transmission data.
[0388] Next, in steps S10-20, the main CPU 110a performs initial setup of the devices around the CPU. Specifically, it sets the output settings for the performance control board 120, the CTC (counter timer circuit) to be used, and the interrupt timer (2ms) of the CTC to be used.
[0389] Next, in step S10-21, the main CPU 110a determines whether the game state stored in the game state flag storage area of the main RAM 110b is a normal state. If the game state stored in the game state flag storage area of the main RAM 110b is a normal state, the main CPU 110a proceeds to step S10-22. If the game state stored in the game state flag storage area of the main RAM 110b is not a normal state, the main CPU 110a proceeds to step S10-21.
[0390] In step S10-22, the main CPU 110a sends a power recovery command corresponding to the normal state to the performance control board 120 and the frame control board 160, and proceeds to step S10-26. The reason why the processing in step S10-22 is performed after step S10-18 is that the normal state is set in the game state flag storage area of the main RAM 110b in step S10-15.
[0391] In step S10-23, the main CPU 110a determines whether the game state stored in the game state flag storage area of the main RAM 110b is a low-base time-saving state. If the game state stored in the game state flag storage area of the main RAM 110b is a low-base time-saving state, the main CPU 110a proceeds to step S10-24. If the game state stored in the game state flag storage area of the main RAM 110b is not a low-base time-saving state, the main CPU 110a proceeds to step S10-25.
[0392] In step S10-24, the main CPU 110a sends a low base time reduction state and a corresponding power recovery command to the performance control board 120 and the frame control board 160, and proceeds to step S10-23.
[0393] In step S10-25, the main CPU 110a sends a high base time reduction state and a corresponding power recovery command to the performance control board 120 and the frame control board 160, and proceeds to step S10-24.
[0394] In step S10-26, the main CPU 110a sends a game state specification command corresponding to the game state after power restoration to the performance control board 120, and then terminates the initialization process.
[0395] Furthermore, if a power outage occurs during the low-base time-saving state, one of the five game states shown in Figure 10, the main control board 110 backs up the low-base time-saving state game state flag and the game ball counter count value in the game state flag storage area of the main RAM 110b, and the game ball counter control unit 180 of the frame control board 160 backs up the low-base time-saving state game state flag and the game ball counter count value in the game state flag storage area of the game ball RAM 180b.
[0396] Furthermore, when the normal power-on operation shown in Figure 17(a) or the main control board RAM clear power-on operation shown in Figure 17(b) is performed, a game ball count restoration specification command for the restored game ball count is sent to the main control board 110 during the initial setup processing performed by the game ball count control unit 180 of the frame control board 160, which will be described later. However, when the frame control board RAM clear power-on operation shown in Figure 17(c) or the full RAM clear power-on operation shown in Figure 17(d) is performed, the game ball count restoration specification command is not sent to the main control board 110.
[0397] (Gaming machine information notification processing on the main control board) Figure 39 is a diagram showing the processing of the game machine information notification process of the main control board 110 shown in step S20 of Figure 36.
[0398] In step S20-1, the main CPU 110a determines whether the value of the gaming machine information transmission standby timer counter stored in the main RAM 110b is greater than 0. If the value of the gaming machine information transmission standby timer counter is greater than 0, the main CPU 110a proceeds to step S20-2; otherwise, it proceeds to step S20-5.
[0399] The gaming machine information transmission standby timer counter is a counter used to measure the transmission period of 108ms of gaming machine information notification commands from the main control board 110 to the frame control board 160, as shown in Figure 13.
[0400] The counter value of the gaming machine information transmission standby timer counter is updated in the counter update process of the timer interrupt processing of the main control board 110, which will be described later. Specifically, the counter value of the gaming machine information transmission standby timer counter is updated by decrementing by 2 each time the timer update process within the timer interrupt processing is performed, which is executed every 2ms.
[0401] In step S20-2, the main CPU 110a determines whether or not it has received a response command from the frame control board 160. If the main CPU 110a has received a response command, it proceeds to step S20-3; otherwise, it proceeds to step S20-8.
[0402] In step S20-3, the main CPU 110a clears the communication failure detection counter in the main RAM 110b. The communication failure detection counter is used to determine if there has been no response command from the frame control board 160 to the transmission of a game machine information notification command for 10 consecutive times.
[0403] In step S20-4, the main CPU 110a clears the response reception waiting timer counter of the main RAM 110b and proceeds to step S20-12.
[0404] In step S20-5, the main CPU 110a sends a game machine information notification command to the frame control board 160. In step S20-6, the main CPU 110a sets the game machine information transmission standby timer counter to "108".
[0405] In step S20-7, the main CPU 110a sets the value of "10" to the communication failure detection counter in the main RAM 110b, and proceeds to step S20-11.
[0406] In step S20-8, the main CPU 110a determines whether the value of the response reception waiting timer counter in the main RAM 110b is greater than 0. If the value of the response reception waiting timer counter is greater than 0, the main CPU 110a proceeds to step S20-12. If the value of the response reception waiting timer counter is not greater than 0 (i.e., it is 0), the main CPU 110a proceeds to step S20-9.
[0407] In step S20-9, the main CPU 110a decrements the value of the communication failure detection counter in the main RAM 110b by 1. In step S20-10, the main CPU 110a determines whether the value of the communication failure detection counter in the main RAM 110b is greater than 0. If the value of the communication failure detection counter is greater than 0, the main CPU 110a proceeds to step S20-11; if the value of the communication failure detection counter is not greater than 0 (i.e., it is 0), the main CPU 110a proceeds to step S20-14.
[0408] In step S20-11, the main CPU 110a sets the response reception waiting timer counter of the main RAM 110b to "10". The response reception waiting timer counter is used to measure the 10ms waiting time from the transmission of the game machine information notification command until the reception of the response command from the frame control board 160.
[0409] The counter value of the response reception standby timer counter is updated in the counter update process of the timer interrupt processing of the main control board 110, which will be described later. Specifically, the counter value of the response reception standby timer counter is updated by subtracting 2 each time the timer update process in the timer interrupt processing is performed, because the timer update process in the timer interrupt processing is executed every 2ms.
[0410] In step S20-12, the main CPU 110a determines whether or not it has received a game ball count specification command from the frame control board 160. If the main CPU 110a has received a game ball count specification command, it proceeds to step S20-13. If it has not received a game ball count specification command, it terminates the game machine information notification process.
[0411] The game ball count specification command, as will be explained in more detail later, is a command sent from the game ball count control unit 180 to the main control unit 110 when the game ball count counter in the game ball count RAM 180b of the frame control board 160 is updated.
[0412] In step S20-13, the main CPU 110a performs an update process to add or subtract the number of game balls indicated by the received game ball count specification command to the maximum acquired game ball counter in the main RAM 110b, and then terminates the game machine information notification process. Note that the value of the maximum acquired game ball counter in the main RAM 110b updated by the above update process will be a different value from the game ball counter in the game ball count RAM 180b.
[0413] In step S20-14, the main CPU 110a sends a communication failure command to the performance control board 120. Upon receiving the communication failure command, the performance control board 120 performs processing to cause the image display device 31 to display a notification of a communication failure.
[0414] In step S20-15, the main CPU 110a is set to interrupt disable. In step S20-16, the main CPU 110a sends a launch disable command to the launch control unit 170. As will be described in more detail later, when the launch control unit 170 receives the launch disable command, it clears the launch permission flag and stops power supply to the launch solenoid 4a and the ball feed solenoid 4b.
[0415] In step S20-17, the main CPU 110a prohibits access to the main RAM 110b and then performs a waiting process.
[0416] (Main control board power interruption monitoring process) Figure 40 is a flowchart showing the power cutoff monitoring process of the main control board 110.
[0417] In step S30-1, the main CPU 110a sets interrupt disable. Next, in step S30-2, the main CPU 110a determines whether or not a power outage has occurred in the gaming machine 1. Specifically, the main CPU 110a determines that a power outage has occurred if a power outage detection signal is input from a power supply detection circuit (not shown) provided on the power supply board 175.
[0418] If the main CPU 110a determines that a power outage has occurred, it proceeds to step S30-4; if it determines that no power outage has occurred, it proceeds to step S30-3.
[0419] In step S30-3, the main CPU 110a sets interrupt enable and terminates the power outage monitoring process.
[0420] In step S30-4, the main CPU 110a sends a launch prohibition command to the launch control unit 170. Next, in step S30-5, the main CPU 110a clears the output port. Next, in step S30-6, the main CPU 110a sends a power cut-off command to the launch control unit 170 and the game ball count control unit 180 of the frame control board 160.
[0421] In step S30-7, the main CPU 110a calculates the checksum of the data in the used area of the main RAM 110b and sets it in a predetermined area of the main RAM 110b.
[0422] The data that the main CPU 110a uses to calculate the checksum includes: special symbol memory area, special symbol special electrical processing data memory area, stopped symbol data memory area, normal symbol hold memory area, normal symbol normal electrical processing data memory area, normal symbol data memory area, complete information memory area, game state flag memory area, specific area winning flag memory area, game state buffer, time reduction information memory area, high base information memory area, jackpot information memory area, small win information memory area, auxiliary game information memory area, continuous jackpot information memory area, continuous jackpot information clear preparation memory area, high base state fallout memory area, round count (R) counter, jackpot winning ball count (C) counter This includes data stored in data storage areas such as the first special symbol reserve count (U1) counter, the second special symbol reserve count (U2) counter, the normal symbol reserve count (G) counter, the number of small wins (F) counter, the number of normal symbol fluctuations (A) counter, the low base time reduction count (B) counter, the high base time reduction count (J) counter, the number of fluctuations (L) counter, the number of openings (S) counter, the special electric activation number (K) counter, the special symbol time counter, the special game timer counter, the normal symbol time counter, the auxiliary game timer counter, the game machine information transmission standby timer counter, the response reception standby timer counter, the communication failure judgment counter, the maximum number of acquired game balls counter, and the data stored in the data storage area for performance transmission data.
[0423] Next, in step S30-8, the main CPU 110a sets a backup flag, which will be referenced when restoring from a power outage, in a predetermined area of the main RAM 110b. Then, in step S30-9, the main CPU 110a prohibits access to the main RAM 110b. After that, the main CPU 110a performs an infinite loop process and waits until the power supply voltage is completely cut off.
[0424] (Timer interrupt processing on the main control board) Figure 41 is a flowchart showing the timer interrupt processing of the main control board 110 of the gaming machine 1. Except in special cases such as when the power is turned on or turned off, the main CPU 110a executes timer interrupt processing at each generation cycle (for example, 2ms) when a clock pulse signal is generated by the reset clock pulse generation circuit provided on the main control board 110.
[0425] When a clock pulse signal is generated, the main CPU 110a saves the information stored in its registers to the stack area in step S100.
[0426] Next, in step S110, the main CPU 110a performs counter update processing. Specifically, the main CPU 110a updates the special symbol time counter, special game timer counter, normal symbol time counter, auxiliary game timer counter, game machine information transmission standby timer counter, and response reception standby timer counter stored in the main RAM 110b. In the counter update processing, each counter is decremented by 2. The reason for decrementing each counter by 2 in the counter update processing is that these counters indicate time, and because the timer interrupt processing is executed every 2ms, the counter update processing within the timer interrupt processing is performed every 2ms.
[0427] The special symbol time counter is used by the main CPU 110a to determine whether the special symbol's variation time has elapsed or whether the special symbol's stop time has elapsed. The special game timer counter is used by the main CPU 110a to control the opening and closing of the first large prize slot 16 and the second large prize slot 17. The normal symbol time counter is used to determine whether the normal symbol's variation time has elapsed or whether the normal symbol's stop time has elapsed. The auxiliary game timer counter is used by the main CPU 110a to control the opening and closing of the second start slot 15. Details of the control using each of these counters will be described later.
[0428] As explained in the game machine information notification processing of the main control board 110 shown in Figure 39, the game machine information transmission standby timer counter is a counter used when the main CPU 110a transmits a game machine information notification command from the main control board 110 to the frame control board 160. The response reception standby timer counter is a counter used when the main CPU 110a determines whether or not communication between the main control board 110 and the frame control board 160 is being performed normally.
[0429] Next, in step S120, the main CPU 110a updates the jackpot random value, the normal symbol random value, and the special symbol random value. Specifically, the main CPU 110a increments each random value and random counter by 1. If the incremented random counter exceeds the maximum value of the random range (the random counter completes one cycle), the main CPU 110a resets the random counter to 0 and updates each random value again from the initial random value at that time.
[0430] Next, in step S130, the main CPU 110a performs an initial random value update process. Specifically, the main CPU 110a updates the initial random values for jackpots, regular symbols, and special symbols.
[0431] Next, in step S200, the main CPU 110a performs input control processing. Specifically, the main CPU 110a determines whether there is input to each of the following switches: general prize hole detection SW12a, gate detection SW13a, first start hole detection SW14a, second start hole detection SW15a, first major prize hole detection SW16a, second major prize hole detection SW17a, and specific area detection SW18a. If there is input, it executes predetermined processing. Details of the input control processing will be described later.
[0432] Next, in step S300, the main CPU 110a executes special feature and special power control processing. Specifically, the main CPU 110a updates the values of the special feature and special power processing data stored in the main RAM 110b according to the progress of the game, and executes predetermined processing based on the updated values of the special feature and special power processing data. Details of the special feature and special power control processing will be described later.
[0433] Next, in step S400, the main CPU 110a executes the regular power control process. Specifically, the main CPU 110a updates the values of the regular power control data stored in the main RAM 110b according to the progress of the game, and executes predetermined processing based on the updated values of the regular power control data. Details of the regular power control process will be described later.
[0434] Next, in step S500, the main CPU 110a executes the prize ball control process. Specifically, the main CPU 110a refers to the general prize ball counter, the first start-up prize ball counter, the second start-up prize ball counter, the first major prize-winning slot prize ball counter, and the second major prize-winning slot prize ball counter stored in the main RAM 110b, and sends a prize ball number specification command to the frame control board 160 instructing the awarding of the number of game balls indicated by each counter.
[0435] Next, in step S600, the main CPU 110a executes a completion determination process. The completion determination process determines whether or not to activate a function (completion function) that restricts further gameplay if the maximum number of game balls acquired by the game machine 1 exceeds the daily limit of 95,000 balls.
[0436] Specifically, the main CPU 110a determines whether the maximum number of game balls acquired counter in the main RAM 110b has exceeded 95,000. If the maximum number of game balls acquired counter has exceeded 95,000, the main CPU 110a stores the completion information in the completion information storage area of the main RAM 110b, stores an error-type designation command indicating error 1 in the performance transmission data storage area, and sets a launch prohibition command in the transmission buffer to stop the launch of game balls for the launch control unit 170.
[0437] The maximum number of game balls acquired counter is a counter that adds the number indicated by each prize ball counter when game balls are awarded, and subtracts 1 when game balls are launched while the counter value is 1 or more, and the minimum value of this counter is 0.
[0438] Next, in step S700, the main CPU 110a performs data generation processing. Specifically, the main CPU 110a performs the processing to create drive data for the start gate opening / closing solenoid 15c, drive data for the first major prize gate opening / closing solenoid 16c, drive data for the second major prize gate opening / closing solenoid 17c, drive data for the specific area opening / closing solenoid 18d, display data for the first special symbol display device 20, display data for the second special symbol display device 21, display data for the normal symbol display device 24, display data for the first special symbol hold indicator 22, display data for the second special symbol indicator 23, and display data for the normal symbol hold indicator 25.
[0439] Next, in step S800, the main CPU 110a executes output control processing. Specifically, the main CPU 110a outputs the display data, drive data, and external information signals generated in the data generation processing in step S700. The main CPU 110a also executes processing to send commands set in the performance transmission data storage area and transmission buffer of the main RAM 110b to the performance control board 120 and the frame control board 160.
[0440] Next, in step S900, the main CPU 110a restores the information that was saved to the stack area in step S100 to its registers, and terminates the timer interrupt processing.
[0441] (Input control processing on the main control board) Figure 42 is a flowchart showing the input control processing of the main control board 110 of the gaming machine 1.
[0442] In step S210, the main CPU 110a executes the general prize slot detection SW input processing. Specifically, the main CPU 110a determines whether or not there is a detection signal from the general prize slot detection SW 12a. If there is a detection signal from the general prize slot detection SW 12a, the main CPU 110a performs an update process to add a predetermined number (for example, 1) to the general prize slot ball counter stored in the main RAM 110b, and proceeds to step S220. If there is no detection signal from the general prize slot detection SW 12a, the main CPU 110a proceeds to step S220 without any further processing.
[0443] In step S220, the main CPU 110a executes the input processing for the large prize slot detection switch. Specifically, the main CPU 110a determines whether or not there is a detection signal from the first large prize slot detection switch 16a or the second large prize slot detection switch 17a. If there is a detection signal from the first large prize slot detection switch 16a or the second large prize slot detection switch 17a, the main CPU 110a increments the large prize slot ball count (C) counter stored in the main RAM 110b by 1 and proceeds to step S230. If there is no detection signal from the first large prize slot detection switch 16a or the second large prize slot detection switch 17a, the main CPU 110a proceeds to step S230.
[0444] Next, in step S230, the main CPU 110a executes the input processing for the first start gate detection switch. Specifically, the main CPU 110a determines whether or not a detection signal has been received from the first start gate detection switch 14a. If there is no detection signal from the first start gate detection switch 14a, the main CPU 110a proceeds directly to step S240. If a detection signal has been received from the first start gate detection switch 14a, the main CPU 110a executes the prize ball counter update process, the acquisition of various random values, pre-determination processing, and the setting of various commands, and then proceeds to step S240. Details of the input processing for the first start gate detection switch will be described later.
[0445] Next, in step S240, the main CPU 110a executes the input processing for the second start port detection switch. Specifically, the main CPU 110a determines whether or not a detection signal has been received from the second start port detection switch 15a. If there is no detection signal from the second start port detection switch 15a, the main CPU 110a proceeds to step S250. If there is a detection signal from the second start port detection switch 15a, the main CPU 110a performs the prize ball counter update process, acquires various random values, performs pre-determination processing, and sets various commands, and then proceeds to step S250.
[0446] The details of the input process for the second start gate detection switch are the same as those for the first start gate detection switch input process, which will be explained in detail later. Specifically, the second start gate detection switch input process replaces the "number of reserved special symbols for the first special symbol (U1)" with the "number of reserved special symbols for the second special symbol (U2)" and replaces the "first start gate detection switch 14a" with the "second start gate detection switch 15a," etc., replacing items provided for the first start gate with items provided for the second start gate.
[0447] Next, in step S250, the main CPU 110a executes the specific area detection switch input processing. Specifically, the main CPU 110a determines whether or not there is a detection signal from the specific area detection switch 18a. If there is no detection signal input from the specific area detection switch 18a, the main CPU 110a proceeds to step S260. If there is a detection signal input from the specific area detection switch 18a, the main CPU 110a executes predetermined processing and proceeds to step S260. Details of the specific area detection switch input processing will be described later.
[0448] Next, in step S260, the main CPU 110a performs gate detection SW input processing. Specifically, the main CPU 110a determines whether or not there is a detection signal from the gate detection SW 13a. If there is a detection signal input from the gate detection SW 13a and the number of normal symbols held (G) is 3 or less, the main CPU 110a increments the number of normal symbols held (G) by 1, obtains a normal symbol random value, and stores the obtained judgment information in the smallest numbered storage unit among the first to fourth storage units of the normal symbol storage area that does not already have judgment information stored in it.
[0449] Even if the main CPU 110a receives a detection signal from the gate detection SW 13a, if the number of normal symbols held (G) is 4, it will terminate the input control process. Also, if the main CPU 110a does not receive a detection signal from the gate detection SW 13a, it will terminate the input control process.
[0450] (Input processing of the first start port detection switch on the main control board) Figure 43 is a flowchart showing the input processing of the first start port detection SW on the main control board 110 of the gaming machine 1.
[0451] In step S230-1, the main CPU 110a determines whether or not there is a detection signal from the first start port detection SW 14a. If there is a detection signal from the first start port detection SW 14a, the main CPU 110a proceeds to step S230-2. If there is no detection signal from the first start port detection SW 14a, the main CPU 110a terminates the first start port detection SW input processing.
[0452] Next, in step S230-2, the main CPU 110a performs an update process to add a predetermined number (for example, 3) to the prize ball counter for the starting gate.
[0453] Next, in step S230-3, the main CPU 110a determines whether the count value of the first special symbol hold count (U1) counter is less than 4. If the count value of the first special symbol hold count (U1) counter is less than 4, the main CPU 110a proceeds to step S230-4. If the count value of the first special symbol hold count (U1) counter is not less than 4, the main CPU 110a terminates the first start gate detection SW input process.
[0454] Next, in step S230-4, the main CPU 110a reads the counter value of the first special symbol reserve count (U1) stored in the memory area of the main RAM 110b, adds 1 to the read count value of the first special symbol reserve count (U1), and stores it in the memory area of the main RAM 110b.
[0455] Next, in step S230-5, the main CPU 110a acquires a jackpot random value and stores the acquired jackpot random value in the smallest numbered memory unit among the first to fourth memory units in the first special symbol memory area of the main RAM 110b that does not already have a jackpot random value stored in it.
[0456] Next, in step S230-6, the main CPU 110a acquires a special symbol random value and stores the acquired special symbol random value in the smallest numbered memory unit among the first to fourth memory units in the first special symbol memory area of the main RAM 110b that does not already have a special symbol random value stored in it.
[0457] Next, in step S230-7, the main CPU 110a acquires a random value for determining a winning combination and stores the acquired random value for determining a winning combination in the smallest numbered storage unit among the first to fourth storage units in the first special symbol storage area of the main RAM 110b that does not already have a random value for determining a winning combination stored in it.
[0458] Next, in step S230-8, the main CPU 110a acquires a random value for special symbol variation and stores the acquired random value for special symbol variation in the smallest numbered memory unit among the first to fourth memory units in the first special symbol memory area of the main RAM 110b that does not already store a random value for special symbol variation.
[0459] Next, in step S230-9, the main CPU 110a performs a pre-determination process. Specifically, the main CPU 110a refers to the pre-determination table (Figure 30) for the jackpot lottery for the first special symbol stored in the main ROM 110c, and determines the winning information based on the jackpot random value, special symbol random value, special symbol variation random value, and reach determination random value obtained this time.
[0460] In step S230-10, the main CPU 110a sets a start prize designation command corresponding to the prize information determined in step S230-9 into the performance transmission data storage area of the main RAM 110b.
[0461] Furthermore, the performance control board 120, based on the start-up prize designation command received from the main CPU 110a, can execute pre-announcement effects that suggest the possibility of a big win or a special miss even before the special symbol variation begins based on the prize entry into the first start-up slot 14. Pre-announcement effects include those that occur over multiple variations, such as changes in the display manner (e.g., color, design, etc.) of the first reserved image 41 displayed on the image display device 31 or the display of a special background image, as well as those that occur when a prize is won, such as making the prize sound output at the time of the start-up prize a special prize sound, or causing the performance lighting device to emit a special light.
[0462] In step S230-11, the main CPU 110a sets a special symbol memory count specification command indicating the number of first special symbols to be held (U1) determined in step S230-4 into the performance transmission data storage area of the main RAM 110b, and terminates the first start gate detection SW input processing. The performance control board 120 then performs processing to increase the number of first held images 41 displayed on the image display device 31 and to output a winning sound to the sound output device 32, based on the special symbol memory count specification command received from the main CPU 110a.
[0463] (Input processing of the specific area detection switch on the main control board) Figure 44 is a flowchart showing the input processing of a specific area detection switch on the main control board 110 of the gaming machine 1.
[0464] In step S250-1, the main CPU 110a determines whether or not there is a detection signal from the specific area detection SW 18a. If there is no detection signal from the specific area detection SW 18a, the main CPU 110a terminates the specific area detection SW input processing. If there is a detection signal from the specific area detection SW 18a, the main CPU 110a proceeds to step S250-2.
[0465] Next, in step S250-2, the main CPU 110a sets the special area winning flag in the storage area of the main RAM 110b. The special area winning flag is a flag that indicates that a game ball has entered the special area 19B located within the second large winning opening 17. As mentioned above, the second type of win is a big win that occurs when a game ball enters the special area 19B located within the second large winning opening 17.
[0466] Next, in step S250-3, the main CPU 110a sets a command to designate a specific area for winning in the main RAM 110b's transmission data storage area for performance.
[0467] Next, in step S250-4, the main CPU 110a stores the game state (the game state when a game ball enters a specific area 19B) stored in the game state buffer of the main RAM 110b, and terminates the specific area detection SW input processing.
[0468] (Special electrical control processing of the main control board) Figure 45 is a flowchart showing the special feature special electrical control processing of the main control board 110 of the gaming machine 1.
[0469] In step S301, the main CPU 110a loads the special feature processing data stored in the main RAM 110b.
[0470] In step S302, the main CPU 110a executes the processing corresponding to the loaded special symbol and special electric processing data. Specifically, if the special symbol and special electric processing data is 0, it executes the special symbol memory determination processing in step S310; if the special symbol and special electric processing data is 1, it executes the special symbol variation processing in step S320; if the special electric processing data is 2, it executes the special symbol stop processing in step S330; if the special symbol and special electric processing data is 3, it executes the jackpot game processing in step S340; if the special symbol and special electric processing data is 4, it executes the minor win game processing in step S350; and if the special symbol and special electric processing data is 5, it executes the jackpot game termination processing in step S360. After executing one of these processes, the main CPU 110a terminates the special symbol and special electric control processing. Details of each control process will be described later.
[0471] (Special pattern memory determination process on the main control board) Figures 46 and 47 are flowcharts showing the special symbol memory determination process of the gaming machine 1.
[0472] In step S310-1, the main CPU 110a determines whether or not the special symbol is changing. Specifically, the main CPU 110a refers to the special symbol time counter stored in the main RAM 110b. If the counter value is 0, it determines that the special symbol is not changing; if the counter value is not 0, it determines that the special symbol is changing. If the special symbol is changing, the main CPU 110a terminates the special symbol memory determination process. If the special symbol is not changing, the main CPU 110a proceeds to step S310-2.
[0473] In step S310-2, the main CPU 110a determines whether the value of the second special symbol reserve count (U2) stored in the main RAM 110b is greater than 0. If the main CPU 110a determines that the value of the second special symbol reserve count (U2) is greater than 0, it proceeds to step S310-3. If the main CPU 110a determines that the value of the second special symbol reserve count (U2) is not greater than 0 (i.e., it is 0), it proceeds to step S310-4.
[0474] In step S310-3, the main CPU 110a decrements the value of the second special symbol hold count (U2) in the main RAM 110b by 1, and then proceeds to step S310-11.
[0475] In step S310-4, the main CPU 110a determines whether the value of the first special symbol reserve count (U1) stored in the main RAM 110b is greater than 0. If the main CPU 110a determines that the first special symbol reserve count (U1) is greater than 0, it proceeds to step S310-5. If the main CPU 110a determines that the value of the first special symbol reserve count (U1) is not greater than 0 (i.e., it is 0), it proceeds to step S310-8.
[0476] In step S310-5, the main CPU 110a decrements the value of the first special symbol hold count (U1) in the main RAM 110b by 1, and then proceeds to step S310-6.
[0477] In step S310-6, the main CPU 110a determines whether or not a high base state fall flag is set in the high base state fall memory area of the main RAM 110b. If the main CPU 110a determines that the high base state fall flag is set, it proceeds to step S310-7. If the main CPU 110a determines that the high base state fall flag is not set, it proceeds to step S310-11.
[0478] In step S310-7, the main CPU 110a clears the flag set in the continuous jackpot information storage area of the main RAM 110b, and also clears the flag set in the high base state fall storage area, and then proceeds to step S310-11.
[0479] The process in step S310-7 is performed when "YES" is obtained in step S310-4 and "YES" is obtained in step S310-6, that is, when the system has transitioned from a high-base time-saving state to a normal state (when the flag indicating a fall from the high-base state is set) and when the variation display by the first special symbol begins.
[0480] The flag indicating information about consecutive big wins is cleared when the first special symbol starts to change after transitioning from a high-base time-saving state to a normal state; therefore, the flag indicating information about consecutive big wins is cleared during the processing of step S310-7.
[0481] In step S310-8, the main CPU 110a determines whether the customer waiting state flag stored in the main RAM 110b is set. The customer waiting state flag indicates that the gaming machine 1 is not performing a special game and is in a state where the number of reserved symbols is 0 and no change display is being shown (customer waiting state). If the customer waiting state flag is not set, the main CPU 110a proceeds to step S310-9. If the customer waiting state flag is set, the main CPU 110a terminates the special symbol memory determination process.
[0482] In step S310-9, the main CPU 110a sets a customer waiting status flag in the customer waiting status flag storage area of the main RAM 110b.
[0483] In step S310-10, the main CPU 110a sets a customer waiting state specification command, indicating that the gaming machine 1 is in a customer waiting state, in the performance transmission data storage area of the main RAM 110b, and terminates the special symbol memory determination process.
[0484] In step S310-11, the main CPU 110a performs a memory area shift process in the main RAM 110b. Specifically, if the number of reserved second special symbols is reduced by 1 in step S310-3, the data stored in the first memory unit of the second special symbol memory area of the main RAM 110b is written to the zero memory unit of the special symbol memory area, and the data stored in the second to fourth memory units are each written to the previous memory unit. Also, if the number of reserved first special symbols is reduced by 1 in step S310-5, the data stored in the first memory unit of the first special symbol memory area of the main RAM 110b is written to the zero memory unit of the special symbol memory area, and the data stored in the second to fourth memory units are each written to the previous memory unit.
[0485] Furthermore, any data that was already stored in the 0th memory section of the special symbol memory area before this memory area shift process will be overwritten by the new data and therefore erased.
[0486] In addition, the display of the second special symbol's variation is currently prioritized over the display of the first special symbol's variation (prioritizing the second special symbol's variation). However, it is also possible to display the first and second special symbols' variation in parallel (simultaneous variation of the first and second special symbols), or to prioritize the display of the first special symbol's variation over the display of the second special symbol's variation (prioritizing the first special symbol's variation).
[0487] In step S310-12, the main CPU 110a sets a command to specify the number of special symbols to be held in the main RAM 110b's transmission data storage area for performance. Specifically, if the main CPU 110a subtracts 1 from the second number of special symbols to be held (U2) in step S310-3, it sets a command to specify the number of special symbols to be held, indicating the subtracted second number of special symbols to be held, in the main RAM 110b's transmission data storage area for performance. Also, if the main CPU 110a subtracts 1 from the first number of special symbols to be held (U1) in step S310-5, it sets a command to specify the number of special symbols to be held, indicating the subtracted first number of special symbols to be held, in the main RAM 110b's transmission data storage area for performance.
[0488] Furthermore, the performance control board 120 refers to the special symbol memory count specification command received from the main CPU 110a based on the current memory area shift processing, and performs processing to cause the image display device 31 to display a new variable image 40, decrease the display of the first reserved image 41 and the second reserved image 42, and update the display of the first reserved number image 43 and the second reserved number image 44.
[0489] In step S310-13, the main CPU 110a determines whether the number of low-base time reductions (B) stored in the main RAM 110b is 1 or greater. If the number of low-base time reductions (B) stored in the main RAM 110b is 1 or greater, the main CPU 110a proceeds to step S310-14. If the number of low-base time reductions (B) stored in the main RAM 110b is not 1 or greater, the main CPU 110a proceeds to step S310-16.
[0490] In step S310-14, the main CPU 110a decrements the number of low-base time reductions (B) stored in the main RAM 110b by 1 and stores it.
[0491] In step S310-15, the main CPU 110a determines whether the value of the low-base time reduction count (B) is greater than 0. If the main CPU 110a determines that the value of the low-base time reduction count (B) is greater than 0, it proceeds to step S311. If the main CPU 110a determines that the value of the low-base time reduction count (B) is not greater than 0 (i.e., it is 0), it proceeds to step S310-20.
[0492] In step S310-16, the main CPU 110a determines whether the number of high-base time reductions (J) stored in the main RAM 110b is 1 or greater. If the main CPU 110a determines that the number of high-base time reductions (J) stored in the main RAM 110b is 1 or greater, it proceeds to step S310-17. If the main CPU 110a determines that the number of high-base time reductions (J) stored in the main RAM 110b is not 1 or greater, it proceeds to step S311.
[0493] In step S310-17, the main CPU 110a decrements the number of high-base time reductions (J) stored in the main RAM 110b by 1 and stores it.
[0494] In step S310-18, the main CPU 110a determines whether the value of the high base time reduction count (J) is 0. If the main CPU 110a determines that the value of the high base time reduction count (J) is 0, it proceeds to step S310-19. If the main CPU 110a determines that the high base time reduction count (J) is not 0, it proceeds to step S311.
[0495] In step S310-19, the main CPU 110a clears the flag set in the high-base medium information storage area of the main RAM 110b, sets the high-base state fall flag in the high-base state fall storage area of the main RAM 110b, and proceeds to step S310-20.
[0496] In step S310-20, the main CPU 110a clears the flag set in the time-saving information storage area of the main RAM 110b and proceeds to step S310-21.
[0497] In step S310-21, the main CPU 110a sets the normal game state in the game state flag storage area of the main RAM 110b, and then proceeds to step S311.
[0498] In step S310-15 described above, the result is "NO" when the number of low-base time-saving rounds (B) becomes 0, and the game state transitions from the low-base time-saving state to the normal state. In this case, since the game state transitions from the low-base time-saving state to the normal state, the time-saving information flag is cleared (step S310-20) and the normal state game state flag is set (step S310-21).
[0499] Furthermore, the case where the answer to step S310-18 above is "YES" is when the number of high-base time-saving rounds (J) becomes 0, and the game state transitions from the high-base time-saving state to the normal state. In this case, since the game state transitions from the high-base time-saving state to the normal state, the flag for high-base information is cleared and the flag for high-base state fall is set (step S310-19), the flag for time-saving information is cleared (step S310-20), and the game state flag for the normal state is set (step S310-21).
[0500] As also mentioned in the explanation of the game flow in Figure 11, there are other conditions for transitioning from the high-base time-saving state to the normal state, in addition to the condition that the number of high-base time-saving spins (J) becomes 0 as described in Figure 46 (at the end of the 100th or 16th losing spin, which is the maximum number of high-base time-saving spins (J), and "YES" in step S310-18 of Figure 46, etc.).
[0501] For example, in a high-base time-saving state, the game transitions from the high-base time-saving state to the normal state after the end of a special game (for example, a Type 2 9R win J) or at the start of the second minor win game. A second minor win game occurs when the game ball does not enter the specific area 19B during the first minor win game, and then the player wins a second minor win game.
[0502] Furthermore, if the number of spins for the regular symbols reaches 100 while in the high-base time-saving state, the game will transition from the high-base time-saving state to the normal state. Details of the control process when transitioning from the high-base time-saving state to the normal state will be described later.
[0503] In addition to the above conditions, if the number of wins in the regular symbol lottery during the high-base time-saving state reaches a certain number (including 1 win), the game may also be returned to the normal state from the high-base time-saving state.
[0504] In step S311, the main CPU 110a executes the jackpot determination process. Specifically, the main CPU 110a refers to various tables stored in the main ROM 110c shown in Figures 18, 19, and 20, based on the jackpot random value and special symbol random value newly stored in the 0th memory unit, and the type of special symbol display device of the data shifted to the 0th memory unit, to determine the type of special symbol and the stopped symbol data, etc. Details of the jackpot determination process will be described later.
[0505] In step S312, the main CPU 110a determines the variation pattern of the special symbol to be executed. Specifically, based on the type of special symbol determined in step S311, the random values for reach determination and special symbol variation newly stored in the 0th memory unit, and the number of first and second special symbols held, the main CPU 110a refers to the variation pattern determination table for the first special symbol (Figure 26 (normal state), Figure 27 (low base time reduction state), Figure 28 (high base time reduction state)) and the variation pattern determination table for the second special symbol (Figure 29) stored in the main ROM 110c, and determines the variation pattern of the special symbol to start variation.
[0506] In step S313, the main CPU 110a sets a variation pattern specification command corresponding to the variation pattern of the special symbol determined in step S312 into the performance transmission data storage area of the main RAM 110b.
[0507] The performance control board 120 performs processing to execute a variation performance corresponding to the variation pattern of the special symbols, based on the variation pattern specification command received from the main CPU 110a.
[0508] In step S314, the main CPU 110a sets a game state specification command corresponding to the game state stored in the game state flag storage area of the main RAM 110b into the performance transmission data storage area of the main RAM 110b.
[0509] In step S315, the main CPU 110a sets a command to specify the number of time-saving rounds corresponding to the low-base time-saving rounds (B) and high-base time-saving rounds (J) stored in the game state flag storage area of the main RAM 110b, into the performance transmission data storage area of the main RAM 110b.
[0510] In step S316, the main CPU 110a executes a process to start the display of the special symbols. Specifically, the main CPU 110a sets the variable display data for causing the first special symbol display device 20 or the second special symbol display device 21 to display the special symbols in a predetermined area of the main RAM 110b.
[0511] Next, in step S317, the main CPU 110a sets the variation time for the special symbol. Specifically, the main CPU 110a sets the variation time corresponding to the variation pattern of the special symbol determined in step S312 in the special symbol time counter of the main RAM 110b. The special symbol time counter is decremented by 2 every 2ms during the counter update process in the timer interrupt processing of step S110 (Figure 41) described above.
[0512] Next, in step S318, the main CPU 110a sets 1 in the special symbol special electrical processing data storage area of the main RAM 110b and terminates the special symbol storage determination process.
[0513] Furthermore, in the data generation process within the timer interrupt processing of step S700 (Figure 41) described above, the main CPU 110a creates on / off data for the LEDs of the first special symbol display device 20 or the second special symbol display device 21 based on the display data set in step S316. Then, in the output control process within the timer interrupt processing of step S800 (Figure 41) described above, the main CPU 110a outputs the LED on / off data created in step S700 to the first special symbol display device 20 or the second special symbol display device 21, thereby starting the display of changing special symbols on the first special symbol display device 20 or the second special symbol display device 21.
[0514] (Main control board's jackpot determination process) Figure 48 is a flowchart showing the process for determining a jackpot in the gaming machine 1.
[0515] In step S311-1, the main CPU 110a determines whether the special symbol that starts the variable display is a jackpot. Specifically, based on the jackpot random value newly stored in the 0th storage unit of the special symbol storage area, the main CPU 110a refers to the jackpot lottery determination table for the first special symbol display device stored in the main ROM 110c (Figure 18(a)) if the data newly stored in the 0th storage unit has been shifted from the first special symbol storage area, and refers to the jackpot lottery determination table for the second special symbol display device stored in the main ROM 110c (Figure 18(b)) to determine whether the special symbol that starts the variable display is a jackpot.
[0516] Then, if the special symbol that starts the variable display is a jackpot, the main CPU 110a proceeds to step S311-2. If the special symbol that starts the variable display is not a jackpot, the main CPU 110a proceeds to step S311-5.
[0517] In step S311-2, the main CPU 110a executes the jackpot symbol determination process. Specifically, based on the special symbol random value newly stored in the 0th memory unit and the type of special symbol display device to start the variable display, the main CPU 110a refers to the jackpot symbol determination table (Figure 19(a)) stored in the main ROM 110c to determine the type of special symbol to start the variable display and the stop symbol data, and stores the determined stop symbol data in the stop symbol data area of the main RAM 110b.
[0518] In step S311-3, the main CPU 110a sets the symbol specification command corresponding to the stop symbol data determined in step S311-2 into the performance transmission data storage area of the main RAM 110b.
[0519] Next, in step S311-4, the main CPU 110a stores the game state information (game state information at the time of jackpot determination processing) stored in the game state flag of the main RAM 110b into the game state buffer of the main RAM 110b, and then terminates the jackpot determination processing.
[0520] In step S311-5, the main CPU 110a determines whether the special symbol that starts the variable display is a minor win. Specifically, if the data newly stored in the 0th storage area of the special symbol storage area has been shifted from the 2nd special symbol storage area, the main CPU 110a refers to the jackpot lottery determination table for the 2nd special symbol display device stored in the main ROM 110c (Figure 18(b)) based on the jackpot random value newly stored in the 0th storage area, and determines whether the special symbol that starts the variable display is a minor win.
[0521] The reason why a minor win is determined only when the data newly stored in the 0th memory section of the special symbol memory area has been shifted from the 2nd special symbol memory area is that minor wins are determined only for the 2nd special symbol (Figure 18(b)). Therefore, if the data newly stored in the 0th memory section has been shifted from the 1st special symbol memory area, the main CPU 110a determines that the special symbol that starts the variation display is not a minor win.
[0522] While the setting currently allows for the determination of minor wins to be made using only the second special symbol, it is also possible to determine minor wins using both the first and second special symbols, or to set it to be done using only the first special symbol.
[0523] Then, if the special symbol that starts the variable display is a minor win, the main CPU 110a proceeds to step S311-6. If the special symbol that starts the variable display is not a minor win, the main CPU 110a proceeds to step S311-8.
[0524] Next, in step S311-6, the main CPU 110a executes the minor win symbol determination process. Specifically, based on the special symbol random value newly stored in the 0th memory unit, the main CPU 110a refers to the minor win symbol determination table (Figure 19(b)) stored in the main ROM 110c, determines the type of special symbol to start the variation display and the stop symbol data, and stores the determined stop symbol data in the stop symbol data area of the main RAM 110b.
[0525] Next, in step S311-7, the main CPU 110a sets the symbol specification command corresponding to the stop symbol data determined in step S311-6 into the performance transmission data storage area of the main RAM 110b, and terminates the jackpot determination process.
[0526] In step S311-8, the main CPU 110a determines whether the special symbol that will start the variable display is a special miss. Specifically, the main CPU 110a refers to the jackpot random value of the newly stored data in the 0th storage section of the special symbol storage area, and the jackpot lottery determination table for the first special symbol display device (Figure 18(a)) or the jackpot lottery determination table for the second special symbol display device (Figure 18(b)) stored in the main ROM 110c, and determines whether the special symbol that will start the variable display is a special miss.
[0527] Furthermore, the jackpot lottery determination table referenced when making the above determination will be the jackpot lottery determination table for the first special symbol display device if the data shifted to memory 0 of the special symbol memory area was shifted from the first special symbol memory area, and the jackpot lottery determination table for the second special symbol display device if it was shifted from the second special symbol memory area.
[0528] Then, if the main CPU 110a determines that the special symbol that will start the variable display is a special miss, it proceeds to step S311-9. If the main CPU 110a determines that the special symbol that will start the variable display is not a special miss, it proceeds to step S311-11.
[0529] In step S311-9, the main CPU 110a performs a special losing symbol determination process. Specifically, based on the special symbol random value newly stored in the 0th memory unit, the main CPU 110a refers to the special losing symbol determination table (Figure 20(a)) stored in the main ROM 110c to determine the type of special symbol to start the variation display and the stopping symbol data, and stores the determined stopping symbol data in the stopping symbol data area of the main RAM 110b.
[0530] Next, in step S311-10, the main CPU 110a sets the symbol specification command corresponding to the stop symbol data determined in step S311-9 into the performance transmission data storage area of the main RAM 110b, and terminates the jackpot determination process.
[0531] In step S311-11, the main CPU 110a performs a normal losing symbol determination process. Specifically, based on the type of special symbol display device that starts the variable display and the special symbol random value newly stored in the 0th memory unit, the main CPU 110a refers to the normal losing symbol determination table (Figure 20(b)) stored in the main ROM 110c to determine the type of special symbol to start the variable display and the stop symbol data, and stores the determined stop symbol data in the stop symbol data area of the main RAM 110b.
[0532] In step S311-12, the main CPU 110a sets the symbol specification command corresponding to the stop symbol data determined in step S311-11 into the performance transmission data storage area of the main RAM 110b, and terminates the jackpot determination process.
[0533] (Special pattern variation processing on the main control board) Figure 49 is a flowchart showing the special symbol variation processing of unit 110 on the main control board of the gaming machine 1.
[0534] In step S320-1, the main CPU 110a determines whether the special symbol variation time has elapsed. Specifically, the main CPU 110a refers to the special symbol time counter stored in the main RAM 110b. If the counter value is 0, it determines that the special symbol variation time has elapsed; if the counter value is not 0, it determines that the special symbol variation time has not elapsed. If the special symbol variation time has elapsed, the main CPU 110a proceeds to step S320-2. If the special symbol variation time has not elapsed, the main CPU 110a terminates the special symbol variation process.
[0535] In step S320-2, the main CPU 110a executes a process for displaying the special symbols in a stopped state. Specifically, the main CPU 110a clears the display data set in step S316 of the special symbol memory determination process, and sets display data in a predetermined area of the main RAM 110b to display the special symbols corresponding to the stopped symbol data set in the stopped symbol data area of the main RAM 110b in a stopped state on the first special symbol display device 20 or the second special symbol display device 21.
[0536] Next, in step S320-3, the main CPU 110a sets a symbol confirmation command in the main RAM 110b's performance transmission storage area, indicating that the special symbol has stopped.
[0537] Next, in step S320-4, the main CPU 110a sets the symbol stop time. Specifically, the main CPU 110a sets the symbol stop time (for example, 0.5 seconds) in the special symbol time counter storage area of the main RAM 110b.
[0538] Next, in step S320-5, the main CPU 110a sets 2 in the special symbol special electrical processing data storage area of the main RAM 110b and terminates the special symbol variation processing.
[0539] (Special symbol stop processing on the main control board) Figure 50 is a flowchart showing the special symbol stopping process of the main control board 110 of the gaming machine 1.
[0540] In step S330-1, the main CPU 110a determines whether the special symbol stop time has ended. Specifically, if the special symbol time counter in the main RAM 110b is 0, the main CPU 110a determines that the special symbol stop time has ended and proceeds to step S330-2. If the special symbol time counter in the main RAM 110b is not 0, the main CPU 110a determines that the special symbol stop time has not ended and terminates the special symbol stop process.
[0541] In step S330-2, the main CPU 110a adds 1 to the value of the fluctuation count (L) counter of the main RAM 110b.
[0542] Next, in step S330-3, the main CPU 110a determines whether the stop symbol data stored in the stop symbol data storage area of the main RAM 110b is for a jackpot. If the stop symbol data is for a jackpot, the main CPU 110a proceeds to step S330-4. If the stop symbol data is not for a jackpot, the main CPU 110a proceeds to step S330-6.
[0543] In step S330-4, the main CU110a performs the preparation process for the first type of jackpot game. Specifically, the main CPU110a determines the data reference locations necessary for controlling the first type of jackpot game, and sets various data. Details of the preparation process for the first type of jackpot game will be described later.
[0544] Next, in step S330-5, the main CPU 110a sets 3 in the special feature special electrical processing data storage area of the main RAM 110b, and proceeds to step S330-9.
[0545] In step S330-6, the main CPU 110a determines whether the stop symbol data stored in the stop symbol data storage area of the main RAM 110b is a minor win. If the stop symbol data is a minor win, the main CPU 110a proceeds to step S330-7. If the stop symbol data is not a minor win, the main CPU 110a proceeds to step S330-10.
[0546] In step S330-7, the main CUP110a performs the minor win game preparation process. Specifically, the main CPU110a determines the data reference locations necessary for controlling the minor win game, and sets various data. Details of the minor win game preparation process will be described later.
[0547] Next, in step S330-8, the main CPU 110a sets 4 in the special feature special electrical processing data storage area of the main RAM 110b, and proceeds to step S330-9.
[0548] In step S330-9, the main CPU 110a sets a game state specification command corresponding to the game state stored in the game state flag storage area of the main RAM 110b in the performance transmission data storage area, and then terminates the special symbol stop process. The game state specification command set in step S330-9 is a command corresponding to the game state set in the game state flag storage area in the first type jackpot game preparation process in step S330-4, or the minor jackpot game preparation process in step S330-7.
[0549] In step S330-10, the main CPU 110a determines whether the value of the fluctuation count (L) counter of the main RAM 110b has reached a specified number of times (800 times). If the value of the fluctuation count (L) counter has reached a specified number of times (800 times), the main CPU 110a proceeds to step S330-11. If the value of the fluctuation count (L) counter has not reached a specified number of times (800 times), the main CPU 110a proceeds to step S330-15.
[0550] In step S330-11, the main CPU 110a resets the values of the low base time reduction count (B) counter and the fluctuation count (L) counter of the main RAM 110b, and then proceeds to step S330-12.
[0551] In step S330-12, the main CPU 110a sets the high-base time-saving state game state flag in the game state flag storage area of the main RAM 110b, sets the high-base time-saving count (J) counter of the main RAM 110b to 100, and proceeds to step S330-13.
[0552] In step S330-13, the main CPU 110a sets flags in the high-base information storage area, the time-saving information storage area, and the continuous jackpot information storage area of the main RAM 110b. When performing this process, it is possible that flags have already been set in each storage area (for example, if the time-saving information flag is set in the low-base time-saving state, etc.), in which case the main CPU 110a will overwrite the flags in those storage areas.
[0553] In step S330-14, the main CPU 110a resets the number of small wins (F) and the number of normal diagram changes (A) in the main RAM 110b. Specifically, the main CPU 110a sets the number of small wins (F) to 2 and the number of normal diagram changes (A) to 100.
[0554] As will be explained in more detail later, the number of small wins (F) is a counter that the main CPU 110a refers to when determining whether to transition from a high-base time-saving state to a normal state, and the number of normal figure fluctuations (A) is a counter that the main CPU 110a refers to when determining whether to transition from a high-base time-saving state or a low-base time-saving state to a normal state. The number of normal figure fluctuations (A) is set to "100" when transitioning to a high-base time-saving state (step S330-14 in Figure 50, step S330-16-7 in Figure 53), and to "10000" when transitioning to a low-base time-saving state (step S330-16-15 in Figure 53).
[0555] In step S330-15, the main CPU 110a determines whether the stop symbol data stored in the stop symbol data storage area of the main RAM 110b is a special miss. If the main CPU 110a determines that the stop symbol data is a special miss, it proceeds to step S330-16. If the main CPU 110a determines that the stop symbol data is not a special miss, it proceeds to step S330-17.
[0556] In step S330-16, the main CPU 110a executes the game state setting process. Specifically, the main CPU 110a refers to the special miss symbol stop setting table (Figure 22) stored in the main ROM 110c based on the stop symbol data stored in the stop symbol data storage area of the main RAM 110b and the game state flag stored in the game state flag storage area, determines the game state when a special miss occurs, the number of low-base time-saving rounds (B) and the number of high-base time-saving rounds (J) to be set, and executes processes such as setting the determined various data in a predetermined storage area of the main RAM 110b. Details of the game state setting process will be described later.
[0557] Next, in step S330-17, the main CPU 110a generates a count specification command indicated by the low-base time reduction count (B) counter of the main RAM 110b, and generates a count specification command indicated by the high-base time reduction count (J) counter of the main RAM 110b, and sets the generated count specification commands in the transmission data storage area for performance.
[0558] In step S330-18, the main CPU 110a sets a game state specification command corresponding to the game state stored in the game state flag storage area of the main RAM 110b into the performance transmission data storage area.
[0559] In step S330-19, the main CPU 110a sets 0 to the special feature special electrical processing data storage area of the main RAM 110b.
[0560] In step S330-20, the main CPU 110a determines whether or not the high base state fall flag is set in the high base state fall memory area of the main RAM 110b. If the main CPU 110a determines that the high base state fall flag is set, it proceeds to step S330-21. If it determines that the high base state fall flag is not set, it terminates the special symbol stop process.
[0561] In step S330-21, the main CPU 110a determines whether the variable display that is about to stop is the variable display of the second special symbol. Specifically, the main CPU 110a determines that the variable display that is about to stop is the variable display of the second special symbol if the stopped symbol data stored in the stopped symbol data storage area of the main RAM 110b is for the second special symbol. If the main CPU 110a determines that the variable display that is about to stop is the variable display of the second special symbol, it proceeds to step S330-22. If it determines that the variable display that is about to stop is not the variable display of the second special symbol, it terminates the special symbol stop process.
[0562] In step S330-22, the main CPU 110a determines whether the value of the second special symbol reserve count (U2) stored in the main RAM 110b is 0. If the main CPU 110a determines that the value of U2 is 0, it proceeds to step S330-23. If it determines that the value of U2 is not 0, it terminates the special symbol stop process.
[0563] In step S330-23, the main CPU 110a sets a flag for preparing to clear continuous jackpot information in the continuous jackpot information clearing preparation memory area of the main RAM 110b, clears the flag set in the high base state fallout memory area, and terminates the special symbol stop process.
[0564] In addition, the cases in which the game state is determined to be "YES" in step S330-20, "YES" in step S330-21, and "YES" in step S330-22 are when the game state transitions from a high-base time-saving state to a normal state (when the flag for falling out of the high-base state is set), and the display of the second special symbol's variation ends while there is no reserved memory for the second special symbol.
[0565] In the above case, the flag indicating continuous jackpot information clearing preparation flag is set in step S330-23, and the flag indicating continuous jackpot information is cleared by the processing in the normal symbol variation processing (Figure 59) that is performed in the same timer interrupt processing, or by the processing in the auxiliary game processing (Figure 60) in the same or subsequent timer interrupt processing.
[0566] (Main control board's Type 1 jackpot game preparation process) Figure 51 is a flowchart showing the Type 1 jackpot game preparation process of the main control board 110 of the gaming machine 1.
[0567] In step S330-4-1, the main CPU 110a sets the normal game state flag in the game state flag storage area of the main RAM 110b. Next, in step S330-4-2, the main CPU 110a resets the values of the low base time reduction count (B) counter and the high base time reduction count (J) counter in the main RAM 110b. Next, in step S330-4-3, the main CPU 110a resets the value of the fluctuation count (L) counter in the main RAM 110b.
[0568] Next, in step S330-4-4, the main CPU 110a clears the flag for the high base state fall memory area of the main RAM 110b, and the flag for the continuous jackpot information clear preparation memory area.
[0569] Next, in step S330-4-5, the main CPU 110a sets a flag for jackpot information in the jackpot information storage area of the main RAM 110b.
[0570] Next, in step S330-4-6, the main CPU 110a determines the reference destination of the special game control table for the first type of jackpot (Figure 23(a)) stored in the main ROM 110c based on the symbol stop data stored in the symbol stop data storage area of the main RAM 110b.
[0571] Next, in step S330-4-7, the main CPU 110a sets the opening specification command. Specifically, the main CPU 110a determines the opening specification command from the reference location of the special game control table for the first type of jackpot determined in step 330-4-6, and sets the determined opening specification command in the performance transmission data storage area of the main RAM 110b.
[0572] Furthermore, when the performance control board 120 receives an opening designation command from the main CPU 110a, it performs processing to execute the opening performance for the jackpot game using the image display device 31, sound output device 32, etc.
[0573] In step S330-4-8, the main CPU 110a sets the start interval time. Specifically, the main CPU 110a determines the opening time from the reference of the special game control table for the first type of jackpot determined in step 330-4-6, and sets the determined opening time in the special game timer counter of the main RAM 110b.
[0574] In step S330-4-9, the main CPU 110a determines whether or not the flag for continuous jackpot information is set in the continuous jackpot information storage area of the main RAM 110b. If the main CPU 110a determines that the flag for continuous jackpot information is set, it proceeds to step S330-4-10. If the main CPU 110a determines that the flag for continuous jackpot information is not set, it proceeds to step S330-4-12.
[0575] In step S330-4-10, the main CPU 110a determines whether the game state after the jackpot ends will return to the normal state. Specifically, the main CPU 110a refers to the special game end setting table (Figure 21) stored in the main ROM 110c, based on the stop symbol data and game state information stored in the main RAM 110b, and determines whether the game state after the jackpot ends will return to the normal state.
[0576] If the main CPU 110a determines that the game state after the jackpot game ends will be the normal state, it proceeds to step S330-4-11. If it determines that the game state after the jackpot game ends will not be the normal state, it terminates the Type 1 jackpot game preparation process.
[0577] In step S330-4-11, the main CPU 110a sets a flag indicating a drop in the high base state in the high base state drop memory area of the main RAM 110b, and terminates the Type 1 jackpot game preparation process.
[0578] In step S330-4-12, the main CPU 110a determines whether the game state after the jackpot ends will be a high-base time-saving state. Specifically, the main CPU 110a refers to the special game end setting table (Figure 21) stored in the main ROM 110c, based on the stop symbol data and game state information stored in the main RAM 110b, and determines whether the game state after the jackpot ends will be a high-base time-saving state.
[0579] If the main CPU 110a determines that the game state after the jackpot game ends will be a high-base time-saving state, it proceeds to step S330-4-13. If it determines that the game state after the jackpot game ends will not be a high-base time-saving state, it terminates the Type 1 jackpot game preparation process.
[0580] In step S330-4-13, the main CPU 110a sets a flag for continuous jackpot information in the continuous jackpot information storage area of the main RAM 110b, and terminates the Type 1 jackpot game preparation process.
[0581] In the process described above, the case where the answer is "YES" in step S330-4-9 and "YES" in step S330-4-10 is when a jackpot is won during the high-base time-saving state, which will result in the normal state after it ends. In this case, in step S330-4-11, the flag for dropping out of the high-base state, which is set when transitioning from the high-base time-saving state to the normal state, is set.
[0582] Furthermore, in the above-described process, the case where "NO" is given in step S330-4-9 and "YES" is given in step S330-4-12 is a process performed when a jackpot is won in the normal state or low-base time-saving state, which transitions to the high-base time-saving state after completion. In this case, in step S330-4-13, the flag for consecutive jackpot information, which is set when there is a possibility of consecutive jackpots occurring, is set.
[0583] (Preparation process for minor wins) Figure 52 is a flowchart showing the minor win game preparation process of the main control board 110 of the gaming machine 1.
[0584] In step S330-7-1, the main CPU 110a determines the reference location of the special game control table for minor wins (Figure 23(c)) stored in the main ROM 110c based on the stop symbol data stored in the stop symbol data storage area of the main RAM 110b. Next, in step S330-7-2, the main CPU 110a resets the value of the special electric operation number (K) counter.
[0585] In step S330-7-3, the main CPU 110a sets the opening specification command. Specifically, the main CPU 110a determines the opening specification command from the reference location of the special game control table for minor wins determined in step S330-7-1, and sets the determined opening specification command in the performance transmission data storage area of the main RAM 110b.
[0586] Next, in step S330-7-4, the main CPU 110a sets the start interval time. Specifically, the main CPU 110a determines the opening time from the reference of the special game control table for minor wins determined in step S330-7-1, and sets the determined opening time in the special game timer counter of the main RAM 110b.
[0587] Next, in step S330-7-5, the main CPU 110a sets a flag for the mini-win information in the mini-win information storage area of the main RAM 110b. Next, in step S330-7-6, the main CPU 110a decrements the value of the mini-win count (F) counter in the main RAM 110b by 1.
[0588] Next, in step S330-7-7, the main CPU 110a determines whether the value of the mini-win count (F) counter in the main RAM 110b is 0. If the main CPU 110a determines that the value of the mini-win count (F) counter is 0, it proceeds to step S330-7-8. If the main CPU 110a determines that the value of the mini-win count (F) counter is not 0, it terminates the mini-win game preparation process.
[0589] In step S330-7-8, the main CPU 110a sets the normal game state flag in the game state flag storage area of the main RAM 110b. Next, in step S330-7-9, the main CPU 110a resets the value of the small win count (F) counter (setting it to a value of 2).
[0590] In step S330-7-10, the main CPU 110a clears the flags in the time-saving information storage area and the high-base information storage area of the main RAM 110b. In step S330-7-11, the main CPU 110a sets the high-base state fall flag in the high-base state fall storage area of the main RAM 110b and terminates the minor win game preparation process.
[0591] Furthermore, the case where "YES" is obtained in step S330-7-7, and steps S330-7-8 to S330-7-11 are performed, is when it is determined that a second minor win has occurred in the high-base time-saving state. Specifically, this occurs when, in the first minor win game, no game ball enters the specific area 19B, the high-base time-saving state continues, and a second minor win is won before the maximum number of 16 (or 100) fluctuation displays of the high-base time-saving state are performed.
[0592] In this embodiment, the game state is transitioned from the high-base time-saving state to the normal state when a second minor win is achieved in the high-base time-saving state, and the above processing is performed accordingly. However, the game state may always transition from the high-base time-saving state to the normal state when a minor win is achieved for the first time, or the game state may transition from the high-base time-saving state to the normal state when a specific number of minor wins are achieved from the third time onward. Furthermore, the game state may transition from the high-base time-saving state to the normal state not based on the number of minor wins, but on the achievement of a specific minor win among multiple types of minor wins.
[0593] Furthermore, during the low-base time-saving state, the opening time of the movable piece 15b is 0.11 seconds, making it extremely difficult for game balls to enter the second start opening 15 compared to the high-base time-saving state. However, depending on the launch strength and timing of the game balls, very rarely, game balls may enter the second start opening 15 even during the low-base time-saving state, and there is a possibility of winning a minor prize in the draw corresponding to that entry.
[0594] Therefore, in a low-base time-saving state, if the game state is changed from the low-base time-saving state to the normal state upon winning a second small win, a transition from the low-base time-saving state to the normal state due to a launch operation not anticipated in the design may occur, potentially resulting in a higher payout performance than originally intended.
[0595] Therefore, the control that transitions the game state to the normal state upon winning a second minor prize may be performed only in the high-base time-saving state, and may be restricted to the low-base time-saving state. Furthermore, in the low-base time-saving state, the transition to the normal state of the game state may also be restricted by other conditions, including the trigger for winning a minor prize.
[0596] (Game state setting process on the main control board) Figure 53 is a flowchart showing the game state setting process of the main control board 110 of the gaming machine 1.
[0597] In step S330-16-1, the main CPU 110a determines whether the current game state is a normal state based on the game state information stored in the main RAM 110b. If the main CPU 110a determines that the current game state is a normal state, it proceeds to step S330-16-2. If it determines that the current game state is not a normal state, it proceeds to step S330-16-16.
[0598] In step S330-16-2, the main CPU 110a determines whether the stop symbol data stored in the main RAM 110b is the stop symbol data for special miss a or special miss e. If the main CPU 110a determines that it is the stop symbol data for special miss a or special miss e, it proceeds to step S330-16-3. If it determines that it is not the stop symbol data for special miss a or special miss e, it proceeds to step S330-16-10.
[0599] In step S330-16-3, the main CPU 110a sets a flag for high-base-medium information in the high-base-medium information storage area of the main RAM 110b.
[0600] In step S330-16-4, the main CPU 110a refers to the special losing symbol stop setting table (Figure 22) stored in the main ROM 110c and sets the high base time reduction count (J) value ("100") and the low base time reduction count (B) value ("0") corresponding to special losing symbols a and e, respectively, in the high base time reduction count counter and low base time reduction count counter in the main RAM 110b.
[0601] In step S330-16-5, the main CPU 110a clears the flag set in the storage area for preparing to clear continuous jackpot information in the main RAM 110b. Next, in step S330-16-6, the main CPU 110a clears the flag set in the storage area for dropping to a high base state in the main RAM 110b.
[0602] In step S330-16-7, the main CPU 110a resets the values of the number of small wins (F) and the number of normal spins (A) in the main RAM 110b. Specifically, the main CPU 110a sets the number of small wins (F) to "2" and the number of normal spins (A) to "100".
[0603] In step S330-16-8, the main CPU 110a determines whether or not the flag for continuous jackpot information is set in the continuous jackpot information storage area of the main RAM 110b. If the main CPU 110a determines that the flag for continuous jackpot information is set, it proceeds to step S330-16-16. If the main CPU 110a determines that the flag for continuous jackpot information is not set, it proceeds to step S330-16-9.
[0604] In step S330-16-9, the main CPU 110a sets a flag for continuous jackpot information in the continuous jackpot information storage area of the main RAM 110b, and proceeds to step S330-16-16.
[0605] In step S330-16-10, the main CPU 110a determines whether the stop symbol data stored in the main RAM 110b is the stop symbol data for special miss b. If the main CPU 110a determines that it is the stop symbol data for special miss b, it proceeds to step S330-16-11. If it determines that it is not the stop symbol data for special miss b, it proceeds to step S330-16-12.
[0606] In step S330-16-11, the main CPU 110a refers to the special losing symbol stop setting table (Figure 22) stored in the main ROM 110c, sets the value of the high base time reduction count (J) ("0") and the value of the low base time reduction count (B) ("600") corresponding to special losing symbol b in the high base time reduction count counter and low base time reduction count counter of the main RAM 110b, respectively, and proceeds to step S330-16-15.
[0607] In step S330-16-12, the main CPU 110a determines whether the stop symbol data stored in the main RAM 110b is the stop symbol data for special miss c. If the main CPU 110a determines that it is the stop symbol data for special miss c, it proceeds to step S330-16-13. If it determines that it is not the stop symbol data for special miss c, it proceeds to step S330-16-14.
[0608] In step S330-16-13, the main CPU 110a refers to the special losing symbol stop setting table (Figure 22) stored in the main ROM 110c, sets the value of the high base time reduction count (J) ("0") and the value of the low base time reduction count (B) ("400") corresponding to the special losing symbol c in the high base time reduction count counter and the low base time reduction count counter in the main RAM 110b, respectively, and proceeds to step S330-16-15.
[0609] In step S330-16-14, the main CPU 110a refers to the special losing symbol stop setting table (Figure 22) stored in the main ROM 110c, sets the value of the high base time reduction count (J) ("0") and the value of the low base time reduction count (B) ("200") corresponding to the special losing symbol d in the high base time reduction count counter and the low base time reduction count counter in the main RAM 110b, respectively, and proceeds to step S330-16-15.
[0610] In step S330-16-15, the main CPU 110a resets the values of the number of small wins (F) and the number of normal spins (A) in the main RAM 110b. Specifically, the main CPU 110a sets the number of small wins (F) to the value "2" and the number of normal spins (A) to the value "10000".
[0611] In step S330-16-16, the main CPU 110a sets a time-saving information flag in the time-saving information storage area of the main RAM 110b and terminates the game state setting process.
[0612] (Main control board's jackpot game processing) Figure 54 is a flowchart showing the jackpot game processing of the main control board 110 of the gaming machine 1.
[0613] In step S340-1, the main CPU 110a determines whether the current process is in the opening phase of a jackpot. If it is in the opening phase, the main CPU 110a proceeds to step S340-2. If it is not in the opening phase, the main CPU 110a proceeds to step S340-6.
[0614] In step S340-2, the main CPU 110a determines whether the start interval time has elapsed. Specifically, if the special game timer counter stored in the main RAM 110b is 0, the main CPU 110a determines that the start interval time has elapsed and proceeds to step S340-3. If the special symbol time counter stored in the main RAM 110b is not 0, the main CPU 110a determines that the start interval time has not elapsed and terminates the current jackpot game process.
[0615] In step S340-3, the main CPU 110a sets the count value of the round count (R) counter stored in the main RAM 110b to 1.
[0616] In step S340-4, the main CPU 110a executes the process of opening the big prize slot. Specifically, the main CPU 110a reads the table number of the big prize slot opening and closing control table from the reference of the special game control table for the first type of big win (Figure 23(a)) determined in step S330-4-6, or from the reference of the special game control table for the second type of big win (Figure 23(b)) determined in step S351-7, which will be described later. Based on the read table number and the current number of rounds (R), the main CPU 110a refers to the big prize slot opening and closing control table for the first type of big win (Figure 24(a)) or the big prize slot opening and closing control table for the second type of big win (Figure 24(b)) stored in the main ROM 110c, determines the opening time of the first big prize slot 16, and sets the determined opening time in the special game timer counter. Furthermore, the main CPU 110a sets power-up data to energize the first large prize opening solenoid 16c in order to open the first large prize opening door 16b. In addition, the main CPU 110a sets the special operation number (K) of the main RAM 110b to 1.
[0617] In step S340-5, the main CPU 110a executes a round start command transmission determination process. Specifically, the main CPU 110a sets the round start command corresponding to the current round number (R) in the performance transmission data storage area and terminates the jackpot game processing.
[0618] In step S340-6, the main CPU 110a determines whether the current process is in the middle of a jackpot ending. If it is in the middle of an ending, the main CPU 110a proceeds to step S340-17. If it is not in the middle of an ending, the main CPU 110a proceeds to step S340-7.
[0619] In step S340-7, the main CPU 110a determines whether the first large prize opening 16 is closed or not. Specifically, the main CPU 110a determines that the first large prize opening 16 is closed if no energizing data is set for the first large prize opening opening / closing solenoid 16c. If the first large prize opening 16 is closed, the main CPU 110a proceeds to step S340-8. If the first large prize opening 16 is not closed, the main CPU 110a proceeds to step S340-9.
[0620] In step S340-8, the main CPU 110a determines whether the closing time for the first jackpot 16 has elapsed. Specifically, the main CPU 110a determines that the closing time for the first jackpot 16 has elapsed if the value of the special game timer counter is 0. If the main CPU 110a determines that the closing time for the first jackpot 16 has elapsed, it proceeds to step S340-4. If the main CPU 110a determines that the closing time for the first jackpot 16 has not elapsed, it terminates the jackpot game processing.
[0621] In step S340-9, the main CPU 110a determines whether the conditions for ending the opening of the first jackpot 16 have been met. Specifically, the main CPU 110a determines that the conditions for ending the opening of the first jackpot 16 have been met if the count value of the jackpot entry count (C) counter in the main RAM 110b reaches a specified number (for example, 10), or if the special game timer counter is 0 (the opening time has elapsed). If the conditions for ending the opening of the first jackpot 16 have been met, the main CPU 110a proceeds to step S340-10. If the conditions for ending the opening of the first jackpot 16 have not been met, the main CPU 110a terminates the jackpot game processing.
[0622] In step S340-10, the main CPU 110a executes the closing process for the first prize slot 16. Specifically, in order to close the opening / closing door 16b of the first prize slot, the main CPU 110a stops the power supply data that was energizing the solenoid 16c of the first prize slot. The main CPU 110a also refers to the opening / closing control table for the first type of jackpot (Figure 24(a)) and determines the closing time of the first prize slot 16 based on the count value of the current round count (R) counter, and sets the determined closing time in the special game timer counter.
[0623] In step S340-11, the main CPU 110a performs round data initialization processing. Specifically, the main CPU 110a resets the main RAM 110b's big prize ball entry count (C) counter value. However, the main CPU 110a does not reset the main RAM 110b's round count (R) counter value.
[0624] Next, in step S340-12, the main CPU 110a determines whether the count value of the round count (R) of the main RAM 110b is at its maximum value. If the count value of the round count (R) of the main RAM 110b is at its maximum value, the main CPU 110a proceeds to step S340-14. If the count value of the round count (R) of the main RAM 110b is not at its maximum value, the main CPU 110a proceeds to step S340-13.
[0625] In step S340-13, the main CPU 110a adds 1 to the round count (R) value of the main RAM 110b and terminates the jackpot game processing.
[0626] In step S340-14, the main CPU 110a resets the round count (R) value of the main RAM 110b.
[0627] In step S340-15, the main CPU 110a sets the ending specification command. Specifically, the main CPU 110a reads the ending specification command from the reference location of the special game control table for the first type of jackpot (Figure 23(a)) determined in step S330-4-6, or from the reference location of the special game control table for the second type of jackpot (Figure 23(b)) determined in step S351-7, described later, and sets the read ending specification command in the transmission data storage area for the performance.
[0628] In step S340-16, the main CPU 110a reads the ending time from the reference location of the special game control table for the first type of jackpot (Figure 23(a)) determined in step S330-4-6, or from the reference location of the special game control table for the second type of jackpot (Figure 23(b)) determined in step S351-7, described later, and sets the read ending time in the special game timer counter.
[0629] In step S340-17, the main CPU 110a determines whether the termination interval has elapsed. Specifically, the main CPU 110a determines that the termination interval has elapsed if the value of the special game timer counter is 0. If the main CPU 110a determines that the termination interval has elapsed, it proceeds to step S340-18. If the main CPU 110a determines that the termination interval has not elapsed, it terminates the jackpot game processing.
[0630] In step S340-18, the main CPU 110a sets the special feature special electrical processing data in the main RAM 110b to 5 and terminates the jackpot game processing.
[0631] (Main control board's processing of minor wins) Figure 55 is a flowchart showing the processing of small wins on the main control board 110 of the gaming machine 1.
[0632] In step S350-1, the main CPU 110a determines whether the current process is in the opening phase of a minor win. If it is in the opening phase, the main CPU 110a proceeds to step S350-2. If it is not in the opening phase, the main CPU 110a proceeds to step S350-5.
[0633] In step S350-2, the main CPU 110a determines whether the start interval time has elapsed. Specifically, if the special game timer counter in the main RAM 110b is 0, the main CPU 110a determines that the start interval time has elapsed and proceeds to step S350-3. If the special game timer counter in the main RAM 110b is not 0, the main CPU 110a determines that the start interval time has not elapsed and terminates the minor win game processing.
[0634] In step S350-3, the main CPU 110a executes the process of opening the main prize slot. Specifically, the main CPU 110a increments the value of the special electric operation number (K) counter in the main RAM 110b by 1. The main CPU 110a refers to the small prize slot opening / closing control table (Figure 25(a)) stored in the main ROM 110c, determines the opening time based on the current value of the special electric operation number (K) counter, and sets the determined opening time in the special game timer counter in the main RAM 110b. Then, the main CPU 110a sets the power supply data to energize the second main prize slot solenoid 17c in order to open the second main prize slot opening / closing door 17b.
[0635] Next, in step S350-4, the main CPU 110a executes a specific prize slot opening and closing control process. Specifically, the main CPU 110a refers to the small prize specific area opening and closing control table (Figure 25(b)) stored in the main ROM 110c, determines the opening time after the second large prize slot 17 opens, the opening time of the slide member 19C, and the closing time of the slide member 19C. The determined times are then set in predetermined counters in predetermined areas of the main RAM 110b, and the small prize game process ends. Based on these set predetermined counter values, the movement control of the slide member 19C is executed.
[0636] In step S350-5, the main CPU 110a determines whether the current process is in the middle of a minor win ending. If it is in the middle of an ending, the main CPU 110a proceeds to step S350-13. If it is not in the middle of an ending, the main CPU 110a proceeds to step S350-6.
[0637] In step 350-6, the main CPU 110a determines whether the second large prize slot 17 is open or not. Specifically, the main CPU 110a determines that the second large prize slot 17 is open if energization data is set for the second large prize slot opening / closing solenoid 17c. If the second large prize slot 17 is open, the main CPU 110a proce...
Claims
[Claim 1] The system comprises a first normal state, a second normal state, an auxiliary game advantage state with a high degree of advantage regarding auxiliary games, a special game state that can be generated by the stopping of the first special symbol as a jackpot symbol, a specific special game state that can be generated on the condition of winning in a specific area opened during a minor win game that can be generated by the stopping of the second special symbol as a minor win symbol, and a main control means capable of controlling the transition between multiple game states, including at least the progress and stopping of the game. When the aforementioned auxiliary game-advantageous state is reached, the player can be instructed to operate the control means in a specific manner. When the special symbols stop in the first normal state, the first normal state can be maintained. When a special symbol stops in the second normal state, it is possible to transition to the first normal state or the auxiliary game advantage state. If the predetermined termination conditions are met in the aforementioned advantageous state for auxiliary play, it is possible to transition to the second normal state. The main control means is capable of setting continuous jackpot information at least when the auxiliary game advantage state is in effect, when the special game state is in effect, and when the specific special game state is in effect, and is capable of setting continuous jackpot information when the specific mode of operation is instructed, regardless of whether the auxiliary game advantage state is in effect.