Gaming Machines

JP7632893B2Active Publication Date: 2025-02-19KYORAKU IND CO LTD
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Patent Information

Application Number
JP2022173908
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-10-31
Publication Date
2025-02-19
Estimated Expiration
2042-10-31

AI Technical Summary

Benefits of technology

【0007】 本発明よれば、遊技機の遊技の興趣をより一層高めることができる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine improved in the amusement of a game compared to the conventional one.SOLUTION: In a game machine according to the invention, when a jackpot drawing pattern stops in a first normal state and a second normal state disadvantageous for a player, a transfer to a specific game state advantageous for the player can be carried out. Performance control means executes a special performance which gives a notification of the transfer to the specific game state, at a rate higher in the second normal state than in the first normal state.SELECTED DRAWING: Figure 11
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Description

[Technical Field]

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

[0002] Some conventional gaming machines have a normal gaming state and a time-saving gaming state in which it is easier to start winning than in the normal gaming state, and technology has been proposed to provide gaming presentations that correspond to each gaming state (see, for example, Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-6575 Summary of the Invention [Problem to be solved by the invention]

[0004] However, the gaming machine described in Patent Document 1 leaves room for improvement in terms of the enjoyment of the game in the time-shortened gaming state.

[0005] In view of the above problems, the present invention aims to provide a gaming machine that can further increase the enjoyment of playing the gaming machine. [Means for solving the problem]

[0006] In order to solve the above problems, the present invention provides a game device comprising a determination means for determining whether or not a special game advantageous to a player is to be executed, a game state control means for controlling a plurality of game states, and a presentation control means for producing presentations based on the determination by the determination means, wherein the game states controlled by the game state control means include a first normal state, a second normal state, and a specific game state advantageous to a player, and in the first normal state, if the determination result by the determination means is a first jackpot result, the game device can transition to the specific game state after the special game has ended, and if the determination result by the determination means is a first jackpot result, If the result is a second jackpot, the game does not transition to the specific game state after the end of the special game, and in the second normal state, regardless of whether the determination result by the determination means is the first jackpot result or the second jackpot result, the game can transition to the specific game state after the end of the special game, and a special effect that notifies the player of the transition to the specific game state can be executed as an effect controlled by the effect control means, and the special effect is executed at a higher rate in the second normal state than in the first normal state, and the special effect results in a transition to the specific game state. A jackpot pattern in a row indicating the result of the determination that the special game will be executed It is characterized in that it can be executed even when a special losing pattern different from the above stops. [Effects of the Invention]

[0007] According to the present invention, the entertainment value of playing the gaming machine can be further increased. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a front view of the gaming machine 1. [Figure 2] FIG. 1 is a perspective view of the rear side of the gaming machine 1. [Figure 3] An enlarged view of the second major winning slot 17 in the gaming machine 1. [Figure 4] A diagram showing the operation of movable accessories 33a, 33b, and 33c in the gaming machine 1. [Figure 5] Block diagram showing the configuration of the gaming machine 1 [Figure 6] A diagram showing the game flow of the gaming machine 1. [Figure 7]FIG. 10 is a diagram showing a mode background image of the gaming machine 1. [Figure 8] FIG. 1 shows a winning / losing determination table for the gaming machine 1. [Figure 9] A diagram showing a big win and small win symbol determination table for the gaming machine 1. [Figure 10] FIG. 1 shows a table for determining a losing symbol in the gaming machine 1. [Figure 11] FIG. 10 is a diagram showing a setting table for the end of a special game in the gaming machine 1. [Figure 12] A diagram showing a setting table for when a special losing symbol stops on the gaming machine 1. [Figure 13] FIG. 1 shows a special game control table for big wins and small wins in the gaming machine 1. [Figure 14] FIG. 10 is a diagram showing a jackpot opening / closing control table for the gaming machine 1. [Figure 15] FIG. 10 is a diagram showing a control table for opening and closing a large prize opening for a small prize of the gaming machine 1. [Figure 16] FIG. 10 is a diagram showing a variation pattern determination table for the first special symbol variation of the gaming machine 1. [Figure 17] FIG. 10 is a diagram showing a variation pattern determination table for the first special symbol variation of the gaming machine 1. [Figure 18] FIG. 10 is a diagram showing a variation pattern determination table for the first special symbol variation of the gaming machine 1. [Figure 19] FIG. 10 is a diagram showing a variation pattern determination table for the second special symbol variation of the gaming machine 1. [Figure 20] FIG. 10 is a diagram showing a pre-determination table for a first special symbol of the gaming machine 1. [Figure 21] FIG. 10 is a diagram showing a pre-determination table for a second special symbol of the gaming machine 1. [Figure 22] FIG. 1 shows an example of a screen of the gaming machine 1. [Figure 23] A diagram showing various determination tables for normal symbols of the gaming machine 1. [Figure 24] FIG. 1 shows an auxiliary gaming table of the gaming machine 1. [Figure 25] A diagram showing the storage area of ​​the main RAM of the gaming machine 1. [Figure 26] FIG. 1 is a flowchart showing the main processing of the main control board 110 of the gaming machine 1. [Figure 27] FIG. 10 is a flowchart showing the initialization process of the main control board 110 of the gaming machine 1. [Figure 28] FIG. 10 is a flowchart showing the initialization process of the main control board 110 of the gaming machine 1. [Figure 29] FIG. 10 is a flowchart showing the power interruption monitoring process of the main control board 110 of the gaming machine 1. [Figure 30] FIG. 10 is a flowchart showing the timer interrupt process of the main control board 110 of the gaming machine 1. [Figure 31] FIG. 10 is a flowchart showing the input control process of the main control board 110 of the gaming machine 1. [Figure 32] FIG. 10 is a flowchart showing the first start hole detection SW input process of the main control board 110 of the gaming machine 1. [Figure 33] FIG. 10 is a flowchart showing the specific area detection switch input process of the main control board 110 of the gaming machine 1. [Figure 34] FIG. 10 is a flowchart showing the special power control process of the main control board 110 of the gaming machine 1. [Figure 35] FIG. 10 is a flowchart showing the special symbol memory determination process of the main control board 110 of the gaming machine 1. [Figure 36] FIG. 10 is a flowchart showing the special symbol memory determination process of the main control board 110 of the gaming machine 1. [Figure 37] FIG. 10 is a flowchart showing the jackpot determination process of the main control board 110 of the gaming machine 1. [Figure 38] FIG. 10 is a flowchart showing the special symbol variation process of the main control board 110 of the gaming machine 1. [Figure 39] FIG. 10 is a flowchart showing the special symbol stop process of the main control board 110 of the gaming machine 1. [Figure 40] FIG. 10 is a flowchart showing the jackpot game processing of the main control board 110 of the gaming machine 1. [Figure 41] FIG. 10 is a flowchart showing the small win game processing of the main control board 110 of the gaming machine 1. [Figure 42] FIG. 10 is a flowchart showing the process of transitioning to a second-type jackpot game in the main control board 110 of the gaming machine 1. [Figure 43]FIG. 10 is a flowchart showing the jackpot game ending process of the main control board 110 of the gaming machine 1. [Figure 44] FIG. 10 is a flowchart showing the normal power control process of the main control board 110 of the gaming machine 1. [Figure 45] FIG. 10 is a flowchart showing the normal symbol variation process of the main control board 110 of the gaming machine 1. [Figure 46] FIG. 10 is a detailed flowchart of auxiliary game processing by the main control board 110 of the gaming machine 1. [Figure 47] FIG. 10 is a flowchart showing the main processing of the performance control unit 120m of the gaming machine 1. [Figure 48] FIG. 10 is a flowchart showing a timer interrupt process of the performance control unit 120m of the gaming machine 1. [Figure 49] FIG. 10 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1. [Figure 50] FIG. 10 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1. [Figure 51] FIG. 10 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1. [Figure 52] FIG. 10 is a diagram showing a first special symbol variation effect pattern determination table for the gaming machine 1. [Figure 53] FIG. 10 is a diagram showing a first special symbol variation effect pattern determination table for the gaming machine 1. [Figure 54] FIG. 10 is a diagram showing a first special symbol variation effect pattern determination table for the gaming machine 1. [Figure 55] FIG. 10 is a diagram showing a first special symbol variation effect pattern determination table for the gaming machine 1. [Figure 56] FIG. 10 is a diagram showing a variable effect pattern determination table for the second special symbol of the gaming machine 1. [Figure 57] FIG. 10 is a flowchart showing the variable presentation pattern determination process of the presentation control unit 120m of the gaming machine 1. [Figure 58] FIG. 10 is a flowchart showing a training mode notification effect control process of the effect control unit 120m of the gaming machine 1. [Figure 59] FIG. 10 is a flowchart showing a special game effect determination process of the effect control unit 120m of the gaming machine 1. [Figure 60] FIG. 1 shows a background image setting table for the gaming machine 1. [Figure 61] FIG. 10 is a flowchart showing a background image display control process of the effect control unit 120m of the gaming machine 1. [Figure 62] FIG. 10 is a flowchart showing the main processing of the integrated control unit 141 of the gaming machine 1. [Figure 63] FIG. 10 is a flowchart showing the command reception interrupt process and the V blank interrupt process of the integrated control unit 141 of the gaming machine 1. [Figure 64] FIG. 10 shows an example of a screen of the normal variation effect of the gaming machine 1. [Figure 65] FIG. 10 shows an example of a screen of a normal reach effect of the gaming machine 1. [Figure 66] FIG. 10 shows an example of a roulette effect screen of the gaming machine 1. [Figure 67] FIG. 10 shows an example of a screen of the SP reach effect of the gaming machine 1. [Figure 68] FIG. 10 shows an example of a screen of a battle performance of the gaming machine 1. [Figure 69] FIG. 10 is a diagram showing a detailed example of a screen of a battle performance of the gaming machine 1. [Figure 70] FIG. 10 shows an example of a screen during a jackpot on gaming machine 1. [Figure 71] FIG. 10 shows an example of a screen in a high base time-saving state of the gaming machine 1. [Figure 72] FIG. 10 shows an example of a screen in a training mode of the gaming machine 1. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings.

[0010] First, the basic configuration of the gaming machine 1 will be described with reference to Figures 1 to 3. Figure 1 is a front view of the gaming machine 1 of the present invention. Figure 2 is a perspective view of the rear side of the gaming machine 1. Figure 3 is an enlarged view of the second large winning opening 17 of the gaming machine 1. As shown in Figures 1 and 2, the gaming machine 1 comprises an outer frame 60 and a rotatably supported glass frame 50. The outer frame 60 is provided with a gaming board 2 having a gaming area 6 through which gaming balls flow down. The gaming area 6 has a left area 6L to the left of the center and a right area 6R to the right of the center.

[0011] One end of the glass frame 50 is connected to the outer frame 60 via a hinge mechanism 51, and a locking mechanism is provided at the other end of the glass frame 50. The locking mechanism of the glass frame 50 can be unlocked with a dedicated key, and by unlocking it, the hinge mechanism 51 can be swung to open the playing area 6. The glass frame 50 is provided with a door open detection SW134 (not shown).

[0012] The glass frame 50 is provided with an effect button 35 that can be pressed, and an effect button detection SW 35a is provided on the effect button 35. 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 into the gaming machine 1 by operating the effect button 35.

[0013] A cross key 39 that can be pressed is provided to the left of the effect button 35. The cross key 39 includes an up cursor key 39A, a left cursor key 39B, a down cursor key 39C, a right cursor key 39D, and a center cursor key 39E, each of which is provided with a cross key detection SW 39a, a cross key detection SW 39b, a cross key detection SW 39c, a cross key detection SW 39d, and a cross key detection SW 39e. When each cross key detection SW detects a player's operation of the cross key 39, it outputs predetermined information to the gaming machine 1. Thus, the player can input predetermined information into the gaming machine 1 by operating the cross key 39.

[0014] The glass frame 50 is provided with an operating handle 3 that can be rotated to launch game balls into the game area 6, an upper tray for storing game balls, and a lower tray for receiving and storing game balls that have flowed from the upper tray into the overflow ball path. In addition, a full-ball detection SW133 (not shown) is provided in the overflow ball path to detect when the lower tray is full of game balls.

[0015] A touch sensor 3a is provided on the operating handle 3. The touch sensor 3a detects when the player is touching the operating handle 3. When the player rotates the operating handle 3, the firing volume 3b provided near the operating handle 3 also rotates, and the firing member directly connected to the firing solenoid 4a rotates with a firing strength according to the amount of rotation of the firing volume 3b.

[0016] The ball feed solenoid 4b, located near the operating handle 3, sends the game balls in the upper tray one by one to the launching member directly connected to the launch solenoid 4a. The game balls sent to the launching member are launched between the rails 5a and 5b by the rotation of the launching member, and enter the game area 6 after passing through the ball return prevention member 5c.

[0017] Audio output devices 32, which are speakers, are provided on the left and right sides of the glass frame 50. The audio output devices 32 produce effects such as music and sound effects in accordance with the progress of the game. A fourth performance lighting device 340d and two fifth performance lighting devices 340e are provided near the two audio output devices 32. The fourth performance lighting device 340d and the fifth performance lighting device 340e each have a fourth lamp 34d and a fifth lamp 34e, which are full-color LEDs. The fourth performance lighting device 340d and the fifth performance lighting device 340e perform light emission operations of the fourth lamp 34d and the fifth lamp 34e under the control of the lamp / drive control unit 150 of the performance control board 120, thereby producing game effects.

[0018] Inside the game area 6 of the game board 2, there are provided a general winning opening 12, a normal pattern gate 13, a first starting opening 14, a second starting opening 15, a first large winning opening 16, a second large winning opening 17, and an image display device 31.

[0019] Three general winning openings 12 are provided below the game area 6L. A general winning opening detection SW12a is provided in each general winning opening 12. When the general winning opening detection SW12a detects that a gaming ball has entered a general winning opening 12, a predetermined number of gaming balls is awarded to the player.

[0020] A first start hole 14 is provided in the lower center of the game area 6 of the game board 2. A second start hole 15 is provided in the upper right part of the game area 6 of the game board 2. When a game ball is fired toward the left area 6L of the game area 6 (left hit), the game ball can enter the first start hole 14, but it is difficult for the game ball to enter the second start hole 15. When a game ball is fired toward the right area 6R of the game area 6 (right hit), the game ball can enter the second start hole 15, but it is difficult for the game ball to enter the first start hole 14.

[0021] The first start hole 14 is provided with a first start hole detection SW14a. When the first start hole detection SW14a detects that a game ball has entered the first start hole 14, a predetermined number of game balls is awarded to the player. The second start hole 15 is provided with a second start hole detection SW15a. When the second start hole detection SW15a detects that a game ball has entered the second start hole 15, a predetermined number of game balls is awarded to the player. Note that the number of game balls awarded for entering the first start hole 14 and the second start hole 15 may be the same or different. Furthermore, as will be described in detail later, when the entry of a game ball into the first start hole 14 or the second start hole 15 is detected, various random number values ​​are obtained to be used for various processes related to the game, including the jackpot lottery.

[0022] The second starting port 15 is provided with two movable pieces 15b and a starting port opening / closing solenoid 15c. The second starting port 15 changes between two states by 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. More specifically, the second starting port 15 is controlled by operation of the starting port opening / closing solenoid 15c between a closed state in which the movable piece 15b becomes approximately vertical and restricts the entry of game balls, and an open state in which the movable piece 15b becomes approximately horizontal and allows the entry of game balls.

[0023] It is also possible to vary the ease of a game ball winning by varying the time that the second starting hole 15 is open. As will be described in detail later, the longer the time that the second starting hole 15 is open, the more opportunities there are for the game ball to win, and therefore the greater the ease of winning.

[0024] A normal symbol gate 13 is provided in the upper right portion of the game area 6 of the game board 2. A gate detection SW13a is provided in the normal symbol gate 13. When the gate detection SW13a detects that a gaming ball has passed through the normal symbol gate 13, a random number value for determination, etc., for performing a normal symbol lottery, which will be described later, is acquired.

[0025] A first major prize opening 16 is provided in the lower right area of ​​the game area 6 of the game board 2. A first major prize opening detection switch 16a, a first major prize opening door 16b, and a first major prize opening opening solenoid 16c are provided in the first major prize opening 16. The first major prize opening 16 changes between two states by the operation of the first major prize opening opening 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.

[0026] More specifically, when first major prize opening opening solenoid 16c is turned off, first major prize opening opening door 16b becomes approximately parallel to the surface of game board 2, and first major prize opening 16 enters a closed state in which it is difficult for game balls to win. When first major prize opening opening solenoid 16c is turned on, first major prize opening opening door 16b becomes approximately perpendicular to the surface of game board 2, and first major prize opening 16 enters an open state in which it is easy for game balls to win.

[0027] When the first major prize opening detection SW16a detects that a game ball has entered the first major prize opening 16, a predetermined number of game balls are awarded to the player. The open state of the first major prize opening 16 changes to a closed state when a predetermined number of game balls have entered the opening, which will be described later, or when a predetermined opening time has elapsed.

[0028] A second large prize opening 17 is provided in the area to the right of the game area 6 of the game board 2. Second large prize opening 17 is provided with a second large prize opening detection switch 17a, a second large prize opening door 17b, and a second large prize opening opening solenoid 17c. By the operation of second large prize opening opening solenoid 17c, second large prize opening 17 changes between two states: a closed state in which second large prize opening door 17b restricts the entry of game balls, and an open state in which game balls are allowed to enter.

[0029] Specifically, when second large prize opening opening solenoid 17c is turned off, second large prize opening opening door 17b becomes approximately parallel to the surface of game board 2, and second large prize opening 17 becomes a closed state in which it is difficult for game balls to win. Also, when second large prize opening opening solenoid 17c is turned on, second large prize opening opening door 17b becomes approximately perpendicular to the surface of game board 2, and second large prize opening 17 becomes an open state in which it is easy for game balls to win.

[0030] 3, a specific area 19B, a slide member 19C, and a second large prize opening outlet 19E are provided inside second large prize opening 17. By operation of specific area opening / closing solenoid 18d, slide member 19C changes between two states: a retracted state where it is housed deep in a gap provided in internal wall 19 of second large prize opening, and an advanced state where it advances in front of the gap.

[0031] Specifically, the slide member 19C advances when the specific area opening / closing solenoid 18d is turned on, and retreats when the specific area opening / closing solenoid 18d is turned off. The specific area 19B is in a closed state where it is difficult for the game ball to enter when the slide member 19C advances, and in an open state where it is easy for the game ball to enter when the slide member 19C retreats.

[0032] When the slide member 19C is in the forward position, game balls passing over the specific area 19B are only discharged through the second large prize opening discharge port 19E, but when the slide member 19C is in the backward 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 is used to detect a game ball, a predetermined number of game balls are awarded to the player.

[0033] An outlet 11 is provided at the bottom center of the game area 6 of the game board 2. If a game ball shot into the game area 6 does not enter any of the general prize opening 12, the first start opening 14, the second start opening 15, the first big prize opening 16, and the second big prize opening 17, it is discharged from the game area 6 through the outlet 11.

[0034] An image display device 31 is provided in the center of the gaming area 6. The image display device 31 displays effect images according to the progress of the game and customer waiting effect images during waiting periods when no game is being played. As effect images displayed according to the progress of the game, a left pattern 36L, a center pattern 36C, a right pattern 36R (hereinafter referred to as "decorative patterns 36"), and a fourth pattern 36Z are displayed in a variable manner in accordance with the variable display of the special patterns. The decorative patterns 36 and the fourth pattern 36Z notify the same jackpot determination result as the special patterns on the first special pattern display device 20 and the second special pattern display device 21.

[0035] Outside the play area 6 of the game board 2, a first special pattern display device 20, a second special pattern display device 21, a first special pattern reserve display device 22, a second special pattern reserve display device 23, a normal pattern display device 24, and a normal pattern reserve display device 25 are provided.

[0036] The first special pattern display device 20 is composed of a 7-segment LED, and when a gaming ball enters the first starting hole 14 of the gaming area 6, the LED turns on and off to display the fluctuating special patterns and the stopped special patterns indicating the result of the jackpot lottery. Similarly, the second special pattern display device 21 is composed of a 7-segment LED, and when a gaming ball enters the second starting hole 15 of the gaming area 6, the LED turns on and off to display the fluctuating special patterns and the stopped special patterns indicating the result of the jackpot lottery. Hereinafter, the special patterns variably displayed by the first special pattern display device 20 will be referred to as the "first special pattern," and the special patterns variably displayed by the second special pattern display device 21 will be referred to as the "second special pattern."

[0037] When a new variation of the first or second special symbol cannot be initiated, such as during a special symbol variation or a jackpot game (special game), the variation display of the special symbol is put on hold under predetermined conditions. The first special symbol reserved indicator 22 displays the number of pending variation displays for the first special symbol (hereinafter referred to as the "reserved number"). The first special symbol reserved indicator 22 is composed of two LEDs, one on the left and one on the right, and displays the number of reserved first special symbols according to their display modes. Specifically, when the number of reserved first special symbols is one, only the left LED lights up; when the number of reserved first special symbols is two, only the right LED lights up; when the number of reserved first special symbols is three, the left LED flashes and the right LED lights up; and when the number of reserved first special symbols is four, both the left and right LEDs flash.

[0038] Similarly, the second special symbol reserved indicator 23 displays the number of reserved second special symbols. The second special symbol reserved indicator 23 is composed of two LEDs, one on the left and one on the right, and displays the number of reserved second special symbols according to the display mode of these. Specifically, when the number of reserved second special symbols is one, only the left LED lights up, when the number of reserved second special symbols is two, only the right LED lights up, when the number of reserved second special symbols is three, the left LED flashes and the right LED lights up, and when the number of reserved second special symbols is four, both the left and right LEDs flash.

[0039] The normal symbol display device 24 is composed of a single LED, and when a gaming ball passes through the normal symbol gate 13 in the gaming area 6, the single LED lights up and goes out to display the normal symbol fluctuations and the lottery results. If a new normal symbol fluctuation display cannot be started, such as when a normal symbol is fluctuating, the normal symbol fluctuation display is put on hold under predetermined conditions.

[0040] The normal symbol reserved indicator 25 is composed of two LEDs, one on the left and one on the right, and displays the number of reserved normal symbols according to their display modes. Specifically, when the number of reserved normal symbols is one, only the left LED lights up, when the number of reserved normal symbols is two, only the right LED lights up, when the number of reserved normal symbols is three, the left LED flashes and the right LED lights up, and when the number of reserved normal symbols is four, both the left and right LEDs flash.

[0041] A first performance drive device 330a, a second performance drive device 330b, and a third performance drive device 330c are provided on the periphery of the play area 6 of the game board 2. The first performance drive device 330a has a first movable role piece 33a. The second performance drive device 330b has a second movable role piece 33b. The third performance drive device 330c has a third movable role piece 33c.

[0042] The first performance drive unit 330a, the second performance drive unit 330b, and the third performance drive unit 330c operate the first movable role piece 33a, the second movable role piece 33b, and the third movable role piece 33c under the control of the lamp / drive control unit 150 of the performance control board 120, thereby performing game performances.

[0043] The first movable device 33a performs a swinging motion near the origin position and a drop movement toward the center of the play area 6 to perform a preview effect indicating a high likelihood of a jackpot. The second movable device 33b performs a swinging motion near the origin position and a sliding motion to the left toward the center of the play area 6 to perform a preview effect indicating a high likelihood of a jackpot. The third movable device 33c performs a swinging motion near the origin position and a sliding motion to the right toward the center of the play area 6 to perform a preview effect indicating a high likelihood of a jackpot. These swinging motions, drop movements, and slide movements can be performed independently or in combination, and the more they are combined, the higher the likelihood of a jackpot. There are multiple timings for the drop movement and slide movement, and the likelihood of a jackpot varies depending on the timing of the movement. Figure 4 also shows the operation of the movable devices 33a, 33b, and 33c in the gaming machine 1. As shown in FIG. 4, when a big win is notified, all three movable accessories move toward the center of the display area of ​​the image display device 31.

[0044] As shown in Fig. 1, a first performance lighting device 340a is provided at the center of first movable prop 33a. A second performance lighting device 340b is provided at the center of second movable prop 33b. A third performance lighting device 340c is provided at the center of third movable prop 33c. First performance lighting device 340a, second performance lighting device 340b, and third performance lighting device 340c are provided with first lamp 34a, second lamp 34b, and third lamp 34c, respectively, which are full-color LEDs.

[0045] 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 under the control of the lamp / drive control unit 150 of the performance control board 120, thereby performing game performances.

[0046] As shown in Figure 2, the back surface of the gaming machine 1 is provided with a main control board 110, a presentation control board 120, a payout control board 130, a power supply board 170, a power supply plug 171, a RAM clear SW (not shown), a game information output terminal board 30, and a power supply SW (not shown).

[0047] (Block diagram of the entire gaming machine) Next, each control means for controlling the progress of the game will be described using a block diagram of the entire gaming machine 1. FIG.

[0048] The gaming machine 1 is equipped with a main control board 110 that controls the overall progress of the game, a presentation control board 120 that controls presentations related to the game based on presentation control commands received from the main control board 110, a payout control board 130 that controls the dispensing of game balls based on payout control commands received from the main control board 110, a launch control board 160 that controls the launch of game balls based on player operations, and a power supply board 170. The power supply board 170 supplies power to the main control board 110, the presentation control board 120, the payout control board 130, and the launch control board 160.

[0049] The main control board 110 includes a main CPU 110a that performs arithmetic processing, a main RAM 110b that serves as a work area for performing arithmetic processing, a main ROM 110c that stores game control programs, etc., a main control unit 110m that is a one-chip microcomputer equipped with input / output ports, and a RAM clear SW 111a.

[0050] The input / output ports of the main control board 110 are connected to the performance control board 120, payout control board 130, general prize opening detection SW12a, gate detection SW13a, first start opening detection SW14a, second start opening detection SW15a, first large prize opening detection SW16a, second large prize opening detection SW17a, specific area detection SW18a, magnetic detection SW41a, radio wave detection SW42a, start opening / closing solenoid 15c, first large prize opening / closing solenoid 16c, second large prize opening / closing solenoid 17c, specific area opening / closing solenoid 18d, first special pattern display device 20, second special pattern display device 21, first special pattern reserve indicator 22, second special pattern reserve indicator 23, normal pattern display device 24, normal pattern reserve indicator 25, and game information output terminal board 30.

[0051] Note that communication between the main control board 110 and the payout control board 130 allows for bidirectional command transmission and reception, while communication between the main control board 110 and the performance control board 120 allows for command transmission in only one direction, from the main control board 110 to the performance control board 120. The game information output terminal board 30 outputs an external output signal generated by the main control board 110 to the store's hall computer or the like, and is provided with a connector for connecting to the store's hall computer or the like.

[0052] The main CPU 110a of the main control board 110 receives an operating clock from a crystal oscillator, reads out a game control program stored in the main ROM 110c, and performs arithmetic processing related to the game using the main RAM 110b as a work area. The main CPU 110a performs control processing according to detection signals from each input device (detection SW, etc.), control processing of each output device (display device, etc.), control processing for sending and receiving control commands, and control processing for transmitting game information to the outside of the gaming machine via the game information output terminal board 30.

[0053] The main RAM 110b of the main control board 110, as will be described in detail later, is provided with various data storage areas required for game control and storage areas for storing various counters. In the event of a power outage, the data in the usage area of ​​the main RAM 110b is backed up by a backup power source with a checksum added. The data backed up by the backup power source is restored after undergoing a data check using the checksum. The main ROM 110c of the main control board 110, as will be described in detail later, stores programs and data for game control.

[0054] Based on the performance control commands received from the main control board 110, the performance control board 120 controls the image display device 31, the audio output device 32, the performance drive devices 330a, 330b, 330c, and the performance lighting devices 340a, 340b, 340c, 340d, 340e.

[0055] The performance control board 120 is equipped with a performance control unit 120m that controls the progress of the performance based on the performance control commands received from the main control board 110, a display / audio control unit 140 that controls image display and audio output based on the performance control commands received from the performance control unit 120m, a lamp / drive control unit 150 that controls light-emitting performances and moving role-piece performances based on the performance control commands from the performance control unit 120m, and an input / output port for performance control.

[0056] The performance control unit 120m includes a sub-CPU 120a that performs arithmetic processing, a sub-RAM 120b that serves as a work area when performing arithmetic processing, a sub-ROM 120c that stores a performance control program and the like, and an RTC 120d. When power is supplied to the gaming machine 1, the RTC 120d operates using the power supplied from the power supply, and when power is not supplied to the gaming machine 1, it operates using power from a built-in backup power supply. A performance button detection SW 35a and cross key detection SWs 39a, 39b, 39c, 39d, and 39e are connected to the input port of the performance control base 120m.

[0057] The sub-CPU 120a of the performance control unit 120m receives an operating clock from a crystal oscillator based on commands sent from the main control means 110 and input signals from the performance button detection SW35a, etc., reads out the performance control program and data stored in the sub-ROM 120c, performs calculation processing related to game performance using the sub-RAM 120b as a work area, and transmits the performance control commands generated in this processing to the overall control unit 141 and the lamp / drive control unit 150.

[0058] The sub-RAM 120b of the performance control unit 120m has a storage area for various data required for performance control and a storage area for storing various counters, as will be described in detail later. The sub-ROM 120c of the performance control unit 120m has programs and data for performance control, as will be described in detail later.

[0059] The display / audio control unit 140 controls the image display device 31 and the audio output device 32 based on the performance control command received from the performance control unit 120m. The display / audio control unit 140 includes a general control unit 141 that performs general control of image display and audio output based on the performance control command from the performance control unit 120m, a VDP 145 that controls the image display device 31 based on reception of a display control command (display list, etc.) from the general control unit 141, a CGROM 146 in which image data, etc. are stored, an audio processor 144 that controls the audio output device 32 based on reception of an audio control command from the general control unit 141, and an audio ROM 148 in which audio data, etc. are stored. The image display device 31 and the audio output device 32 are connected to input / output ports of the audio / display control unit 140.

[0060] The overall control unit 141 includes an overall CPU 141a that performs arithmetic processing, an overall RAM 141b that is used as a work area when performing arithmetic processing, an overall ROM 141c that stores overall control programs, etc., and input / output ports to which the image display device 31 and the audio output device 32 are connected.

[0061] The overall CPU 141a of the overall control unit 141 receives an operating clock from a crystal oscillator based on commands sent from the performance control unit 120m, reads the overall control program and data stored in the overall ROM 141c, and performs arithmetic processing related to image display and audio output using the overall RAM 141b as a work area. The overall CPU 141a outputs to the audio processor 144 audio control commands generated by the arithmetic processing that instruct the audio to be output from the audio output device 32, and outputs to the VDP 145 display control commands (display lists, etc.) that instruct the performance images to be displayed on the image display device 31.

[0062] The audio processor 144 is connected to an audio ROM 148. The audio ROM 148 stores compressed audio data. The audio processor 144 reads and decodes audio data from the audio ROM 148 based on an audio control command received from the integrated control unit 141, and outputs audio from the audio output device 32 based on the decoded data.

[0063] The VDP 145 is connected to a CGROM 146. The CGROM 146 stores compressed image data, uncompressed palette data, and the like. The image data is composed of pixel information about sprite images and movie images to be displayed on the image display device 31. The pixel information of the image data is composed of color number information and transparency (α value) for each pixel, and the like. The palette data is data in which color number information and display colors are associated with each other.

[0064] The VDP 145 is provided with a VRAM 147. The VRAM 147 is provided with 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 an area for storing a display list output from the integrated control unit 141. The compressed data decompression area is an area for storing image data obtained by decompressing compressed image data read from the CGROM 146.

[0065] The first frame buffer area and the second frame buffer area are storage areas that store display image data to be displayed on the image display device 31. After the image to be displayed has been drawn in one buffer area, while the image data is being transferred to the image display device 31, the next image to be displayed is drawn in the other buffer area. By repeating this process alternately, high-speed, smooth display control is achieved.

[0066] The VDP 145 stores the display list output from the integrated control unit 141, reads out image data corresponding to the display list from the CGROM 146, performs drawing processing in a drawing frame buffer using this image data, and generates RGB signals as video signals indicating the color 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.

[0067] The lamp / drive control unit 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp RAM 150b that is used as a work area when performing arithmetic processing, a lamp ROM 150c that stores lamp control programs and data, and an input / output port. Performance drive devices 330a, 330b, and 330c and performance lighting devices 340a, 340b, 340c, 340d, and 340e are connected to the input / output ports of the lamp / drive control unit 150.

[0068] Based on commands sent from the performance control unit 120m, the lamp CPU 150a of the lamp / drive control unit 150 receives an operating clock from a crystal oscillator, reads out programs and data related to light emission control and prop drive stored in the lamp ROM 150c, and performs arithmetic processing related to light emission control and prop drive processing using the lamp RAM 150b as a work area. Through this arithmetic processing, the lamp CPU 150a controls the drive of the performance drive devices 330a, 330b, and 330c, and controls the light emission of the performance lighting devices 340a, 340b, 340c, 340d, and 340e.

[0069] Although not shown, the dispensing control board 130 is equipped with a dispensing CPU that performs arithmetic processing, a dispensing RAM used as a work area when performing arithmetic processing, a dispensing ROM that stores dispensing control programs and data, and an input / output port. The input / output port of the dispensing control board 130 is connected to a dispensing motor 131, a dispensing ball detection switch 132, a full-count detection switch 133, and a door open detection switch 134.

[0070] The payout CPU receives an operating clock from a crystal oscillator based on payout commands from the main control board 110 and input signals from the payout ball counting SW 132 and full-count detection SW, etc., reads out programs and data related to payout stored in the payout ROM, and performs arithmetic processing related to payout using the payout RAM as a work area. Through this arithmetic processing, the payout CPU performs control processing to pay out game balls from the payout device in response to the payout command from the main control board 110, and sends commands based on the results of this arithmetic processing to the main control board 110.

[0071] Although not shown, the launch control board 160 is equipped with a control circuit and an input / output port. The input / output port of the launch control board 160 is connected to the touch sensor 3a, the launch volume 3b, the launch solenoid 4a, and the ball feed solenoid 4b.

[0072] The power supply board 170 generates the main power required for the operation of the gaming machine from power supplied from outside the gaming machine via a power plug 171, and supplies the main power to the main control board 110, performance control board 120, payout control board 130, launch control board 160, etc. of the gaming machine 1. The power supply board 170 is equipped with a power interruption detection circuit (not shown) that detects whether the voltage of the power supplied from outside has dropped and outputs a voltage drop signal to the main control board 110 based on the voltage drop, and a backup power supply circuit (not shown) that supplies backup power to the main control board 110 in the event of a power interruption.

[0073] (Game flow) Next, the gaming flow of the gaming machine 1 will be described using the gaming flow of the gaming machine 1. FIG.

[0074] The gaming machine 1 executes a normal pattern lottery when the normal pattern start condition is met based on the passage of a gaming ball through the normal pattern gate 13. If the result of the normal pattern lottery is a win, the normal pattern is displayed in a variable manner for a predetermined time, then stops in a winning manner, and the movable piece 15b is controlled to open in a predetermined manner. If the result of the normal pattern lottery is a loss, the normal pattern is displayed in a variable manner for a predetermined time, then stops in a losing manner.

[0075] In the gaming machine 1, a jackpot lottery is executed when the start conditions for the first special symbol are met based on the entry of a gaming ball into the first start port 14, and when the start conditions for the second special symbol are met based on the entry of a gaming ball into the second start port 15. If the result of the special symbol lottery is a jackpot, the special symbol displays a variable display for a predetermined time, then stops in a jackpot stopping pattern, and the first large prize opening 16 is controlled to open in a predetermined manner. If the result of the special symbol lottery is a small prize, the special symbol displays a variable display for a predetermined time, then stops in a small prize stopping pattern, and the second large prize opening 17 is controlled to open in a predetermined manner. If the result of the special symbol lottery is a loss, the special symbol displays a variable display for a predetermined time, then stops in a loss stopping pattern. There are two types of losses: normal losses and special losses.

[0076] Special misses are misses that are only selected by the jackpot lottery that is held when the conditions for starting the first special game are met, and consist of four types: special miss a, special miss b, special miss c, and special miss d. When a special miss is achieved in normal mode, the game state transitions to low base time-saving mode or high base time-saving mode.

[0077] The gaming machine 1 has six types of Type 1 jackpots and three types of Type 2 jackpots. The Type 1 jackpot is a special game in which the first large prize opening 16 is controlled to open in a predetermined manner after the special symbol stops on a jackpot symbol. The Type 2 jackpot is a special game that is played on the condition that the gaming ball passes through the specific area 19B when the special symbol stops on a small prize symbol and the second large prize opening 17 is controlled to open in a predetermined manner.

[0078] For the first type of jackpot, there are four types of special games that are executed when the first special symbol stops on the jackpot symbol (A for Type 1 10R, B for Type 1 2R, C for Type 1 2R, D for Type 1 10R), and two types of special games that are executed when the second special symbol stops on the jackpot symbol (F for Type 1 10R, G for Type 1 2R).

[0079] In the first type 10R A, first type 10R D, and first type 10R F, ten rounds of play are played in which the first major prize opening 16 is controlled in an open state in which game balls can enter. In each round of play, the first major prize opening 16 is controlled to be open until a predetermined number of game balls (for example, nine balls) enter the first major prize opening 16 or until the opening time of the first major prize opening 16 reaches a predetermined time (for example, 29 seconds).

[0080] In the first type 2R win B, the first type 2R win C, and the first type 2R win G, two round games are played in which the first large prize opening 16 is controlled in an open state in which game balls can enter. In each round game, the first large prize opening 16 is controlled to be open until a predetermined number of game balls (for example, 9 balls) enter the first large prize opening 16 or until the opening time of the first large prize opening 16 reaches a predetermined time (for example, 29 seconds).

[0081] For the second type of jackpot, there are three types of special games (H for Type 2 9R, I for Type 2 2R, J for Type 2 9R) that are executed when the second special symbol stops on the small jackpot symbol and the game ball passes through specific area 19B during the small jackpot.

[0082] For the second type 9R win H and the second type 9R win J, nine rounds of play are played in which the first large prize opening 16 is controlled in an open state in which game balls can enter. In each round of play, the first large prize opening 16 is controlled to remain open until a predetermined number of game balls (for example, nine balls) enter the first large prize opening 16 or until the opening time of the first large prize opening 16 reaches a predetermined time (for example, 29 seconds).

[0083] In the second type 2R win I, two rounds of play are played in which first large prize opening 16 is controlled in an open state in which game balls can enter. In each round of play, first large prize opening 16 is controlled to be open until a predetermined number of game balls (for example, 9 balls) enters first large prize opening 16 or the opening time of first large prize opening 16 reaches a predetermined time (for example, 29 seconds).

[0084] The gaming machine 1 has three game modes: a normal mode and a low-base time-saving mode in which play is performed by hitting the left button, and a high-base time-saving mode in which play is performed by hitting the right button. The normal symbol fluctuation time is 90 seconds in the normal mode, 89 seconds in the low-base time-saving mode, and 4 seconds in the high-base time-saving mode. Furthermore, the opening control time of the movable piece 15b when the result of the normal symbol lottery is a winning one is 0.1 seconds in the normal mode, 0.11 seconds in the low-base time-saving mode, and 8 seconds in the high-base time-saving mode.

[0085] The shorter the normal symbol variation time, the more opportunities there are to draw normal symbols, and the longer the opening time of movable piece 15b when the normal symbol lottery result is a winning symbol, the more opportunities there are for the game ball to win, and the higher the likelihood of the game ball winning. Therefore, in the high base time-saving state, the normal symbol variation time is significantly shorter and the opening time of second start hole 15 is also significantly longer than in the normal state and low base time-saving state, and therefore the ease of the game ball winning in second start hole 15 is higher than in the normal state and low base time-saving state.

[0086] On the other hand, in the low base time-saving state, the time for which the normal symbols change is slightly shorter and the opening time of the second starting hole 15 is slightly longer compared to the normal state, so it is easier for the game ball to enter the second starting hole 15 than in the normal state.

[0087] Therefore, the ease of a game ball entering the second starting hole 15 increases in the order of the high base time-shortening state, the low base time-shortening state, and the normal state. Therefore, if the game state is more advantageous to the player the higher the ease of a game ball entering the second starting hole 15, the game states that are most advantageous to the player are the high base time-shortening state, the low base time-shortening state, and the normal state.

[0088] The game flow of the gaming machine 1 will be explained below with reference to Figure 6. When a first-type 10R win A or a first-type 2R win B is achieved in the normal state, the game state after the special game ends will return to the normal state. When a first-type 2R win C or a first-type 10R win D is achieved in the normal state, the game state after the special game ends will return to the high-base time-saving state, in which the upper limit of the high-base time-saving number of times (J) is 100 times.

[0089] When special miss a occurs in normal mode, the game state changes to high base time-saving mode, where the upper limit of the high base time-saving count (J) is 100. When special miss b, special miss c, or special miss d occurs in normal mode, the game state changes to low base time-saving mode. The upper limit of the low base time-saving count (B) in the low base time-saving mode, which is entered when the above three types of special miss occur, is 600 times (special miss b), 400 times (special miss c), and 200 times (special miss d), respectively. When a normal miss occurs other than the above four types of special miss, the game state does not change (except when the variable count (L), described below, reaches 800 times).

[0090] When Type 1 2R per 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 upper limit of the low base time-saving number of times (B) is 100. When Type 1 10R per A or Type 1 2R per B occurs in the low base time-saving state, the game state after the special game ends will be the normal state. When Type 1 10R per 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 upper limit of the high base time-saving number of times (J) is 100.

[0091] In the low base time-saving state, when a special miss or a normal miss occurs and the number of low base time-saving times (B) reaches a predetermined number (100 times, 200 times, 400 times, 600 times), the game state returns to the normal state.

[0092] 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 fluctuations (L) reaches 800, the game state will change to the high base time-saving state, in which the upper limit of the number of high base time-saving times (J) is 100.

[0093] In the high base time-saving state, if an F per Type 10R, a G per Type 1 2R, an H per Type 2 9R, or an I per Type 2 2R is achieved, 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 times (J) is 100. In the high base time-saving state, if a J per Type 2 9R is achieved, 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 normal miss is achieved and the number of high base time-saving times (J) reaches 100, the game state will return to the normal state.

[0094] As the game flow above 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 fluctuations (L) reaches 800 and that D is won per Type 1 10R. However, in addition to the above two conditions, the conditions for transitioning from the normal state to the high base time-saving state also include the formation of special miss A and the formation of Type 1 2R C.

[0095] Therefore, in terms of the ease of a game ball entering the second starting hole 15, the low base time-saving state is higher than the normal state, but in terms of the ease of transitioning to the most advantageous state, the high base time-saving state, the normal state is higher than the low base time-saving state. Therefore, when in the low base time-saving state, the player will play with the aim of transitioning to the normal state. Specifically, when in the low base time-saving state, the player will play with the aim of achieving A per 10R of the first type or B per 2R of the first type, or with the aim of consuming the specified number of low base time-saving times (B).

[0096] In addition to the route from the normal state to the high base time-saving state, there is also a route directly from the low base time-saving state to the high base time-saving state. Specifically, when the first type D per 10R occurs in the low base time-saving state or the number of fluctuations (L) reaches 800, the low base time-saving state transitions to the high base time-saving state. Therefore, even when the player is in the low base time-saving state, if the first type D per 10R occurs, the player will transition to the high base time-saving state, so the player can always play with the expectation of transitioning to the high base time-saving state.

[0097] Furthermore, even if the player is in the low base time-saving state, when the number of fluctuations (L) is only a few times remaining until 800 spins, the number of fluctuations (L) will reach 800 by consuming the few remaining fluctuation displays, and the player will surely move to the high base time-saving state, so the player can play with a very high sense of expectation.

[0098] Furthermore, once the high base time-saving state is entered, if the first type 10R F, the first type 2R G, the second type 9R H, and the second type 2R I are all consecutively entered before the second type 9R J is entered, the high base time-saving state will continue after the special game ends, making it possible to acquire a large number of game balls. Furthermore, after the second type 9R J is entered and the high base time-saving state is exited, the game state will enter the normal state, which makes it easier to enter the high base time-saving state, so it is expected that the high base time-saving state will be returned to in a short period of time.

[0099] (Mode background image) Next, there will be explained background images of presentation modes according to the gaming state of the gaming machine 1. FIG.

[0100] As shown in FIG. 7, the gaming machine 1 has three presentation modes: land mode, sea mode, and underwater temple mode. The land mode is a presentation mode corresponding to a low base time-saving state. The sea mode is a presentation mode corresponding to a normal state. The underwater temple mode is a presentation mode corresponding to a high base time-saving state. However, as will be described in detail later, the presentation modes and game states generally have the correspondence relationship described above, but there are exceptional cases where the correspondence relationship does not follow.

[0101] In land mode, land background images (rural background, urban background, desert background) are displayed. In sea mode, underwater background images (shallow water background, deep sea background) are displayed. In ocean temple mode, ocean temple background images are displayed.

[0102] From the perspective of game flow, the game state becomes more advantageous in the order of high base time-saving state, normal state, and low base time-saving state as described above, so the background image of the presentation mode is set to become more advantageous the closer it is to the seabed.

[0103] In the ground mode, three types of background images are provided: a rural background image, an urban background image, and a desert background image, but the background image to be displayed may be changed according to the progress of the number of low base time-saving times (B). For example, the fewer the number of low base time-saving times remaining until the specified consumption, the more likely the desert background image, urban background image, and rural background image are to be displayed in that order.

[0104] Furthermore, as will be described later, when a transition to the sea mode is made under predetermined conditions regardless of whether the game state is the low base time-saving state or the normal state, the game state may be suggested to the player based on the duration of the display of the shallow water background image and the deep sea background image and the transition state. In this case, for example, the more frequently the deep sea background image is displayed, the more likely it is that the game state is the normal state.

[0105] Next, various tables stored in the main ROM 110c will be explained. Figure 8 shows a special symbol win / loss lottery determination table and a normal symbol win / loss lottery determination table of the gaming machine 1.

[0106] (Win / lose lottery decision table) Specifically, Figure 8(a) is a jackpot lottery determination table for the first special pattern display device, Figure 8(b) is a jackpot lottery determination table for the second special pattern display device, and Figure 8(c) is a jackpot lottery determination table for the normal pattern display device.

[0107] As shown in Figure 8(a), the lottery results for the first special symbol are three types: big win, special miss, and normal miss. As shown in Figure 8(b), the lottery results for the second special symbol are three types: big win, small win, and normal miss. The main CPU 110a refers to the jackpot lottery determination tables shown in Figures 8(a) and 8(b) and determines the lottery result based on the acquired jackpot random number value.

[0108] As shown in FIG. 8(c), the result of the lottery based on the normal symbol is either a win or a loss. The main CPU 110a refers to the win lottery determination table shown in FIG. 8(c) and determines the lottery result based on the acquired normal symbol random number value. As shown in FIG. 8(c), the probability of winning based on the normal 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 based on the normal symbol lottery may be changed depending on the game state.

[0109] (Pattern determination table) 9A and 9B are diagrams showing the big win and small win symbol determination tables of the gaming machine 1. Specifically, Fig. 9A shows the big win symbol determination table. The big win symbol determination table associates the type of special symbol display device, special symbol random number value, type of special symbol (type of big win), stop symbol data, and symbol designation command.

[0110] 9(b) is a small win symbol determination table. The small win symbol determination table associates special symbol random number values, special symbol types (types of big wins that are executed by winning in the specific area 19B), stop symbol data, and symbol designation commands. In the gaming machine 1, a small win is established only by drawing the second special symbol, but it is also possible to establish a small win based on the result of drawing the first special game.

[0111] The symbol designation command is composed of one byte of MODE data indicating the classification of the control command and one byte of DATA indicating the content of the control command to be executed. In addition, even if a control command (for example, a variation pattern designation command) is transmitted from another main control board 110 to the performance control unit 120m, which will be described later, the data structure of the command is the same as that of the symbol designation command.

[0112] 10A and 10B are diagrams showing symbol determination tables for losing symbols of the gaming machine 1. Specifically, Fig. 10A is a symbol determination table for special losing symbols, and Fig. 10B is a symbol determination table for normal losing symbols.

[0113] As shown in Fig. 8, the special losing symbol is selected only by the winning / losing lottery using the first special symbol, and therefore the special losing symbol determination table shown in Fig. 10(a) contains only data associated with the first special symbol display device 20. The special losing symbol determination table associates special symbol random number values, special symbol types (types of special losing), stopping symbol data, and symbol designation commands. The normal losing symbol determination table shown in Fig. 10(b) associates the type of special symbol display device, special symbol random number values, special symbol types (types of normal losing), and stopping symbol data.

[0114] When the special pattern starts to change, the main CPU 110a determines a pattern designation command based on the pattern determination table shown in Figures 9 and 10 and the acquired special pattern random number value, and sends the determined pattern designation command to the performance control unit 120m.

[0115] (Special game end setting table) FIG. 11 is a setting table for determining the game state after the special game of the gaming machine 1 is ended.

[0116] The setting table at the end of special game corresponds to the type of special pattern display device, the type of special pattern, the stopping pattern data, the game status information set in the game status buffer, the game status at the end of special game, the low base time reduction number (B), and the high base time reduction status (J).

[0117] The "game status buffer" is a memory area provided in the main RAM 110b, and is a memory area that stores information indicating the game status at the time of a change in which a jackpot is won. As described above, the game status of the gaming machine 1 is composed of a normal state, a low base time-saving state, and a high base time-saving state.

[0118] The game status at the time of the change due to the jackpot win will be normal if the game status information in the game status buffer is "00H", will be low base time-shortened if the game status information in the game status buffer is "01H", and will be high base time-shortened if the game status information in the game status buffer is "02H".

[0119] The main CPU 110a refers to the setting table at the end of the special game shown in Figure 11 and determines the game state after the end of the special game, the number of low-base time reductions (B), and the number of high-base time reductions (J) based on the stop data of the special pattern and the game state information in the game state buffer.

[0120] Below, although it overlaps with the game flow explained using FIG. 6 in part, we will explain the change in the game state when each jackpot symbol stops as a special symbol.

[0121] When special symbol A stops (when A is selected for Type 1 10R) and when special symbol B stops (when B is selected for Type 1 2R), the game status after the special game ends will be normal regardless of the game status information in the game status buffer.

[0122] When the special symbol C stops (when C is selected per Type 1 2R), the game state after the special game ends will be a high base time reduction state in which the upper limit of the number of high base time reductions (J) is 100 if the game state information in the game state buffer is in the normal state, and a low base time reduction state in which the upper limit of the number of low base time reductions (B) is 100 if the game state information in the game state buffer is in the low base time reduction state or the high base time reduction state.

[0123] When the special symbol D stops (when D is selected per Type 1 10R), the game state after the special game ends will be a high base time-saving state in which the upper limit of the number of high base time-saving times (J) is 100, regardless of the game state information in the game state buffer.

[0124] When special pattern F stops (when F is selected per 10R of the first type), when special pattern G stops (when G is selected per 2R of the first type), when special pattern H stops (when H is selected per 9R of the second type), and when special pattern I stops (when I is selected per 2R of the second type), the game state after the special game ends will be a high base time-saving state in which the upper limit of the number of high base time-saving times (J) is 100, regardless of the game state information in the game state buffer.

[0125] When the special symbol J stops (when J is selected for the second type 9R win), the game state after the special game ends will be the normal state regardless of the game state information in the game state buffer.

[0126] In this embodiment, only the second type 9R win J is provided as a jackpot based on the lottery result of the second special symbol that transitions from the high base time-saving state to the normal state after completion, but multiple types of jackpots based on the lottery result of the second special symbol that transitions from the high base time-saving state to the normal state after completion may be provided. Also, as a jackpot based on the lottery result of the second special symbol that transitions from the high base time-saving state to the normal state after completion, one type may be provided instead of two types.

[0127] In this embodiment, when a transition from the normal state to the high base time-saving state is triggered by the occurrence of a jackpot, the upper limit number of times for the high base time-saving count (J) is the same 100 times in any case of jackpot, but the upper limit number of times for the high base time-saving count (J) may be different depending on the type of jackpot that is occurred.

[0128] In this embodiment, the upper limit of the number of high base time-saving times (J) is set to the same 100 in the case where a transition from the normal state to the high base time-saving state is triggered by a jackpot, and in the case where a transition to the high base time-saving state is triggered by a special miss or a normal miss and the number of fluctuations (L) reaching 800, but different upper limits may be set for each case.

[0129] (Setting table for special losing symbols and normal losing symbols) FIG. 12 is a diagram showing a setting table for determining the game state after the special losing symbol of the gaming machine 1 has stopped.

[0130] The setting table for when a special losing symbol stops corresponds to 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 reductions (B), and the number of high-base time reductions (J).

[0131] Below, although it overlaps with the game flow explained using FIG. 6 in part, we will explain the change in the game state when each losing symbol stops as a special symbol.

[0132] When the special pattern a stops (when the special miss a is selected), if the game state before the pattern stops is normal, the game state will become high base time-saving state in which the upper limit of the number of high base time-saving times (J) is 100, if the game state before the pattern stops is low base time-saving state, the game state and the number of low base time-saving times (B) will be maintained, and if the game state before the pattern stops is high base time-saving state, the game state and the number of high base time-saving times (J) will be maintained.

[0133] When special pattern b stops (when special miss b is selected), if the game state before the pattern stops is normal, the game state will become low base time reduction state in which the upper limit of the low base time reduction number of times (B) is 600, if the game state before the pattern stops is low base time reduction state, the game state and low base time reduction number of times (B) will be maintained, and if the game state before the pattern stops is high base time reduction state, the game state and high base time reduction number of times (J) will be maintained.

[0134] When the special pattern c stops (when the special miss c is selected), if the game state before the pattern stops is normal, the game state will become low base time reduction state in which the upper limit of the low base time reduction number of times (B) is 400 times, if the game state before the pattern stops is low base time reduction state, the game state and the low base time reduction number of times (B) will be maintained, and if the game state before the pattern stops is high base time reduction state, the game state and the high base time reduction number of times (J) will be maintained.

[0135] When the special symbol d stops (when the special miss d is selected), if the game state before the symbol stops is normal, the game state will be low base time-saving state in which the upper limit of the low base time-saving number of times (B) is 200 times, if the game state before the symbol stops is low base time-saving state, the game state and the low base time-saving number of times (B) will be maintained, and if the game state before the symbol stops is high base time-saving state, the game state and the high base time-saving number of times (J) will be maintained.

[0136] Although not shown in the table in Figure 12, when special pattern y stops (when a normal miss is selected by drawing the first special pattern) and when special pattern z stops (when a normal miss is selected by drawing the second special pattern), the game state does not change, unlike when a special miss is selected.

[0137] The game state when the symbol stops when a special miss or normal miss is selected is as described above, but there are cases where the game state control is different from the control described above. Specifically, when the number of fluctuations (L) reaches 800 in the normal state or low base time-saving state, the game state becomes a high base time-saving state in which the upper limit of the high base time-saving number (J) is 100, regardless of the type of missing symbol. Also, when the high base time-saving number (J) reaches 100 in the high base time-saving state, the game state becomes a normal state regardless of the type of missing symbol.

[0138] In this embodiment, only one special miss a is provided as a special miss that transitions to the high base time-saving state in the normal state, but multiple types of special misses that transition to the high base time-saving state may be provided. In that case, the upper limit number of high base time-saving times (J) may be set to different numbers depending on the type of special miss that has been achieved.

[0139] (Special game control table) Figure 13 is a diagram showing a special game control table that is referenced when controlling special games on the gaming machine 1. Figure 13(a) is a diagram showing a special game control table for a first type jackpot. In the special game control table for a first type jackpot, stopped symbol data, opening time, opening designation command, table number of the big prize opening / closing control table, ending time, and ending designation command are associated with each of six types of first type jackpots.

[0140] The main CPU 110a, which will be described in detail later, refers to a special game control table for a first type jackpot and controls an opening game, a round game, and an ending game for a first type jackpot based on the stopped symbol data.

[0141] The special game is a game consisting of an opening game, a round game, and an ending game. The opening game is a game that is played from the start of the special game until the first large prize opening 16 or the second large prize opening 17 is controlled to be open for the first time. The round game is a game that is played after the first large prize opening 16 or the second large prize opening 17 has been controlled to be open for a predetermined period of time and then controlled to be closed. The ending game is a game that is played from the end of the last round game until the end of the special game. The opening time is the time from the start of the special game until the start of the first round game, and the ending time is the time from the end of the last round game until the end of the special game.

[0142] The opening designation command and the ending designation command are both commands sent from the main control board 110 to the performance control board 120. As will be described in detail later, upon receiving the opening designation command or the ending designation command, the performance control board 120 controls the performance of the opening game performance or the ending game performance.

[0143] 13(b) is a diagram showing the special game control table for the second type jackpot. The special game control table for the second type jackpot corresponds to the stopped symbol data, opening time, opening designation command, table number of the big prize opening / closing control table, ending time, and ending designation command.

[0144] The main CPU 110a, which will be described in detail later, refers to a special game control table for a second type jackpot and controls an opening game, a round game, and an ending game for a second type jackpot based on the stopped symbol data.

[0145] 13(c) is a diagram showing the special game control table for small wins. The special game control table for small wins corresponds to the stop symbol data, opening time, opening designation command, table number of the large prize opening opening control table, ending time, and ending designation command.

[0146] The main CPU 110a, which will be described in detail later, refers to a special game control table for small win and controls an opening game, a round game, and an ending game for small win based on the stopped symbol data.

[0147] (Big prize opening / closing control table) Figure 14 is a diagram showing the large prize opening opening / closing control table of the gaming machine 1. Figure 14(a) is a diagram showing the large prize opening opening / closing control table for a first type of large prize winning event. The large prize opening opening / closing control table for a first type of large prize winning event associates the table number, round number, large prize opening type, special electric activation number, and the opening time and closing time of the large prize opening for each round of play.

[0148] As mentioned above, there are two types of first-class jackpots: a 10R jackpot and a 2R jackpot, and the opening control of the jackpot slot in each round of play is performed by referring to table number "01" and table number "02."

[0149] As will be described in more detail later, when a round of play is played in the event of a first-class jackpot, the main CPU 110a refers to the first-class jackpot large prize opening / closing control table and performs opening and closing control of the first large prize opening 16 based on the table number.

[0150] 14(b) is a diagram showing a control table for opening and closing the large prize opening for the second type of jackpot. The control table for opening and closing the large prize opening for the second type of jackpot corresponds to the table number, round number, type of large prize opening, special electric activation number, and opening and closing times of the large prize opening for each round of play.

[0151] As mentioned above, there are two types of second-class jackpots: a 9R jackpot and a 2R jackpot, and the opening control of the jackpot slot in each round of play is performed by referring to table number "03" and table number "04."

[0152] As will be described in more detail later, when a round of play is performed in the event of a second-type jackpot, the main CPU 110a refers to the second-type jackpot large prize opening / closing control table and performs opening and closing control of the first large prize opening 16 based on the table number.

[0153] Figure 15 shows the small win large prize opening / closing control table and the small win specific area opening / closing control table of the gaming machine 1. Figure 15(a) shows the small win large prize opening / closing control table. The small win large prize opening / closing control table associates the table number, round number, large prize opening type, special electric activation number, and large prize opening opening opening and closing opening opening times.

[0154] Although the details will be described later, when a small win game is played, the main CPU 110a refers to a small win large prize opening open / close control table to perform opening and closing control of the second large prize opening 17. Note that the opening and closing control of the large prize opening in a small win is only one type of opening and closing control, which repeats opening the second large prize opening 17 for 0.1 seconds and closing it for 0.05 seconds 10 times.

[0155] In this embodiment, there is one type of pattern for the opening and closing control of the second large winning opening 17 during a small win game, but multiple types of patterns may be provided. In this case, by providing multiple types of opening / closing control patterns for the second large winning opening 17 that differ in the ease with which a gaming ball can enter the specific area 19B during a small win game, the likelihood of a second-type jackpot occurring based on a ball entering the specific area 19B may be varied depending on the type of small win. Furthermore, among the multiple types of opening / closing control patterns for the second large winning opening 17, there may be provided a pattern in which a gaming ball can easily enter the specific area 19B during normal play, or a pattern in which a gaming ball cannot easily enter the specific area 19B, thereby varying the likelihood of a second-type jackpot occurring.

[0156] 15(b) is a diagram showing a specific area opening / closing control table for small wins. The specific area opening / closing control table for small wins associates the elapsed time from the opening of the second large prize opening 17 with the opening time at which the specific area 19B is opened by the sliding member 19C moving backward, and the closing time at which the specific area 19B is closed by the sliding member 19C moving forward.

[0157] In this embodiment, there is one type of pattern for the opening and closing control of the specific area 19B in a small win game, but multiple types of patterns may be provided. In this case, multiple types of opening and closing control patterns for the specific area 19B that differ in the ease with which a gaming ball enters the specific area 19B during a small win game may be provided, thereby varying the likelihood of a second type jackpot occurring based on the gaming ball entering the specific area 19B. Furthermore, among the multiple types of opening and closing control patterns for the specific area 19B, a pattern in which it is easy for a gaming ball to enter the specific area 19B during normal play and a pattern in which it is difficult for a gaming ball to enter the specific area 19B may be provided, thereby varying the likelihood of a second type jackpot occurring.

[0158] The main CPU 110a, which will be described in detail later, performs opening and closing control of the specific area 19B by referring to the specific area opening / closing control table for small win when a small win game is played.

[0159] (Special pattern variation pattern determination table) 16, 17, 18, and 19 are diagrams showing special symbol variation pattern determination tables that are referenced to determine the variation pattern of the first special symbol or the second special symbol of the gaming machine 1.

[0160] Specifically, the fluctuation pattern determination table for the first special symbol is composed of three types of tables: one for the normal state (Figure 16), one for the low base time-saving state (Figure 17), and one for the high base time-saving state (Figure 18).

[0161] In addition, the special pattern fluctuation pattern determination table for the second special pattern is composed of two types of tables: one for the period from the end of the jackpot in the high base time-saving state started by the jackpot to the end of the fluctuation on the 30th spin (Figure 19(a)), and one for the entire period in the high base time-saving state started by the special miss or the period from the end of the jackpot in the high base time-saving state started by the jackpot to the 31st spin onwards (Figure 19(b)).

[0162] Therefore, there are five types of tables in the variation pattern determination table for the special symbols of the gaming machine 1. All of these variation pattern determination tables are stored in the main ROM 120c.

[0163] The special symbol variation pattern determination tables shown for the first special symbol in the normal state (Fig. 16), the first special symbol in the low base time-saving state (Fig. 17), and the second special symbol (Fig. 19) are associated with the special symbol, the number of reserved symbols, the random number value for reach determination, the random number value for special symbol variation, the variation pattern of the special symbol, the variation time of the special symbol, and the variation pattern designation command. Note that the variation pattern determination table shown for the first special symbol in the high base time-saving state (Fig. 18) is not associated with the number of reserved symbols and the random number value for reach determination, but is associated with the special symbol, the random number value for special symbol variation, the variation pattern of the special symbol, the variation time of the special symbol, and the variation pattern designation command.

[0164] The random number value for reach determination is a random number value consisting of 100 values ​​with a range of 0 to 99. The random number value for reach determination is not referenced in the case of special symbols corresponding to a jackpot, since reach effects are always performed when a jackpot occurs.

[0165] In addition, the random number value for reach determination is always used for reach effects when a special miss occurs in normal and low-base time-saving modes, and is always used for shortening when a special miss occurs in high-base time-saving modes, so it is not referenced even in the case of special symbols corresponding to special misses. Therefore, the random number value for reach determination is referenced only in the case of special symbols corresponding to normal misses (special symbol y or special symbol z).

[0166] The following explains the first special symbol variation pattern determination table that is referred to in the normal state using Figure 16. In the first special symbol variation pattern determination table that is referred to in the normal state, in the case of a variation display in which special symbol A (A per 1st type 10R) stops, one of variation patterns 10, 11, or 12 is associated with the value of the random number value for special symbol variation.

[0167] The random number value for special symbol fluctuation is a random number value consisting of 100 values ​​with a random number range from 0 to 99. The distribution of fluctuation patterns for special symbol A increases in the order of fluctuation pattern 12, fluctuation pattern 11, and fluctuation pattern 10. In addition, the fluctuation times T10, T11, and T12 for fluctuation patterns 10, 11, and 12 are 20 seconds, 30 seconds, and 50 seconds, respectively.

[0168] In the first special symbol fluctuation pattern determination table that is referenced in the normal state, when special symbol B (B per 1st type 2R), special symbol C (C per 1st type 2R), and special symbol D (D per 1st type 10R) stop, multiple types of fluctuation patterns are associated with the special symbol fluctuation random number value, just as in the case of special symbol A.

[0169] In the variation pattern determination table of the first special symbol that is referred to in the normal state, variation patterns 30 and 31 are associated with each other according to the value of the random number value for special symbol variation as variation patterns when special symbol a (special miss a) stops. Also, as for 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 with each special symbol according to the value of the random number value for special symbol variation, similar to special symbol a.

[0170] Fluctuation patterns 30, 32, 34, and 36, which correspond to special losses in the normal state, all have the same fluctuation time T30 (30 seconds).Furthermore, fluctuation patterns 33, 35, and 37, which correspond to special losses in the normal state, all have the same fluctuation time T32 (40 seconds).

[0171] In the first special symbol fluctuation pattern determination table that is referenced in the normal state, the fluctuation pattern and fluctuation time of the special symbol when the special symbol y (normal miss) stops are allocated according to the number of reserved first special symbols (U1), the random number value for reach determination, and the random number value for special symbol fluctuation.

[0172] Specifically, when the first special symbol reserved number (U1) is 0 or 1, if the reach determination random number value is 0 to 69, variation pattern 40 is associated, and if the reach determination random number value is 70 to 99, any of variation patterns 41, 42, 43, and 44 is associated depending on the value of the special symbol variation random number value. Similarly, when the first special symbol reserved number is 2 or 3, if the reach determination random number value is 0 to 89, variation pattern 45 is associated, and if the reach determination random number value is 90 to 99, any of variation patterns 46, 47, 48, and 49 is associated depending on the value of the special symbol variation random number value.

[0173] In addition, although a maximum of 4 may be stored as the reserved number of special symbols, the variation pattern of the special symbol is determined after subtracting 1 from the reserved number of special symbols. Therefore, when referring to the variation pattern determination table of the special symbol, there is no situation where the reserved number is 4, so the case of reserved number 4 is not included in the variation pattern determination table of the special symbol.

[0174] The fluctuation time T40 of fluctuation pattern 40 is 4 seconds, and the fluctuation time T44 of fluctuation pattern 45 is 2 seconds. Therefore, the average time of the fluctuation time of the special symbol when a normal miss stops is set longer when the first special symbol reserved number (U1) is 0 or 1 than when it is 2 or 3. This is set so that the longer the fluctuation time becomes when the reserved number is small, so that the reserved number can be accumulated more easily when there are few reserved numbers, and so that when there are many reserved numbers, the missing fluctuation can be consumed quickly and the game can proceed smoothly.

[0175] In addition, when special symbol y stops, the variation patterns 42 and 47, in which the random number value for special symbol variation is selected from 50 to 69, all have a variation time of T30 (30 seconds), which is the same variation time as when variation pattern 30 (special symbol a), variation pattern 32 (special symbol b), variation pattern 34 (special symbol c), and variation pattern 36 (special symbol d), which correspond to special misses, stop. As will be described in detail later, in the case of the above variation patterns, all of them perform the same roulette effect, so they have the same variation time.

[0176] Next, we will explain the first special symbol variation pattern determination table referenced in the low base time-saving state using Figure 17. As with the table referenced in the normal state, in the case of a jackpot or special miss, the variation pattern is assigned according to the type of special symbol and the value of the random number for special symbol variation, and in the case of a normal miss, the variation pattern is assigned according to the number of reserved symbols, the random number for reach determination, and the random number for special symbol variation. In either case, the assigned variation pattern is associated with a variation time and a variation pattern designation command.

[0177] The first special symbol fluctuation pattern determination table referenced in the normal state and the low base time-saving state has the same number of fluctuation patterns allocated to each special symbol, and the allocation values ​​of the reserved number, random number value for reach determination, and random number value for special symbol fluctuation are also the same.

[0178] Furthermore, when comparing the fluctuation times of the fluctuation pattern determination tables in the normal state and the low base time-shortening state, the fluctuation times are the same for all fluctuation patterns except for fluctuation pattern 31 (normal state) and fluctuation pattern 64 (low base time-shortening state), which are special pattern fluctuation random number values ​​"20 to 99" when the special pattern is special miss a.

[0179] In addition, the fluctuation time T31 of fluctuation pattern 31 which results in special miss a in the normal state is 50 seconds, and the fluctuation time T44 of fluctuation pattern 64 which results in special miss a in the low base time-saving state is 35 seconds.

[0180] Next, the variation pattern determination table of the first special symbol referred to in the high base time-saving state will be explained using Figure 18. As described above, the variation pattern determination table for the first special symbol in the high base time-saving state is not associated with the reserved number and the random number value for reach determination, but is associated with the special symbol, the random number value for special symbol variation, the variation pattern of the special symbol, the variation time of the special symbol, and the variation pattern designation command.

[0181] In the first special symbol fluctuation pattern determination table in the high base time-saving state, in the case of a jackpot, the fluctuation pattern is assigned according to the type of special symbol and the random number value for the special symbol fluctuation. Also, in the case of a special miss and a normal miss in the high base time-saving state, one type of fluctuation pattern is associated with each special symbol, and the same fluctuation time T59 is associated with each fluctuation pattern. The fluctuation time T59 is a 2-second shortened fluctuation time.

[0182] Next, the variation pattern determination table for the second special symbol will be explained using FIG. 19(a) is a diagram showing a variation pattern determination table for the variation of the second special symbol that is referred to during the period from the end of the jackpot until the variation display up to the 30th spin is performed. In the variation pattern determination table for the second special symbol shown in Fig. 19(a), when the special symbol F (F for the first type 10R) and the special symbol G (G for the first type 2R) stop, multiple types of variation patterns are associated with each special symbol according to the value of the random number value for the special symbol variation, just like the variation pattern determination table for the first special symbol.

[0183] In the second special symbol fluctuation pattern determination table shown in Figure 19 (a), when the special symbol H, special symbol I, and special symbol J corresponding to the small win stop, fluctuation patterns 210, 211, and 212 are associated, respectively. In addition, the fluctuation patterns 210, 211, and 212 all have the same fluctuation time T55 (50 seconds).

[0184] In the second special pattern variation pattern determination table shown in Figure 19(a), the variation pattern and variation time of the special pattern when special pattern z, which is normally a miss, stops are associated with the second special pattern reserved number (U2), the random number value for reach determination, and the random number value for special pattern variation, just as when special pattern y (normally a miss) stops in the first special pattern variation pattern determination table.

[0185] In addition, when the special symbol z stops, the variation patterns 222 and 226, in which the random number value for the special symbol variation is selected from 40 to 89, all have a variation time of T55 (50 seconds), which is the same variation time as when the variation pattern 210 (special symbol H), variation pattern 211 (special symbol I), and variation pattern 212 (special symbol J) corresponding to the small win stop. As will be described in detail later, in the case of the above variation patterns, all of them perform the same chance performance, so they have the same variation time.

[0186] 19(b) is a diagram showing a variation pattern determination table for the second special symbol variation that is referenced in the period other than the period from the end of the jackpot until the variation display up to the 30th spin is performed. Specifically, it is a diagram showing a variation pattern determination table for the second special symbol variation that is referenced in the high base time-saving state after the next variation after the special miss a is established in the normal state, and in the high base time-saving state from the 31st spin onwards after the transition to the high base time-saving state after the end of the jackpot.

[0187] The variation pattern determination table for the second special symbol variation shown in Figure 19(b) has fewer types of variation pattern designation commands than the variation pattern determination table for the second special symbol variation shown in Figure 19(a). Specifically, in Figure 19(a), there are many cases in which multiple variation pattern designation commands are assigned to one type of special symbol according to the value of the random number value for special symbol variation, but in Figure 19(b), only one type of variation pattern designation command is associated with the special symbols except for special symbol z.

[0188] In addition, the fluctuation time of the jackpot fluctuation selected in Fig. 19(b) is set to a shorter time than the fluctuation time of the jackpot fluctuation selected in Fig. 19(a). Specifically, the fluctuation times selected for the special symbol F in Fig. 19(a) are T52 (60 seconds), T51 (40 seconds), and T50 (20 seconds), while the fluctuation time selected for the special symbol F in Fig. 19(b) is T60 (5 seconds). In addition, the fluctuation times selected for the special symbol G, special symbol H, special symbol I, and special symbol J are, like the special symbol F, the fluctuation time T60 selected in Fig. 19(b) is a shorter fluctuation time than each fluctuation time selected in Fig. 19(a).

[0189] Furthermore, the fluctuation time of the failure fluctuation selected in Figure 19(b) is set to a shorter time than the fluctuation time of the failure fluctuation selected in Figure 19(a). Specifically, the fluctuation time selected for the special symbol z, which is a normal failure in Figure 19(a), is T58 (60 seconds), T55 (50 seconds), T57 (20 seconds), T56 (6 seconds), and T59 (3 seconds). On the other hand, the fluctuation time selected for the special symbol z, which is a normal failure in Figure 19(b), is T61 (2 seconds), and T62 (1 second).

[0190] As a result, the second special symbol fluctuation time is more likely to be selected in the fluctuation pattern determination table of Fig. 19(b) than in the fluctuation pattern determination table of Fig. 19(a). In other words, the second special symbol fluctuation time is set to be shorter in the fluctuation display after the next fluctuation display after the special miss a is established, and in the fluctuation display after the 31st spin after the end of the jackpot, than in the fluctuation display from the end of the jackpot to the 30th spin.

[0191] Therefore, the game progresses faster from the next variable display after the special miss A is established, and in the high base time-saving state from the 31st spin onwards after the end of the jackpot, compared to the high base time-saving state from the 30th spin onwards after the end of the jackpot. As will be explained in more detail later, in the high base time-saving state, three different presentation modes are executed depending on the period "from the next variable display after the special miss A is established," "from the 31st spin onwards after the end of the jackpot," and "from the 30th spin onwards after the end of the jackpot."

[0192] As will be described in more detail later, the main CPU 110a refers to the special pattern variation pattern determination table shown in Figure 16, Figure 17, Figure 18, or Figure 19, and determines the special pattern variation pattern, special pattern variation time, and variation pattern designation command based on the type of special pattern display, the type of special pattern, the number of reserved special patterns, the random number value for reach determination, and the random number value for special pattern variation.

[0193] Furthermore, as will be described in detail later, the performance control board 120 controls the game performance based on the variation pattern designation command received from the main control board 110. The performance contents in Figures 16, 17, 18, and 19 show examples of performances that the performance control board 120 executes in response to each variation pattern designation command.

[0194] The following describes each of the effects shown in FIG. 16, FIG. 17, FIG. 18, or FIG. "Reach" refers to a variation mode in which, after all decorative symbols 36 have been displayed, decorative symbols of the same type temporarily stop on the left symbol 36L and the right symbol 36R, while the variation of the center symbol 36C that has not been temporarily stopped continues. If the center symbol 36C that temporarily stops last is the same type as the left symbol 36L and the right symbol 36R that temporarily stopped earlier, this is a combination of decorative symbols 36 that indicates a jackpot. If the center symbol 36C that temporarily stops last is a different type from the left symbol 36L and the right symbol 36R that temporarily stopped earlier, this is a combination of decorative symbols 36 that indicates a loss.

[0195] "Normal fluctuation" and "shortened fluctuation" refer to fluctuations in which multiple decorative symbols 36 do not reach a winning result during the fluctuation, but stop with different types of decorative symbols 36. Also, the fluctuation time of "normal fluctuation" is longer than that of "shortened fluctuation."

[0196] However, when the combination of decorative symbols 36 resulting in a miss is a specific combination, it may be a combination of decorative symbols 36 indicating a specific jackpot (for example, "0", "0", "7", etc.). Also, by temporarily stopping a type of decorative symbol 36 indicating a specific jackpot on the middle symbol 36C in a reach miss, it may be a combination of decorative symbols 36 indicating a specific jackpot (for example, "1", "2R hit", "1", etc.).

[0197] A "normal reach" is a reach effect with a low probability of winning, in which the left and right symbols 36L and 36R of the same type temporarily stop while the middle symbol 36C fluctuates. An "SP reach" is a reach with a higher probability of winning than a normal reach, and is an effect that uses characters or the like on a background different from 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 jackpot, in which three decorative symbols 36 of the same type are combined and fluctuate at a slow speed.

[0198] A "roulette effect" is an effect that is executed after a pattern combination of decorative patterns 36 indicating a missed reach (for example, "3," "2," "3") is temporarily stopped, and indicates a change in the effect mode or a continuation of the effect mode.

[0199] As shown in Figures 16 and 17, the roulette effect is an effect that is executed when the first special symbol is a special miss or part of a normal miss. The results that make up the roulette effect are three types of images corresponding to "land mode," "sea mode," and "underwater temple mode." Details will be described later, but the image corresponding to "land mode" is an image with the word "land" 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.

[0200] The roulette effect notifies the player of a change in the presentation mode or continuation of the presentation mode based on the final result of the roulette according to the game flow described above. Note that the roulette effect is executed only when the first special symbol is displayed in the ocean mode, and is not executed when the second special symbol is displayed in the ocean mode.

[0201] When the roulette effect indicates a change in mode effect, the background image is switched to a background image corresponding to the new mode. When the roulette effect indicates a continuation of the mode effect, the currently displayed background image is maintained, or the display is switched to a different background image within the same mode (for example, in ocean mode, the background image is switched from a "shallow water background image" to a "deep sea background image").

[0202] A "battle effect" is an effect that notifies of a successful jackpot or a transition or continuation of the effect mode by displaying the outcome of the battle (win, loss, draw), and is an effect that can only be executed when the effect mode is sea mode.

[0203] The battle victory effect is executed when C or a special miss a is achieved for 2R of the first type in the normal sea mode, and when D is achieved for 10R of the first type in the low base time-saving state and normal sea mode. In either case, the game state will transition to the high base time-saving state.

[0204] The battle defeat effect is executed when special miss b, special miss c, or special miss d occurs in normal sea mode (when the game state transitions to low base time reduction state). Also, the battle defeat effect is executed when some special miss occurs in sea mode in low base time reduction state (when the game state maintains low base time reduction state).

[0205] The battle draw effect is executed when A for 10R of the first type, B for 2R of the first type, or a normal miss occurs (when the game state maintains the normal state) in the sea mode in the normal state. The battle draw effect is also executed when some special miss occurs in the sea mode in the low base time-saving state (when the game state maintains the low base time-saving state). Details of the battle effect will be described later.

[0206] A "chance effect" is an effect that is executed after a pattern combination of decorative patterns 36 indicating a missed reach (for example, "5", "4", "5") is temporarily stopped, and is an effect that indicates a small win or a missed reach.

[0207] The chance effect is executed when the second special symbol is a small win or part of a normal miss. The chance effect is executed only when the second special symbol is displayed as a variable, and is not executed when the first special symbol is displayed as a variable.

[0208] In the chance effect, one of three types of images is displayed: "9R win," "2R win," or "Miss." Specifically, the chance effect is an effect in which one of the three types of images appears from within a treasure chest image that resembles a treasure chest, and the image that appears notifies the winning result.

[0209] The image that appears from the treasure chest image is an image of "9R win" if the second special pattern is H for 2nd type 9R or J for 2nd type 9R, an image of "2R win" if the second special pattern is I for 2nd type 2R, and an image of "lose" if the second special pattern is a regular miss.

[0210] The treasure chest image is made up of three different designs, and the likelihood of winning varies depending on the type of treasure chest image. In the case of a poor treasure chest, a losing image is more likely to appear, in the case of a normal treasure chest, all three types appear equally, and in the case of a luxurious treasure chest, 9R winning images and 2R winning images are more likely to appear.

[0211] The "instant win effect" is an effect in which the left symbol 36L, right symbol 36R, and center symbol 36C stop in sequence at high speed, lining up the jackpot symbols, without any effects that hint at whether or not a jackpot will be reached through reach effects. In the case of a Type 1 jackpot (special symbol F, special symbol J), a combination of identical decorative symbols 36 stops and displays. In the case of a Type 2 jackpot (special symbol H, special symbol I, special symbol J), the same decorative symbol 36 stops and displays on the left symbol 36L and right symbol 36R, and then a special symbol ("V hit") indicating a small jackpot win stops and displays on the center symbol 36C.

[0212] As mentioned above, after the special game of Type 2 9R win H ends, the game state enters the high base time-saving state, and after the special game of Type 2 9R win J ends, it returns to the normal state. When the notification image announcing a Type 2 9R win is displayed in the chance effect, it is difficult to distinguish which Type 2 9R win has been won, and the effect during the jackpot notifies the player which win it is. Details of the effect during the jackpot that notifies the player which jackpot it is will be described later.

[0213] Further, as will be explained in more detail later using a flowchart, if the game ball does not pass through the specific area 19B of the second large prize opening 17 during a small win game that triggers a transition to special pattern H, special pattern I, or special pattern J in a high base time-saving state, the game state after the end of the small win game will transition from the high base time-saving state to the normal state.

[0214] (Pre-judging table for jackpot lottery) 20 and 21 are diagrams showing pre-determination tables that are referred to in order to determine in advance the results of the jackpot lottery for the gaming machine 1. Fig. 20 is a diagram showing a pre-determination table for the jackpot lottery for the first special symbol. Fig. 21 is a diagram showing a pre-determination table for the jackpot lottery for the second special symbol.

[0215] Specifically, Fig. 21(a) is a diagram showing a pre-determination table for the jackpot lottery for the second special symbol, which is referred to during the period from the end of the jackpot to the 30th spin when the variable display is performed. Fig. 21(b) is a diagram showing a pre-determination table for the jackpot lottery for the second special symbol, which is referred to during the period from the end of the jackpot to the 31st spin when the variable display is performed after the special miss a is established.

[0216] As shown in Figures 20 and 21, the pre-determination table for the jackpot lottery associates special symbol random number values, reach determination random number values, special symbol variation random number values, winning information, and start winning designation commands.

[0217] Although the details will be described later, the entry of a game ball into the first start hole 14 or the second start hole 15 triggers the acquisition of a special symbol random number value, a reach determination random number value, and a special symbol variation random number value for that entry. By using these acquired random number values ​​and a pre-determination table for the jackpot lottery, it becomes possible to determine the lottery result for the variable display based on that entry before the variable display based on that entry starts.

[0218] The pre-determination table for the jackpot lottery shown in Figures 20 and 21 and the special symbol variation pattern determination table shown in Figure 16, 17, or 19 are similar tables. However, they differ in that the pre-determination table for the jackpot lottery is referenced when the game ball enters the starting hole, whereas the special symbol variation pattern determination table is referenced when the special symbol begins to vary.

[0219] The common part between the pre-determination table for the jackpot lottery and the special symbol variation pattern determination table is the allocation of variation patterns for the lottery results of jackpot, small win, and special miss. Therefore, for variations that result in jackpot, small win, or special miss, the planned variation pattern and performance content can be grasped at the pre-determination stage, so it is possible to perform a performance (pre-reading performance) for the planned variation before the variation display begins. The pre-reading performance will be described later.

[0220] The difference between the pre-determination table for the jackpot lottery and the special symbol variation pattern determination table is the allocation of variation patterns for normal misses. Specifically, the pre-determination table for the jackpot lottery does not have an allocation of variation patterns according to the reserved number, whereas the special symbol variation pattern determination table has an allocation of variation patterns according to the reserved number.

[0221] Specifically, the distribution of random numbers for determining whether or not a win is within reach for a normal miss in Figure 20 ("0 to 89" and "90 to 99") is different from the distribution of random numbers for determining whether or not a win is within reach for a normal miss (reserved numbers "0, 1") in Figures 16 and 17 ("0 to 69" and "70 to 99"), and is the same as the distribution of random numbers for determining whether or not a win is within reach for a normal miss (reserved numbers "2, 3") in Figures 16 and 17 ("0 to 89" and "90 to 99").

[0222] In other words, even if the first special symbol is a normal miss, if the random number value for reach determination is "70 to 89", it may be a reach miss (reserved number "0, 1") or a non-reserved miss (reserved number "2, 3") depending on the number of reserved numbers at the start of the fluctuation. At the pre-determination stage, it is impossible to know the number of reserved numbers at the start of the fluctuation, so in the pre-determination, only the random number value for reach determination, "90 to 99", which will result in a reach regardless of the number of reserved numbers, is pre-determined as a reach fluctuation effect.

[0223] Therefore, when the first special symbol is a normal miss, if the random number value for reach determination is "90 to 99", it is possible to perform a pre-reading effect that confirms a reach, but if the random number value for reach determination is "70 to 89", it is not possible to perform a pre-reading effect that confirms a reach, and only pre-reading effects that make a reach highly likely can be executed.

[0224] Similarly, since it is not possible to know the number of reserved symbols at the start of the fluctuation in advance, if the first special symbol is a normal miss and the random number value for reach judgment is "0 to 69", it is not possible to know in advance whether a normal fluctuation or a shortened fluctuation will occur. In addition, even if the second special symbol is a normal miss, the same situation may occur as in the case of a normal miss with the first special symbol described above.

[0225] (Display screen of image display device) Next, in order to explain the look-ahead effect, we will leave the explanation of the tables stored in the main ROM 110c and explain an outline of the screen displayed on the image display device 31 with reference to FIG.

[0226] 22 is a diagram showing an example of a display screen displayed on the image display device 31 of the gaming machine 1. The decorative symbols 36 are composed of a left symbol 36L, a center symbol 36C, a right symbol 36R, and a fourth symbol 36Z. The left symbol 36L, the center 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.

[0227] A variable image 40 corresponding to the currently occurring variable is displayed in the lower center of the image display device 31. On the left side of the variable image 40, a first reserved image 41(1) of the first reserved symbol of the first special symbol (the reserved symbol that will be the first to wait for a variable) and a first reserved image 41(2) of the second reserved symbol of the first special symbol (the reserved symbol that will be the second to wait for a variable) are displayed. When the number of reserved symbols of the first special symbol is the maximum value of four, a first reserved image 41(3) of the third reserved symbol of the first special symbol (the reserved symbol that will be the third to wait for a variable) and a first reserved image 41(4) of the fourth reserved symbol of the first special symbol (the reserved symbol that will be the fourth to wait for a variable) are displayed on the left side of the first reserved image (2).

[0228] A second reserved image 42(1) of the first reserved second special symbol (a reserved symbol with the first variable standby) is displayed on the right side of the variable image 40. When the number of reserved second special symbols is the maximum value of four, a second reserved image 42(2) of the second reserved second special symbol (a reserved symbol with the second variable standby), a second reserved image 42(3) of the third reserved second special symbol (a reserved symbol with the third variable standby), and a second reserved image 42(4) of the fourth reserved second special symbol (a reserved symbol with the fourth variable standby) are displayed on the right side of the second reserved image (1).

[0229] The fourth symbol 36Z, the first reserved number image 43, and the second reserved number image 44 are displayed in the lower left of the image display device 31. The first reserved number image indicates the reserved number of the first special symbol by a number. The second reserved number image indicates the reserved number of the second special symbol by a number. The number of images of the first reserved image 41 and the number shown in the first reserved number image 43 are the same, and the number of images of the second reserved image 42 and the number shown in the second reserved number image 44 are the same.

[0230] When the number of reserved first special symbols increases due to a game ball entering the first starting hole 14, a first reserved image 41 and a first reserved number image 43 corresponding to the increased reserved number are displayed. When the number of reserved second special symbols increases due to a game ball entering the second starting hole 15, a second reserved image 42 and a second reserved number image 44 corresponding to the increased reserved number are displayed.

[0231] When the first special symbol starts to change and the reserved number of the first special symbol decreases, a first reserved image 41 and a first reserved number image 43 corresponding to the reserved number after the decrease are displayed. When the second special symbol starts to change and the reserved number of the second special symbol decreases, a second reserved image 42 and a second reserved number image 44 corresponding to the reserved number after the decrease are displayed.

[0232] In addition, the display change of the first reserved image 41 in response to an increase / decrease in the number of reserved first special symbols is a change effect accompanied by animation of a predetermined time, whereas the display change of the first reserved number image 43 is a change effect without animation of a shorter time than the predetermined time.

[0233] Therefore, the execution time of the display change effect of the first reserved image 41 according to the increase / decrease in the reserved number of the first special pattern is longer than the execution time of the display change effect of the first reserved number image 43 according to the increase / decrease in the reserved number of the first special pattern. Similarly, the execution time of the display change effect of the second reserved image 42 according to the increase / decrease in the reserved number of the second special pattern is longer than the execution time of the display change effect of the second reserved number image 44 according to the increase / decrease in the reserved number of the second special pattern.

[0234] The variable image 40 is hidden when the variable display of the first special symbol ends. As the variable image 40 is hidden, the first reserved image 41(1) moves to the position where the variable image 40 was displayed and changes to the variable image 40. As the first reserved image 41(1) moves, 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). In addition, as for the second reserved image 42, when the variable display of the second special symbol ends, the movement and display change are performed in the same way as the first reserved image 41.

[0235] The first reserved image 41 is composed of images of the same design in multiple colors (white, blue, yellow, green, red, rainbow). The first reserved image 41 indicates the likelihood of a jackpot for the variable display of the reserved image by its display color. The likelihood of a jackpot according to the display color of the first reserved image 41 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 color that has a higher likelihood of a jackpot than the current display color.

[0236] The display color of the first reserved image 41 to be displayed is determined based on the advance judgment of the jackpot lottery described above. In this way, the performance performed based on the advance judgment of the jackpot lottery will be referred to as a "pre-reading performance" hereinafter. In addition, among the pre-reading performances, those that change the display color of the first reserved image 41 or the second reserved image 42 will be referred to as a "pre-reading reserve change performance" hereinafter.

[0237] In the pre-reading hold change performance, the first hold image 41 can be displayed in rainbow, red, and green display colors only when the change display scheduled for the hold in question is a reach change as determined in advance. On the other hand, the first hold image 41 in yellow, blue, and white display colors is displayed whether the change is a reach change or a non-reach change.

[0238] As described above, the pre-reading effect is performed to suggest the possibility of a jackpot in the variable display of the reserved lottery that is the pre-reading target, but it may also be performed to suggest the possibility of a specific miss occurring. Specifically, the pre-reading effect may be performed based on the determination that a special miss A will occur in the normal state in the advance determination of the jackpot lottery.

[0239] In addition, the prediction effect may be performed according to the remaining number of low-base time-saving times (B) without being based on a pre-determination of the jackpot lottery. As will be described in detail later, the gaming machine 1 suggests a transition of the gaming state to the normal state in the low-base time-saving state by executing a specific presentation mode, but it may also be performed by a prediction effect.

[0240] (Normal pattern determination table) Returning to the explanation of the tables stored in the main ROM 110c, Fig. 23 is a diagram showing various determination tables for normal symbols of the gaming machine 1. Fig. 23(a) is a diagram showing the normal symbol determination table of the gaming machine 1. In the normal symbol determination table, the game state, the win / lose determination result, the type of normal symbol, the stop symbol data, and the normal symbol designation command are associated with each other.

[0241] The main CPU 110a determines the normal symbol and the stop symbol data by referring to the normal symbol determination table based on the winning lottery determination table shown in Figure 8(c), the winning / losing determination result determined based on the normal symbol random number value, and the current game state. The main CPU 110a determines the normal symbol designation command based on the determined normal symbol and the stop symbol data, and transmits the determined normal symbol designation command to the performance control board 120.

[0242] 23(b) is a diagram showing a normal symbol variation pattern determination table. The normal symbol variation pattern determination table corresponds to the game state, the result of the win / loss judgment, the normal symbol variation pattern, the variation time, and the normal symbol variation designation command. In each game state, the variation time is the same when the win / loss judgment is made, but the variation time may be different depending on the win / loss judgment.

[0243] The main CPU 110a determines the normal symbol variation pattern by referring to the normal symbol variation pattern determination table shown in Figure 23(b) based on the winning lottery determination table shown in Figure 8(c), the winning / losing determination result determined based on the normal symbol random number value, and the current game state. The main CPU 110a determines the normal symbol variation pattern based on the determined normal symbol variation pattern, and transmits the determined normal symbol variation command to the performance control board 120.

[0244] (Auxiliary Game Control Table) Figure 24 is a diagram showing the auxiliary game table of the gaming machine 1. Figure 24(a) is a diagram showing the auxiliary game control table. The auxiliary game control table is associated with a game state, stopped symbol data, opening time, table number of the auxiliary game movable piece opening / closing control table, and ending time.

[0245] The main CPU 110a determines the opening time, the table number of the auxiliary game movable piece control table, and the ending time based on the stopped symbol data, with reference to the auxiliary game control table.

[0246] (Auxiliary game movable piece opening and closing control table) 24(b) is a diagram showing the auxiliary game movable piece opening / closing control table, which associates the table number of the auxiliary game movable piece control table, 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.

[0247] The main CPU 110a refers to the auxiliary game movable piece opening / closing control table based on the table number of the auxiliary game movable piece control table, and determines 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.

[0248] (Various storage areas) Figure 25 is a diagram showing various storage areas set in the main RAM 110b of the gaming machine 1. Figure 25(a) is a diagram showing a special symbol storage area. The special symbol storage area has a 0th storage section corresponding to the variation, a first special symbol storage area in which judgment information acquired when the gaming ball enters the first starting hole 14 is stored, and a second special symbol storage area in which judgment information acquired when the gaming ball enters the second starting hole 15 is stored.

[0249] The first special symbol storage area has a first storage unit corresponding to the first reservation, a second storage unit corresponding to the second reservation, a third storage unit corresponding to the third reservation, and a fourth storage unit corresponding to the fourth reservation. Similarly, the second special symbol storage area has a first storage unit corresponding to the first reservation, a second storage unit corresponding to the second reservation, a third storage unit corresponding to the third reservation, and a fourth storage unit corresponding to the fourth reservation.

[0250] The number of judgment information stored in the first memory section to the fourth memory section of the first special pattern memory area is the first special pattern reserved number (U1), and the number of judgment information stored in the first memory section to the fourth memory section of the second special pattern memory area is the second special pattern reserved number (U2).

[0251] 25(b) is a diagram showing each memory section of the special symbol memory area. As shown in FIG. 25(b), each memory section of the first special symbol memory area and the second special symbol memory area has an area for storing a jackpot random number value, a special symbol random number value, a random number value for special symbol variation, and a random number value for reach determination.

[0252] When a gaming ball enters the first starting hole 14 and judgment information is acquired, the acquired judgment information is stored in the smallest-numbered memory section among the first to fourth memory sections of the first special symbol memory area in which judgment information is not stored. Similarly, when a gaming ball enters the second starting hole 15 and judgment information is acquired, the acquired judgment information is stored in the smallest-numbered memory section among the first to fourth memory sections of the second special symbol memory area in which judgment information is not stored.

[0253] When the start condition for the variable display of the first special symbol is met, the judgment information stored in the first memory of the first special symbol memory area is shifted to the 0th memory of the special symbol memory area. Similarly, when the start condition for the variable display of the second special symbol is met, the judgment information stored in the first memory of the second special symbol memory area is shifted to the 0th memory of the special symbol memory area. Then, when the variable display of the special symbol for which the start condition is met is performed, the judgment information shifted to the 0th memory is referenced to perform the variable display of the special symbol.

[0254] 25(c) is a diagram showing the normal symbol determination area. The normal symbol storage area has a 0th storage unit corresponding to the change, a 1st storage unit corresponding to the 1st reservation, a 2nd storage unit corresponding to the 2nd reservation, a 3rd storage unit corresponding to the 3rd reservation, and a 4th storage unit corresponding to the 4th reservation.

[0255] 25(d) is a diagram showing each memory unit of the normal symbol memory area. As shown in FIG. 25(d), each memory unit of the normal symbol memory area has an area for storing normal symbol random number values. Since there is only one normal symbol variation pattern for each winning / losing determination result in each game state, no normal symbol variation random number value is provided for allocating the normal symbol variation pattern.

[0256] When a normal symbol random number value is acquired by a game ball passing through the normal symbol gate 13, the acquired judgment information is stored in the smallest numbered memory section among the first to fourth memory sections of the normal symbol storage area in which no judgment information is stored.

[0257] When the start condition for the variable display of the normal symbol is met, the judgment information stored in the first memory section of the normal symbol memory area is shifted to the 0th memory section of the normal symbol memory area. Then, when the variable display of the normal symbol for which the start condition is met is performed, the judgment information shifted to the 0th memory section is referenced to perform the variable display of the normal symbol.

[0258] Next, the progress of the game performed by the main control board 110 in the gaming machine 1 will be specifically described using a flowchart.

[0259] (Main processing of the main control board) 26 is a diagram showing a flowchart of the main processing of the main control board 110 of the gaming machine 1. The main processing is started when power is supplied to the main control board 110 by the power supply board 170 and a system reset occurs in the main CPU 110a.

[0260] As shown in FIG. 26, the main CPU 110a executes initialization processing in step S10. In the initialization processing, the main CPU 110a loads game control programs and game control data from the main ROM 110c into the main RAM 110b in response to power-on. Thereafter, the main CPU 110a determines whether to restore data based on the on / off state of the RAM clear SW 111a provided on the rear surface of the gaming machine 1 at the time of power-on, and the power interruption occurrence information and checksum contents backed up in the power interruption monitoring processing (S20) at the time of the previous power interruption. If it is determined that the data should be restored, the data in the main RAM 110b is restored, and if it is determined that the data should not be restored, the main RAM 110b is cleared (RAM clear). Details of the initialization processing will be described later.

[0261] Next, in step S20, the main CPU 110a executes a power interruption monitoring process. In the power interruption monitoring process, the main CPU 110a monitors whether or not a power interruption has occurred in the gaming machine 1. If a power interruption has occurred, the main CPU 110a controls the launch solenoid 4a and the ball feed solenoid 4b to stop the launch of gaming balls. The main CPU 110a also clears the output port and stops the payout of gaming balls by the payout device. Furthermore, the main CPU 110a creates and saves a checksum in the main RAM 110b and sets power interruption occurrence information, and then prohibits access to the main RAM 110b to prepare for a power interruption. The power interruption monitoring process will be described in detail later.

[0262] Next, in step S30, the main CPU 110a performs a game random number value update process. In the game random number value update process, the main CPU 110a updates the random number value for reach determination and the random number value for special symbol variation. Next, in step S40, the main CPU 110a performs an initial random number value update process. In the initial random number value update process, the main CPU 110a updates the jackpot initial random number value, normal symbol initial random number value, and special symbol initial random number value.

[0263] The main CPU 110a thereafter repeats the loop process from step S20 to step S40. During this loop process, the main CPU 110a executes a timer interrupt process, which will be described later, by generating a clock pulse at a predetermined cycle (for example, every 4 ms) by a reset clock pulse generating circuit provided on the main control board 110.

[0264] (Main control board initialization process) 27 and 28 are diagrams showing a flowchart of the initialization process of the gaming machine 1 in step S10 in FIG.

[0265] In step S10-1, the main CPU 110a performs a security check of the main CPU 110a and waits for 2000 ms before processing.

[0266] In step S10-2, the main CPU 110a permits access to the main RAM 110b. Next, in step S10-3, the main CPU 110a sets up the serial communication port.

[0267] 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 upon receiving this signal, the watchdog timer is cleared. If the processing of the main control unit 110m has stopped or if an infinite loop of a specific process is being performed, 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.

[0268] Next, in step S10-5, the main CPU 110a transmits a power-on command to the performance control board 120. Next, in step S10-6, the main CPU 110a detects inputs from the touch sensor 3a and the launch volume 3b, and controls the launch solenoid 4a and the ball feed solenoid 4b to enable the launch of the game ball.

[0269] Next, in step S10-7, the main CPU 110a determines whether the RAM clear SW 111a is on. If the RAM clear SW 111a is on, the main CPU 110a proceeds to step S10-11 (FIG. 28), and if the RAM clear SW 111a is off, the main CPU 110a proceeds to step S10-8.

[0270] Next, in step S10-8, the main CPU 110a determines whether the power interruption occurrence information stored in the main RAM 110b is normal. If the power interruption occurrence information is normal, the main CPU 110a proceeds to step S10-9. If the power interruption occurrence information is not normal, the main CPU 110a proceeds to step S10-11.

[0271] Next, in step S10-9, main CPU 110a calculates a checksum of main RAM 110b. Next, in step S10-10, main CPU 110a determines whether the calculated checksum is normal. If the calculated checksum is normal, main CPU 110a proceeds to step S10-16 (FIG. 28), and if the calculated checksum is not normal, proceeds to step S10-11.

[0272] Whether the calculated checksum is normal or not is determined by checking whether the checksum calculated and stored in the main RAM 110b at the time of the previous power outage matches the checksum newly calculated in step S10-9.

[0273] In step S10-11, the main CPU 110a clears the used area of ​​the main RAM 110b. Next, in step S10-12, the main CPU 110a sets the RAM for when backup is not valid. Next, in step S10-13, the main CPU 110a clears the watchdog timer.

[0274] Next, in step S10-14, the main CPU 110a sends a RAM clear command to the performance control board 120, and proceeds to step S10-15. In addition, in the performance control board 120 that has received the RAM clear command, processing for executing a RAM clear preparation notification is performed.

[0275] "RAM clear preparation notification" refers to processing such as displaying an image on the image display device 31 to notify that a RAM clear will be performed, emitting a specific light from a performance lighting device such as the first performance lighting device 340a, or outputting a specific audio signal from the audio output device 32 ("RAM clear in progress").

[0276] Next, in step S10-15, the main CPU 110a initializes the devices around the CPU, and proceeds to step S10-19. Specifically, the main CPU 110a sets the output settings for the performance control board 120, the settings for the CTC (counter timer circuit) to be used, and the interrupt timer (4 ms) of the CTC to be used.

[0277] In step S10-16, the main CPU 110a performs RAM settings when the backup is valid. Specifically, the main CPU 110a clears the backup flag and checksum stored in the main RAM 110b, and then restores data in each used area of ​​the main RAM 110b based on the power interruption occurrence information.

[0278] The data that is restored based on the power outage information is data stored in data storage areas such as the special symbol memory area, special symbol special power processing data memory area, stop symbol data memory area, normal symbol reserved memory area, normal symbol normal power processing data memory area, normal symbol data memory area, game status flag memory area, specific area winning flag memory area, game status buffer, number of rounds (R) counter, number of balls entering the large prize slot (C) counter, number of first special symbol reserved (U1) counter, number of second special symbol reserved (U2) counter, number of normal symbol reserved (G) counter, number of low base time reductions (B) counter, number of high base time reductions (J) counter, number of fluctuations (L) counter, number of openings (S) counter, special power operation number (K) counter, special symbol time counter, special game timer counter, normal symbol time counter, auxiliary game timer counter, and transmission data storage area for effects.

[0279] Next, in step S10-17, the main CPU 110a performs initial settings for the devices around the CPU. Specifically, it sets the output settings for the performance control board 120, the settings for the CTC (counter timer circuit) to be used, and the interrupt timer (4 ms) of the CTC to be used.

[0280] Next, in step S10-18, the main CPU 110a determines whether the game status stored in the game status flag storage area of ​​the main RAM 110b is a normal status. If the game status stored in the game status flag storage area of ​​the main RAM 110b is a normal status, the main CPU 110a proceeds to step S10-19. If the game status stored in the game status flag storage area of ​​the main RAM 110b is not a normal status, the main CPU 110a proceeds to step S10-20.

[0281] In step S10-19, the main CPU 110a sends a power restoration command corresponding to the normal state to the performance control board 120, and proceeds to step S10-23. The reason that step S10-19 is performed after step S10-15 is because the normal state is set in the game status flag storage area of ​​the main RAM 110b in step S10-12.

[0282] In step S10-20, the main CPU 110a determines whether the game status stored in the game status flag storage area of ​​the main RAM 110b is in the low base time-shortened state. If the game status stored in the game status flag storage area of ​​the main RAM 110b is in the low base time-shortened state, the main CPU 110a proceeds to step S10-21, and if the game status stored in the game status flag storage area of ​​the main RAM 110b is not in the low base time-shortened state, the main CPU 110a proceeds to step S10-22.

[0283] In step S10-21, the main CPU 110a transmits a power restoration designation command corresponding to the low base time-shortening state to the performance control board 120, and proceeds to step S10-23.

[0284] In step S10-22, the main CPU 110a transmits a power restoration designation command corresponding to the high base time-shortening state to the performance control board 120, and proceeds to step S10-23.

[0285] In step S10-23, the main CPU 110a transmits a game state designation command corresponding to the game state after power restoration to the performance control board 120, and ends the initialization process.

[0286] (Main control board power shutdown monitoring process) FIG. 29 is a diagram showing a flowchart of the power supply cutoff monitoring process of the gaming machine 1.

[0287] In step S20-1, the main CPU 110a sets interrupt prohibition. Next, in step S20-2, 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 when a power outage detection signal is input from a power supply detection circuit (not shown) provided on the power supply board 170.

[0288] If the main CPU 110a determines that a power interruption has occurred, the process proceeds to step S20-4, and if the main CPU 110a determines that a power interruption has not occurred, the process proceeds to step S20-3.

[0289] In step S20-3, the main CPU 110a sets interrupt permission and ends the power cutoff monitoring process.

[0290] In step S20-4, the main CPU 110a stops the launch of the game balls by controlling the launch solenoid 4a and the ball feed solenoid 4b. Next, in step S20-5, the main CPU 110a clears the output port. Next, in step S20-6, the main CPU 110a sends a power-off command to the payout control board 130. Based on receiving the power-off command, the payout control board 130 sends a command regarding the output of external information to the main CPU 110a. In step S20-7, the main CPU 110a saves the command regarding the output of external information received from the payout control board 130.

[0291] In step S20-8, the main CPU 110a calculates a 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.

[0292] The data that the main CPU 110a targets when calculating the checksum is data stored in data storage areas such as the special symbol memory area, special symbol special power processing data memory area, stop symbol data memory area, normal symbol reserved memory area, normal symbol normal power processing data memory area, normal symbol data memory area, game status flag memory area, specific area winning flag memory area, game status buffer, number of rounds (R) counter, number of balls entering the large prize slot (C) counter, number of first special symbol reserved (U1) counter, number of second special symbol reserved (U2) counter, number of normal symbol reserved (G) counter, number of low base time reductions (B) counter, number of high base time reductions (J) counter, number of fluctuations (L) counter, number of openings (S) counter, special power operation number (K) counter, special symbol time counter, special game timer counter, normal symbol time counter, auxiliary game timer counter, and transmission data storage area for effects.

[0293] Next, in step S20-9, the main CPU 110a sets a backup flag to be referenced when power is restored in a predetermined area of ​​the main RAM 110b. Next, in step S20-10, the main CPU 110a prohibits access to the main RAM 110b. Thereafter, the main CPU 110a performs an infinite loop process and waits until the supply of power supply voltage is completely cut off.

[0294] (Timer interrupt processing on the main control board) 30 is a diagram showing a flowchart of the timer interrupt process of the main control board 110 of the gaming machine 1. Except for special cases such as when the power is turned on or off, the main CPU 110a executes the timer interrupt process at every generation period (for example, 4 ms) at which a clock pulse signal is generated by a reset clock pulse generating circuit provided on the main control board 110.

[0295] When a clock pulse signal is generated, the main CPU 110a saves information stored in the registers of the main CPU 110a to a stack area in step S100. Next, the main CPU 110a performs a counter update process in step S110. Specifically, the main CPU 110a subtracts 1 from the special symbol time counter, special game timer counter, normal symbol time counter, and auxiliary game timer counter stored in the main RAM 110b.

[0296] Next, in step S120, the main CPU 110a updates the jackpot random number value, normal symbol random number value, and special symbol random number value. Specifically, the main CPU 110a increments each random number value and random number counter by 1. When the incremented random number counter value exceeds the maximum value of the random number range (when the random number counter has completed one cycle), the main CPU 110a resets the random number counter to 0 and updates each random number value from the initial random number value at that time.

[0297] Next, the main CPU 110a performs an initial random number value update process in step S130. Specifically, the main CPU 110a updates the jackpot initial random number value, the normal symbol random number value, and the special symbol initial random number value.

[0298] Next, the main CPU 110a performs input control processing in step S200. Specifically, the main CPU 110a determines whether or not there has been input to each of the general prize opening detection SW 12a, gate detection SW 13a, first start opening detection SW 14a, second start opening detection SW 15a, first large prize opening detection SW 16a, second large prize opening detection SW 17a, specific area detection SW 18a, magnetic detection SW 41a, and radio wave detection SW 42a, and executes a predetermined process if there has been input. The details of the input control processing will be described later.

[0299] Next, in step S300, the main CPU 110a executes special symbol special power control processing. Specifically, the main CPU 110a updates the value of the special symbol special power processing data stored in the main RAM 110b according to the progress of the game, and executes a predetermined process based on the value of the updated special symbol special power processing data. The details of the special symbol special power control processing will be described later.

[0300] Next, in step S400, the main CPU 110a executes a normal map normal power control process. Specifically, the main CPU 110a updates the value of the normal map normal power processing data stored in the main RAM 110b according to the progress of the game, and executes a predetermined process based on the value of the updated normal map normal power processing data. Details of the normal map normal power control process will be described later.

[0301] Next, the main CPU 110a executes a payout control process in step S500. Specifically, the main CPU 110a references the general prize port prize ball counter, the first start port prize ball counter, the second start port prize ball counter, the first special prize port prize ball counter, and the second special prize port prize ball counter stored in the main RAM 110b, and transmits a payout number designation command to the payout control board 130 to instruct the payout of the number of game balls indicated by each counter. When the payout control board 130 receives the payout number designation command transmitted from the main CPU 110a, it controls the payout motor 131 of the payout device to pay out game balls according to the payout number designation command.

[0302] Next, the main CPU 110a executes a data generation process in step S600. Specifically, the main CPU 110a performs a process of generating output data relating to the progress of the game, such as drive data for the start port opening / closing solenoid 15c, drive data for the first large prize port opening / closing solenoid 16c, drive data for the second large prize port 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 reserved indicator 22, display data for the second special symbol indicator 23, display data for the normal symbol reserved indicator 25, and external information signals output from the game information output terminal board 30.

[0303] Next, in step S700, 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 S600. The main CPU 110a also executes processing to transmit commands set in the performance transmission data storage area and transmission buffer of the main RAM 110b to the performance control board 120.

[0304] Next, in step S800, the main CPU 110a restores the information saved in the stack area in step S100 to the register of the main CPU 110a, and ends the timer interrupt process.

[0305] (Input control processing on the main control board) FIG. 31 is a flowchart showing the input control process of the main control board 110 of the gaming machine 1.

[0306] In step S210, the main CPU 110a executes general prize opening detection SW input processing. Specifically, the main CPU 110a determines whether or not there has been a detection signal from the general prize opening detection SW 12a. If there has been a detection signal from the general prize opening detection SW 12a, the main CPU 110a performs an update process to add a predetermined number (for example, 1) to the general prize opening prize ball counter stored in the main RAM 110b, and proceeds to step S220. If there has not been a detection signal from the general prize opening detection SW 12a, the main CPU 110a proceeds to step S220 as is.

[0307] In step S220, the main CPU 110a executes a special prize opening detection SW input process. Specifically, the main CPU 110a determines whether or not there has been a detection signal from the first special prize opening detection SW 16a or the second special prize opening detection SW 17a. If there has been a detection signal from the first special prize opening detection SW 16a or the second special prize opening detection SW 17a, the main CPU 110a increments the special prize opening ball entry number (C) counter stored in the main RAM 110b by 1, and proceeds to step S230. If there has not been a detection signal from the first special prize opening detection SW 16a or the second special prize opening detection SW 17a, the main CPU 110a proceeds to step S230.

[0308] If there is a detection signal from the first big prize opening detection SW16a or the second big prize opening detection SW17a when there is no big win, the main CPU 110a determines that an illegal prize winning error has occurred and sets an illegal prize winning error designation command in the transmission buffer of the main RAM 110b. When the illegal prize winning error designation command is received from the main CPU 110a, the performance control board 120 executes processing to display an illegal prize winning error notification image on the image display device 31 and output an illegal prize winning error notification sound to the audio output device 32.

[0309] Next, in step S230, the main CPU 110a executes a first start hole detection SW input process. Specifically, the main CPU 110a determines whether or not a detection signal has been input from the first start hole detection SW 14a. If a detection signal has not been input from the first start hole detection SW 14a, the main CPU 110a proceeds directly to step S240. If a detection signal has been input from the first start hole detection SW 14a, the main CPU 110a executes a prize ball counter update process, acquisition of various random number values, preliminary determination process, and setting of various commands, and then proceeds to step S240. Details of the first start hole detection SW input process will be described later.

[0310] Next, in step S240, the main CPU 110a executes second start hole detection SW input processing. Specifically, the main CPU 110a determines whether or not a detection signal has been input from the second start hole detection SW 15a. If a detection signal has not been input from the second start hole detection SW 15a, the main CPU 110a proceeds directly to step S250. If a detection signal has been input from the second start hole detection SW 15a, the main CPU 110a executes a prize ball counter update process, acquisition of various random number values, preliminary determination process, and setting of various commands, and proceeds to step S250.

[0311] The details of the second start hole detection SW input process are the same as those of the first start hole detection SW input process, which will be explained in detail later. Specifically, the second start hole detection SW input process replaces the items provided for the first start hole with items provided for the second start hole, such as replacing the "number of reserved first special symbols (U1)" in the first start hole detection SW input process with the "number of reserved second special symbols (U2)" and replacing the "first start hole detection SW 14a" with the "second start hole detection SW 15a".

[0312] Next, in step S250, the main CPU 110a executes a specific area detection SW input process. Specifically, the main CPU 110a determines whether or not a detection signal has been received from the specific area detection SW 18a. If a detection signal has not been received from the specific area detection SW 18a, the main CPU 110a proceeds directly to step S260. If a detection signal has been received from the specific area detection SW 18a, the main CPU 110a executes a predetermined process and proceeds to step S260. Details of the specific area detection SW input process will be described later.

[0313] Next, in step S260, the main CPU 110a executes gate detection SW input processing. Specifically, the main CPU 110a determines whether or not there has been a detection signal from the gate detection SW 13a. If there has been an input of a detection signal from the gate detection SW 13a and the number of reserved normal symbols (G) is 3 or less, the main CPU 110a adds 1 to the number of reserved normal symbols (G), acquires a normal symbol random number value, and stores the acquired judgment information in the smallest-numbered memory section among the first to fourth memory sections of the normal symbol storage area in which judgment information is not stored.

[0314] Even if there is an input of a detection signal from the gate detection SW 13a, the main CPU 110a proceeds to step S270 as is if the number of reserved normal symbols (G) is 4. Also, even if there is no input of a detection signal from the gate detection SW 13a, the main CPU 110a proceeds to step S270 as is.

[0315] Next, the main CPU 110a executes a magnetic detection SW input process in step S270. Specifically, the main CPU 110a determines whether or not a detection signal has been received from the magnetic detection SW 41a for a predetermined period of time.

[0316] If the detection signal from the magnetic detection SW 41a has been present for a predetermined period of time, the main CPU 110a sets a magnetic error designation command in the transmission buffer of the main RAM 110b and proceeds to step S280. If the detection signal from the magnetic detection SW 41a has not been present for a predetermined period of time, the main CPU 110a proceeds to step S280.

[0317] When the performance control board 120 receives a magnetic error designation command from the main CPU 110a, it executes processing to cause the image display device 31 to display a magnetic error notification image and the audio output device 32 to output a magnetic error notification sound.

[0318] Next, the main CPU 110a executes a radio wave detection SW input process in step S280. Specifically, the main CPU 110a determines whether or not a detection signal has been received from the radio wave detection SW 42a for a predetermined period of time.

[0319] If the detection signal from the radio wave detection SW 42a is received for a predetermined period of time, the main CPU 110a sets a radio wave error designation command in the transmission buffer of the main RAM 110b and ends the input control process. If the detection signal from the radio wave detection SW 42a is not received for a predetermined period of time, the main CPU 110a ends the input control process.

[0320] In addition, when the performance control board 120 receives a radio wave error designation command from the main CPU 110a, it executes processing to cause the image display device 31 to display a radio wave error notification image and the audio output device 32 to output a radio wave error notification sound.

[0321] (Main control board first start port detection SW input processing) FIG. 32 is a diagram showing a flowchart of the first start hole detection switch input processing of the main control board 110 of the gaming machine 1.

[0322] In step S230-1, the main CPU 110a determines whether or not there is a detection signal from the first start hole detection SW 14a. If there is a detection signal from the first start hole detection SW 14a, the main CPU 110a proceeds to step S230-2. If there is no detection signal from the first start hole detection SW 14a, the main CPU 110a ends the first start hole detection SW input process.

[0323] Next, in step S230-2, the main CPU 110a performs an update process of adding a predetermined number (for example, 3) to the prize ball counter for the starting hole.

[0324] Next, in step S230-3, the main CPU 110a determines whether the count value of the first special symbol reserved number (U1) counter is less than 4. If the count value of the first special symbol reserved number (U1) counter is less than 4, the main CPU 110a proceeds to step S230-4. If the count value of the first special symbol reserved number (U1) counter is not less than 4, the main CPU 110a ends the first start hole detection SW input process.

[0325] Next, in step S230-4, the main CPU 110a reads the counter value of the number of reserved first special patterns (U1) stored in the memory area of ​​the main RAM 110b, adds 1 to the read count value of the number of reserved first special patterns (U1), and stores the result in the memory area of ​​the main RAM 110b.

[0326] Next, in step S230-5, the main CPU 110a acquires a jackpot random number value and stores the acquired jackpot random number value in the smallest-numbered memory section among the first to fourth memory sections in the first special pattern memory area provided in the main RAM 110b, in which no jackpot random number value is stored.

[0327] Next, in step S230-6, the main CPU 110a acquires a special pattern random number value and stores the acquired special pattern random number value in the smallest-numbered memory unit among the first memory unit to the fourth memory unit in the first special pattern memory area provided in the main RAM 110b in which no special pattern random number value is stored.

[0328] Next, in step S230-7, the main CPU 110a acquires a random number value for reach determination and stores the acquired random number value for reach determination in the smallest-numbered memory unit among the first to fourth memory units in the first special pattern memory area provided in the main RAM 110b in which a random number value for reach determination is not stored.

[0329] Next, in step S230-8, the main CPU 110a acquires a random number value for special pattern variation, and stores the acquired random number value for special pattern variation in the smallest-numbered memory unit among the first memory unit to the fourth memory unit in the first special pattern memory area provided in the main RAM 110b, in which no random number value for special pattern variation is stored.

[0330] Next, the main CPU 110a executes a preliminary determination process in step S230-9. Specifically, the main CPU 110a refers to the preliminary determination table (FIG. 20) of the jackpot lottery for the first special symbol stored in the main ROM 120c, and determines winning information based on the currently acquired jackpot random number value, special symbol random number value, special symbol variation random number value, and reach determination random number value.

[0331] In step S230-10, the main CPU 110a sets a start winning designation command corresponding to the winning information determined in step S230-9 in the performance transmission data storage area of ​​the main RAM 110b.

[0332] Based on the start winning designation command received from the main CPU 110a, the performance control board 120 can execute a pre-reading performance that suggests the possibility of a jackpot or special miss before the start of the variation of the special symbol based on the current winning into the first start opening 14. The pre-reading performance may be performed over multiple variations, such as changing the display mode (for example, color, design, etc.) of the first reserved image 41 displayed on the image display device 31 or displaying a special background image, or may be performed at the time of winning by outputting a special winning sound at the time of the start winning, or by causing the performance lighting device to emit special light.

[0333] In step S230-11, the main CPU 110a sets a special symbol storage number designation command indicating the first special symbol reserved number (U1) determined in step S230-4 in the performance transmission data storage area of ​​the main RAM 110b, and ends the first start opening detection SW input processing. Note that, based on the special symbol storage number designation command received from the main CPU 110a, the performance control board 120 performs processing to increase and display the first reserved image 41 on the image display device 31 and to output a winning sound from the audio output device 32.

[0334] (Main control board specific area detection switch input processing) FIG. 33 is a diagram showing a flowchart of the specific area detection switch input processing of the main control board 110 of the gaming machine 1.

[0335] In step S250-1, the main CPU 110a determines whether or not there has been a detection signal from the specific area detection SW 18a. If there has been no detection signal from the specific area detection SW 18a, the main CPU 110a ends the specific area detection SW input process. If there has been a detection signal from the specific area detection SW 18a, the main CPU 110a proceeds to step S250-2.

[0336] Next, in step S250-2, the main CPU 110a sets a specific area winning flag in the storage area for the specific area winning flag in the main RAM 110b. The specific area winning flag is a flag indicating that a gaming ball has entered the specific area 19B provided in the second large winning opening 17. As described above, the second type winning is a big win that is achieved when a gaming ball enters the specific area 19B provided in the second large winning opening 17.

[0337] Next, in step S250-3, the main CPU 110a sets the specific area winning designation command in the transmission data storage area for performance in the main RAM 110b.

[0338] Next, in step S250-4, the main CPU 110a stores the game status stored in the game status flag of the main RAM 110b (the game status when the game ball enters the specific area 19B) in the game status buffer of the main RAM 110b, and terminates the specific area detection SW input processing.

[0339] (Main control board special diagram special power control processing) FIG. 34 is a diagram showing a flowchart of the special chart special electricity control process of the main control board 110 of the gaming machine 1.

[0340] In step S301, the main CPU 110a loads the special picture special power processing data stored in the main RAM 110b.

[0341] In step S302, the main CPU 110a executes processing corresponding to the loaded special symbol special power processing data. Specifically, if the special symbol special power processing data is 0, it executes a special symbol memory determination process in step S310; if the special symbol special power processing data is 1, it executes a special symbol change process in step S320; if the special power processing data is 2, it executes a special symbol stop process in step S330; if the special symbol special power processing data is 3, it executes a jackpot game process in step S340; if the special symbol special power processing data is 4, it executes a small jackpot game process in step S350; and if the special symbol special power processing data is 5, it executes a jackpot game termination process in step S360. Then, after executing one of the processes, the main CPU 110a ends the special symbol special power control process. Details of each control process will be described later.

[0342] (Main control board special pattern memory determination processing) 35 and 36 are diagrams showing a flowchart of the special symbol memory determination process of the gaming machine 1. FIG.

[0343] In step S310-1, the main CPU 110a determines whether or not the special symbol is changing. Specifically, the main CPU 110a refers to a special symbol time counter stored in the main RAM 110b, and determines that the special symbol is not changing if the counter value is 0, and determines that the special symbol is changing if the counter value is not 0. If the special symbol is changing, the main CPU 110a ends the special symbol storage determination process. If the special symbol is not changing, the main CPU 110a proceeds to step S310-2.

[0344] In step S310-2, the main CPU 110a determines whether the second special symbol reserved number (U2) stored in the main RAM 110b is 0. If the second special symbol reserved number (U2) is 0, the main CPU 110a proceeds to step S310-4. If the second special symbol reserved number (U2) is not 0, the main CPU 110a proceeds to step S310-3.

[0345] In step S310-3, the main CPU 110a subtracts 1 from the second special symbol reservation number (U2) in the main RAM 110b, and advances the process to step S310-9.

[0346] In step S310-4, the main CPU 110a determines whether the number of reserved first special symbols (U1) stored in the main RAM 110b is 0. If the number of reserved first special symbols (U1) is 0, the main CPU 110a proceeds to step S310-6. If the number of reserved first special symbols (U1) is not 0, the main CPU 110a proceeds to step S310-5.

[0347] In step S310-5, the main CPU 110a subtracts 1 from the number of reserved first special symbols (U1) in the main RAM 110b, and advances the process to step S310-9.

[0348] In step S310-6, the main CPU 110a determines whether the customer waiting state flag stored in the main RAM 110b is set. The customer waiting state flag is a flag indicating that the gaming machine 1 is not performing a special game, has a reserve count of 0, and is not displaying any changes (a customer waiting state). If the customer waiting flag is not set, the main CPU 110a proceeds to step S310-7. If the customer waiting flag is set, the main CPU 110a ends the special symbol memory determination process.

[0349] In step S310-7, the main CPU 110a sets a customer waiting state flag in the customer waiting state flag storage area of ​​the main RAM 110b.

[0350] In step S310-8, the main CPU 110a sets a customer waiting state designation 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 ends the special symbol storage determination process.

[0351] In step S310-9, the main CPU 110a executes a shift process of the storage area of ​​the main RAM 110b. Specifically, when the second special symbol reserved number is decremented by 1 in step S310-3, the data stored in the first storage section of the second special symbol storage area of ​​the main RAM 110b is written to the 0th storage section of the special symbol storage area, and the data stored in the 2nd storage section to the 4th storage section are written to the previous storage section, respectively. Also, when the first special symbol reserved number is decremented by 1 in step S310-5, the data stored in the 1st storage section of the first special symbol storage area of ​​the main RAM 110b is written to the 0th storage section of the special symbol storage area, and the data stored in the 2nd storage section to the 4th storage section are written to the previous storage section, respectively.

[0352] In addition, data that was already stored in the 0th memory section of the special pattern memory area before the current memory area shift process is performed will be erased because new data will be overwritten by the current memory area shift process.

[0353] The display of the second special pattern change is given priority over the display of the first special pattern change (Special 2 priority consumption), but the display of the first special pattern change and the display of the second special pattern change may be executed in parallel (Special 1 and Special 2 simultaneous change), or the display of the first special pattern change may be given priority over the display of the second special pattern change (Special 1 priority consumption).

[0354] In step S310-10, the main CPU 110a sets a special symbol reserved number designation command in the transmission data storage area for performance in the main RAM 110b. Specifically, when the main CPU 110a subtracts 1 from the second special symbol reserved number (U2) in step S310-3, it sets a special symbol reserved number designation command indicating the subtracted second special symbol reserved number in the transmission data storage area for performance in the main RAM 110b. Also, when the main CPU 110a subtracts 1 from the first special symbol reserved number (U1) in step S310-5, it sets a special symbol reserved number designation command indicating the subtracted first special symbol reserved number in the transmission data storage area for performance in the main RAM 110b.

[0355] In addition, the performance control board 120 refers to the special pattern memory number designation command based on the current memory area shift processing received from the main CPU 110a and performs processing to cause the image display device 31 to display a new variable image 40, reduce the number of first reserved images 41 and second reserved images 42, and update the number of first reserved number images 43 and second reserved number images 44.

[0356] In step S310-11, the main CPU 110a determines whether the low base time reduction count (B) stored in the main RAM 110b is equal to or greater than 1. If the low base time reduction count (B) stored in the main RAM 110b is equal to or greater than 1, the main CPU 110a proceeds to step S310-12. If the low base time reduction count (B) stored in the main RAM 110b is not equal to or greater than 1, the main CPU 110a proceeds to step S310-14.

[0357] In step S310-12, the main CPU 110a subtracts 1 from the low base time-saving count (B) stored in the main RAM 110b and stores the result.

[0358] In step S310-13, the main CPU 110a determines whether the low base time reduction count (B) subtracted by 1 is 0. If the low base time reduction count (B) subtracted by 1 is 0, the main CPU 110a advances the process to step S310-20. If the low base time reduction count (B) subtracted by 1 is not 0, the main CPU 110a advances the process to step S311.

[0359] In step S310-14, the main CPU 110a determines whether the high base time-saving count (J) stored in the main RAM 110b is equal to or greater than 1. If the high base time-saving count (J) stored in the main RAM 110b is equal to or greater than 1, the main CPU 110a advances the process to step S310-15. If the high base time-saving count (J) stored in the main RAM 110b is not equal to or greater than 1, the main CPU 110a advances the process to step S311.

[0360] In step S310-15, the main CPU 110a subtracts 1 from the high base time-saving number of times (J) stored in the main RAM 110b and stores the result.

[0361] In step S310-16, the main CPU 110a determines whether the high base time-saving count (J) after subtracting 1 is 0. If the high base time-saving count (J) after subtracting 1 is 0, the main CPU 110a advances the process to step S310-20. If the high base time-saving count (J) after subtracting 1 is not 0, the main CPU 110a advances the process to step S311.

[0362] In step S310-20, the main CPU 110a sets the normal game state in the game state flag storage area of ​​the main RAM 110b, and proceeds to step S311.

[0363] The main CPU 110a executes a jackpot determination process in step S311. Specifically, the main CPU 110a determines the type of special symbol, stop symbol data, etc., by referring to various tables stored in the main ROM 110c shown in Figures 8, 9, and 10 based on the jackpot random number value and special symbol random number value newly stored in the 0th storage unit, and the type of special symbol display device of the data shifted to the 0th storage unit. The jackpot determination process will be described in detail later.

[0364] The main CPU 110a determines the variation pattern of the special symbol to be executed in step S312. Specifically, the main CPU 110a determines the variation pattern of the special symbol to be varied by referring to the variation pattern determination table of the first special symbol (FIG. 16 (in the case of normal state), FIG. 17 (in the case of low base time-shortening state), FIG. 18 (in the case of high base time-shortening state)) stored in the main ROM 110c and the variation pattern determination table of the second special symbol (FIG. 19), based on the type of special symbol determined in step S311, the random number value for reach determination and the random number value for special symbol variation newly stored in the 0th storage unit, and the number of reserved first special symbols and the number of reserved second special symbols.

[0365] In step S313, the main CPU 110a sets a variation pattern designation command corresponding to the variation pattern of the special symbol determined in step S312 in a transmission data storage area for performance in the main RAM 110b.

[0366] The effect control board 120 performs processing to execute a variable effect according to the variable pattern of the special symbol based on the variable pattern designation command received from the main CPU 110a.

[0367] In step S314, the main CPU 110a sets a game state designation 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 of ​​the main RAM 110b.

[0368] In step S315, the main CPU 110a sets a time-reduction number designation command corresponding to the low-base time-reduction number (B) and the high-base time-reduction number (J) stored in the game status flag storage area of ​​the main RAM 110b in the performance transmission data storage area of ​​the main RAM 110b.

[0369] In step S316, the main CPU 110a executes a process for starting the variable display of the special symbols. Specifically, the main CPU 110a sets variable display data for causing the first special symbol display device 20 or the second special symbol display device 21 to perform the variable display of the special symbols in a predetermined area of ​​the main RAM 110b.

[0370] Next, the main CPU 110a sets the special symbol variation time in step S317. Specifically, the main CPU 110a sets the variation time corresponding to the special symbol variation pattern determined in step S312 in the special symbol time counter of the main RAM 110b. Note that the special symbol time counter is decremented every 4 ms in the counter update process in the timer interrupt process of step S110 (FIG. 30) described above.

[0371] Next, in step S318, the main CPU 110a sets 1 in the special symbol special power processing data storage area of ​​the main RAM 110b, and ends the special symbol storage determination process.

[0372] In the data generation process within the timer interrupt process of step S600 (FIG. 30) described above, the main CPU 110a creates data for turning on and off the LED of the first special pattern display device 20 or the second special pattern display device 21 based on the display data set in step S316. Then, in the output control process within the timer interrupt process of step S700 (FIG. 30) described above, the main CPU 110a outputs the LED turning on and off data created in step S600 to the first special pattern display device 20 or the second special pattern display device 21, thereby starting the variable display of the special pattern on the first special pattern display device 20 or the second special pattern display device 21.

[0373] (Main control board jackpot detection process) FIG. 37 is a diagram showing a flowchart of the big win determination process of the gaming machine 1.

[0374] In step S311-1, the main CPU 110a determines whether or not the special symbol that starts the variable display is a jackpot. Specifically, based on the jackpot random number value newly stored in the 0th memory section of the special symbol memory area, the main CPU 110a determines whether or not the special symbol that starts the variable display is a jackpot by referring to the jackpot lottery determination table (FIG. 8(a)) for the first special symbol display device stored in the main ROM 110c if the data newly stored in the 0th memory section is shifted from the first special symbol memory area, or by referring to the jackpot lottery determination table (FIG. 8(b)) for the second special symbol display device stored in the main ROM 110c if the data newly stored in the 0th memory section is shifted from the second special symbol memory area.

[0375] If the special symbol that starts the varying display is a jackpot, the main CPU 110a proceeds to step S311-2. If the special symbol that starts the varying display is not a jackpot, the main CPU 110a proceeds to step S311-5.

[0376] In step S311-2, the main CPU 110a executes a jackpot symbol determination process. Specifically, the main CPU 110a refers to the jackpot symbol determination table (FIG. 9(a)) stored in the main ROM 110c based on the special symbol random number value newly stored in the 0th storage unit and the type of special symbol display device that starts variable display, determines the type of special symbol that starts variable display and stopped symbol data, and stores the determined stopped symbol data in the stopped symbol data area of ​​the main RAM 110b.

[0377] In step S311-3, the main CPU 110a sets a symbol designation command corresponding to the stop symbol data determined in step S311-2 in a transmission data storage area for performance in the main RAM 110b.

[0378] Next, in step S311-4, the main CPU 110a stores the game status information (game status information at the time of executing the jackpot determination process) stored in the game status flag of the main RAM 110b in the game status buffer of the main RAM 110b, and ends the jackpot determination process.

[0379] In step S311-5, the main CPU 110a determines whether or not the special symbol that starts the variable display is a small win. Specifically, when the data newly stored in the 0th memory section of the special symbol memory area is shifted from the second special symbol memory area, the main CPU 110a determines whether or not the special symbol that starts the variable display is a small win by referring to the jackpot lottery determination table (FIG. 8(b)) for the second special symbol display device stored in the main ROM 110c based on the jackpot random number value newly stored in the 0th memory section.

[0380] The reason why the small win determination is performed only when the data newly stored in the 0th memory section of the special symbol memory area is shifted from the 2nd special symbol memory area is that the setting is such that the small win is determined only for the 2nd special symbol (FIG. 8(b)). Therefore, when the data newly stored in the 0th memory section is shifted from the 1st special symbol memory area, the main CPU 110a determines that the special symbol that starts the variable display is not a small win.

[0381] Although the small win is determined based on only the second special symbol, the small win may be determined based on both the first and second special symbols, or may be determined based on only the first special symbol.

[0382] If the special symbol that starts the variable display is a small win, the main CPU 110a proceeds to step S311-6. If the special symbol that starts the variable display is not a small win, the main CPU 110a proceeds to step S311-8.

[0383] Next, the main CPU 110a executes a small win symbol determination process in step S311-6. Specifically, the main CPU 110a refers to the small win symbol determination table (FIG. 9(b)) stored in the main ROM 110c based on the special symbol random number value newly stored in the 0th storage unit, determines the type of special symbol and stopped symbol data that will start the variable display, and stores the determined stopped symbol data in the stopped symbol data area of ​​the main RAM 110b.

[0384] Next, in step S311-7, the main CPU 110a sets a symbol designation command corresponding to the stop symbol data determined in step S311-6 in the performance transmission data storage area of ​​the main RAM 110b, and ends the big win determination process.

[0385] In step S311-8, the main CPU 110a determines whether or not the special symbol that starts the variable display is a special miss. Specifically, when the data newly stored in the 0th memory section of the special symbol memory area is shifted from the 1st special symbol memory area, the main CPU 110a refers to the jackpot lottery determination table (FIG. 8(a)) for the 1st special symbol display device stored in the main ROM 110c based on the jackpot random number value newly stored in the 0th memory section, and determines whether or not the special symbol that starts the variable display is a special miss.

[0386] The reason why the determination of a special miss is performed only when the data newly stored in the 0th storage section of the special symbol storage area is shifted from the 1st special symbol storage area is because the special miss is set to be determined only for the 1st special symbol (see FIG. 8). Therefore, when the data newly stored in the 0th storage section is shifted from the 2nd special symbol storage area, the main CPU 110a determines that the special symbol that starts the variable display is not a special miss.

[0387] If the special symbol that starts the variable display is a special loss, the main CPU 110a proceeds to step S311-9. If the special symbol that starts the variable display is not a special loss, the main CPU 110a proceeds to step S311-11.

[0388] In step S311-9, the main CPU 110a executes a special losing symbol determination process. Specifically, the main CPU 110a refers to the special losing symbol determination table (FIG. 10(a)) stored in the main ROM 110c based on the special symbol random number value newly stored in the 0th storage unit, determines the type of special symbol and stopped symbol data that will start the variable display, and stores the determined stopped symbol data in the stopped symbol data area of ​​the main RAM 110b.

[0389] Next, in step S311-10, the main CPU 110a sets a symbol designation command corresponding to the stop symbol data determined in step S311-9 in the performance transmission data storage area of ​​the main RAM 110b, and ends the big win determination process.

[0390] In step S311-11, the main CPU 110a performs a normal losing symbol determination process. Specifically, the main CPU 110a refers to the normal losing symbol determination table (FIG. 10(b)) stored in the main ROM 110c based on the type of special symbol display device that starts the variable display and the special symbol random number value newly stored in the 0th storage unit, determines the type of special symbol that starts the variable display and the stopped symbol data, and stores the determined stopped symbol data in the stopped symbol data area of ​​the main RAM 110b.

[0391] In step S311-12, the main CPU 110a sets a symbol designation command corresponding to the stop symbol data determined in step S311-11 in the performance transmission data storage area of ​​the main RAM 110b, and ends the big win determination process.

[0392] (Special pattern change processing on the main control board) FIG. 38 is a diagram showing a flowchart of the special symbol variation process of the main control board 110 of the gaming machine 1.

[0393] In step S320-1, the main CPU 110a determines whether the special symbol variation time has elapsed. Specifically, the main CPU 110a refers to a special symbol time counter stored in the main RAM 110b, and determines that the special symbol variation time has elapsed if the counter value is 0, and determines that the special symbol variation time has not elapsed if the counter value is not 0. 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 ends the special symbol variation process.

[0394] In step S320-2, the main CPU 110a executes a process for stopping and displaying the special symbols. Specifically, the main CPU 110a clears the display data set in step S316 of the special symbol storage determination process, and sets display data for stopping and displaying the special symbols corresponding to the stop symbol data set in the stop symbol data area of ​​the main RAM 110b on the first special symbol display device 20 or the second special symbol display device 21 in a predetermined area of ​​the main RAM 110b.

[0395] Next, in step S320-3, the main CPU 110a sets a symbol determination command indicating that the special symbol has stopped in the transmission storage area for performance in the main RAM 110b.

[0396] Next, in step S320-4, the main CPU 110a sets a symbol stop time. Specifically, the main CPU 110a sets a symbol stop time (for example, 0.5 seconds) in a special symbol time counter storage area of ​​the main RAM 110b.

[0397] Next, in step S320-5, the main CPU 110a sets 2 in the special symbol special power processing data storage area of ​​the main RAM 110b, and ends the special symbol variation processing.

[0398] (Main control board special pattern stop processing) FIG. 39 is a diagram showing a flowchart of the special symbol stopping process of the main control board 110 of the gaming machine 1.

[0399] In step S330-1, the main CPU 110a determines whether the stop time of the special symbol has ended. Specifically, if the special symbol time counter in the main RAM 110b is 0, the main CPU 110a determines that the stop time of the special symbol 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 stop time of the special symbol has not ended, and ends the special symbol stop process.

[0400] In step S330-2, the main CPU 110a adds 1 to the change count (L) counter in the main RAM 110b.

[0401] 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 S330-11.

[0402] In step S330-4, the main CPU 110a sets a normal game state flag in the game state flag storage area of ​​the main RAM 110b. Next, in step S330-5, the main CPU 110a resets the low base time-saving count (B) counter and the high base time-saving count (J) counter of the main RAM 110b. Next, in step S330-6, the main CPU 110a resets the fluctuation count (L) counter of the main RAM 110b.

[0403] Next, the main CPU 110a executes a first-class jackpot game preparation process in step S330-7. Specifically, the main CPU 110a determines a reference destination of the first-class jackpot special game control table (FIG. 13(a)) stored in the main ROM 110c based on the symbol stop data stored in the stop symbol data storage area of ​​the main RAM 110b.

[0404] Next, in step S330-8, the main CPU 110a sets an opening designation command. Specifically, the main CPU 110a determines an opening designation command from the reference destination of the special game control table for the first type jackpot determined in step S330-7, and sets the determined opening designation command in the transmission data storage area for performance in the main RAM 110b.

[0405] When the effect control board 120 receives an opening designation command from the main CPU 110a, it performs processing to execute the opening effect of the big win game using the image display device 31, the audio output device 32, and the like.

[0406] Next, the main CPU 110a sets the start interval time in step S330-9. Specifically, the main CPU 110a determines the opening time from the reference destination of the special game control table for the first type jackpot determined in step S330-7, and sets the determined opening time in the special game timer counter of the main RAM 110b.

[0407] Next, in step S330-10, the main CPU 110a sets 3 in the special picture special signal processing data storage area of ​​the main RAM 110b, and advances the process to step S330-24.

[0408] In step S330-11, the main CPU 110a determines whether the stopped symbol data stored in the stopped symbol data storage area of ​​the main RAM 110b is a small win. If the stopped symbol data is a small win, the main CPU 110a proceeds to step S330-12. If the stopped symbol data is not a small win, the main CPU 110a proceeds to step S330-16.

[0409] In step S330-12, the main CPU 110a executes a small win game preparation process. Specifically, the main CPU 110a determines a reference destination of the small win special game control table (FIG. 13(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. In addition, the main CPU 110a resets the value of the special call operation number (K) counter.

[0410] The main CPU 110a sets an opening designation command in step S330-13. Specifically, the main CPU 110a determines an opening designation command from the reference destination of the special game control table for small wins determined in step S330-12, and sets the determined opening designation command in the transmission data storage area for performance in the main RAM 110b.

[0411] Next, the main CPU 110a sets the start interval time in step S330-14. Specifically, the main CPU 110a determines the opening time from the reference destination of the special game control table for small win determined in step S330-12, and sets the determined opening time in the special game timer counter of the main RAM 110b.

[0412] Next, in step S330-15, the main CPU 110a sets 4 in the special picture special signal processing data storage area of ​​the main RAM 110b, and advances the process to step S330-24.

[0413] In step S330-16, the main CPU 110a determines whether the counter value of the number of fluctuations (L) in the main RAM 110b has reached the specified number of times (800 times). If the counter value of the number of fluctuations (L) has reached the specified number of times (800 times), the main CPU 110a transfers the process to step S330-17. If the counter value of the number of fluctuations (L) has not reached the specified number of times (800 times), the main CPU 110a transfers the process to step S330-19.

[0414] In step S330-17, the main CPU 110a resets the low base time-saving count (B) counter and the fluctuation count (L) counter in the main RAM 110b, and advances the process to step S330-18.

[0415] In step S330-18, the main CPU 110a sets a game status flag for the high base time reduction state in the game status flag storage area of ​​the main RAM 110b, sets the high base time reduction count (J) counter of the main RAM 110b to 100, and proceeds to step S330-22.

[0416] In step S330-19, 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 losing symbol. If the stop symbol data is a special losing symbol, the main CPU 110a proceeds to step S330-20. If the stop symbol data is not a special losing symbol, the main CPU 110a proceeds to step S330-22.

[0417] The main CPU 110a executes a game status setting process in step S330-20. Specifically, the main CPU 110a determines the game status when a special losing symbol stops by referring to the setting table (FIG. 12) stored in the main ROM 110c based on the stopping symbol data stored in the stopping symbol data storage area of ​​the main RAM 110b and the game status flag stored in the game status flag storage area, and sets the determined game status in the game status flag storage area of ​​the main RAM 110b.

[0418] Next, the main CPU 110a executes a remaining number setting process in step S330-21. Specifically, the main CPU 110a refers to the setting table (FIG. 12) for when a special losing symbol stops stored in the main ROM 110c based on the stopping symbol data stored in the stopping symbol data storage area of ​​the main RAM 110b and the game status flag stored in the game status flag storage area, determines the low base time reduction number (B) and the high base time reduction number (J) when a special losing symbol stops, and sets the determined low base time reduction number (B) and the high base time reduction number (J) when a special losing symbol stops in the low base time reduction number (B) counter and the high base time reduction number (J) counter of the main RAM 110b.

[0419] Next, in step S330-22, the main CPU 110a generates a number designation command indicated by the low base time reduction number (B) counter in the main RAM 110b and a number designation command indicated by the high base time reduction number (J) counter in the main RAM 110b, and sets the generated number designation commands in the transmission data storage area for performance.

[0420] In step S330-23, the main CPU 110a sets 0 in the special picture special signal processing data storage area of ​​the main RAM 110b, and advances the process to step S330-24.

[0421] In step S330-24, the main CPU 110a sets a game state designation 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 ends the special symbol stop processing.

[0422] (Main control board jackpot game processing) FIG. 40 is a diagram showing a flowchart of the big win game processing of the main control board 110 of the gaming machine 1.

[0423] In step S340-1, the main CPU 110a determines whether the current process is during the opening of the jackpot. If the current process is during the opening, the main CPU 110a proceeds to step S340-2. If the current process is not during the opening, the main CPU 110a proceeds to step S340-6.

[0424] 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 ends the current jackpot game processing.

[0425] In step S340-3, the main CPU 110a sets the count value of the round number (R) counter stored in the main RAM 110b to 1.

[0426] The main CPU 110a executes a special prize opening process in step S340-4. Specifically, the main CPU 110a reads the table number of the special prize opening / closing control table from the reference of the first type special game control table for a first jackpot (FIG. 13(a)) determined in step S330-7 or the reference of the second type special game control table for a second jackpot (FIG. 13(b)) determined in step S351-5 described later, and determines the opening time of the first special prize opening 16 by referring to the first type special prize opening / closing control table for a first jackpot (FIG. 14(a)) or the second type special prize opening / closing control table for a second jackpot (FIG. 14(b)) stored in the main ROM 110c based on the read table number and the current round number (R), and sets the determined opening time in the special game timer counter. Furthermore, the main CPU 110a sets energization data for energizing the first large prize opening solenoid 16c in order to open the first large prize opening door 16b. Furthermore, the main CPU 110a sets 1 to the special power activation number (K) in the main RAM 110b.

[0427] In step S340-5, the main CPU 110a executes a round start command transmission determination process. Specifically, the main CPU 110a sets a round start command corresponding to the current number of rounds (R) in the performance transmission data storage area, and ends the big win game process.

[0428] In step S340-6, the main CPU 110a determines whether the current process is during the ending of the big win. If the current process is during the ending, the main CPU 110a proceeds to step S340-17. If the current process is not during the ending, the main CPU 110a proceeds to step S340-7.

[0429] In step S340-7, the main CPU 110a determines whether the first major prize opening 16 is closed. Specifically, the main CPU 110a determines that the first major prize opening 16 is closed when no current supply data is set in the first major prize opening opening solenoid 16c. If the first major prize opening 16 is closed, the main CPU 110a proceeds to step S340-8. If the first major prize opening 16 is not closed, the main CPU 110a proceeds to step S340-9.

[0430] In step S340-8, the main CPU 110a determines whether the closure time of the first special prize opening 16 has elapsed. Specifically, the main CPU 110a determines that the closure time of the first special prize opening 16 has elapsed when the value of the special game timer counter is 0. If the main CPU 110a determines that the closure time of the first special prize opening 16 has elapsed, the main CPU 110a proceeds to step S340-4. If the main CPU 110a determines that the closure time of the first special prize opening 16 has not elapsed, the main CPU 110a ends the jackpot game processing.

[0431] In step S340-9, the main CPU 110a determines whether the opening termination condition for the first special winning port 16 has been met. Specifically, the main CPU 110a determines that the opening termination condition for the first special winning port 16 has been met when the count value of the special winning port ball entry number (C) counter in the main RAM 110b reaches a specified number (for example, 9 balls) or when the special game timer counter is 0 (when the opening time has elapsed). If the opening termination condition for the first special winning port 16 has been met, the main CPU 110a proceeds to step S340-10. If the opening termination condition for the first special winning port 16 has not been met, the main CPU 110a ends the jackpot game processing.

[0432] In step S340-10, the main CPU 110a executes a process for closing the first special prize opening 16. Specifically, the main CPU 110a stops the energization data that has been energizing the first special prize opening solenoid 16c in order to close the first special prize opening opening door 16b. The main CPU 110a also refers to the special prize opening opening opening control table for the first type jackpot (FIG. 14(a)), determines the closing time of the first special prize opening 16 based on the current count value of the round number (R) counter, and sets the determined closing time in the special game timer counter.

[0433] In step S340-11, the main CPU 110a executes a round data initialization process. Specifically, the main CPU 110a resets the counter value of the number of balls entering the special prize slot (C) in the main RAM 110b. However, the main CPU 110a does not reset the counter value of the number of rounds (R) in the main RAM 110b.

[0434] Next, in step S340-12, the main CPU 110a determines whether the count value of the number of rounds (R) in the main RAM 110b is the maximum value. If the count value of the number of rounds (R) in the main RAM 110b is the maximum value, the main CPU 110a proceeds to step S340-14. If the count value of the number of rounds (R) in the main RAM 110b is not the maximum value, the main CPU 110a proceeds to step S340-13.

[0435] In step S340-13, the main CPU 110a adds 1 to the count value of the number of rounds (R) in the main RAM 110b, and ends the big win game process.

[0436] In step S340-14, the main CPU 110a resets the count value of the number of rounds (R) in the main RAM 110b.

[0437] The main CPU 110a sets an ending designation command in step S340-15. Specifically, the main CPU 110a reads the ending designation command from the reference destination of the special game control table for the first type jackpot (FIG. 13(a)) determined in step S330-7 or the reference destination of the special game control table for the second type jackpot (FIG. 13(b)) determined in step S351-5, which will be described later, and sets the read ending designation command in the transmission data storage area for performance.

[0438] In step S340-16, the main CPU 110a reads the ending time from the reference of the special game control table for the first type jackpot (Figure 13(a)) determined in step S330-7 and the reference of the special game control table for the second type jackpot (Figure 13(b)) determined in step S351-5 described below, and sets the read ending time in the special game timer counter.

[0439] In step S340-17, the main CPU 110a determines whether the end interval time has elapsed. Specifically, if the value of the special game timer counter is 0, the main CPU 110a determines that the end interval time has elapsed. If the main CPU 110a determines that the end interval time has elapsed, the main CPU 110a proceeds to step S340-18. If the main CPU 110a determines that the end interval time has not elapsed, the main CPU 110a ends the jackpot game processing.

[0440] In step S340-18, the main CPU 110a sets 5 to the special symbol special power processing data in the main RAM 110b, and ends the big win game processing.

[0441] (Main control board small win game processing) FIG. 41 is a diagram showing a flowchart of the small win game processing of the main control board 110 of the gaming machine 1.

[0442] In step S350-1, the main CPU 110a determines whether the current process is during the opening of a small win. If the current process is during the opening, the main CPU 110a proceeds to step S350-2. If the current process is not during the opening, the main CPU 110a proceeds to step S350-5.

[0443] 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 ends the small win game process.

[0444] The main CPU 110a executes a special prize opening process in step S350-3. Specifically, the main CPU 110a increments the value of the special power operation number (K) counter in the main RAM 110b by 1. The main CPU 110a refers to the special prize opening opening / closing control table for small wins (FIG. 15(a)) stored in the main ROM 110c, determines the opening time based on the current value of the special power operation number (K) counter, and sets the determined opening time in the special game timer counter in the main RAM 110b. The main CPU 110a then sets energization data for energizing the second special prize opening solenoid 17c in order to open the second special prize opening opening / closing door 17b.

[0445] Next, the main CPU 110a executes a specific winning opening open / close control process in step S350-4. Specifically, the main CPU 110a refers to the small win specific area open / close control table (FIG. 15(b)) stored in the main ROM 110c, determines the opening time from when the second large winning opening 17 is opened, the opening time of the slide member 19C, and the closing time of the slide member 19C, sets each of the determined times in a predetermined counter in a predetermined area of ​​the main RAM 110b, and ends the small win game process. Note that the movement control of the slide member 19C is executed based on the values ​​of these set predetermined counters.

[0446] In step S350-5, the main CPU 110a determines whether the current process is during the ending of a small win. If the current process is during the ending, the main CPU 110a proceeds to step S350-13. If the current process is not during the ending, the main CPU 110a proceeds to step S350-6.

[0447] In step S350-6, the main CPU 110a determines whether the second large prize opening 17 is open. Specifically, the main CPU 110a determines that the second large prize opening 17 is open when current supply data is set in the second large prize opening opening solenoid 17c. If the second large prize opening 17 is open, the main CPU 110a proceeds to step S350-8. If the second large prize opening 17 is not open, the main CPU 110a proceeds to step S350-7.

[0448] In step S350-7, the main CPU 110a determines whether the closure time of the second large prize opening 17 has elapsed. Specifically, the main CPU 110a determines that the closure time of the second large prize opening 17 has elapsed when the value of the special game timer counter is 0. If the main CPU 110a determines that the closure time of the second large prize opening 17 has elapsed, the main CPU 110a proceeds to step S350-3. If the main CPU 110a determines that the closure time of the second large prize opening 17 has not elapsed, the main CPU 110a ends the small prize game processing.

[0449] In step S350-8, the main CPU 110a determines whether the opening termination condition for the second large prize opening 17 has been met. Specifically, the main CPU 110a determines that the opening termination condition for the second large prize opening 17 has been met when the count value of the large prize opening ball count (C) counter in the main RAM 110b reaches a specified number (for example, 9 balls), when the special game timer counter is 0 (when the opening time has elapsed), or when the specific area prize winning flag is set. If the opening termination condition for the second large prize opening 17 has been met, the main CPU 110a proceeds to step S350-9. If the opening termination condition for the second large prize opening 17 has not been met, the main CPU 110a ends the small prize game processing.

[0450] In step S350-9, the main CPU 110a executes a process for closing the second large prize opening 17. Specifically, the main CPU 110a stops the energization data that has been energizing the second large prize opening solenoid 17c in order to close the second large prize opening opening door 17b. The main CPU 110a also references the closing time in the small prize opening opening control table stored in the main ROM 110c, determines the closing time of the second large prize opening 17 based on the current count value of the special power operation number (K) counter, and sets the determined closing time in the special game timer counter.

[0451] In step S350-10, the main CPU 110a determines whether the small win game has ended. Specifically, the main CPU 110a determines that the small win game has ended if the value of the special call operation number (K) counter in the main RAM 110b is the maximum value of 10, or the value of the number of balls entering the large prize port (C) counter has reached a specified number (for example, 9), or if the specific area winning flag is set. If the main CPU 110a determines that the small win game has ended, it proceeds to step S350-11. If the main CPU 110a determines that the small win game has not ended, it ends the small win game processing.

[0452] In step S350-11, the main CPU 110a executes a small win game end process. Specifically, the main CPU 110a resets the value of the special call operation number (K) counter and the value of the number of balls entering the big winning slot (C) counter in the main RAM 110b.

[0453] Next, the main CPU 110a executes ending processing in step S350-12. Specifically, the main CPU 110a sets a small win ending designation command in the transmission data storage area for performance.

[0454] In step S350-13, the main CPU 110a determines whether the end interval time has elapsed. Specifically, if the value of the special game timer counter in the main RAM 110b is 0, the main CPU 110a determines that the end interval time has elapsed. If the main CPU 110a determines that the end interval time has elapsed, it proceeds to step S350-14. If the main CPU 110a determines that the end interval time has not elapsed, it ends the small win game processing.

[0455] In step S350-14, the main CPU 110a determines whether a specific area prize winning flag is set in the specific area prize winning flag storage area of ​​the main RAM 110b. If the specific area prize winning flag is not set, the main CPU 110a proceeds to step S350-15. If the specific area prize winning flag is set, the main CPU 110a proceeds to step S351.

[0456] In step S350-15, the main CPU 110a sets a normal state flag in the game state flag storage area of ​​the main RAM 110b.

[0457] In step S350-16, the main CPU 110a sets the special symbol special power processing data in the main RAM 110b to 0, and ends the small win game processing.

[0458] The main CPU 110a executes a process for shifting to a second type big win game in step S351, and then ends the small win game process. The process for shifting to a second type big win game will be described later.

[0459] As explained in the flowchart above, if a game ball does not enter the specific area 19B during a small win game, the game state after the small win game ends will be the normal state. Therefore, even if a small win that triggers a second-class jackpot that transitions to the high-base time-saving state is achieved, if a game ball does not enter the specific area 19B during the small win game, not only will the second-class jackpot not be won, but after the small win game ends, the game will transition to the normal state, which is less favorable than the high-base time-saving state.

[0460] However, in this way, in all small wins, it can be said that it is too cruel to the player to transition from the high base time-saving state to the normal state after the end of the small win game just because the game ball did not enter the specific area 19B once during the game.

[0461] Therefore, even if the game ball does not enter the specific area 19B during a small win game in a high base time-shortened state, the game may be set to transition to the normal state after the small win game ends only in the case of a specific small win.

[0462] Specifically, only in the case of a small win that triggers a second-class jackpot (a second-class 9R win J) that transitions to the normal state after completion, the game may transition to the normal state by not having a game ball enter the specific area 19B. Also, even in the case of a small win that triggers a second-class jackpot that transitions to the high-base time-shortening state after completion, the game may transition to the normal state by not having a game ball enter the specific area 19B only in the case of a specific small win (for example, a small win that triggers a second-class 2R win I).

[0463] Also, the high base time-saving state may be shifted to the normal state depending on the number of small wins in which the game ball does not land in the specific area 19B during play. For example, the number of small wins in which the ball does not land in the specific area 19B may be counted, and the high base time-saving state may be shifted to the normal state after the end of the small win game in which the count value reaches three.

[0464] Furthermore, depending on both the number of small wins in which the game ball did not enter the specific area 19B during play and the type of small win, the high base time-shortening state may be shifted to the normal state after the end of the small win game.

[0465] Also, during the low base time-saving state, the opening time of the movable piece 15b is 0.11 seconds, making it much more difficult for the game ball to enter the second starting hole 15 compared to the high base time-saving state. However, depending on the strength and timing of the game ball's launch, it is possible that a game ball may enter the second starting hole 15 even during the low base time-saving state, and a small prize may be won in the lottery based on the ball's entry.

[0466] Under such circumstances, if the player intentionally stops firing the game ball during the small win game and does not allow the game ball to enter the specific area 19B during the small win game, the game will transition from the low base time-shortening state to the normal state, so that it is possible to intentionally transition to the normal state which is more advantageous than the low base time-shortening state.

[0467] Therefore, in the case of a small win occurring in a low base time-shortening state, even if the game ball does not enter the specific area 19B during the small win game, the low base time-shortening state may be continued without transitioning to the normal state after the small win game ends.

[0468] (Main control board's second-type jackpot game transition processing) FIG. 42 is a diagram showing a flowchart of the second type big win game transition process of the main control board 110 of the gaming machine 1.

[0469] In step S351-1, the main CPU 110a clears the specific area winning flag storage area of ​​the main RAM 110b. Next, in step S351-2, the main CPU 110a sets a normal state flag in the game state flag storage area of ​​the main RAM 110b.

[0470] Next, in step S351-3, the main CPU 110a resets the counter value of the low base time-saving count (B) counter and the counter value of the high base time-saving count (J) counter in the main RAM 110b. Next, in step S351-4, the main CPU 110a resets the counter value of the fluctuation count (L) counter in the main RAM 110b.

[0471] Next, in step S351-5, the main CPU 110a executes a second type jackpot game preparation process. Specifically, the main CPU 110a determines a reference destination of a second type jackpot special game control table (FIG. 13(b)) 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. The main CPU 110a reads the opening time from the determined reference destination, sets the determined opening time in the special game timer counter of the main RAM 110b, and sets the count value of the round number (R) counter of the main RAM 110b to 0. The main CPU 110a reads an opening designation command from the determined reference destination, and sets the read opening designation command in the performance transmission data storage area.

[0472] Next, in step S351-6, the main CPU 110a sets 3 to the special symbol special power processing data in the main RAM 110b, and ends the second type big win game transition process.

[0473] (Main control board jackpot game end processing) FIG. 43 is a diagram showing a flowchart of the big win game ending process of the main control board 110 of the gaming machine 1.

[0474] In step S360-1, the main CPU 110a loads the stop symbol data stored in the stop symbol data storage area of ​​the main RAM 110b and the game status information stored in the game status buffer.

[0475] Next, the main CPU 110a executes a remaining number setting process in step S360-2. Specifically, the main CPU 110a refers to the special game end setting table (FIG. 11) stored in the main ROM 110c based on the loaded stopped symbol data and game state information, and determines the low base time reduction number of times (B) and the high base time reduction number of times (J) at the end of the special game. The main CPU 110a sets the determined low base time reduction number of times (B) and high base time reduction number of times (J) in the low base time reduction number of times (B) counter and the high base time reduction number of times (J) counter of the main RAM 110b, respectively.

[0476] Next, the main CPU 110a executes a game status setting process in step 360-3. Specifically, the main CPU 110a determines the game status at the end of the special game by referring to the special game end setting table (FIG. 11) stored in the main ROM 110c based on the loaded stopped symbol data and game status information. The main CPU 110a sets the determined game status at the end of the special game in the game status flag storage area of ​​the main RAM 110b.

[0477] Next, in step S360-4, the main CPU 110a sets a game state designation 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.

[0478] Next, in step S360-5, the main CPU 110a sets the special symbol special power processing data in the main RAM 110b to 0, and ends the big win game ending process.

[0479] (Main control board general power control processing) FIG. 44 is a diagram showing a flowchart of the normal power control process of the main control board 110 of the gaming machine 1.

[0480] In step S401, the main CPU 110a loads the normal map / normal transmission processing data from the main RAM 110b. In step S402, the main CPU 110a refers to the branch destination address from the loaded normal map / normal transmission processing data.

[0481] Thereafter, the main CPU 110a executes the processing of the branch destination address referenced in step S402. Specifically, if the value of the loaded normal map normal transmission processing data is 0, the main CPU 110a advances the processing to step S410, and if the value of the loaded normal map normal transmission processing data is 1, the main CPU 110a advances the processing to step S420.

[0482] In step S410, the main CPU 110a executes normal symbol variation processing and ends the normal symbol normal power control processing. In step S420, the main CPU 110a executes auxiliary game processing and ends the normal symbol normal power control processing. Details of the normal symbol variation processing and auxiliary game processing will be described later.

[0483] (Main control board normal pattern change processing) FIG. 45 is a diagram showing a flowchart of the normal symbol variation process of the main control board 110 of the gaming machine 1.

[0484] In step S410-1, the main CPU 110a determines whether or not the normal symbol is being variably displayed. If the normal symbol is being variably displayed, the main CPU 110a proceeds to step S410-12. If the normal symbol is not being variably displayed, the main CPU 110a proceeds to step S410-2.

[0485] In step S410-2, the main CPU 110a determines whether the counter value of the normal symbol reserved number (G) counter in the main RAM 110b is 0. If the counter value of the normal symbol reserved number (G) counter is 0, the main CPU 110a ends the normal symbol variation process. If the counter value of the normal symbol reserved number (G) counter is not 0, the main CPU 110a proceeds to step S410-3.

[0486] In step S410-3, the main CPU 110a subtracts 1 from the counter value of the normal symbol reservation number (G) counter in the main RAM 110b.

[0487] Next, in step S410-4, the main CPU 110a executes a shift process of the normal symbol determination information stored in the normal symbol storage area of ​​the main RAM 110b. Specifically, the main CPU 110a shifts the normal symbol determination information stored in the first storage section to the fourth storage section of the normal symbol storage area shown in Figure 25 (c) to the previous storage section. Note that, since the normal symbol determination area stored in the first storage section is shifted to the 0th storage section, the normal symbol determination information stored in the 0th storage section up to that point is erased by this shift process.

[0488] Next, the main CPU 110a executes a winning determination process for the normal symbol in step S410-5. Specifically, the main CPU 110a refers to the winning lottery table (FIG. 8(c)) for the normal symbol display device stored in the main ROM 110c, and determines whether the normal symbol lottery has been won or lost based on the normal symbol random number value newly stored in the 0th memory section of the normal symbol memory area of ​​the main RAM 110b in step S410-4.

[0489] Next, the main CPU 110a executes normal symbol determination processing in step S410-6. Specifically, the main CPU 110a refers to the normal symbol determination table (FIG. 23(a)) stored in the main ROM 110c, and determines the type of normal symbol to be stopped and the stop symbol data based on the current game state and the result of the win / loss determination performed in step S410-5, and sets the determined stop symbol data in the normal symbol data storage area of ​​the main RAM 110b.

[0490] Next, in step S410-7, the main CPU 110a sets a normal symbol designation command. Specifically, the main CPU 110a sets a normal symbol designation command corresponding to the stop symbol data determined in step S410-6 in the performance transmission data storage area of ​​the main RAM 110b.

[0491] Next, in step S410-8, the main CPU 110a executes a normal symbol variation pattern determination process. Specifically, the main CPU 110a refers to the normal symbol variation pattern determination table (FIG. 23(b)) stored in the main ROM 110c, and determines the normal symbol variation pattern based on the winning / losing determination result determined in step S410-5 and the current game state.

[0492] Next, in step S410-9, the main CPU 110a sets a normal symbol variation pattern designation command. Specifically, the main CPU 110a sets a normal symbol variation pattern designation command corresponding to the normal symbol variation pattern determined in step S410-8 in the main RAM 110b's performance transmission data storage area.

[0493] Next, the main CPU 110a starts the variable display of the normal symbol in step S410-10. Specifically, the main CPU 110a sets normal symbol display data for causing the normal symbol display device 24 to display the variable display of the normal symbol in a predetermined area of ​​the main RAM 110b.

[0494] In addition, the main CPU 110a creates LED on and off data of the normal pattern display device 24 based on the normal pattern display data set in the predetermined area in the data generation process in the timer interrupt process of the above-mentioned step S600 (Fig. 30). Then, in the output control process in the timer interrupt process of the above-mentioned step S700 (Fig. 30), the main CPU 110a outputs the LED on and off data created in step S600 to the normal pattern display device 24, thereby starting the variable display of the normal pattern on the normal pattern display device 24.

[0495] Next, in step S410-11, the main CPU 110a sets the normal symbol fluctuation time. Specifically, the main CPU 110a sets the fluctuation time corresponding to the normal symbol fluctuation pattern determined in step S410-8 in the normal symbol time counter of the main RAM 110b, and ends the normal symbol fluctuation process.

[0496] In step S410-12, the main CPU 110a determines whether the normal symbol variation time has ended. Specifically, when the normal symbol time counter in the main RAM 110b is 0, the main CPU 110a determines that the normal symbol variation time has ended. When the main CPU 110a determines that the normal symbol variation time has ended, it proceeds to step S410-13. When the main CPU 110a determines that the normal symbol variation time has not ended, it ends the normal symbol variation process.

[0497] In step S410-13, the main CPU 110a executes a normal symbol variation stop process. Specifically, the display data set in a predetermined area of ​​the main RAM 110b in step S410-10 is cleared. After that, the main CPU 110a sets display data for stopping and displaying the normal symbol corresponding to the stop symbol data determined in step S410-6 in a predetermined area of ​​the main RAM 110b.

[0498] Next, in step S410-14, the main CPU 110a sets the normal symbol determination command in the performance transmission data storage area of ​​the main RAM 110b.

[0499] Next, in step S410-15, the main CPU 110a determines whether the stopped symbol data of the normal symbol stored in the normal symbol data storage area of ​​the main RAM 110b is a winning symbol. If the stopped symbol data of the normal symbol is a winning symbol, the main CPU 110a proceeds to step S410-16. If the stopped symbol data of the normal symbol is not a winning symbol, the main CPU 110a ends the normal symbol variation process.

[0500] In step S410-16, the main CPU 110a executes a process for preparing to open the second start opening 15. Specifically, the main CPU 110a refers to the auxiliary game control table (FIG. 24(a)) stored in the main ROM 110c, and determines the table number of the auxiliary game movable piece open / close control table based on the stopped symbol data of the normal symbol stored in the normal symbol data storage area of ​​the main RAM 110b. The main CPU 110a refers to the auxiliary game movable piece open / close control table (FIG. 24(b)) stored in the main ROM 110c, and determines the reference destination of the auxiliary game movable piece open / close control table based on the determined table number.

[0501] In step S410-17, the main CPU 110a sets the start interval time of the second start slot 15. Specifically, the main CPU 110a refers to the auxiliary game control table (FIG. 24(a)) stored in the main ROM 110c, and determines the start interval time of the auxiliary game based on the stopped symbol data of the normal symbol stored in the normal symbol data storage area of ​​the main RAM 110b. The main CPU 110a sets the determined start interval time in the auxiliary game timer counter of the main RAM 110b. In addition, the main CPU 110a sets 0 to the count value of the opening count (S) of the main RAM 110b.

[0502] In step S410-18, the main CPU 110a sets 1 to the normal symbol normal power processing data in the main RAM 110b, and ends the normal symbol variation processing.

[0503] (Main control board auxiliary game processing) FIG. 46 is a diagram showing a flowchart of the auxiliary game processing of the main control board 110 of the gaming machine 1.

[0504] In step S420-1, the main CPU 110a determines whether or not the auxiliary game is in the opening state. If the auxiliary game is in the opening state, the main CPU 110a proceeds to step S420-2. If the auxiliary game is not in the opening state, the main CPU 110a proceeds to step S420-4.

[0505] In step S420-2, the main CPU 110a determines whether the opening time has elapsed. Specifically, the main CPU 110a determines that the opening time has elapsed when the count value of the auxiliary game timer counter in the main RAM 110b is 0. If the opening time has elapsed, the main CPU 110a proceeds to step S420-3. If the opening time has not elapsed, the main CPU 110a ends the auxiliary game processing.

[0506] In step S420-3, the main CPU 110a executes the opening process of the movable piece 15b. Specifically, the main CPU 110a adds 1 to the count value of the number of openings (S) in the main RAM 110b, and sets energization data for energizing the start opening opening solenoid 15c in order to open the movable piece 15b of the second start opening 15. The main CPU 110a reads the opening time from the reference destination of the auxiliary game movable piece opening / closing control table (FIG. 24(b)) determined in step S410-16, and sets the read opening time in the auxiliary game timer counter in the main RAM 110b.

[0507] In step S420-4, the main CPU 110a determines whether the auxiliary game is in the ending state. If the auxiliary game is in the ending state, the main CPU 110a proceeds to step S420-12. If the auxiliary game is not in the ending state, the main CPU 110a proceeds to step S420-5.

[0508] In step S420-5, the main CPU 110a determines whether the movable piece 15b of the second start port 15 is closed. Specifically, if the energization data for energizing the start port opening / closing solenoid 15c is not set, the main CPU 110a determines that the movable piece 15b of the second start port 15 is closed. If the movable piece 15b of the second start port 15 is closed, the main CPU 110a proceeds to step S420-6. If the movable piece 15b of the second start port 15 is not closed, the main CPU 110a proceeds to step S420-7.

[0509] In step S420-6, the main CPU 110a determines whether the closing time of the movable piece 15b of the second start opening 15 has elapsed. Specifically, the main CPU 110a determines that the closing time of the movable piece 15b of the second start opening 15 has elapsed when the value of the auxiliary game timer counter is 0. If the main CPU 110a determines that the closing time of the movable piece 15b of the second start opening 15 has elapsed, the main CPU 110a proceeds to step S420-3. If the main CPU 110a determines that the closing time of the movable piece 15b of the second start opening 15 has not elapsed, the main CPU 110a ends the auxiliary game processing.

[0510] In step S420-7, the main CPU 110a determines whether the opening completion condition for the movable piece 15b of the second start opening 15 has been met. Specifically, the main CPU 110a determines that the opening completion condition for the movable piece 15b of the second start opening 15 has been met when the count value of the second start opening ball entry number (M) counter in the main RAM 110b reaches a specified number (e.g., 9 balls) or when the auxiliary game timer counter is 0 (when the opening time has elapsed). If the main CPU 110a determines that the opening completion condition for the movable piece 15b of the second start opening 15 has been met, it proceeds to step S420-8. If the main CPU 110a determines that the opening completion condition for the movable piece 15b of the second start opening 15 has not been met, it ends the auxiliary game processing.

[0511] In step S420-8, the main CPU 110a executes a process for closing the movable piece 15b of the second start opening 15. Specifically, the main CPU 110a stops the energization data for energizing the second start opening opening solenoid 15c. The main CPU 110a also reads the closing time from the reference of the auxiliary game movable piece opening / closing control table (FIG. 24(b)) determined in step S410-16, and sets the read closing time in the auxiliary game timer counter of the main RAM 110b.

[0512] The main CPU 110a determines whether or not to end the auxiliary game in step S420-9. Specifically, the main CPU 110a determines to end the auxiliary game when the count value of the number of openings (S) in the main RAM 110b reaches the maximum number, or when the count value (M) of the counter for the number of balls entering the second starting port (M) reaches a specified number (9). If the main CPU 110a determines to end the auxiliary game, it proceeds to step S420-10. If the main CPU 110a determines not to end the auxiliary game, it ends the auxiliary game processing.

[0513] In step S420-10, the main CPU 110a executes an auxiliary game ending process. Specifically, the main CPU 110a clears the count value of the opening count (S) counter and the count value of the second starting hole ball entry count (M) counter in the main RAM 110b.

[0514] The main CPU 110a sets an ending time in step S420-11. Specifically, the main CPU 110a refers to the auxiliary game control table (FIG. 24(a)) stored in the main ROM 110c, determines the ending time of the auxiliary game based on the stopped symbol data of the normal symbol stored in the normal symbol data storage area of ​​the main RAM 110b, and sets the determined ending time in the auxiliary game timer counter.

[0515] In step S420-12, the main CPU 110a determines whether the ending time of the auxiliary game has elapsed. Specifically, the main CPU 110a determines that the ending time has elapsed when the auxiliary game timer counter in the main RAM 110b is 0. If the main CPU 110a determines that the ending time has elapsed, it proceeds to step S420-13. If the main CPU 110a determines that the ending time has not elapsed, it ends the auxiliary game processing.

[0516] In step S420-13, the main CPU 110a sets the normal game processing data in the main RAM 110b to 0, and ends the auxiliary game processing.

[0517] (Main processing of the production control unit) 47 is a diagram showing a flowchart of the main processing of the performance control unit 120m of the gaming machine 1. The main processing of the performance control unit 120m is started when a system reset occurs in the sub-CPU 120a of the performance control unit 120m from the power supply board 170 due to a power-on operation.

[0518] In step S1000, the sub-CPU 120a executes initialization processing. Specifically, when power is turned on, the sub-CPU 120a reads programs and data for main processing from the sub-ROM 120c into the sub-RAM 120b, and initializes various flags, various data, and the like stored in the sub-RAM 120b.

[0519] The initialization process by the sub-CPU 120a is set to take an extremely short processing time compared to the initialization process by the main CPU 110a. Therefore, when the initialization process by the main CPU 110a starts, the performance control unit 120m is ready to receive commands from the main CPU 110a.

[0520] Next, in step S1100, the sub CPU 120a executes a process of updating the random number values ​​for various effects stored in the sub RAM 120b. Thereafter, the sub CPU 120a repeatedly executes the process of step S1100 until a predetermined interrupt process is executed.

[0521] (Timer interrupt processing of the production control unit) 48 is a diagram showing a flowchart of the timer interrupt processing of the performance control unit 120m of the gaming machine 1. The sub-CPU 120a periodically executes the timer interrupt processing in response to a clock pulse generated at a predetermined cycle (for example, 4 ms) by a reset clock pulse generating circuit (not shown) provided in the performance control unit 120m.

[0522] In step S1300, the sub CPU 120a saves information in the registers of the sub CPU 120a in a stack area. Next, in step S1400, the sub CPU 120a executes a process of updating the count values ​​of various timers stored in the sub RAM 120b.

[0523] In step S1500, the sub CPU 120a executes a command analysis process. The command analysis process is a process in which the sub CPU 120a analyzes various commands transmitted from the main control board 110 and stored in the receive buffer of the sub RAM 120b. The command analysis process will be described in detail later.

[0524] When the performance control unit 120m receives various commands from the main control board 110, a command reception interrupt process is initiated by the performance control unit 120m, and the received commands are stored in a reception buffer of the sub-RAM 120b.

[0525] In step S1600, the sub-CPU 120a executes a customer waiting effect control process. Specifically, when the sub-CPU 120a determines that the count value of the customer waiting effect timer count in the sub-RAM 120b is 0 while the customer waiting effect standby flag is set in the customer waiting effect flag storage area, the sub-CPU 120a sets a customer waiting state execution flag in the customer waiting effect flag area of ​​the sub-RAM 120b and sets an effect pattern designation command for the customer waiting effect in the transmission buffer of the sub-RAM 120b. Note that the setting of the customer waiting effect standby flag and the setting of the customer waiting effect timer are processes performed in the customer waiting effect preparation process in step S1512 of the command analysis process described later.

[0526] When the general control unit 141 and the lamp / drive control unit 150 receive a performance pattern designation command for the customer waiting performance from the performance control unit 120m, they perform processing to repeatedly execute the customer waiting performance for a predetermined period of time. The execution processing of the customer waiting performance and the standby processing of the customer waiting performance are terminated when a game state designation command, a performance symbol designation command, a variation pattern designation command, etc. are transmitted from the main CPU 110a.

[0527] In step S1700, the sub CPU 120a executes effect input control processing. Specifically, the sub CPU 120a performs processing in response to input signals from the effect button SW35a, cross key detection SW39a, cross key detection SW39b, cross key detection SW39c, cross key detection SW39d, and cross key detection SW39e.

[0528] In step S1800, the sub CPU 120a executes a data output process. Specifically, the sub CPU 120a transmits the various commands stored in the transmission buffer of the sub RAM 120b to the integrated control unit 141 and the lamp / drive control unit 150.

[0529] In step S1900, the sub CPU 120a restores the information saved in the stack area in step S1300 to the register of the sub CPU 120a, and ends the timer interrupt process.

[0530] (Command analysis processing of the production control unit) 49, 50, and 51 are diagrams showing flowcharts of the command analysis process of the performance control unit 120m of the gaming machine 1. FIG.

[0531] In step S1501, the sub CPU 120a refers to the receive buffer of the sub RAM 120b and checks whether there is a command received from the main control board 110. If there is a received command in the receive buffer, the sub CPU 120a proceeds to step S1502. If there is no received command in the receive buffer, the sub CPU 120a ends the command analysis process.

[0532] In step S1502, the sub CPU 120a determines whether the command in the receive buffer is a RAM clear command. If the command in the receive buffer is a RAM clear command, the sub CPU 120a proceeds to step S1503. If the command in the receive buffer is not a RAM clear command, the sub CPU 120a proceeds to step S1504.

[0533] In step S1503, the sub CPU 120a executes a RAM clear notification process. Specifically, the sub CPU 120a sets a RAM clear notification instruction command for starting the RAM clear notification process in the transmission buffer of the sub RAM 120b, and ends the command analysis process.

[0534] The RAM clear notification command set in the transmission buffer of the sub-RAM 120b is transmitted to the overall control unit 141 and the lamp / drive control unit 150. Upon receiving the RAM clear notification command, the overall control unit 141 and the lamp / drive control unit 150 execute processing for performing RAM clear notification processing.

[0535] In step S1504, the sub CPU 120a determines whether the command in the receive buffer is a power-on / power-restore command. If the command in the receive buffer is a power-on / power-restore command, the sub CPU 120a proceeds to step S1505. If the command in the receive buffer is not a power-on / power-restore command, the sub CPU 120a proceeds to step S1509.

[0536] In step S1505, the sub CPU 120a executes a power-on notification process. Specifically, the sub CPU 120a sets a power-on notification instruction command for starting the power-on notification process in a transmission buffer of the sub RAM 120b.

[0537] The power-on notification command set in the transmission buffer of the sub-RAM 120b is transmitted to the overall control unit 141 and the lamp / drive control unit 150. Upon receiving the power-on notification command, the overall control unit 141 and the lamp / drive control unit 150 execute processing for performing power-on notification processing.

[0538] In step S1506, the sub-CPU 120a determines whether the command corresponding to the power restoration designation command in the receive buffer is a command corresponding to the low base time-shortening state. If the command corresponding to the power restoration designation command in the receive buffer is a command corresponding to the low base time-shortening state, the sub-CPU 120a proceeds to step S1507. If the command corresponding to the power restoration designation command in the receive buffer is not a command corresponding to the low base time-shortening state, the sub-CPU 120a ends the command analysis process.

[0539] In step S1507, the sub-CPU 120a sets a special background image setting flag in a special background image setting flag storage area of ​​the sub-RAM 120b. The special background image setting flag is a flag that is set to cause the image display device 31 to display a background image that differs from the actual game state immediately after power-on or immediately after a jackpot has ended.

[0540] Next, in step S1508, the sub CPU 120a sets the count value of the special background fluctuation number (P) counter in the sub RAM 120b to the initial value of 30, and ends the command analysis process.

[0541] In step S1509, the sub CPU 120a determines whether the command in the receive buffer is an error-related command. If the command in the receive buffer is an error-related command, the sub CPU 120a proceeds to step S1510. If the command in the receive buffer is not an error-related command, the sub CPU 120a proceeds to step S1511.

[0542] Error-related designation commands include a magnetic error designation command, a radio wave error designation command, an illegal winning error designation command, a door opening error start designation command, a door opening error end designation command, a tray full error designation command, a right-hit error designation command, and the like.

[0543] The magnetic error designation command is a command transmitted from the main CPU 110a when the main CPU 110a detects a detection signal from the magnetic detection SW 41a for a predetermined period of time. The radio wave error designation command is a command transmitted from the main CPU 110a when the main CPU 110a detects a detection signal from the radio wave detection SW 42a for a predetermined period of time.

[0544] The illegal winning error designation command is a command sent from the main CPU 110a when the main CPU 110a detects the entry of a game ball into the second start opening 15 when the auxiliary game is not in progress, or the entry of a game ball into the first large winning opening 16 or the second large winning opening 17 when the jackpot game is not in progress.

[0545] The door open error start command is a command sent from the main CPU 110a when the dispensing CPU detects a detection signal from the door open detection SW 134 for a predetermined period of time. The door open error end command is a command sent from the main CPU 110a when the dispensing CPU detects that the detection signal from the door open detection SW 134 has changed from on to off.

[0546] The tray full error designation command is a command sent from the main CPU 110a when the payout CPU detects a detection signal from the full detection SW 133 for a predetermined period. The right-hand hit error designation command is a command sent from the main CPU 110a when the main CPU 110a detects the passage of a game ball through the normal symbol gate 13 during a period when a left-hand hit should be performed, such as in a normal state or a low-base time-saving state.

[0547] In step S1510, the sub CPU 120a executes an error notification process. Specifically, the sub CPU 120a sets an error notification instruction command corresponding to the type of the received error-related designation command in the transmission buffer of the sub RAM 120b, and ends the command analysis process.

[0548] The error notification instruction command set in the transmission buffer of the sub-RAM 120b is transmitted to the overall control unit 141 and the lamp / drive control unit 150. Upon receiving the error notification instruction command, the overall control unit 141 and the lamp / drive control unit 150 execute processing for performing error notification processing.

[0549] In step S1511, the sub CPU 120a determines whether the command in the receive buffer is a customer waiting state designation command. If the command in the receive buffer is a customer waiting state designation command, the sub CPU 120a proceeds to step S1512. If the command in the receive buffer is not a customer waiting state designation command, the sub CPU 120a proceeds to step S1513.

[0550] In step S1512, the sub-CPU 120a executes customer waiting effect preparation processing. Specifically, the sub-CPU 120a sets a customer waiting effect standby flag in the customer waiting effect flag storage area of ​​the sub-RAM 120b, sets a standby time (for example, 15 seconds) in the customer waiting effect timer count area of ​​the sub-RAM 120b, and ends the command analysis processing. Note that the customer waiting effect execution processing is performed in the customer waiting effect control processing of step S1600 described above.

[0551] In step S1513, the sub CPU 120a determines whether the command in the receive buffer is a game state designation command. If the command in the receive buffer is a game state designation command, the sub CPU 120a proceeds to step S1514. If the command in the receive buffer is not a game state designation command, the sub CPU 120a proceeds to step S1516.

[0552] The sub-CPU 120a executes a game status setting process in step S1514. Specifically, the sub-CPU 120a determines the current game status information from the game status designation command in the reception buffer, and stores the determined game status information in the game status information storage area of ​​the sub-RAM 120b.

[0553] In step S1515, the sub-CPU 120a executes background image display control processing. Specifically, the sub-CPU 120a determines a background image to be displayed based on the special background image setting flag stored in the special background image setting flag storage area of ​​the sub-RAM 120b, the game status information stored in the game status information storage area of ​​the sub-RAM 120b, and the like, and sets a presentation pattern designation command for the determined background image in the transmission buffer of the sub-RAM 120b. Details of the background image display control processing will be described later. After executing the background image display control processing, the sub-CPU 120a ends the command analysis processing.

[0554] In step S1516, the sub CPU 120a determines whether the command in the receive buffer is a special symbol reservation number designation command. If the command in the receive buffer is a special symbol reservation number designation command, the sub CPU 120a proceeds to step S1517. If the command in the receive buffer is not a special symbol reservation number designation command, the sub CPU 120a proceeds to step S1518.

[0555] In step S1517, the sub-CPU 120a executes a reserved number update process. Specifically, the sub-CPU 120a executes a process such as setting the reserved memory number corresponding to the received special symbol reserved number designation command to the reserved memory number counter of the sub-RAM 120b. After executing the reserved number update process, the sub-CPU 120a ends the command update process.

[0556] In step S1518, the sub-CPU 120a determines whether the command in the receive buffer is a start winning designation command. If the command in the receive buffer is a start winning designation command, the sub-CPU 120a proceeds to step S1519. If the command in the receive buffer is not a start winning designation command, the sub-CPU 120a proceeds to step S1520.

[0557] The sub-CPU 120a executes a pre-reading effect determination process in step 1519. Specifically, the sub-CPU 120a determines whether to execute a pre-reading effect based on the received start winning designation command, the counter value of the reserved memory number counter in the sub-RAM 120b, and the game status information stored in the game status information storage area.

[0558] When executing a look-ahead performance, the sub-CPU 120a determines the type of look-ahead performance to be executed and the look-ahead performance scenario data, stores the determined look-ahead performance scenario data in the look-ahead performance scenario storage area of ​​the sub-RAM 120b, and sets the counter value in the look-ahead performance counter storage area to an initial value corresponding to the determined look-ahead performance scenario data. The sub-CPU 120a sets a performance pattern designation command for starting the look-ahead performance in the transmission buffer of the main RAM 120b.

[0559] The look-ahead performance is made up of several types of look-ahead performance, such as a reserve change look-ahead performance that changes the display mode of the first reserve image 41 and the second reserve image 42, a look-ahead zone performance that changes the background image over several variations, and an effect that indicates the look-ahead performance when the decorative pattern 36 temporarily stops. Note that by setting multiple look-ahead scenario data, multiple look-ahead performances can be executed individually or in parallel.

[0560] In step S1520, the sub-CPU 120a determines whether the command in the receive buffer is a performance symbol designation command. If the command in the receive buffer is a performance symbol designation command, the sub-CPU 120a proceeds to step S1521. If the command in the receive buffer is not a performance symbol designation command, the sub-CPU 120a proceeds to step S1522.

[0561] The sub-CPU 120a executes the effect symbol determination process in step S1521. Specifically, the sub-CPU 120a determines effect symbol data specifying the symbols to be stopped on the left symbol 36L, the center symbol 36C, the right symbol 36R, and the fourth symbol 36Z based on the received effect symbol designation command, sets the effect pattern designation command corresponding to the determined effect symbol data in the transmission buffer of the sub-RAM 120b, and ends the command analysis process.

[0562] In step S1522, the sub CPU 120a determines whether the command in the receive buffer is a time-saving count designation command. If the command in the receive buffer is a time-saving count designation command, the sub CPU 120a proceeds to step S1523. If the command in the receive buffer is not a time-saving count designation command, the sub CPU 120a proceeds to step S1524.

[0563] In step S1523, the sub-CPU 120a executes a time-saving count control process. Specifically, the sub-CPU 120a sets the low base time-saving count (BK) and the high base time-saving count (JK) of the sub-RAM 120b to the time-saving count according to the received time-saving count designation command, and ends the command analysis process.

[0564] In step S1524, the sub CPU 120a determines whether the command in the receive buffer is a fluctuation pattern designation command. If the command in the receive buffer is a fluctuation pattern designation command, the sub CPU 120a proceeds to step S1525. If the command in the receive buffer is not a fluctuation pattern designation command, the sub CPU 120a proceeds to step S1532.

[0565] In step S1525, the sub-CPU 120a determines whether or not pre-read performance scenario data is stored in the pre-read performance scenario storage area of ​​the sub-RAM 120b. If pre-read performance scenario data is stored, the sub-CPU 120a proceeds to step S1526. If pre-read performance scenario data is not stored, the sub-CPU 120a proceeds to step S1527.

[0566] In step S1526, the sub-CPU 120a executes a look-ahead performance control process. Specifically, the sub-CPU 120a sets a performance pattern designation command corresponding to the look-ahead performance to be executed in the transmission buffer of the main RAM 120b based on the look-ahead performance scenario data stored in the look-ahead performance scenario storage area of ​​the sub-RAM 120b and the counter value in the look-ahead performance counter storage area. If the current variable display is a variable display to be looked-ahead, the sub-CPU 120a resets the count values ​​in the look-ahead performance scenario storage area and the look-ahead performance counter storage area, and if the current variable display is a variable display that precedes the variable display to be looked-ahead, the sub-CPU 120a subtracts 1 from the count value in the look-ahead performance counter storage area.

[0567] The effect pattern designation command set in the transmission buffer in the look-ahead effect determination process of step S1519 and the look-ahead effect control process is transmitted by the output control process of step S1800 to the general control unit 141 and the lamp / drive control unit 150. When the general control unit 141 and the lamp / drive control unit 150 receive this look-ahead effect pattern designation command, they perform processing to cause the image display device 31, the audio output device 32, the effect drive devices 330a, 330b, 330c, and the effect lighting devices 340a, 340b, 340c, 340d to execute the look-ahead effect according to the command.

[0568] In step S1527, the sub-CPU 120a executes a variable effect pattern determination process. Specifically, the sub-CPU 120a determines a variable effect pattern by referring to a variable effect pattern determination table stored in the sub-ROM 120c based on the received variable effect pattern designation command and the random number value for effect stored in the sub-RAM 120b. The sub-CPU 120a sets a designation command corresponding to the determined variable effect pattern in the transmission buffer of the sub-RAM 120b. Details of the variable effect pattern determination process will be described later.

[0569] The effect pattern designation command set in the transmission buffer in the variable effect pattern determination process is transmitted to the integrated control unit 141 and the lamp / drive control unit 150 by the output control process of step S1800. When the integrated control unit 141 and the lamp / drive control unit 150 receive the effect pattern designation command for the variable effect, they perform processing to cause the image display device 31, the audio output device 32, the effect drive devices 330a, 330b, 330c, and the effect lighting devices 340a, 340b, 340c, 340d to execute the variable effect in accordance with the command.

[0570] In step S1528, the sub-CPU 120a determines whether the current game state is a high base time-shortened state. Specifically, the sub-CPU 120a determines whether the game state information stored in the game state information storage area of ​​the main RAM 120b is a high base time-shortened state. If the current game state is a high base time-shortened state, the sub-CPU 120a ends the command analysis process. If the current game state is not a high base time-shortened state, the sub-CPU 120a proceeds to step S1529.

[0571] In step S1529, the sub CPU 120a determines whether the received variation pattern designation command is a variation pattern designation command corresponding to the variable display of the first special symbol. If the received variation pattern designation command corresponds to the variable display of the first special symbol, the sub CPU 120a proceeds to step S1530. If the received variation pattern designation command does not correspond to the variable display of the first special symbol, the sub CPU 120a ends the command analysis process.

[0572] In step S1530, the sub-CPU 120a determines whether or not the variable display stops with a jackpot symbol that will result in a low base time-saving state after the special game ends. The jackpot that will result in a low base time-saving state after the jackpot ends is a first-type 2R win C in the low base time-saving state and the high base time-saving state (FIG. 11).

[0573] If the variable display is such that a jackpot symbol that will result in a low base time-shortening state after the special game ends stops, the sub-CPU 120a proceeds to step S1531. If the variable display is not such that a jackpot symbol that will result in a low base time-shortening state after the special game ends stops, the sub-CPU 120a ends the command analysis process.

[0574] In step S1531, the sub-CPU 120a sets a special background image standby setting flag in the special background image standby setting flag storage area of ​​the sub-RAM 120b, and ends the command analysis process.

[0575] In step S1532, the sub CPU 120a determines whether the command in the receive buffer is a symbol determination command. If the command in the receive buffer is a symbol determination command, the sub CPU 120a proceeds to step S1533. If the command in the receive buffer is not a symbol determination command, the sub CPU 120a proceeds to step S1545.

[0576] In step S1533, the sub-CPU 120a executes a symbol determination process. Specifically, the sub-CPU 120a sets, in the transmission buffer of the sub-RAM 120b, an effect pattern designation command for stopping and displaying the decorative symbol 36 on the image display device 31.

[0577] The effect pattern designation command set in the transmission buffer in the above-mentioned symbol determination process is transmitted by the output control process of step S1800 to the general control unit 141 and the lamp / drive control unit 150. When the general control unit 141 and the lamp / drive control unit 150 receive this effect pattern designation command, they perform processing to execute an effect relating to the stopping of the decorative symbol 36 using the image display device 31, the audio output device 32, the effect drive devices 330a, 330b, 330c, and the effect lighting devices 340a, 340b, 340c, 340d.

[0578] In step S1534, the sub-CPU 120a determines whether the training mode setting flag in the sub-RAM 120b is set. If the training mode setting flag in the sub-RAM 120b is set, the sub-CPU 120a proceeds to step S1535. If the training mode setting flag in the sub-RAM 120b is not set, the sub-CPU 120a proceeds to step S1539.

[0579] The training mode setting flag is a flag that is set in S1527-7 in the variable presentation pattern determination process described later (FIG. 57). Specifically, the training mode setting flag is set as follows: if the training mode presentation starts when the low base time-saving number of times (B) is 20 times remaining until the specified number of times, the true training mode setting flag (value 1) is set; if the training mode presentation starts when the low base time-saving number of times (B) is 220 times or 420 times remaining until the specified number of times, the false training mode setting flag (value 2) is set; and if neither is set, the flag is set to 0. Therefore, if the training mode setting flag is set to a value of 1 or 2, the sub-CPU 120a determines that the training mode setting flag is set.

[0580] The training mode effect is an effect that suggests that the number of low base time-saving times (B) is approaching the specified number in the land mode, which indicates that the game is in a low base time-saving state, and that the transition to sea mode may be approaching.

[0581] The training mode effect starts when the low base time-saving count (B) reaches 20 times until the specified count, and when it reaches 220 or 420 times until the specified count, and continues for 20 fluctuation displays. In the final fluctuation of the training mode effect (the fluctuation effect on the 20th rotation from the start of the training mode effect), a training mode success effect or a training mode failure effect is executed.

[0582] The training mode success effect is an effect that is always executed when the training mode effect starts when the number of times remaining until the low base time-saving count (B) reaches the specified number is 20. Also, when the training mode effect starts when the number of times remaining until the low base time-saving count (B) reaches the specified number is 220 or 420, the training mode success effect or training mode failure effect is executed depending on the value of the effect random number value.

[0583] After the training mode success effect is performed, an effect is performed to notify the player of a transition to the sea mode, and after the training mode failure effect is performed, an effect is performed to notify the player of a continuation of the land mode. After the training mode success effect or the training mode failure effect is executed, a game effect is executed in the effect mode in which the transition was notified.

[0584] Therefore, if the land mode continues after the training mode failure effect is executed, the game state is determined to be the low base time-saving state. On the other hand, if the sea mode is switched to after the training mode success effect, the game state will be either the normal state or the low base time-saving state. Details of the training mode will be described later.

[0585] In step S1535, the sub CPU 120a subtracts 1 from the training mode change count (TM) in the sub RAM 120b. In step S1536, the sub CPU 120a determines whether the training mode change count (TM) in the sub RAM 120b is 1 or greater. If the training mode change count (TM) is 1 or greater, the sub CPU 120a advances the process to step S1537. If the training mode change count (TM) is not 1 or greater, the sub CPU 120a advances the process to step S1538.

[0586] The sub-CPU 120a sets the training mode continuation effect in step S1537. Specifically, the sub-CPU 120a sets an effect pattern designation command in the transmission buffer of the sub-RAM 120b to display the remaining number of times in the training mode according to the training mode change number (TM) decremented by 1 in step S1535, and to perform a chance-up effect whose execution is determined by a predetermined lottery based on the effect random number value, the training mode setting flag, and the remaining number of times in the training mode, and then ends the command analysis process.

[0587] The chance-up effect that is executed during the training mode effect is an effect that suggests the possibility that the training mode success effect will be executed, and is an effect that is more likely to be executed when the true training mode setting flag is set than when the false training mode setting flag is set.

[0588] In step S1538, the sub-CPU 120a executes a training mode notification effect control process. Specifically, the sub-CPU 120a executes a training mode success notification effect or a training mode failure notification effect based on the value set in the training mode setting flag in the sub-RAM 120b and the effect random number value. Details of the training mode notification effect control process will be described later.

[0589] In step S1539, the sub CPU 120a determines whether or not a special background image setting flag is set in the special background image setting flag storage area of ​​the sub RAM 120b. If the special background image setting flag is set, the sub CPU 120a proceeds to step S1540. If the special background image setting flag is not set, the sub CPU 120a ends the command analysis process.

[0590] The sub-CPU 120a determines whether to switch the presentation mode in step S1540. Specifically, the sub-CPU 120a sets a special background image setting flag to stop the situation in which the sea mode is being executed despite the low base state, and determines whether to switch the presentation mode to the ground mode corresponding to the low base state.

[0591] More specifically, the sub-CPU 120a determines to switch the presentation mode when the current gaming state is a low base time-shortening state and the variable presentation pattern is one of the variable presentation patterns 77 and 78 (special miss d), the variable presentation pattern 82 (normal miss), and the variable presentation pattern 90 (normal miss) shown in Fig. 53. Details of Fig. 53, which is a diagram showing the variable presentation patterns, will be described later.

[0592] If the sub-CPU 120a determines that the transition of the presentation mode should be performed, the process proceeds to step S1541, and if the sub-CPU 120a does not determine that the transition of the presentation mode should be performed, the process proceeds to step S1542.

[0593] In step S1541, the sub-CPU 120a sets the counter value of the special background fluctuation number (P) in the sub-RAM 120b to 0, and advances the process to step S1544.

[0594] In step S1542, the sub CPU 120a subtracts 1 from the counter value of the special background variation number (P) in the sub RAM 120b. In step S1543, the sub CPU 120a determines whether the counter value of the special background variation number (P) in the sub RAM 120b is 1 or greater. If the special background variation number (P) is 1 or greater, the sub CPU 120a ends the command analysis process. If the special background variation number (P) is not 1 or greater, the sub CPU 120a proceeds to step S1544.

[0595] In step S1544, sub-CPU 120a clears the special background image setting flag storage area of ​​sub-RAM 120b and ends the command analysis process. As shown in the flowchart, clearing of the special background image setting flag storage area in step S1544 may be executed via two routes: step S1543 or step S1541. Specifically, clearing of the special background image setting flag storage area in step S1544 is executed based on the fluctuation pattern if step S1541 is executed, and is executed based on the special background fluctuation count (P) becoming 0 if step S1543 is executed.

[0596] In step S1545, the sub CPU 120a determines whether the command in the receive buffer is a special game system designation command. If the command in the receive buffer is a special game system designation command, the sub CPU 120a proceeds to step S1546. If the command in the receive buffer is not a special game system designation command, the sub CPU 120a terminates the command analysis process. Note that special game system designation commands include a jackpot opening designation command, a jackpot round start command, a jackpot ending designation command, etc.

[0597] In step S1546, the sub-CPU 120a executes a special game effect control process. Specifically, in the special game effect control process, the sub-CPU 120a sets, in the transmission buffer of the sub-RAM 120b, an effect pattern designation command for causing the image display device 31, the audio output device 32, the effect drive devices 330a, 330b, and 330c, and the effect lighting devices 340a, 340b, 340c, and 340d to execute a jackpot effect corresponding to the received special game effect designation command. Details of the special game effect control process will be described later. After executing the special game effect control process, the sub-CPU 120a ends the command analysis process.

[0598] (Variable performance pattern determination table) 52, 53, 54, and 55 are diagrams showing a variable presentation pattern determination table for a first special symbol variation of the gaming machine 1. FIG. 56 is a diagram showing a variable presentation pattern determination table for a second special symbol variation of the gaming machine 1.

[0599] The variation presentation pattern determination table for the first special pattern variation consists of four types: a table referenced during the period when variation display is performed in sea mode in normal state (Figure 52), a table referenced during the period when variation display is performed in sea mode in low base time-saving state (Figure 53), a table referenced during the period when variation display is performed in land mode (Figure 54), and a table referenced during the period when variation display is performed in high base time-saving state (Figure 55).

[0600] The variable presentation pattern determination table for the second special symbol variation consists of two types: a table (Figure 56(a)) that is referenced during the period from the end of the jackpot until the 30th spin when the variable display is performed, and a table (Figure 56(b)) that is referenced during the period from the next variable display after the special miss a occurs and from the 31st spin onwards when the variable display is performed after the end of the jackpot.

[0601] The variable performance pattern is a performance mode of a variable performance performed using the image display device 31, the audio output device 32, the performance drive devices 330a, 330b, and 330c, and the performance lighting devices 340a, 340b, 340c, and 340d.

[0602] First, we will explain each term listed in the presentation configuration of the variable presentation pattern determination table shown in Figures 52 to 56.

[0603] "Normal fluctuation" refers to a fluctuation effect in which the decorative pattern 36L and the decorative pattern 36R stop at different types of patterns, and refers to a fluctuation effect in which a reach state is not formed. "Shortened fluctuation" refers to a fluctuation effect in which the decorative pattern 36L and the decorative pattern 36R stop at different types of patterns, and a fluctuation display in which a reach state is not formed, and refers to a fluctuation effect with a shorter fluctuation time than normal fluctuation. "Normal reach" refers to a reach fluctuation effect in which the decorative pattern 36L and the decorative pattern 36R temporarily stop at the same type of pattern.

[0604] "SP Reach A" and "SP Reach B" refer to reach variation effects that occur in response to the fluctuation of the first special symbol, have a higher chance of winning than a normal reach, and when won, result in a Type 1 10R hit. "SP Reach C" and "SP Reach D" refer to reach variation effects that occur in response to the fluctuation of the first special symbol, have a higher chance of winning than a normal reach, and when won, result in a Type 1 2R hit. "SP Reach C" and "SP Reach D" are also executed as part of the variation effects that result in a Type 1 10R hit (variation effect pattern 4, etc.), and in that case, an announcement that a 10R hit has occurred (round promotion announcement) will be made during the jackpot. "SP Reach G" and "SP Reach H" refer to reach variation effects that occur mainly in response to the fluctuation of the second special symbol, have a higher chance of winning than a normal reach, and when won, result in F for every 10R of the first type. "SP Reach I" and "SP Reach J" refer to reach variation effects that occur mainly in response to the fluctuation of the second special symbol, have a higher chance of winning than a normal reach, and when won, result in G for every 2R of the first type.

[0605] As shown in Figure 56(a), "SP Reach G", "SP Reach H", "SP Reach I", and "SP Reach J" are mainly performed in response to the changing display of the second special pattern as described above, but can also be performed in response to the changing display of the first special pattern in a high base time-saving state.

[0606] In the high base time-saving state, the game ball rarely enters the first starting hole 14 because the game is played from the right, and the first special symbol is rarely displayed, but the first special symbol may change under certain circumstances. Specifically, certain circumstances include when the game ball enters the first starting hole 14 by the player hitting from the left when the second special symbol is not changing in the high base time-saving state, or when there are reserved numbers of the first special symbol when the display of the second special symbol changes has finished.

[0607] The "Full Rotation Reach" is a reach variation effect that slowly changes when the same type of left pattern 36L, center pattern 36C, and right pattern 36R are lined up. The full rotation reach is only executed when Type 1 10R per D or Type 1 10R per F is formed, so it is an effect that notifies you that a Type 1 10R win has been confirmed and that you will transition to a high-base time-saving state after the jackpot ends.

[0608] "Roulette effect" refers to an effect that occurs in response to the change in the first special symbol while the sea mode is in operation, and is performed as part of a special miss or normal miss, and refers to an effect that selectively displays one of the three results: "Land mode," "Sea mode," and "Undersea temple mode." "Chance effect" refers to an effect that occurs in response to the change in the second special symbol, and is performed after a normal reach miss effect, and refers to an effect that indicates a small win or a normal miss. "Battle effect" refers to an effect that occurs in response to the change in the first special symbol while the sea mode is in operation, and develops from a normal reach, and refers to an effect that notifies of a jackpot win, mode transition, or mode continuation.

[0609] The "instant win effect" is an effect in which the left symbol 36L, right symbol 36R, and center symbol 36C stop in sequence at high speed, lining up the jackpot symbols, without any effects that hint at whether or not a jackpot will be reached through reach effects. In the case of a Type 1 jackpot (special symbol F, special symbol J), a combination of identical decorative symbols 36 stops and displays. In the case of a Type 2 jackpot (special symbol H, special symbol I, special symbol J), the same decorative symbol 36 stops and displays on the left symbol 36L and right symbol 36R, and then a special symbol ("V hit") indicating a small jackpot win stops and displays on the center symbol 36C.

[0610] The variable effect pattern determination table for the first special symbol shown in Figures 52 to 55 will be explained below.

[0611] Fig. 52 is a diagram showing a variable effect pattern determination table for the first special symbol variation in sea mode in normal state. Fig. 53 is a diagram showing a variable effect pattern determination table for the first special symbol variation in sea mode in low base time-saving state. Fig. 54 is a diagram showing a variable effect pattern determination table for the first special symbol variation in land mode. Fig. 55 is a diagram showing a variable effect pattern determination table for the first special symbol variation in high base time-saving state.

[0612] The variable effect patterns for the first special symbol variation shown in Figures 52 and 53 are tables that are referenced when the effect mode is Ocean mode. The battle effects that can only be performed in Ocean mode can be performed in both the normal state and the low base time-saving state, but the effect patterns of the battle effects that can be performed differ between the normal state and the low base time-saving state. The differences in the effect patterns of the battle effects between the normal state and the low base time-saving state are specifically explained below.

[0613] As shown in Figure 52, in the battle presentation in sea mode under normal conditions, winning presentation patterns (variable presentation patterns 14, 20, 23), drawing presentation patterns (variable presentation patterns 6, 10, 33, 41), and losing presentation patterns (variable presentation patterns 25, 27, 29) can be executed.

[0614] In the battle performance under normal conditions, the occurrence of the winning performance pattern above indicates a transition to a high base time-saving state. Specifically, when variable performance pattern 14 is performed, a first-class 2R win C occurs, and after the jackpot ends, the game transitions to a high base time-saving state. When variable performance pattern 20 is performed, a first-class 10R win D occurs, and after the jackpot ends, the game transitions to a high base time-saving state. When variable performance pattern 23 is performed, a special miss a occurs, and after the miss stops, the game transitions to a high base time-saving state.

[0615] As explained in the game flow shown in Figure 6, the transition to the high base time-saving state due to the formation of the first type 2R win C and the special miss a occurs only in the normal state, not in the low base time-saving state. Therefore, the battle victory effects executed in the variable effect pattern 14 and the variable effect pattern 23 can be executed in the normal state, but cannot be executed in the low base time-saving state.

[0616] Therefore, when a Type 1 2R win C is achieved in the normal state, a battle victory effect (variable effect pattern 14) is performed, but when a Type 1 2R win C is achieved in the low base time-saving state, a battle victory effect is not performed, and, for example, an SP reach D is performed (variable effect pattern 63) as shown in Figure 53.

[0617] In addition, if a special miss a occurs in normal conditions, a battle victory effect is displayed, but if a special miss a occurs in a low base time-saving condition as shown in Figure 53, a battle draw B effect is displayed, and the continuation of the effect mode is announced (variable effect pattern 72).

[0618] In addition, if a special miss a occurs in a low base time-saving state, the battle draw effect (variable effect pattern 72) may not be performed, and an SP reach miss effect may be performed.

[0619] 16 and 17, the fluctuation time of the fluctuation pattern 31 in which the battle victory effect (variation effect pattern 23) is performed when the special miss a is achieved in the normal state is T31 (50 seconds), and the fluctuation time of the fluctuation pattern 64 in which the battle draw effect (variation effect pattern 72) is performed when the special miss a is achieved in the low base time-saving state is T44 (35 seconds). Therefore, the execution time of the fluctuation effect when the special miss a is achieved in the sea mode is longer in the normal state than in the low base time-saving state.

[0620] On the other hand, the transition to the high base time-saving state after the end of D per 10R of the first type occurs after the end of D per 10R of the first type in both the normal state and the low base time-saving state. Therefore, in both the normal state and the low base time-saving state, the battle victory effect of "normal fluctuation → normal reach → battle effect (victory) → re-draw (7 symbols)" can be executed (fluctuation effect pattern 20, fluctuation effect pattern 69).

[0621] In the battle performance in the normal state, the occurrence of a defeat performance pattern notifies the transition to the low base time-saving state. Specifically, when the special miss b is established, the battle defeat performance is executed by the variable performance pattern 25, when the special miss c is established, the battle defeat performance is executed by the variable performance pattern 27, when the special miss d is established, the battle defeat performance is executed by the variable performance pattern 29, and after the defeat performance is executed, the transition to the ground mode is made.

[0622] As explained in the game flow shown in Figure 6, when special miss b, special miss c, and special miss d occur, the game state will transition to the low base time-shortened state if it was in the normal state before the special miss occurred, but will remain in the low base time-shortened state if it was in the low base time-shortened state before the special miss occurred.

[0623] Therefore, even if the battle defeat effect is executed in a low base time-saving state, the game state does not actually change, but since the game state after the special miss is established is a low base time-saving state, there is no contradiction between the content shown as a result of the battle effect and the current game state (variable effect pattern 78, etc.).

[0624] In the variation effect pattern 74 (when the special miss b is established) and the variation effect pattern 76 (when the special miss c is established) shown in Fig. 53, a battle draw effect is executed. On the other hand, in the variation effect pattern 78 (when the special miss d is established) shown in Fig. 53, a battle defeat effect is executed.

[0625] This is because, even in a low base time-saving state, the sea mode is executed in order to give the player a sense of expectation for the normal state, and the purpose of executing the continuation effect of the sea mode is to keep the player's sense of expectation for the normal state. However, in the variation effect pattern 74 and the variation effect pattern 76, a battle defeat effect may be executed as in the variation effect pattern 78 to notify the player of the transition to the land mode.

[0626] Furthermore, in the normal state, when special miss b, special miss c, and special miss d occur, a battle defeat effect is always performed to notify the transition to land mode, but by performing a battle draw effect as in the case of a low base time-saving state, sea mode may be continued even if the actual game state is in a low base time-saving state.

[0627] Next, the roulette effect can be executed in both the normal state and the low base time-saving state of the sea mode, but the executable effect patterns are different between the normal state and the low base time-saving state. The difference in the roulette effect patterns between the normal state and the low base time-saving state will be specifically explained below.

[0628] In the roulette presentation, when a special miss occurs, a transition to the underwater temple mode, continuation of the sea mode, or a transition to the land mode is announced depending on the pattern of the results selected on the roulette. Specifically, as shown in Fig. 52, when a special miss a occurs in the normal state, a transition to the underwater temple mode is announced by the roulette presentation (variable presentation pattern 22), and when a special miss b, a special miss c, or a special miss d occurs in the normal state, a transition to the land mode is announced by the roulette presentation (variable presentation patterns 24, 26, 28).

[0629] As explained in the game flow shown in Figure 6, the transition to the high base time-saving state due to the establishment of special miss a does not occur in the low base time-saving state, but only in the normal state. Therefore, the notification of the transition to the Underwater Temple mode when special miss a occurs is executable in the normal state, but is not executable in the low base time-saving state. Therefore, as shown in Figure 53, in the roulette presentation when special miss a occurs in the low base time-saving state, the transition to the Underwater Temple mode is not notified, but the continuation of the Sea mode is notified (variable presentation pattern 71).

[0630] The reason why the continuation of sea mode is not announced even in the low base time-saving state, and the transition to land mode is not announced, is that, similar to the battle presentation (variation presentation pattern 72) when special miss a is achieved in sea mode in the low base time-saving state, sea mode is executed to deliberately give the player a sense of expectation of the normal state even in the low base time-saving state, and so the purpose of executing the continuation presentation of sea mode is to maintain the player's sense of expectation that they are staying in the normal state. However, it is also acceptable to announce the transition to land mode in the variation presentation pattern 71 and announce that the current game state is in the low base time-saving state.

[0631] In addition, in a low base time-saving state, when special miss b and special miss c are achieved, the roulette performance will notify the continuation of sea mode (variation performance patterns 73 and 75), and when special miss d is achieved, it will notify the transition to land mode (variation performance pattern 77).

[0632] As shown in the game flow in Figure 6, when special miss b, special miss c, and special miss d occur in a low base time-saving state, the game state is maintained in the low base time-saving state, so it is acceptable to notify a transition to land mode in all cases. However, since sea mode is being executed to make the player expect to remain in the normal state, a transition to land mode is not notified in the roulette presentation when special miss b and special miss c occur, and a transition to land mode is only notified in the roulette presentation when special miss d occurs.

[0633] In addition, in the roulette presentation in the low base time-saving state, if the special miss b, special miss c, and special miss d are achieved, a notification of a transition to land mode will always be made, and it may be made to notify that the current game state is in the low base time-saving state, or conversely, it may be made to always continue in sea mode.

[0634] Furthermore, in the normal state, when special miss b, special miss c, and special miss d are achieved, the roulette presentation always notifies the player of a transition to land mode, but by notifying the player of the continuation of sea mode in the same way as special miss b in the low base time-saving state, sea mode may be continued even if the game state transitions to the low base time-saving state.

[0635] In the low base time-saving state, when a normal miss occurs, the roulette effect may either notify a transition to land mode (variable effect pattern 82, variable effect pattern 90) or notify a continuation of sea mode (variable effect pattern 81, variable effect pattern 91), depending on the value of the random number value for the effect. Note that the roulette effect executed in the low base time-saving state when a normal miss occurs may always notify a continuation of sea mode, or may always notify a transition to land mode.

[0636] Figure 54 is a diagram showing a variation effect pattern determination table for the first special symbol variation in the ground mode. Note that the ground mode is a performance mode that can be executed only when the base time is reduced. As shown in the performance configuration column of Figure 54, the ground mode does not have a variation effect pattern that performs battle effects and roulette effects.

[0637] 55 is a diagram showing a variable effect pattern determination table for the first special symbol variation in the high base time-shortening state. As described above, in the high base time-shortening state, since a right-hand hit game is performed, the game ball rarely enters the first starting hole 14, and the first special symbol variation is rarely performed, so the variable effect pattern determination table for the first special symbol variation in the high base time-shortening state shown in FIG. 55 is not referenced except in specific situations.

[0638] The specific situation is when, in a high base time-saving state, all the display of the second special symbol changes has finished while reserved memory for the change of the first special symbol is stored, or when a game ball enters the first starting hole 14 while the display of the second special symbol changes is not being performed.

[0639] When a first-class jackpot is established as a result of the lottery for the first special symbol in the high base time-saving state, variable effects such as normal reach, SP reach G, SP reach H, SP reach I, SP reach J, and full rotation reach (variable effect patterns 150 to 163) are executed. Note that these variable effects are the same as the effects selected in the variable effect pattern determination table for the second special symbol variation, which will be described later using Figure 56(a).

[0640] In this embodiment, the SP reach executed in the first special pattern change performance in the high base time-saving state and the SP reach executed in the second special pattern change performance are common performances, but it is also possible to execute an SP reach that is exclusive to the first special pattern change performance in the high base time-saving state.

[0641] In the high base time-saving state, if the lottery result for the first special symbol is a special miss or a normal miss, a shortened variation is executed in both cases (variation effect patterns 164 to 168). Therefore, the variation effect when the lottery result for the first special symbol in the high base time-saving state is a special miss is executed in the normal state and low base time-saving state, where a reach effect (including a battle effect and a roulette effect) is executed, whereas in the high base time-saving state, a non-reach effect is executed.

[0642] Next, we will explain the variable presentation in the high base time-saving state using the variable presentation pattern determination table for the ...

Claims

[Claim 1] A determination means for determining whether or not a special game advantageous to a player is to be executed; A game state control means for controlling a plurality of game states; A performance control means for performing a performance based on the determination by the determination means; having The game states controlled by the game state control means include a first normal state, a second normal state, and a specific game state advantageous to a player, In the first normal state, if the determination result by the determination means is a first jackpot result, the game can be shifted to the specific game state after the special game ends, and if the determination result by the determination means is a second jackpot result, the game does not transition to the specific game state after the special game ends, In the second normal state, regardless of whether the determination result by the determination means is the first jackpot result or the second jackpot result, the game can be shifted to the specific game state after the special game ends; As a performance controlled by the performance control means, a special performance for notifying a transition to the specific game state can be executed, The special effect is executed at a higher rate in the second normal state than in the first normal state; The special performance can also be executed when a special losing symbol different from a winning symbol arranged in a row indicating a determination result of executing the special game, which will result in a transition to the specific game state, is stopped. A gaming machine characterized by:

Citation Information

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