Gaming Machines

By introducing a three-state game structure with a specific advantageous state accessible from the second normal state, the gaming machine addresses the lack of engagement in conventional time-saving game states, enhancing player fun and entertainment.

JP7659835B2Active Publication Date: 2025-04-10KYORAKU IND CO LTD
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Patent Information

Application Number
JP2022173943
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-10-31
Publication Date
2025-04-10
Estimated Expiration
2042-10-31

AI Technical Summary

Technical Problem

Conventional gaming machines in the time-saving game state lack sufficient engagement and interest for players, limiting the overall fun and entertainment experience.

Method used

The gaming machine introduces a state structure with three game states: a first normal state, a second normal state, and a specific game state advantageous to the player. The specific game state is made more accessible from the second normal state, making the first normal state the most disadvantageous to the player. Special patterns and small hit games are used to transition between these states, enhancing player engagement.

Benefits of technology

This configuration significantly enhances the fun and engagement of the gaming machine by providing a more dynamic and player-friendly game state structure, increasing the chances of winning and maintaining player interest.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine which improves the amusement of a game.SOLUTION: A game machine according to the invention, includes, as a game state, a first normal state, a second normal state, and a specific game state advantageous for a player. The first normal state has a higher advantageous degree related to an auxiliary game than the second normal state. When a special failure drawing pattern stops in the first normal state, the first normal state is kept. When the special failure drawing pattern (special failure a) stops in the second normal state, a transition to the specific game state is allowed. When the special failure drawing pattern (special failure a) stops in the specific game state, the specific game state is kept.SELECTED DRAWING: Figure 6
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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 (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2015-6575 A 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 entertainment value of the game in the time-saving game state.

[0005] In view of the above problems, the present invention has an object 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 gaming machine having gaming states including a first normal state, a second normal state, and a specific gaming state advantageous to a player, the first normal state being more advantageous in terms of auxiliary games than the second normal state, the specific gaming state being more advantageous in terms of auxiliary games than the first normal state, the first normal state being maintained when a special symbol is stopped and when another losing symbol is stopped in the first normal state, the second normal state being capable of transitioning to the first normal state or the specific gaming state when the special symbol is stopped in the second normal state, and the second normal state being maintained when another losing symbol is stopped, By making the second normal state more likely to transition to the specific gaming state than the first normal state, the first normal state becomes the gaming state most disadvantageous to a player; The special symbols include a first special symbol and a second special symbol, and when the second special symbol stops in the second normal state, a transition to the specific game state is possible, and when the second special symbol stops in the specific game state, the specific game state is maintained, and when a game ball passes through a specific area during a small win game caused by the stop of a small win symbol, a special game can be executed. and determining a game state after the special game ends based on the small winning symbol and the game state when the game ball passes through the specific area; If the game ball does not pass through the specific area during the small win game, the game state after the small win game ends is Instead of the first normal state which is the most unfavorable to the player, The second normal state can be achieved. Effect of the Invention

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

[0008] [Figure 1] FIG. 1 shows a front view of the gaming machine 1. [Diagram 2] FIG. 1 is a perspective view of the rear side of the gaming machine 1. [Diagram 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 parts 33a, 33b, and 33c in the gaming machine 1. [Diagram 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. 1 shows 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 losing symbol determination table for the gaming machine 1. [Figure 11] FIG. 1 shows 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 is stopped in the gaming machine 1. [Figure 13] A diagram showing a special game control table for big wins and small wins of the gaming machine 1. [Figure 14] FIG. 1 shows a control table for opening and closing a big win opening for a big win of the gaming machine 1. [Figure 15] FIG. 1 shows a control table for opening and closing the large prize opening for small prizes in the gaming machine 1. [Figure 16] FIG. 13 is a diagram showing a variation pattern determination table for the first special symbol variation of the gaming machine 1. [Figure 17] FIG. 13 is a diagram showing a variation pattern determination table for the first special symbol variation of the gaming machine 1. [Figure 18] FIG. 13 is a diagram showing a variation pattern determination table for the first special symbol variation of the gaming machine 1. [Figure 19] FIG. 13 is a diagram showing a variation pattern determination table for the second special symbol variation of the gaming machine 1. [Figure 20] FIG. 1 shows a pre-determination table for a first special symbol of the gaming machine 1. [Figure 21] FIG. 1 shows 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. [Diagram 23] A diagram showing various determination tables for normal symbols of the gaming machine 1. [Figure 24] FIG. 1 shows an auxiliary game table of the gaming machine 1. [Diagram 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 process of the main control board 110 of the gaming machine 1. [Figure 27] FIG. 13 is a flowchart showing the initialization process of the main control board 110 of the gaming machine 1. [Figure 28] FIG. 13 is a flowchart showing the initialization process of the main control board 110 of the gaming machine 1. [Figure 29] FIG. 13 is a flowchart showing a power interruption monitoring process of the main control board 110 of the gaming machine 1. [Diagram 30] FIG. 13 is a flowchart showing a timer interrupt process of the main control board 110 of the gaming machine 1. [Diagram 31] FIG. 1 is a flowchart showing an input control process of the main control board 110 of the gaming machine 1. [Diagram 32] FIG. 13 is a flowchart showing the first start hole detection switch input process of the main control board 110 of the gaming machine 1. [Diagram 33] FIG. 13 is a flowchart showing a specific area detection switch input process of the main control board 110 of the gaming machine 1. [Diagram 34] FIG. 13 is a flowchart showing the special chart special electricity control process of the main control board 110 of the gaming machine 1. [Diagram 35] FIG. 13 is a flowchart showing a special symbol memory determination process of the main control board 110 of the gaming machine 1. [Diagram 36] FIG. 13 is a flowchart showing a special symbol memory determination process of the main control board 110 of the gaming machine 1. [Figure 37] FIG. 13 is a flowchart showing the big win determination process of the main control board 110 of the gaming machine 1. [Figure 38] FIG. 13 is a flowchart showing the special symbol variation process of the main control board 110 of the gaming machine 1. [Figure 39] FIG. 13 is a flowchart showing the special symbol stopping process of the main control board 110 of the gaming machine 1. [Diagram 40] FIG. 13 is a flowchart showing the jackpot game process of the main control board 110 of the gaming machine 1. [Diagram 41] FIG. 13 is a flowchart showing the small win game process of the main control board 110 of the gaming machine 1. [Diagram 42] FIG. 13 is a flowchart showing the second type big win game transition process of the main control board 110 of the gaming machine 1. [Diagram 43] FIG. 13 is a flowchart showing the jackpot game end process of the main control board 110 of the gaming machine 1. [Diagram 44] FIG. 13 is a flowchart showing the general power control process of the main control board 110 of the gaming machine 1. [Diagram 45] FIG. 13 is a flowchart showing the normal symbol variation process of the main control board 110 of the gaming machine 1. [Diagram 46] FIG. 13 is a detailed flowchart showing auxiliary game processing of the main control board 110 of the gaming machine 1. [Figure 47] FIG. 13 is a flowchart showing the main process of the performance control unit 120m of the gaming machine 1. [Figure 48] FIG. 13 is a flowchart showing a timer interrupt process of the performance control unit 120m of the gaming machine 1. [Figure 49] FIG. 13 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1. [Figure 50] FIG. 13 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1. [Figure 51] FIG. 13 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1. [Figure 52] FIG. 13 is a diagram showing a variation effect pattern determination table for the first special symbol variation of the gaming machine 1. [Figure 53] FIG. 13 is a diagram showing a variation effect pattern determination table for the first special symbol variation of the gaming machine 1. [Figure 54] FIG. 13 is a diagram showing a variation effect pattern determination table for the first special symbol variation of the gaming machine 1. [Figure 55] FIG. 13 is a diagram showing a variation effect pattern determination table for the first special symbol variation of the gaming machine 1. [Figure 56] FIG. 13 is a diagram showing a variable presentation pattern determination table for the second special symbol of the gaming machine 1. [Figure 57] FIG. 13 is a flowchart showing a variable presentation pattern determination process of the presentation control unit 120m of the gaming machine 1. [Figure 58] FIG. 13 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. 13 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. 13 is a flowchart showing a background image display control process of the performance control unit 120m of the gaming machine 1. [Figure 62] FIG. 13 is a flowchart showing the main process of the integrated control unit 141 of the gaming machine 1. [Figure 63] FIG. 13 is a flowchart showing the command reception interrupt process and the V blank interrupt process of the central control unit 141 of the gaming machine 1. [Figure 64] FIG. 13 shows an example of a screen showing normal variation effects on the gaming machine 1. [Figure 65] FIG. 13 shows an example of a screen of a normal reach effect of the gaming machine 1. [Figure 66] FIG. 13 shows an example of a screen showing a roulette effect of the gaming machine 1. [Figure 67] FIG. 13 shows an example of a screen of the SP reach effect of the gaming machine 1. [Figure 68] FIG. 13 shows an example of a screen showing a battle performance of the gaming machine 1. [Figure 69] FIG. 13 shows a detailed example of a screen showing a battle performance of the gaming machine 1. [Figure 70] FIG. 13 shows an example of a screen during a big win on gaming machine 1. [Figure 71] FIG. 13 shows an example of a screen in a high base time-saving state of the gaming machine 1. [Figure 72] FIG. 13 shows an example of a screen in a training mode of the gaming machine 1. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[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 Figs. 1 to 3. Fig. 1 is a front view of the gaming machine 1 of the present invention. Fig. 2 is a perspective view of the rear side of the gaming machine 1. Fig. 3 is an enlarged view of the second large winning port 17 of the gaming machine 1. As shown in Figs. 1 and 2, the gaming machine 1 includes 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 where gaming balls flow down. The gaming area 6 includes a left area 6L on the left side of the center and a right area 6R on the right side 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 lock mechanism is provided at the other end of the glass frame 50. The lock 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 play area 6. The glass frame 50 is provided with a door open detection switch 134 (not shown).

[0012] The glass frame 50 is provided with a performance button 35 that can be pressed, and a performance button detection SW 35a is provided on the performance button 35. When the performance button detection SW 35a detects the operation of the performance button 35 by the player, it outputs predetermined information to the gaming machine 1. Therefore, the player can input predetermined information to the gaming machine 1 by operating the performance 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, and 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, respectively. When each cross key detection SW detects the operation of the cross key 39 by the player, it outputs predetermined information to the gaming machine 1. Thus, the player can input predetermined information to the gaming machine 1 by operating the cross key 39.

[0014] The glass frame 50 is provided with an operating handle 3 that is 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 flow from the upper tray into the overflow ball path. In addition, a full-ball detection SW133 (not shown) is provided in the middle of 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 that 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, which is provided near the operating handle 3, sends the game balls on the upper tray one by one to the launching member directly connected to the launching solenoid 4a. The game balls sent to the launching member are shot out between the rails 5a and 5b by the rotation of the launching member, and enter the game area 6 through the ball return prevention member 5c.

[0017] The glass frame 50 is provided with audio output devices 32, which are speakers, on the left and right. The audio output devices 32 perform 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, and perform game performance.

[0018] Inside the game area 6 of the game board 2, there are provided a general winning port 12, a normal pattern gate 13, a first start port 14, a second start port 15, a first large winning port 16, a second large winning port 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 the entry of a game ball into the general winning opening 12, a predetermined number of game balls are awarded to the player.

[0020] A first starting hole 14 is provided in the lower center of the game area 6 of the game board 2. A second starting hole 15 is provided in the upper right part of the game area 6 of the game board 2. When a game ball is shot toward the left area 6L of the game area 6 (left hit), the game ball can win in the first starting hole 14, but it is difficult for the game ball to win in the second starting hole 15. When a game ball is shot toward the right area 6R of the game area 6 (right hit), the game ball can win in the second starting hole 15, but it is difficult for the game ball to win in the first starting 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 the entry of a game ball into the first start hole 14, a predetermined number of game balls are 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 the entry of a game ball into the second start hole 15, a predetermined number of game balls are awarded to the player. Note that the number of game balls awarded for the entry of game balls into the first start hole 14 and the second start hole 15 may be the same or different. In addition, although details will be described later, when the entry of a game ball into the first start hole 14 or the second start hole 15 is detected, various random numbers used for various processes related to the game, including the big win lottery, are obtained.

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

[0023] In addition, it is possible to vary the ease of winning by varying the time that the second starting hole 15 is in an open state. As will be described in detail later, the longer the time that the second starting hole 15 is in an open state, 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 the passage of a game ball through the normal symbol gate 13, a random number value for judgment, etc., for performing a normal symbol lottery, which will be described later, is obtained.

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

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

[0027] When the first large prize opening detection SW16a detects the entry of game balls into the first large prize opening 16, a predetermined number of game balls are awarded to the player. The open state of the first large prize opening 16 changes to a closed state when a specified number of game balls enter 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. The 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. The second large prize opening 17 changes into two states by the operation of the second large prize opening opening solenoid 17c: a closed state in which the second large prize opening door 17b restricts the entry of game balls, and an open state in which the entry of game balls is permitted.

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

[0030] 3, a specific area 19B, a slide member 19C, and a second large prize opening outlet 19E are provided inside the second large prize opening 17. The slide member 19C changes to two states by the operation of the specific area opening / closing solenoid 18d: a retreated state in which it is stored in the back of a gap provided in the internal wall 19 of the second large prize opening, and an advanced state in which it advances to the 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 a game ball to enter when the slide member 19C advances, and in an open state where it is easy for a game ball to enter when the slide member 19C retreats.

[0032] When the slide member 19C is in the forward position, the game balls passing over the specific area 19B are discharged only through the second large prize opening discharge port 19E, but when the slide member 19C is in the backward position, the game balls can be discharged through the specific area 19B. The game balls discharged through the second large prize opening discharge port 19E are detected by the second large prize opening detection SW 17a. The 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 the game balls, a predetermined number of game balls are awarded to the player.

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

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

[0035] Outside the game area 6 of the game board 2, there are provided 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.

[0036] The first special pattern display device 20 is composed of a seven-segment LED, and when a game ball enters the first starting hole 14 of the play area 6, the LED turns on and off to display the variation of the special pattern and the stop display of the special pattern indicating the result of the big win lottery. Similarly, the second special pattern display device 21 is composed of a seven-segment LED, and when a game ball enters the second starting hole 15 of the play area 6, the LED turns on and off to display the variation of the special pattern and the stop display of the special pattern indicating the result of the big win lottery. Hereinafter, the special pattern variably displayed by the first special pattern display device 20 will be referred to as the "first special pattern," and the special pattern 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 special symbol or the second special symbol cannot be started, such as during the variation of the special symbol or during a jackpot game (special game), the variation display of the special symbol is put on hold under a predetermined condition. The first special symbol reserved indicator 22 displays the number of waiting 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 reserved number of the first special symbol according to their display mode. Specifically, when the reserved number of the first special symbol is one, only the left LED is lit, when the reserved number of the first special symbol is two, only the right LED is lit, when the reserved number of the first special symbol is three, the left LED flashes and the right LED is lit, and when the reserved number of the first special symbol is four, the two left and right LEDs flash.

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

[0039] The normal symbol display device 24 is composed of a single LED, and when the game ball passes through the normal symbol gate 13 in the game area 6, the single LED turns on and off to display the normal symbol variation and the lottery result. When a new normal symbol variation display cannot be started, such as when the normal symbol is currently varying, the normal symbol variation display is put on hold under a predetermined condition.

[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 mode. 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 play 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 part 33a, the second movable part 33b, and the third movable part 33c under the control of the lamp / drive control unit 150 of the performance control board 120, to perform a game performance.

[0043] The first movable part 33a performs a rocking motion near the origin position and a drop movement to the center of the play area 6 to execute a notice performance indicating that the performance has a high expectation of a big win. The second movable part 33b performs a rocking motion near the origin position and a slide movement to the left to the center of the play area 6 to execute a notice performance indicating that the performance has a high expectation of a big win. The third movable part 33c performs a rocking motion near the origin position and a slide movement to the right to the center of the play area 6 to execute a notice performance indicating that the performance has a high expectation of a big win. These rocking motions, drop movements, and slide movements may be performed alone or in combination, and the more they are performed in combination, the higher the expectation of a big win. In addition, there are multiple timings for the drop movement and slide movement, and the expectation of a big win differs depending on the timing of the movement. In addition, FIG. 4 is a diagram showing the operations of the movable parts 33a, 33b, and 33c in the gaming machine 1. As shown in FIG. 4, when a big win is notified, all three movable parts 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 the first movable role piece 33a. A second performance lighting device 340b is provided at the center of the second movable role piece 33b. A third performance lighting device 340c is provided at the center of the third movable role piece 33c. The first performance lighting device 340a, the second performance lighting device 340b, and the third performance lighting device 340c are provided with a first lamp 34a, a second lamp 34b, and a third lamp 34c, which are full-color LEDs, respectively.

[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, to perform a game performance.

[0046] As shown in Figure 2, the back surface of the gaming machine 1 is provided with a main control board 110, a performance 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 with reference to a block diagram of the entire gaming machine 1. FIG.

[0048] The gaming machine 1 includes a main control board 110 that controls the overall progress of the game, a performance control board 120 that controls the performance of the game based on the reception of a performance control command from the main control board 110, a payout control board 130 that controls the provision of game balls based on the reception of a payout control command from the main control board 110, a launch control board 160 that controls the launch of game balls based on the player's operation, and a power supply board 170. The power supply board 170 supplies power to the main control board 110, the performance control board 120, the payout control board 130, and the launch control board 160.

[0049] The main control board 110 is equipped with a main CPU 110a which performs calculation processing, a main RAM 110b which serves as a work area for performing calculation processing, a main ROM 110c which stores game control programs etc., a main control unit 110m which 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, the payout control board 130, the general prize opening detection SW 12a, the gate detection SW 13a, the first start opening detection SW 14a, the second start opening detection SW 15a, the first large prize opening detection SW 16a, the second large prize opening detection SW 17a, the specific area detection SW 18a, the magnetic detection SW 41a, the radio wave detection SW 42a, the start opening opening / closing solenoid 15c, the first large prize opening opening / closing solenoid 16c, the second large prize opening opening / closing solenoid 17c, the specific area opening / closing solenoid 18d, the first special pattern display device 20, the second special pattern display device 21, the first special pattern reserved indicator 22, the second special pattern reserved indicator 23, the normal pattern display device 24, the normal pattern reserved indicator 25, and the game information output terminal board 30.

[0051] The communication between the main control board 110 and the payout control board 130 allows for bidirectional command transmission and reception, while the communication between the main control board 110 and the performance control board 120 allows for unidirectional command transmission 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 calculation 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 switch, etc.), control processing of each output device (display device, etc.), control processing for sending and receiving control commands, and control processing for sending 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 is provided with various data storage areas required for game control and storage areas for storing various counters, as will be described in detail later. 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 a data check using the checksum. The main ROM 110c of the main control board 110 is stored with programs and data for game control, as will be described in detail later.

[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 performs control processing for 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 performs control processing for light-emitting performances and movable role piece performances based on the performance control commands from the performance control unit 120m, and input / output ports for performance control.

[0056] The performance control unit 120m includes a sub-CPU 120a for performing arithmetic processing, a sub-RAM 120b as a work area for performing arithmetic processing, a sub-ROM 120c in which a performance control program and the like are stored, and an RTC 120d. When power is supplied to the gaming machine 1, the RTC 120d operates on the power supply, and when power is not supplied to the gaming machine 1, it operates on the power of a backup power supply installed in the gaming machine 1. A performance button detection SW35a and cross key detection SW39a, 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 is provided with various data storage areas required for performance control and storage areas for storing various counters, as will be described later in detail. The sub-ROM 120c of the performance control unit 120m is provided with programs and data for performance control, as will be described later in detail.

[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 controls the image display and audio output in a general manner based on the performance control command from the performance control unit 120m, a VDP 145 that controls the image display device 31 based on the display control command (display list, etc.) received 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 the audio control command received 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 the input / output port of the audio / display control unit 140.

[0060] The overall control unit 141 includes an overall CPU 141a which performs calculation processing, an overall RAM 141b which is used as a work area when performing calculation processing, an overall ROM 141c which stores an overall control program, etc., and an input / output port 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 a command 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 an audio control command generated by the arithmetic processing that instructs the audio to be output from the audio output device 32, and outputs to the VDP 145 a display control command (display list, etc.) that instructs the performance image to be displayed on the image display device 31.

[0062] The voice processor 144 is connected to the voice ROM 148. The voice ROM 148 stores compressed voice data. The voice processor 144 reads and decodes the voice data from the voice ROM 148 based on a voice control command received from the general control unit 141, and outputs the voice from the voice 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. 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 general 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 drawing of an image to be displayed in one buffer area is completed, while the image data is being transferred to the image display device 31, drawing of the next image to be displayed is performed in the other buffer area. By repeating this alternately, high-speed and smooth display control is realized.

[0066] The VDP 145 stores the display list output from the overall control unit 141, reads out image data corresponding to the display list from the CGROM 146, and performs drawing processing in a drawing frame buffer using this image data. It also generates an RGB signal as a video signal indicating the color of the image from the image data stored in the display frame buffer, and outputs the generated RGB signal to the image display device 31.

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

[0068] The lamp CPU 150a of the lamp / drive control unit 150 receives an operating clock from a crystal oscillator based on a command sent from the performance control unit 120m, 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. The lamp CPU 150a performs drive control of the performance drive devices 330a, 330b, and 330c, and light emission control of the performance lighting devices 340a, 340b, 340c, 340d, and 340e through this arithmetic processing.

[0069] Although not shown, the payout control board 130 includes a payout CPU that performs calculations, a payout RAM that is used as a work area when performing calculations, a payout ROM that stores the payout control program and data, and an input / output port. The input / output port of the payout control board 130 is connected to a payout motor 131, a payout ball detection SW 132, a full-cup detection SW 133, and a door open detection SW 134.

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

[0071] Although not shown, the launch control board 160 includes 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 a power supply supplied from outside the gaming machine via a power plug 171, and supplies the main power to the main control board 110, the performance control board 120, the payout control board 130, the launch control board 160, etc. of the gaming machine 1. The power supply board 170 includes a power interruption detection circuit (not shown) that detects whether the voltage of the power supply 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 game flow of the gaming machine 1 will be described using the game flow of the gaming machine 1. FIG.

[0074] The gaming machine 1 executes a normal pattern lottery when the starting condition for the normal pattern is met based on the passage of the 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 condition of the first special symbol based on the entry of a game ball into the first start hole 14 is established and the start condition of the second special symbol based on the entry of a game ball into the second start hole 15 is established. If the special symbol lottery result is a jackpot, the special symbol stops in a jackpot stop mode after a predetermined period of time of variable display, and the first large prize winning hole 16 is controlled to open in a predetermined mode. If the special symbol lottery result is a small prize, the special symbol stops in a small prize stop mode after a predetermined period of time of variable display, and the second large prize winning hole 17 is controlled to open in a predetermined mode. If the special symbol lottery result is a miss, the special symbol stops in a miss stop mode after a predetermined period of time of variable display. There are two types of misses: normal misses and special misses.

[0076] The special miss is a miss that is selected only by the big win lottery that is held when the start conditions of the first special game are met, and consists of four types: special miss a, special miss b, special miss c, and special miss d. When a special miss is met in the normal state, the game state transitions to the low base time-saving state or the high base time-saving state.

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

[0078] For the Type 1 jackpot, there are four types of special games that are executed when the first special symbol stops on a 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 a jackpot symbol (F for Type 1 10R, G for Type 1 2R).

[0079] In the first type 10R per A, the first type 10R per D, and the first type 10R per F, ten 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 be open until a predetermined number of game balls (e.g., nine balls) enter the first large prize opening 16 or the opening time of the first large prize opening 16 reaches a predetermined time (e.g., 29 seconds).

[0080] In the first type 2R B, first type 2R C, and first type 2R G, two 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 be open until a predetermined number of game balls (e.g., nine balls) enter the first large prize opening 16 or the opening time of the first large prize opening 16 reaches a predetermined time (e.g., 29 seconds).

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

[0082] In 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 be open until a predetermined number of game balls (e.g., nine balls) enter the first large prize opening 16 or the opening time of the first large prize opening 16 reaches a predetermined time (e.g., 29 seconds).

[0083] In the second type 2R I, two 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 be open until a predetermined number of game balls (e.g., nine balls) enter the first large prize opening 16 or the opening time of the first large prize opening 16 reaches a predetermined time (e.g., 29 seconds).

[0084] The game states of the gaming machine 1 include a normal state and a low base time-saving state in which the game is played by hitting from the left, and a high base time-saving state in which the game is played by hitting from the right. The normal symbol fluctuation time is 90 seconds in the normal state, 89 seconds in the low base time-saving state, and 4 seconds in the high base time-saving state. In addition, the opening control time of the movable piece 15b when the result of the normal symbol lottery is a win is 0.1 seconds in the normal state, 0.11 seconds in the low base time-saving state, and 8 seconds in the high base time-saving state.

[0085] The shorter the normal symbol fluctuation time, the more opportunities there are for the normal symbol to be drawn, and the longer the opening time of the 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 fluctuation time is significantly shorter than in the normal state and the low base time-saving state, and the opening time of the second start hole 15 is also significantly longer, so that the ease of the game ball winning in the second start hole 15 is higher than in the normal state and the low base time-saving state.

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

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

[0088] The game flow of the gaming machine 1 will be described below with reference to Fig. 6. When A for 10R or B for 2R is established in the normal state, the game state after the special game ends becomes the normal state again. When C for 2R or D for 10R is established in the normal state, the game state after the special game ends becomes 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 a special miss a occurs in the normal state, the game state changes to a high base time-saving state where the upper limit of the high base time-saving number of times (J) is 100 times. When a special miss b, special miss c, or special miss d occurs in the normal state, the game state changes to a low base time-saving state. The upper limit of the low base time-saving number of times (B) of the low base time-saving state to which the above three types of special misses are entered is 600 times (special miss b), 400 times (special miss c), and 200 times (special miss d), respectively. In the case of a normal miss, which is a miss other than the above four types of special misses, the game state does not change (except when the variable number of times (L) described below becomes 800 times).

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

[0091] In the low base time-saving state, when a special miss or a normal miss occurs and the low base time-saving count (B) reaches a predetermined count (100, 200, 400, or 600), 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 changes 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 F per 10R of the first type, G per 2R of the first type, H per 9R of the second type, or I per 2R of the second type is achieved, the game state after the special game ends will return to the high base time-saving state where the upper limit of the number of high base time-saving times (J) is 100 times. In the high base time-saving state, if J per 9R of the second type 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) becomes 100 times, 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 10R of the first type. However, in addition to the above two conditions, there are also other conditions for transitioning from the normal state to the high base time-saving state, such as the establishment of a special miss a and the establishment of C per 2R of the first type.

[0095] Therefore, in terms of the ease of the 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 transition to the most advantageous 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 plays with the aim of transitioning to the normal state. Specifically, when in the low base time-saving state, the player plays with the aim of achieving A per 10R of the first type or B per 2R of the first type, or playing to consume 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, a route from the low base time-saving state to the high base time-saving state is also provided. Specifically, when the first type D per 10R is established in the low base time-saving state or the number of fluctuations (L) reaches 800 times, the low base time-saving state transitions to the high base time-saving state. Therefore, even if the player is in the low base time-saving state, if the first type D per 10R is established, the state transitions 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 revolutions away from 800, the number of fluctuations (L) will reach 800 revolutions by consuming the remaining few fluctuation displays, and the player will definitely move to the high base time-saving state, so that the player can play with very high expectations.

[0098] In addition, when the high base time-saving state is entered, if F per 10R of the first type, G per 2R of the first type, H per 9R of the second type, and I per 2R of the second type are entered continuously until J per 9R of the second type 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. In addition, after J per 9R of the second type is entered and the high base time-saving state is left, the game state will enter the normal state, which is easy 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 described background images of presentation modes corresponding to game states 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 above-mentioned corresponding relationship, but there are exceptional cases in which the above-mentioned corresponding relationship does not exist.

[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 underwater temple mode, underwater temple background images are displayed.

[0102] From the viewpoint 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 so that the closer it is to the seabed, the more advantageous the background image becomes.

[0103] In the ground mode, three types of background images are provided: a rural background image, a city 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 background image may be displayed in the order of desert background image, city background image, and rural background image as the number of remaining times until the specified consumption of the low base time-saving times decreases.

[0104] In addition, as described later, when the game state is to be shifted to the sea mode under a predetermined condition 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 that 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 described. Fig. 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 Fig. 8(a), the lottery results based on the first special symbol are jackpot, special miss, and normal miss. As shown in Fig. 8(b), the lottery results based on the second special symbol are jackpot, small win, and normal miss. The main CPU 110a refers to the jackpot lottery determination table shown in Fig. 8(a) and Fig. 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 miss. The main CPU 110a refers to the winning 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) 9 is a diagram showing a big win and small win symbol determination table of the gaming machine 1. Specifically, FIG. 9(a) is a big win symbol determination table. In the big win symbol determination table, the type of special symbol display device, the special symbol random number value, the type of special symbol (type of big win), the stop symbol data, and the symbol designation command are associated with each other.

[0110] 9(b) is a small win symbol determination table. The small win symbol determination table is associated with special symbol random number values, types of special symbols (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, the small win is established only by drawing the second special symbol, but the small win may be established by the drawing result of 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 it is a control command (for example, a variation pattern designation command, etc.) transmitted from another main control board 110 to the performance control unit 120m described later, the data structure of the command is the same as that of the symbol designation command.

[0112] Fig. 10 is a diagram showing a symbol determination table for a losing symbol of the gaming machine 1. Specifically, Fig. 10(a) is a symbol determination table for a special losing symbol, and Fig. 10(b) is a symbol determination table for a normal losing symbol.

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

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

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

[0116] The setting table at the end of the 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 the special game, the low base time-saving number of times (B), and the high base time-saving status (J).

[0117] The "game state buffer" is a memory area provided in the main RAM 110b, and is a memory area in which information indicating the game state at the time of the change in which the big win occurs is stored. As described above, the game state 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 winning will be the normal state if the game status information in the game status buffer is "00H", the low base time-saving state if the game status information in the game status buffer is "01H", and the high base time-saving state 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 FIG. 11, and determines the game state after the special game ends, the low base time-saving number of times (B), and the high base time-saving number of times (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 the first type 10R) and when special symbol B stops (when B is selected for the first type 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-saving state in which the upper limit of the high base time-saving number of times (J) is 100 times if the game state information in the game state buffer is in the normal state, and will be a low base time-saving state in which the upper limit of the low base time-saving number of times (B) is 100 times if the game state information in the game state buffer is in the low base time-saving state or high base time-saving state.

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

[0124] When the special pattern F stops (when F is selected for the first type per 10R), when the special pattern G stops (when G is selected for the first type per 2R), when the special pattern H stops (when H is selected for the second type per 9R), and when the special pattern I stops (when I is selected for the second type per 2R), the game state after the special game ends will be a high base time-saving state in which the upper limit of the high base time-saving number of times (J) is 100 times, 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 the end, 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 the end 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 the end, 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 occurs as a result of a jackpot being achieved, the upper limit number of times the high base time-saving count (J) is set to the same 100 times in any case of jackpot, but the upper limit number of times the high base time-saving count (J) may be made different depending on the type of jackpot that has been achieved.

[0128] In this embodiment, the upper limit of the number of high base time-saving times (J) is set to the same 100 times when transitioning from the normal state to the high base time-saving state is triggered by a jackpot, and when transitioning to the high base time-saving state is triggered by a special miss or normal miss resulting in the number of fluctuations (L) reaching 800 times; however, 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 a game state after the special losing symbol of the gaming machine 1 has stopped.

[0130] The setting table for when the special missing pattern stops corresponds to the type of special pattern display device, the type of special pattern, stopped pattern data, the game state before the pattern stops, the game state when the pattern 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 special miss a is selected), if the game state before the pattern stops is the normal state, the game state becomes the high base time-saving state in which the upper limit of the high base time-saving number of times (J) is 100 times, if the game state before the pattern stops is the low base time-saving state, the game state and the low base time-saving number of times (B) are maintained, and if the game state before the pattern stops is the high base time-saving state, the game state and the high base time-saving number of times (J) are maintained.

[0133] When the special symbol b stops (when the special miss b is selected), if the game state before the symbol stops is the normal state, the game state becomes the low base time-saving state in which the upper limit of the low base time-saving number of times (B) is 600 times, if the game state before the symbol stops is the low base time-saving state, the game state and the low base time-saving number of times (B) are maintained, and if the game state before the symbol stops is the high base time-saving state, the game state and the high base time-saving number of times (J) are maintained.

[0134] When the special symbol c stops (when the special miss c is selected), if the game state before the symbol stops is the normal state, the game state becomes the low base time-saving state in which the upper limit of the low base time-saving number of times (B) is 400 times, if the game state before the symbol stops is the low base time-saving state, the game state and the low base time-saving number of times (B) are maintained, and if the game state before the symbol stops is the high base time-saving state, the game state and the high base time-saving number of times (J) are maintained.

[0135] When the special symbol d stops (when the special miss d is selected), if the game state before the symbol stops is the normal state, the game state becomes the 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 the low base time-saving state, the game state and the low base time-saving number of times (B) are maintained; if the game state before the symbol stops is the high base time-saving state, the game state and the high base time-saving number of times (J) are maintained.

[0136] Although not shown in the table in FIG. 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 a normal miss is selected is as described above, but there are cases where the game state is controlled differently from the above control. 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 miss symbol. Also, when the high base time-saving number (J) reaches 100 in the high base time-saving state, the game state becomes the normal state regardless of the type of miss symbol.

[0138] In this embodiment, in the normal state, only one special miss a is provided as a special miss that transitions to the high base time-saving 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 is established.

[0139] (Special Game Control Table) Fig. 13 is a diagram showing a special game control table that is referred to when controlling a special game of the gaming machine 1. Fig. 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, stop symbol data, opening time, opening designation command, table number of the big prize opening opening 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 the first type big win and controls an opening game, a round game, and an ending game for the first type big win 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 opened for the first time. The round game is a game that the first large prize opening 16 or the second large prize opening 17 is controlled to be closed after being controlled to be opened for a predetermined period of time. The ending game is a game that is played from the end of the last round game to the end of the special game. The opening time is the time from the start of the special game to the start of the first round game, and the ending time is the time from the end of the last round game to the end of the special game.

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

[0143] 13(b) is a diagram showing a special game control table for the second type big win. The special game control table for the second type big win corresponds to the stop pattern data, the opening time, the opening designation command, the table number of the big win opening control table, the ending time, and the ending designation command.

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

[0145] 13(c) is a diagram showing a special game control table for small win. The special game control table for small win corresponds to the stop symbol data, opening time, opening designation command, table number of the big 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 the small win based on the stopped symbol data.

[0147] (Big prize opening / closing control table) Fig. 14 is a diagram showing a large prize opening opening / closing control table of the gaming machine 1. Fig. 14(a) is a diagram showing a large prize opening opening opening / closing control table for a first type of large prize winning. In the large prize opening opening / closing control table for a first type of large prize winning, table numbers, round numbers, types of large prize openings, special electric activation numbers, and opening times and closing times of the large prize openings in each round of play are associated with each other.

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

[0149] The main CPU 110a, which will be described in detail later, when playing a round game in the case of a first type jackpot, refers to a large prize opening opening / closing control table for a first type jackpot 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 big win. The control table for opening and closing the large prize opening for the second type of big win corresponds to the table number, the round number, the type of the large prize opening, the special electric operation number, and the opening time and closing time of the large prize opening in each round of play.

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

[0152] The main CPU 110a, which will be described in detail later, when playing a round of game in the case of a second type jackpot, refers to a large prize opening opening / closing control table for the second type jackpot and performs opening and closing control of the first large prize opening 16 based on the table number.

[0153] Fig. 15 shows the small win special area open / close control table and the small win special area open / close control table of the gaming machine 1. Fig. 15(a) shows the small win special area open / close control table. The small win special area open / close control table is associated with the table number, round number, special area type, special area activation number, and the opening time of the special area and the closing time of the special area.

[0154] The main CPU 110a, which will be described in detail later, refers to a small win large prize opening opening / closing control table when playing a small win game, and performs 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 game 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, the second large winning opening 17 has one type of opening and closing control pattern in the small winning game, but multiple types of patterns may be provided. In that case, multiple types of opening and closing control patterns of the second large winning opening 17 that have different easiness of ball entry into the specific area 19B during the small winning game may be provided to vary the easiness of the second type of jackpot occurring based on ball entry into the specific area 19B according to the type of small winning game. In addition, the easiness of the second type of jackpot occurring may be changed by providing a pattern in which the game ball easily enters the specific area 19B during normal play and a pattern in which the game ball has difficulty entering the specific area 19B among the multiple types of opening and closing control patterns of the second large winning opening 17.

[0156] 15(b) is a diagram showing a specific area opening / closing control table for small win. In the specific area opening / closing control table for small win, the elapsed time from the opening of the second large prize opening 17, the opening time when the specific area 19B is opened by the sliding member 19C moving backward, and the closing time when the specific area 19B is closed by the sliding member 19C moving forward are associated with each other.

[0157] In this embodiment, the opening and closing control patterns of the specific area 19B in the small win game are one type, but multiple types of patterns may be provided. In that case, multiple types of opening and closing control patterns of the specific area 19B that differ in the ease of entering the specific area 19B during the small win game may be provided to vary the ease of occurrence of the second type jackpot based on the entry of the game ball into the specific area 19B. Furthermore, among the multiple types of opening and closing control patterns of the specific area 19B, a pattern in which the game ball is easy to enter the specific area 19B during normal play and a pattern in which the game ball is difficult to enter the specific area 19B may be provided to change the ease of occurrence of the second type jackpot.

[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 a specific area opening / closing control table for small win when a small win game is performed.

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

[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 a jackpot in the high base time-saving state started by a jackpot to the end of the fluctuation for the 30th spin (Figure 19(a)), and one for the entire period in the high base time-saving state started by a special miss or the period from the end of a jackpot to the 31st spin onwards in the high base time-saving state started by a jackpot (Figure 19(b)).

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

[0163] The special symbol fluctuation pattern determination table shown in 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 reserved number, the random number for reach determination, the random number for special symbol fluctuation, the fluctuation pattern of the special symbol, the fluctuation time of the special symbol, and the fluctuation pattern designation command. Note that the fluctuation pattern determination table shown in the first special symbol in the high base time-saving state (Fig. 18) is not associated with the reserved number and the random number for reach determination, but is associated with the special symbol, the random number for special symbol fluctuation, the fluctuation pattern of the special symbol, the fluctuation time of the special symbol, and the fluctuation pattern designation command.

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

[0165] In addition, the random number value for reach judgment is not referenced even in the case of a special symbol corresponding to a special miss, because reach performance is always performed in the normal state and low base time-saving state when a special miss occurs, and shortening variation is always performed in the case of a special miss in the high base time-saving state. Therefore, the random number value for reach judgment is referenced only in the case of a special symbol (special symbol y or special symbol z) corresponding to a normal miss.

[0166] The following describes the first special symbol variation pattern determination table that is referred to in the normal state with reference to Fig. 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 the special symbol A (A per 10R of the first kind) stops, one of the variation patterns 10, 11, and 12 is associated with the value of the special symbol variation random number value.

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

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

[0169] In the first special symbol variation pattern determination table 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. Similarly to special symbol a, two variation patterns are associated with each special symbol according to the value of the random number value for special symbol variation as variation patterns when special symbol b (special miss b), special symbol c (special miss c), and special symbol d (special miss d) stop.

[0170] The fluctuation patterns 30, 32, 34, and 36 corresponding to the special miss in the normal state all have the same fluctuation time T30 (30 seconds). Also, the fluctuation patterns 33, 35, and 37 corresponding to the special miss in the normal state all have the same fluctuation time T32 (40 seconds).

[0171] In the first special symbol fluctuation pattern determination table referred to 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 reserved number of special symbols (U1) is 0 or 1, if the random number value for reach determination is 0 to 69, a variation pattern 40 is associated, and if the random number value for reach determination is 70 to 99, one of the variation patterns 41, 42, 43, and 44 is associated according to the value of the random number value for special symbol variation. Similarly, when the first reserved number of special symbols is 2 or 3, if the random number value for reach determination is 0 to 89, a variation pattern 45 is associated, and if the random number value for reach determination is 90 to 99, one of the variation patterns 46, 47, 48, and 49 is associated according to the value of the random number value for special symbol variation.

[0173] In addition, the maximum number of reserved special symbols may be 4, but 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 the reserved number being 4 is not included in the variation pattern determination table of the special symbol.

[0174] The fluctuation time T40 of the fluctuation pattern 40 is 4 seconds, and the fluctuation time T44 of the fluctuation pattern 45 is 2 seconds. Therefore, the average time of the fluctuation time of the special symbol when the 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 in this way for two purposes: by setting the fluctuation time to be longer when the reserved number is smaller, the reserved number becomes easier to accumulate when the reserved number is smaller, and by making it possible to consume the miss fluctuation at high speed when the reserved number is large, the game progresses smoothly.

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

[0176] Next, the variation pattern determination table of the first special symbol referred to in the low base time-saving state will be explained with reference to Fig. 17. As with the table referred to in the normal state, in the case of a big win or a special miss, the variation pattern is assigned according to the type of special symbol and the value of the random number for special symbol variation, and in the case of a normal miss, the variation pattern is assigned according to the reserved number, the random number for reach judgment, and the random number for special symbol variation. In either case, the variation pattern assigned is associated with the variation time and the 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, the random number value for reach determination, and the random number value for special symbol fluctuation are also the same.

[0178] In addition, when comparing the fluctuation times of the fluctuation pattern determination tables in the normal state and the low base time-saving 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-saving state), in which the random number value for special pattern fluctuation is "20 to 99" when the special pattern is special miss a.

[0179] In addition, the fluctuation time T31 of the fluctuation pattern 31 which becomes a special miss a in the normal state is 50 seconds, and the fluctuation time T44 of the fluctuation pattern 64 which becomes a 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 described with reference to Fig. 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 for reach determination, but is associated with the special symbol, the random number 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 table for determining the variation pattern of the first special symbol in the high base time-saving state, in the case of a big win, the variation pattern is assigned according to the type of special symbol and the random number value for the special symbol variation. In addition, in the case of a special miss and a normal miss in the high base time-saving state, each special symbol is associated with one type of variation pattern, and the same variation time T59 is associated with each variation pattern. The variation time T59 is a 2-second shortened variation time.

[0182] Next, the variation pattern determination table of the second special symbol will be described with reference to FIG. 19(a) is a diagram showing a variation pattern determination table for the variation of the second special symbol, which is referred to during the period from the end of the big win to the variation display up to the 30th spin. 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 variation of the special symbol, similar to the variation pattern determination table for the first special symbol.

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

[0184] In the second special pattern fluctuation pattern determination table shown in Figure 19(a), the fluctuation pattern and fluctuation 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 fluctuation, just as in the case when special pattern y (normally a miss) stops in the first special pattern fluctuation 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 have a variation time of T55 (50 seconds), which is the same as the variation time when the variation pattern 210 (special symbol H), the variation pattern 211 (special symbol I), and the variation pattern 212 (special symbol J) corresponding to the small win stop. Although the details will be described 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] Fig. 19(b) is a diagram showing a variation pattern determination table for the second special symbol variation referred to in the period other than the period from the end of the jackpot to the 30th spin variation display. Specifically, it is a diagram showing a variation pattern determination table for the second special symbol variation referred to 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 after the transition to the high base time-saving state after the end of the jackpot and after the 31st spin variation.

[0187] The variation pattern determination table for the second special symbol variation shown in Fig. 19(b) has fewer types of variation pattern designation commands than the variation pattern determination table for the second special symbol variation shown in Fig. 19(a). Specifically, in Fig. 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 Fig. 19(b), only one type of variation pattern designation command is associated with each special symbol except for the special symbol z.

[0188] In addition, the fluctuation time of the jackpot fluctuation selected in FIG. 19(b) is set to be shorter than the fluctuation time of the jackpot fluctuation selected in FIG. 19(a). Specifically, the fluctuation time selected for the special symbol F in FIG. 19(a) is 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 time selected for the special symbol G, special symbol H, special symbol I, and special symbol J is, like the special symbol F, the fluctuation time T60 selected in FIG. 19(b) is shorter than each fluctuation time selected in FIG. 19(a).

[0189] Furthermore, the fluctuation time of the failure fluctuation selected in Fig. 19(b) is set to be shorter than the fluctuation time of the failure fluctuation selected in Fig. 19(a). Specifically, the fluctuation time selected for the special symbol z, which is a normal failure in Fig. 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 Fig. 19(b), is T61 (2 seconds), and T62 (1 second).

[0190] From the above, the second special symbol fluctuation time is more likely to be selected in the fluctuation pattern determination table of Fig. 19(b) as a shorter fluctuation time than the fluctuation time selected 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 in the high base time-saving state from the next variable display after the special miss A is established, and from the 31st spin after the end of the jackpot, compared to the high base time-saving state from the end of the jackpot to the 30th spin. Although the details will be described later, in the high base time-saving state, three different presentation modes are executed depending on the period of "from the next variable display after the special miss A is established," "from the 31st spin after the end of the jackpot," and "from the end of the jackpot to the 30th spin."

[0192] As will be described in more detail later, the main CPU 110a refers to a special pattern change pattern determination table shown in Figure 16, Figure 17, Figure 18, or Figure 19, and determines the special pattern change pattern, special pattern change time, and change 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 change.

[0193] In addition, 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. In the performance contents of Figure 16, Figure 17, Figure 18, or Figure 19, an example of the performance executed by the performance control board 120 in response to each variation pattern designation command is described.

[0194] The following describes each of the production contents 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, the same type of decorative symbols are temporarily stopped on the left symbol 36L and the right symbol 36R, and the variation of the center symbol 36C that is not temporarily stopped continues. If the center symbol 36C that is temporarily stopped last is the same type as the left symbol 36L and the right symbol 36R that were temporarily stopped earlier, it is a combination of decorative symbols 36 that indicates a big win. If the center symbol 36C that is temporarily stopped last is a different type from the left symbol 36L and the right symbol 36R that were temporarily stopped earlier, it is a combination of decorative symbols 36 that indicates a loss.

[0195] The "normal variation" and "shortened variation" are variations in which multiple decorative patterns 36 do not reach the winning position during the variation, but stop at different types of decorative patterns 36. Also, the variation time of the "normal variation" is longer than that of the "shortened variation".

[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, it may be a combination of decorative symbols 36 indicating a specific jackpot by temporarily stopping a type of decorative symbol 36 indicating a specific jackpot at the middle symbol 36C in a reach miss (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 pattern 36L and right pattern 36R of the same type temporarily stop and the middle pattern 36C changes. 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 pattern 36 will temporarily stop on the middle pattern 36C. A "full rotation reach" is a reach that guarantees a big win, in which three decorative patterns 36 of the same type are combined and change slowly.

[0198] The "roulette effect" is an effect that is executed after a 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" added, the image corresponding to "sea mode" is an image with the word "sea" added, and the image corresponding to "underwater temple mode" is an image with the word "temple" added.

[0200] The roulette effect notifies the change of the effect mode or the continuation of the effect mode according to the final result of the roulette according to the decision in accordance with the flow of the game flow described above. Note that the roulette effect is executed only when the first special symbol is displayed in the sea mode, and is not executed when the second special symbol is displayed in the sea 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 displayed background image is maintained, or the display is switched to a different background image within the same mode (for example, in sea 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 the player of a successful jackpot or a change or continuation of the effect mode by displaying the outcome of a battle (win, loss, draw), and can only be executed when the effect mode is sea mode.

[0203] The winning performance of the battle is executed when C or a special miss a is achieved for the first type 2R in the normal sea mode, and when D is achieved for the first type 10R 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 defeat performance of the battle is executed when the special miss b, the special miss c, or the special miss d occurs in the normal sea mode (when the game state shifts to the low base time-saving state). The defeat performance of the battle 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).

[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 (when the game state maintains the low base time-saving state) in the sea mode in the low base time-saving state. Details of the battle effect will be described later.

[0206] The "chance effect" is an effect that is executed after a symbol combination of decorative symbols 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 performance is executed when the second special symbol is a small win or part of a normal miss. The chance performance is executed only when the second special symbol is displayed in a variable manner, and is not executed when the first special symbol is displayed in a variable manner.

[0208] In the chance performance, one of three types of images is displayed: "9R win", "2R win", or "Miss". Specifically, the chance performance is a performance in which one of the above 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 a type 2 H for 9R or a type 2 J for 9R, an image of "2R win" if the second special pattern is a type 2 I for 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 probability of winning varies depending on the type of treasure chest image. A poor treasure chest is more likely to produce a losing image, a normal treasure chest has three types appearing evenly, and a luxurious treasure chest is more likely to produce a 9R or 2R winning image.

[0211] The "instant win effect" is an effect in which the left pattern 36L, right pattern 36R, and center pattern 36C stop in sequence at high speed to form a jackpot pattern, without any effect that hints at a jackpot through a reach effect. In the case of a first-class jackpot (special pattern F, special pattern J), a combination of identical decorative patterns 36 stops and is displayed. In the case of a second-class jackpot (special pattern H, special pattern I, special pattern J), the same decorative pattern 36 stops and is displayed on the left pattern 36L and right pattern 36R, and then a special pattern ("V hit") indicating a small jackpot win stops and is displayed on the center pattern 36C.

[0212] As mentioned above, after the special game of the second type 9R win H ends, the game state becomes the high base time-saving state, and after the special game of the second type 9R win J ends, it becomes the normal state. When the notification image that notifies the second type 9R win is displayed in the chance performance, it is difficult to distinguish which second type 9R win has been won, and which win is notified by the performance during the big win. Details of the performance during the big win that notifies which big win has been won will be described later.

[0213] Further, as will be described in more detail later using a flowchart, if the game ball does not pass through the specific area 19B of the second large winning port 17 during the small win game, which triggers the transition to the special pattern H, special pattern I, or special pattern J in the 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-judgment table for jackpot lottery) 20 and 21 are diagrams showing pre-determination tables that are referred to in order to determine in advance the result of the jackpot lottery of 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 in the second special symbol, which is referred to during the period from the end of the jackpot to the 30th spin of the variable display. Fig. 21(b) is a diagram showing a pre-determination table for the jackpot lottery in the second special symbol, which is referred to during the period from the end of the jackpot to the 31st spin of the variable display, and after the next variable display after the special miss a is established.

[0216] As shown in Figures 20 and 21, the pre-determination table for the big win lottery corresponds to 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 for the winning entry, a random number value for reach determination, and a random number value for special symbol variation. By using these acquired random number values ​​and a pre-determination table for the big win lottery, it becomes possible to determine the lottery result of the variable display based on the winning entry before the variable display based on the winning entry starts.

[0218] The pre-determination table of the big win lottery shown in Figure 20 and Figure 21 is similar to the variation pattern determination table of the special symbol shown in Figure 16, Figure 17, or Figure 19. However, they are different in that the pre-determination table of the big win lottery is referred to when the game ball enters the starting hole, whereas the variation pattern determination table of the special symbol is referred to when the variation of the special symbol starts.

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

[0220] The difference between the pre-judgment table in the big win lottery and the special symbol variation pattern determination table is the distribution of variation patterns for normal misses. Specifically, the pre-judgment table in the big win lottery does not have a distribution of variation patterns according to the reserved number, whereas the special symbol variation pattern determination table has a distribution of variation patterns according to the reserved number.

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

[0222] In other words, even if the first special symbol is a regular 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-reach miss (reserved number "2, 3") depending on the reserved number at the start of the fluctuation. Since it is impossible to know the reserved number at the start of the fluctuation at the pre-determination stage, only the random number value for reach determination "90 to 99", which is a reach regardless of the reserved number, is pre-determined as a reach fluctuation performance.

[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 performance 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 performance that confirms a reach, and only pre-reading performances that make it likely that a reach will be achieved can be executed.

[0224] Similarly, since the number of reserved numbers at the start of the fluctuation cannot be known at the stage of pre-judgment, when the first special symbol is a normal miss, if the random number value for reach judgment is "0 to 69", it is also impossible to know in advance whether the normal fluctuation will occur or the shortened fluctuation will occur. In addition, even in the case of a normal miss in the second special symbol, the same situation as the case of a normal miss in the first special symbol described above may occur.

[0225] (Display screen of image display device) Next, in order to explain the look-ahead performance, the explanation will be given on the outline of the screen displayed on the image display device 31 with reference to FIG. 22, leaving aside the explanation of the tables stored in the main ROM 110c.

[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 middle symbol 36C, a right symbol 36R, and a fourth symbol 36Z. The left symbol 36L, the middle symbol 36C, and the right symbol 36R are displayed in the center of the display screen. The fourth symbol 36Z is displayed in the lower left of the display screen.

[0227] A change image 40 corresponding to the currently occurring change is displayed at the bottom center of the image display device 31. On the left side of the change image 40, a first reserved image 41(1) of the first reserved (a reserved that is the first to be changed and waited for) of the first special pattern and a first reserved image 41(2) of the second reserved (a reserved that is the second to be changed and waited for) of the first special pattern are displayed. When the number of reserved first special patterns is the maximum value of four, a first reserved image 41(3) of the third reserved (a reserved that is the third to be changed and waited for) of the first special pattern and a first reserved image 41(4) of the fourth reserved (a reserved that is the fourth to be changed and waited for) of the first special pattern 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 that will be the first to be changed) 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 that will be the second to be changed), a second reserved image 42(3) of the third reserved second special symbol (a reserved symbol that will be the third to be changed), and a second reserved image 42(4) of the fourth reserved second special symbol (a reserved symbol that will be the fourth to be changed) 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 is the same as the number shown in the first reserved number image 43, and the number of images of the second reserved image 42 is the same as the number shown in the second reserved number image 44.

[0230] When the number of reserved first special symbols increases due to the entry of a gaming ball into 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 the entry of a gaming ball into 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 presentation accompanied by animation of a predetermined time, whereas the display change of the first reserved number image 43 is a change presentation without animation that is shorter than the predetermined time.

[0233] Therefore, the execution time of the display change performance 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 performance 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 performance 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 performance 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). When the variable display of the second special symbol ends, the second reserved image 42 also moves and changes in display 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 probability of a jackpot for the variable display of the reserved image by the display color. The probability 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. Also, the display color of the first reserved image 41 can only be changed to a display color with a higher probability 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 above-mentioned advance judgment of the big win lottery. In this way, the performance performed based on the advance judgment of the big win lottery will be referred to as a "pre-reading performance" hereinafter. In addition, among the pre-reading performances, the one that changes the display color of the first reserved image 41 or the second reserved image 42 will be referred to as a "pre-reading reservation change performance" hereinafter.

[0237] In the pre-reading reserve change performance, the first reserved image 41 can be displayed in rainbow, red, and green display colors only when the change display scheduled for the reserve is a reach change by prior judgment. On the other hand, the first reserved image 41 in yellow, blue, and white display colors is displayed both in the case of a reach change and in the case of a non-reach change.

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

[0239] Also, it is acceptable to carry out a look-ahead performance according to the remaining number of low base time-saving times (B) without being based on a prior judgment of a jackpot lottery. As will be described in detail later, the gaming machine 1 suggests a transition of the game state to the normal state in the low base time-saving state by executing a specific performance mode, but it may also carry out the look-ahead performance.

[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 refers to the winning lottery determination table shown in Fig. 8(c), the winning / losing determination result determined based on the normal symbol random number value, and the current game state, and determines the normal symbol and the stop symbol data. 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] FIG. 23(b) is a diagram showing a normal pattern variation pattern determination table. In the normal pattern variation pattern determination table, a game state, a winning / losing judgment result, a normal pattern variation pattern, a variation time, and a normal pattern variation designation command are associated. Note that in each game state, the variation time is the same when a winning or losing judgment is made, but the variation time may be made different depending on the winning / losing judgment.

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

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

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

[0246] (Table with movable parts for auxiliary play that can be opened and closed) 24(b) is a diagram showing the auxiliary game movable piece opening / closing control table. In the auxiliary game movable piece opening / closing control table, 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 are associated with each other.

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

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

[0250] In addition, the number of judgment information stored in the first memory unit to the fourth memory unit 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 unit to the fourth memory unit of the second special pattern memory area is the second special pattern reserved number (U2).

[0251] Fig. 25(b) is a diagram showing each storage unit of the special symbol storage area. As shown in Fig. 25(b), each storage unit of the first special symbol storage area and the second special symbol storage area is provided with areas for storing the jackpot random number value, the special symbol random number value, the special symbol variation random number value, and the reach determination random number value.

[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 storage section among the first storage section to the fourth storage section of the first special symbol storage 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 storage section among the first storage section to the fourth storage section of the second special symbol storage area in which judgment information is not stored.

[0253] When the start condition for the variable display of the first special symbol is satisfied, the judgment information stored in the first storage unit of the first special symbol storage area is shifted to the 0th storage unit of the special symbol storage area. Similarly, when the start condition for the variable display of the second special symbol is satisfied, the judgment information stored in the first storage unit of the second special symbol storage area is shifted to the 0th storage unit of the special symbol storage area. Then, when the variable display of the special symbol for which the start condition is satisfied is performed, the judgment information shifted to the 0th storage unit 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 section corresponding to the change, a 1st storage section corresponding to the 1st reservation, a 2nd storage section corresponding to the 2nd reservation, a 3rd storage section corresponding to the 3rd reservation, and a 4th storage section corresponding to the 4th reservation.

[0255] Fig. 25(d) is a diagram showing each memory section of the normal symbol memory area. As shown in Fig. 25(d), each memory section of the normal symbol memory area is provided with an area for storing a normal symbol random number value. Since there is one normal symbol variation pattern for each winning / losing judgment 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 pattern random number value is obtained by the passing of a game ball through a normal pattern gate 13, the obtained judgment information is stored in the smallest numbered memory section among the first to fourth memory sections of the normal pattern storage area in which no judgment information is stored.

[0257] When the start condition for the variable display of the normal symbol is satisfied, the judgment information stored in the first memory section of the normal symbol storage area is shifted to the 0th memory section of the normal symbol storage area. Then, when the variable display of the normal symbol for which the start condition is satisfied is performed, the judgment information shifted to the 0th memory section is referred to in order 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 with reference to 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 an initialization process in step S10. In the initialization process, the main CPU 110a reads a game control program and game control data from the main ROM 110c into the main RAM 110b in response to power-on. After that, the main CPU 110a determines whether or not 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 contents of the power interruption occurrence information and checksum backed up in the power interruption monitoring process (S20) at the time of the previous power interruption. If it is determined that the data is to be restored, the data in the main RAM 110b is restored, and if it is determined that the data is not to be restored, the main RAM 110b is cleared (RAM clear). Details of the initialization process will be described later.

[0261] Next, the main CPU 110a executes a power cutoff monitoring process in step S20. In the power cutoff monitoring process, the main CPU 110a monitors whether or not a power cut has occurred in the gaming machine 1. When a power cut 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 of the main RAM 110b and sets the power cut occurrence information, and then sets access to the main RAM 110b to be prohibited to prepare for a power cut. The power cutoff monitoring process will be described in detail later.

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

[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 a 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 the watchdog timer is cleared upon receiving the signal. When the processing of the main control unit 110m is stopped or when an infinite loop processing 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 advances the process to step S10-11 (FIG. 28), and if the RAM clear SW 111a is off, the main CPU 110a advances the process 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 advances the process to step S10-9, and if the power interruption occurrence information is not normal, the main CPU 110a advances the process 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 advances the process to step S10-16 (FIG. 28), and if the calculated checksum is not normal, main CPU 110a advances the process to step S10-11.

[0272] Whether or not the calculated checksum is normal is determined by whether or not 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 when the 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 transmits a RAM clear designation 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 designation command, processing for executing a RAM clear preparation notification is performed.

[0275] The "RAM clear preparation notification" refers to processing such as displaying an image on the image display device 31 to notify that a RAM clear is being 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 is in progress").

[0276] Next, in step S10-15, the main CPU 110a performs initial settings for devices around the CPU, and proceeds to step S10-19. Specifically, the main CPU 110a sets output settings for the performance control board 120, 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, the special symbol special power processing data memory area, the stopped symbol data memory area, the normal symbol reserved memory area, the normal symbol normal power processing data memory area, the normal symbol data memory area, the game status flag memory area, the specific area winning flag memory area, the game status buffer, the number of rounds (R) counter, the number of balls entering the large winning slot (C) counter, the number of reserved first special symbols (U1) counter, the number of reserved second special symbols (U2) counter, the number of reserved normal symbols (G) counter, the number of low base time reductions (B) counter, the number of high base time reductions (J) counter, the number of fluctuations (L) counter, the number of openings (S) counter, the special power operation number (K) counter, the special symbol time counter, the special game timer counter, the normal symbol time counter, the auxiliary game timer counter, and the transmission data storage area for performance.

[0279] Next, in step S10-17, the main CPU 110a performs initial settings for 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 state stored in the game state flag storage area of ​​the main RAM 110b is normal or not. If the game state stored in the game state flag storage area of ​​the main RAM 110b is normal, the main CPU 110a advances the process to step S10-19, and if the game state stored in the game state flag storage area of ​​the main RAM 110b is not normal, the main CPU 110a advances the process to step S10-20.

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

[0282] In step S10-20, the main CPU 110a judges whether the game state stored in the game state flag storage area of ​​the main RAM 110b is a low base time-shortened state. If the game state stored in the game state flag storage area of ​​the main RAM 110b is a low base time-shortened state, the main CPU 110a advances the process to step S10-21, and if the game state stored in the game state flag storage area of ​​the main RAM 110b is not a low base time-shortened state, the main CPU 110a advances the process 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-saving state to the performance control board 120, and advances the process 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-saving state to the performance control board 120, and advances the process 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 the power is restored to the performance control board 120, and ends the initialization process.

[0286] (Main control board power cutoff 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, when a power outage detection signal is input from a power supply detection circuit (not shown) provided on the power supply board 170, the main CPU 110a determines that a power outage has occurred.

[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 ball 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 transmits a power-off command to the payout control board 130. Based on receiving the power-off command, the payout control board 130 transmits 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, the special symbol special signal processing data memory area, the stop symbol data memory area, the normal symbol reserved memory area, the normal symbol normal signal processing data memory area, the normal symbol data memory area, the game status flag memory area, the specific area winning flag memory area, the game status buffer, the number of rounds (R) counter, the number of balls entering the large winning slot (C) counter, the number of reserved first special symbols (U1) counter, the number of reserved second special symbols (U2) counter, the number of reserved normal symbols (G) counter, the number of low base time reductions (B) counter, the number of high base time reductions (J) counter, the number of fluctuations (L) counter, the number of openings (S) counter, the special signal operation number (K) counter, the special symbol time counter, the special game timer counter, the normal symbol time counter, the auxiliary game timer counter, and the transmission data storage area for performance.

[0293] Next, in step S20-9, the main CPU 110a sets a backup flag to be referenced when power is restored from the power outage 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 performs a standby process until the supply of the 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. The main CPU 110a executes the timer interrupt process at every generation period (e.g., 4 ms) at which a clock pulse signal is generated by a reset clock pulse generating circuit provided in the main control board 110, except in special cases such as when the power is turned on or off.

[0295] When the clock pulse signal is generated, the main CPU 110a saves information stored in the register 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, the special game timer counter, the normal symbol time counter, and the 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 is input to each of the general winning hole detection SW 12a, the gate detection SW 13a, the first start hole detection SW 14a, the second start hole detection SW 15a, the first large winning hole detection SW 16a, the second large winning hole detection SW 17a, the specific area detection SW 18a, the magnetic detection SW 41a, and the radio wave detection SW 42a, and executes a predetermined process if there is input. The details of the input control process will be described later.

[0299] Next, the main CPU 110a executes the special symbol special electricity control process in step S300. Specifically, the main CPU 110a updates the value of the special symbol special electricity 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 electricity processing data. The details of the special symbol special electricity control process will be described later.

[0300] Next, the main CPU 110a executes the normal map normal power control process in step S400. 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 updated value of the normal map normal power processing data. The 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 refers to the general winning port prize ball counter, the first start port prize ball counter, the second start port prize ball counter, the first large winning port prize ball counter, and the second large winning 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 data generation processing in step S600. Specifically, the main CPU 110a performs processing to generate output data related to game progress, such as drive data for the start opening / closing solenoid 15c, drive data for the first large winning opening opening / closing solenoid 16c, drive data for the second large winning opening 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 display device 22, display data for the second special symbol display device 23, display data for the normal symbol reserved display device 25, and external information signals output from the game information output terminal board 30.

[0303] Next, the main CPU 110a executes an output control process in step S700. Specifically, the main CPU 110a outputs each display data, each drive data, and an external information signal generated in the data generation process in step S600. The main CPU 110a also executes a process for transmitting commands set in the performance transmission data storage area and the 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 diagram showing a flowchart of the input control process of the main control board 110 of the gaming machine 1.

[0306] In step S210, the main CPU 110a executes a general winning opening detection SW input process. Specifically, the main CPU 110a judges whether or not there is a detection signal from the general winning opening detection SW 12a. If there is a detection signal from the general winning opening detection SW 12a, the main CPU 110a performs an update process to add a predetermined number (for example, 1) to the general winning opening prize ball counter stored in the main RAM 110b, and proceeds to step S220. If there is no detection signal from the general winning opening detection SW 12a, the main CPU 110a proceeds to step S220 as is.

[0307] In step S220, the main CPU 110a executes a large prize opening detection SW input process. Specifically, the main CPU 110a judges whether or not there is a detection signal from the first large prize opening detection SW 16a or the second large prize opening detection SW 17a. If there is a detection signal from the first large prize opening detection SW 16a or the second large prize opening detection SW 17a, the main CPU 110a increments the large prize opening ball entry number (C) counter stored in the main RAM 110b by 1, and proceeds to step S230. If there is no detection signal from the first large prize opening detection SW 16a or the second large prize opening detection SW 17a, the main CPU 110a proceeds to step S230 as is.

[0308] If there is a detection signal from the first big prize opening detection SW16a or the second big prize opening detection SW17a when not in a big win, the main CPU110a 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 RAM110b. When the performance control board 120 receives an illegal prize winning error designation command from the main CPU110a, it 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, the main CPU 110a executes the first start hole detection SW input process in step S230. Specifically, the main CPU 110a judges whether or not a detection signal has been input from the first start hole detection SW 14a. If the 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, a pre-judgment process, and setting of various commands, and proceeds to step S240. Details of the first start hole detection SW input process will be described later.

[0310] Next, the main CPU 110a executes the second start hole detection SW input process in step S240. Specifically, the main CPU 110a judges whether or not a detection signal has been input from the second start hole detection SW 15a. If there is no detection signal input from the second start hole detection SW 15a, the main CPU 110a proceeds directly to step S250. If there is a detection signal input from the second start hole detection SW 15a, the main CPU 110a executes the update process of the prize ball counter, the acquisition of various random number values, the advance judgment process, and the 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 described 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 "first special symbol reserved number (U1)" in the first start hole detection SW input process with the "second special symbol reserved number (U2)" and replacing the "first start hole detection SW 14a" with the "second start hole detection SW 15a".

[0312] Next, the main CPU 110a executes a specific area detection SW input process in step S250. Specifically, the main CPU 110a judges whether or not there is a detection signal from the specific area detection SW 18a. If there is no detection signal input from the specific area detection SW 18a, the main CPU 110a advances the process to step S260. If there is a detection signal input from the specific area detection SW 18a, the main CPU 110a executes a predetermined process and advances the process to step S260. Details of the specific area detection SW input process will be described later.

[0313] Next, the main CPU 110a executes a gate detection SW input process in step S260. Specifically, the main CPU 110a judges whether or not there is a detection signal from the gate detection SW 13a. If there is 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), obtains a normal symbol random number value, and stores the obtained judgment information in the smallest numbered memory section in which no judgment information is stored among the first memory section to the fourth memory section of the normal symbol storage area.

[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 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.

[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 is 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 is not present for a predetermined period of time, the main CPU 110a proceeds to step S280.

[0317] In addition, 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 present 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 present 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 error designation command from the main CPU 110a, it executes processing to cause the image display device 31 to display a radio error notification image and the audio output device 32 to output a radio error notification sound.

[0321] (First start port detection switch input processing on the main control board) FIG. 32 is a diagram showing a flowchart of the first start hole detection switch input process 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 judges whether or not 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 advances the process 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 out the counter value of the first special pattern reserved number (U1) stored in the memory area of ​​the main RAM 110b, adds 1 to the read count value of the first special pattern reserved number (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 memory section to the fourth memory section in the first special pattern memory area provided in the main RAM 110b in which a jackpot random number value is not 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 section among the first memory section to the fourth memory section in the first special pattern memory area provided in the main RAM 110b in which a special pattern random number value is not 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 section among the first memory section to the fourth memory section 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 section among the first memory section to the fourth memory section in the first special pattern memory area provided in the main RAM 110b in which a random number value for special pattern variation is not stored.

[0330] Next, the main CPU 110a executes a pre-determination process in step S230-9. Specifically, the main CPU 110a refers to a pre-determination table (FIG. 20) of the big win lottery for the first special symbol stored in the main ROM 120c, and determines winning information based on the currently acquired big win 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 a performance transmission data storage area of ​​the main RAM 110b.

[0332] In addition, based on the start winning designation command received from the main CPU 110a, the performance control board 120 can execute a look-ahead performance that suggests the possibility of a big win or a special miss before the start of the variation of the special pattern based on the current winning into the first start port 14. The look-ahead performance may be performed over multiple variations, such as a change in the display mode (e.g., color, design, etc.) of the first reserved image 41 displayed on the image display device 31 or the display of a special background image, or a special winning sound may be output at the time of the start winning, or a special light may be emitted from the performance lighting device at the time of the winning.

[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 hole detection switch input process. The performance control board 120 performs processing to increase the display of the first reserved image 41 on the image display device 31 and to output a winning sound from the audio output device 32 based on the special symbol storage number designation command received from the main CPU 110a.

[0334] (Specific area detection switch input processing on main control board) FIG. 33 is a diagram showing a flowchart of 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 is a detection signal from the specific area detection SW 18a. If there is no detection signal from the specific area detection SW 18a, the main CPU 110a ends the specific area detection SW input process. If there is a detection signal from the specific area detection SW 18a, the main CPU 110a advances the process to step S250-2.

[0336] Next, in step S250-2, the main CPU 110a sets a specific area winning flag in the storage area of ​​the specific area winning flag in the main RAM 110b. The specific area winning flag is a flag indicating that a gaming ball has won a 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 has won the specific area 19B provided in the second large winning opening 17.

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

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

[0339] (Special diagram special power control processing of main control board) 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 signal processing data stored in the main RAM 110b.

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

[0342] (Special pattern memory determination process of the main control board) 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 judges whether the special symbol is changing. Specifically, the main CPU 110a refers to the special symbol time counter stored in the main RAM 110b, and judges that the special symbol is not changing if the counter value is 0, and judges 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 judgment process. If the special symbol is not changing, the main CPU 110a advances the process 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 advances the process to step S310-4. If the second special symbol reserved number (U2) is not 0, the main CPU 110a advances the process 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 first special symbol reserved number (U1) stored in the main RAM 110b is 0. If the first special symbol reserved number (U1) is 0, the main CPU 110a advances the process to step S310-6. If the first special symbol reserved number (U1) is not 0, the main CPU 110a advances the process to step S310-5.

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

[0348] In step S310-6, the main CPU 110a judges whether or not the customer waiting state flag stored in the main RAM 110b is established. The customer waiting state flag is a flag indicating that the gaming machine 1 is not performing a special game, has a reserve number of 0, and is not performing a variable display (customer waiting state). If the customer waiting flag is not established, the main CPU 110a advances the process to step S310-7. If the customer waiting flag is established, the main CPU 110a ends the special symbol storage judgment process.

[0349] In step S310-7, the main CPU 110a sets a customer waiting state flag in a 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, which indicates 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 subtracted 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 second storage section to the 4th storage section are written to the previous storage section, respectively. In addition, when the first special symbol reserved number is subtracted by 1 in step S310-5, the data stored in the first 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 second storage section to the 4th storage section are written to the previous storage section, respectively.

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

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

[0354] In step S310-10, the main CPU 110a sets a special symbol reserved number designation command in the performance transmission data storage area of ​​the main RAM 110b. Specifically, when the main CPU 110a subtracts 1 from the second special symbol reserved number (U2) in step S310-3, the main CPU 110a sets a special symbol reserved number designation command indicating the subtracted second special symbol reserved number in the performance transmission data storage area of ​​the main RAM 110b. In addition, when the main CPU 110a subtracts 1 from the first special symbol reserved number (U1) in step S310-5, the main CPU 110a sets a special symbol reserved number designation command indicating the subtracted first special symbol reserved number in the performance transmission data storage area of ​​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 images of the first reserved number image 43 and second reserved number image 44.

[0356] In step S310-11, the main CPU 110a determines whether the low base time-saving count (B) stored in the main RAM 110b is 1 or more. If the low base time-saving count (B) stored in the main RAM 110b is 1 or more, the main CPU 110a advances the process to step S310-12. If the low base time-saving count (B) stored in the main RAM 110b is not 1 or more, the main CPU 110a advances the process 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 1 or more. If the high base time-saving count (J) stored in the main RAM 110b is 1 or more, 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 1 or more, 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 count (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 advances the process to step S311.

[0363] The main CPU 110a executes a big win determination process in step S311. Specifically, the main CPU 110a refers to various tables stored in the main ROM 110c shown in Figures 8, 9, and 10 based on the big win random number value and special symbol random number value newly stored in the 0th storage section, and the type of special symbol display device of the data shifted to the 0th storage section, and determines the type of special symbol, stop symbol data, etc. The details of the big win determination process will be described 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 refers to the variation pattern determination table (FIG. 16 (in the case of normal state), FIG. 17 (in the case of low base time-saving state), FIG. 18 (in the case of high base time-saving state)) of the first special symbol stored in the main ROM 110c and the variation pattern determination table (FIG. 19) of the second special symbol based on the type of the 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, and determines the variation pattern of the special symbol to start varying.

[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 performance transmission data storage area of ​​the main RAM 110b.

[0366] The performance control board 120 performs processing for executing a variable performance 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 a performance transmission data storage area of ​​the main RAM 110b.

[0368] In step S315, the main CPU 110a sets a time-saving count designation command corresponding to the low base time-saving count (B) and the high base time-saving count (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 variation time of the special symbol in step S317. Specifically, the main CPU 110a sets the variation time corresponding to the variation pattern of the special symbol determined in step S312 in the special symbol time counter of the main RAM 110b. The special symbol time counter is decremented every 4 ms in the counter update process in the timer interrupt process in the above-mentioned step S110 (FIG. 30).

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

[0372] In the data generation process in 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 in the timer interrupt process of step S700 (FIG. 30) described above, the main CPU 110a outputs the data for turning on and off the LED 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 determination 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 judges whether the special symbol that starts the variable display is a jackpot. Specifically, the main CPU 110a judges whether the special symbol that starts the variable display is a jackpot by referring to the jackpot selection determination table (FIG. 8(a)) for the first special symbol display device stored in the main ROM 110c when the data newly stored in the 0th storage section is shifted from the first special symbol storage area, and by referring to the jackpot selection determination table (FIG. 8(b)) for the second special symbol display device stored in the main ROM 110c when the data newly stored in the 0th storage section is shifted from the second special symbol storage area, based on the jackpot random number value newly stored in the 0th storage section of the special symbol storage area.

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

[0376] In step S311-2, the main CPU 110a executes a big win symbol determination process. Specifically, the main CPU 110a refers to the big win 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 the special symbol display device that starts the variable display, determines the type of the special symbol that starts the variable display and the stop symbol data, and stores the determined stop symbol data in the stop symbol data area of ​​the main RAM 110b.

[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 performance transmission data storage area of ​​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 judges whether the special symbol that starts the variable display is a small win or not. 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 judges whether the special symbol that starts the variable display is a small win or not by referring to the jackpot lottery judgment 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 judgment 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 because the small win is set to be judged 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 judges that the special symbol that starts the variable display is not a small win.

[0381] In addition, although the small prize winning judgment is set to be made only by the second special symbol, the small prize winning judgment may be made by both the first special symbol and the second special symbol, or may be made only by the first special symbol.

[0382] If the special symbol that starts the varying display is a small win, the main CPU 110a advances the process to step S311-6. If the special symbol that starts the varying display is not a small win, the main CPU 110a advances the process 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 newly stored in the 0th storage unit, determines the type of special symbol and the stop symbol data that start the variable display, and stores the determined stop symbol data in the stop 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 judges whether 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 judges whether the special symbol that starts the variable display is a special miss by referring to the jackpot lottery judgment 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.

[0386] The reason why the determination of the 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 miss, the main CPU 110a advances the process to step S311-9. If the special symbol that starts the variable display is not a special miss, the main CPU 110a advances the process 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 newly stored in the 0th storage unit, determines the type of special symbol and the stopped symbol data that 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 the 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 the 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 a performance transmission data storage area in 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 judges 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 judges that the special symbol variation time has elapsed if the counter value is 0, and judges 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 advances the process 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 a transmission storage area for performance in the main RAM 110b.

[0396] Next, the main CPU 110a sets a symbol stop time in step S320-4. 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 signal processing data storage area of ​​the main RAM 110b, and ends the special symbol variation process.

[0398] (Special pattern stop processing of main control board) 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 judges 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 judges 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 judges 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 a change count (L) counter in the main RAM 110b.

[0401] Next, in step S330-3, the main CPU 110a judges whether the stop symbol data stored in the stop symbol data storage area of ​​the main RAM 110b is for a big win. If the stop symbol data is for a big win, the main CPU 110a advances the process to step S330-4. If the stop symbol data is not for a big win, the main CPU 110a advances the process to step S330-11.

[0402] In step S330-4, the main CPU 110a sets the normal game state flag in the game state flag storage area of ​​the main RAM 110b. Next, in step S330-5, 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 the first type big win game preparation process in step S330-7. Specifically, the main CPU 110a determines the reference destination of the first type big win 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, the main CPU 110a sets an opening designation command in step S330-8. Specifically, the main CPU 110a determines an opening designation command from the reference destination of the special game control table for the first type big win 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 performance control board 120 receives an opening designation command from the main CPU 110a, it performs processing for executing the opening performance 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 big win 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 S33-11, the main CPU 110a judges whether the stop symbol data stored in the stop symbol data storage area of ​​the main RAM 110b is a small win. If the stop symbol data is a small win, the main CPU 110a advances the process to step S330-12. If the stop symbol data is not a small win, the main CPU 110a advances the process 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 the 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 win determined in step S330-12, and sets the determined opening designation command in the performance transmission data storage area of ​​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 changes (L) in the main RAM 110b has reached a specified number (800 times). If the counter value of the number of changes (L) has reached the specified number (800 times), the main CPU 110a transfers the process to step S330-17. If the counter value of the number of changes (L) has not reached the specified number (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-shortening state in the game status flag storage area of ​​the main RAM 110b, sets the high base time-shortening count (J) counter of the main RAM 110b to 100, and advances the process to step S330-22.

[0416] In step S330-19, the main CPU 110a judges whether the stop symbol data stored in the stop symbol data storage area of ​​the main RAM 110b is a special miss. If the stop symbol data is a special miss, the main CPU 110a advances the process to step S330-20. If the stop symbol data is not a special miss, the main CPU 110a advances the process to step S330-22.

[0417] The main CPU 110a executes a game status setting process in step S330-20. Specifically, the main CPU 110a refers to a setting table (FIG. 12) stored in the main ROM 110c based on the stop symbol data stored in the stop symbol data storage area of ​​the main RAM 110b and the game status flag stored in the game status flag storage area, determines the game status when the special miss is stopped, 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 special miss symbol stop setting table (FIG. 12) stored in the main ROM 110c based on the stop symbol data stored in the stop symbol data storage area of ​​the main RAM 110b and the game 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) at the time of the special miss stop, and sets the determined low base time reduction number (B) and high base time reduction number (J) at the time of the special miss stop to 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-saving count (B) counter in the main RAM 110b and a number designation command indicated by the high base time-saving count (J) counter in the main RAM 110b, and sets the generated number designation commands in the performance transmission data storage area.

[0420] In step S330-23, the main CPU 110a sets 0 to 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 process.

[0422] (Main control board jackpot game processing) FIG. 40 is a diagram showing a flowchart of the big win game process 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 big win. If the current process is during the opening, the main CPU 110a advances the process to step S340-2. If the current process is not during the opening, the main CPU 110a advances the process to step S340-6.

[0424] In step S340-2, the main CPU 110a judges whether the start interval has elapsed. Specifically, if the special game timer counter stored in the main RAM 110b is 0, the main CPU 110a judges that the start interval 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 judges that the start interval has not elapsed and ends the current big win game process.

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

[0426] The main CPU 110a executes the large prize opening process in step S340-4. Specifically, the main CPU 110a reads the table number of the large prize opening opening control table from the reference of the first type special game control table for the large prize winning event (FIG. 13(a)) determined in step S330-7 or the reference of the second type special game control table for the large prize winning event (FIG. 13(b)) determined in step S351-5 described later, and determines the opening time of the first large prize winning event 16 by referring to the first type special game control table for the large prize winning event (FIG. 14(a)) or the second type special game control table for the large prize winning event (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. In addition, 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) of 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 round number (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 advances the process to step S340-17. If the current process is not during the ending, the main CPU 110a advances the process to step S340-7.

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

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

[0431] In step S340-9, the main CPU 110a judges whether the opening end condition of the first large prize opening 16 has been met. Specifically, the main CPU 110a judges that the opening end condition of the first large prize opening 16 has been met when the count value of the large prize opening ball number (C) counter in the main RAM 110b reaches a specified number (e.g., 9 balls) or when the special game timer counter is 0 (when the opening time has elapsed). When the opening end condition of the first large prize opening 16 has been met, the main CPU 110a advances the process to step S340-10. When the opening end condition of the first large prize opening 16 has not been met, the main CPU 110a ends the large prize game process.

[0432] In step S340-10, the main CPU 110a executes the closing process of the first large prize opening 16. Specifically, the main CPU 110a stops the energizing data that energized the first large prize opening solenoid 16c in order to close the first large prize opening opening door 16b. In addition, the main CPU 110a refers to the large prize opening opening opening control table for the first type large prize (FIG. 14(a)), determines the closing time of the first large 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] The main CPU 110a executes a round data initialization process in step S340-11. Specifically, the main CPU 110a resets the counter value of the number of balls entering the large prize hole (C) in the main RAM 110b. 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 advances the process 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 advances the process 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 out the ending designation command from the reference of the first type special game control table for big win (FIG. 13(a)) determined in step S330-7 or the reference of the second type special game control table for big win (FIG. 13(b)) determined in step S351-5 described later, and sets the read out 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 of jackpot (Figure 13(a)) determined in step S330-7 or the reference of the special game control table for the second type of 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 has elapsed. Specifically, when the value of the special game timer counter is 0, the main CPU 110a determines that the end interval has elapsed. When the main CPU 110a determines that the end interval has elapsed, the main CPU 110a advances the process to step S340-18. When the main CPU 110a determines that the end interval has not elapsed, the main CPU 110a ends the big win game process.

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

[0441] (Small win game processing on the main control board) FIG. 41 is a diagram showing a flowchart of the small win game process 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 the small win. If the current process is during the opening, the main CPU 110a advances the process to step S350-2. If the current process is not during the opening, the main CPU 110a advances the process to step S350-5.

[0443] In step S350-2, the main CPU 110a judges whether the start interval has elapsed. Specifically, if the special game timer counter in the main RAM 110b is 0, the main CPU 110a judges that the start interval 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 judges that the start interval has not elapsed and ends the small win game process.

[0444] The main CPU 110a executes the large prize opening process in step S350-3. Specifically, the main CPU 110a adds 1 to the value of the special electric operation number (K) counter in the main RAM 110b. The main CPU 110a refers to the small prize opening opening control table (FIG. 15(a)) stored in the main ROM 110c, determines the opening time based on the current value of the special electric operation number (K) counter, and sets the determined opening time in the special game timer counter in the main RAM 110b. Then, the main CPU 110a sets energization data for energizing the second large prize opening solenoid 17c in order to open the second large prize opening opening 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 a specific area open / close control table for small winning stored in the main ROM 110c (FIG. 15(b)), 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 determined time in a predetermined counter in a predetermined area of ​​the main RAM 110b, and ends the small winning game process. 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 or not the current process is during the ending of the small win. If the current process is during the ending, the main CPU 110a advances the process to step S350-13. If the current process is not during the ending, the main CPU 110a advances the process to step S350-6.

[0447] In step S350-6, the main CPU 110a determines whether the second large prize opening 17 is open or not. 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 advances the process to step S350-8. If the second large prize opening 17 is not open, the main CPU 110a advances the process to step S350-7.

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

[0449] In step S350-8, the main CPU 110a judges whether the opening end condition of the second large prize opening 17 has been met. Specifically, the main CPU 110a judges that the opening end condition of the second large prize opening 17 has been met when the count value of the large prize opening ball entry number (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 winning flag is set. When the opening end condition of the second large prize opening 17 has been met, the main CPU 110a advances the process to step S350-9. When the opening end condition of the second large prize opening 17 has not been met, the main CPU 110a ends the small prize game process.

[0450] In step S350-9, the main CPU 110a executes the closing process of the second large prize opening 17. Specifically, the main CPU 110a stops the energizing data that energized the second large prize opening solenoid 17c in order to close the second large prize opening opening door 17b. In addition, the main CPU 110a refers to the closing time of 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 judges whether the small win game has ended. Specifically, the main CPU 110a judges that the small win game has ended when the value of the special call operation number (K) counter in the main RAM 110b is the maximum value of 10, the value of the number of balls entering the large winning port (C) counter has reached a specified number (for example, 9 balls), or the specific area winning flag is set. When the main CPU 110a judges that the small win game has ended, it advances the process to step S350-11. When the main CPU 110a judges that the small win game has not ended, it ends the small win game process.

[0452] In step S350-11, the main CPU 110a executes a small winning 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 hole (C) counter in the main RAM 110b.

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

[0454] In step S350-13, the main CPU 110a determines whether the end interval has elapsed. Specifically, when the value of the special game timer counter in the main RAM 110b is 0, the main CPU 110a determines that the end interval has elapsed. When the main CPU 110a determines that the end interval has elapsed, the main CPU 110a advances the process to step S350-14. When the main CPU 110a determines that the end interval has not elapsed, the small win game process is terminated.

[0455] In step S350-14, the main CPU 110a determines whether or not a specific area winning flag is set in the specific area winning flag storage area of ​​the main RAM 110b. If the specific area winning flag is not set, the main CPU 110a advances the process to step S350-15. If the specific area winning flag is set, the main CPU 110a advances the process 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 second type big win game shift process in step S351, and then ends the small win game process. The second type big win game shift process will be described later.

[0459] As explained in the above flow chart, if the game ball does not enter the specific area 19B during the 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 type of big win that transitions to the high base time-saving state is established, if the game ball does not enter the specific area 19B during the small win game, not only will the second type of big win not be acquired, but the game will transition to the normal state, which is less favorable than the high base time-saving state, after the small win game ends.

[0460] However, 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 a small win game just because the game ball did not enter the specific area 19B once during play in all small win games.

[0461] Therefore, even if the game ball does not enter the specific area 19B during a small win game in the high base time-saving state, the game may be configured 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 is a trigger for a second-type big win (a second-type 9R win J) that transitions to the normal state after completion, the game ball may not enter the specific area 19B to transition to the normal state. Also, even in the case of a small win that is a trigger for a second-type big win that transitions to a high base time-saving state after completion, the game ball may not enter the specific area 19B to transition to the normal state only in the case of a specific small win (for example, a small win that is a trigger for a second-type 2R win I).

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

[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-saving state may be shifted to the normal state after the end of a small win game.

[0465] In addition, during the low base time-saving state, the opening time of the movable piece 15b is 0.11 seconds, so it is much more difficult for the game ball to enter the second start hole 15 than during the high base time-saving state. However, depending on the launch strength and launch timing of the game ball, there are very rare cases where the game ball enters the second start hole 15 even during the low base time-saving state, and it is also possible that a small jackpot will be won in a winning / losing lottery based on the ball that has entered.

[0466] Under such circumstances, if the player deliberately 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 transitions from the low base time-saving state to the normal state, making it possible to intentionally transition to the normal state which is more advantageous than the low base time-saving state.

[0467] Therefore, in the case of a small win occurring in a low base time-saving state, even if the game ball does not enter the specific area 19B during the small win game, the low base time-saving 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. As shown in FIG.

[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, the main CPU 110a executes the second type big win game preparation process in step S351-5. Specifically, the main CPU 110a determines the reference destination of the second type big win 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 the 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 the special symbol special power processing data in the main RAM 110b to 3, 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 stop symbol data and game state information, and determines the low base time reduction number (B) and the high base time reduction number (J) at the end of the special game. The main CPU 110a sets the determined low base time reduction number (B) and high base time reduction number (J) in the low base time reduction number (B) counter and the high base time reduction number (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 refers to the special game end setting table (FIG. 11) stored in the main ROM 110c based on the loaded stop symbol data and game status information, and determines the game status at the end of the special game. 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 a performance transmission data storage area.

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

[0479] (Main control board general-purpose 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 data processing data from the main RAM 110b. In step S402, the main CPU 110a refers to a branch destination address from the loaded normal data processing data.

[0481] Thereafter, the main CPU 110a executes the process of the branch destination address referred to in step S402. Specifically, if the value of the loaded MAP / PD processing data is 0, the main CPU 110a advances the process to step S410, and if the value of the loaded MAP / PD processing data is 1, the main CPU 110a advances the process to step S420.

[0482] In step S410, the main CPU 110a executes the normal symbol variation process and ends the normal symbol normal power control process. In step S420, the main CPU 110a executes the auxiliary game process and ends the normal symbol normal power control process. Details of the normal symbol variation process and the auxiliary game process 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 the normal symbol is being displayed in a variable manner. If the normal symbol is being displayed in a variable manner, the main CPU 110a advances the process to step S410-12. If the normal symbol is not being displayed in a variable manner, the main CPU 110a advances the process to step S410-2.

[0485] In step S410-2, the main CPU 110a judges whether the counter value of the reserved number of normal symbols (G) counter in the main RAM 110b is 0. If the counter value of the reserved number of normal symbols (G) counter is 0, the main CPU 110a ends the normal symbol variation process. If the counter value of the reserved number of normal symbols (G) counter is not 0, the main CPU 110a advances the process 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 FIG. 25(c) to the previous storage section. Note that, since the normal symbol determination castle stored in the first storage section is shifted to the 0th storage section, the normal symbol determination information stored in the 0th storage section until then is erased by this shift process.

[0488] Next, the main CPU 110a executes a winning judgment 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 judges the winning or losing of the normal symbol lottery 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 winning / losing judgment result 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, the main CPU 110a sets a normal symbol designation command in step S410-7. 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, the main CPU 110a executes a normal symbol variation pattern determination process in step S410-8. Specifically, the main CPU 110a refers to a normal symbol variation pattern determination table (FIG. 23(b)) stored in the main ROM 110c, and determines a normal symbol variation pattern based on the winning / losing determination result determined in step S410-5 and the current game state.

[0492] Next, the main CPU 110a sets a normal symbol variation pattern designation command in step S410-9. 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 performance transmission data storage area of ​​the main RAM 110b.

[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 making the normal symbol display device 24 perform the variable display of the normal symbol in a predetermined area of ​​the main RAM 110b.

[0494] In addition, the main CPU 110a creates data for turning on and off the LED of the normal pattern display device 24 based on the normal pattern display data set in the above-mentioned 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 turning 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, the main CPU 110a sets the normal symbol variation time in step S410-11. Specifically, the main CPU 110a sets the variation time corresponding to the normal symbol variation pattern determined in step S410-8 in the normal symbol time counter of the main RAM 110b, and ends the normal symbol variation process.

[0496] In step S410-12, the main CPU 110a judges 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 judges that the normal symbol variation time has ended. When the main CPU 110a judges that the normal symbol variation time has ended, the main CPU 110a advances the process to step S410-13. When the main CPU 110a judges that the normal symbol variation time has not ended, the normal symbol variation process ends.

[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 the above 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 the above step 410-6 in a predetermined area of ​​the main RAM 110b.

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

[0499] Next, in step S410-15, the main CPU 110a judges whether the stop symbol data of the normal symbol stored in the normal symbol data storage area of ​​the main RAM 110b is a win. If the stop symbol data of the normal symbol is a win, the main CPU 110a advances the process to step S410-16. If the stop symbol data of the normal symbol is not a win, 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 starting hole 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 opening / closing 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 opening / closing control table (FIG. 24(b)) stored in the main ROM 110c, and determines the reference destination of the auxiliary game movable piece opening / closing 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 hole 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 the count value of the opening count (S) of the main RAM 110b to 0.

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

[0503] (Auxiliary game processing of the main control board) 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 advances the process to step S420-2. If the auxiliary game is not in the opening state, the main CPU 110a advances the process to step S420-4.

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

[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 of the auxiliary game movable piece opening / closing control table (FIG. 24(b)) determined in step S410-16, and sets the opening time read 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 advances the process to step S420-12. If the auxiliary game is not in the ending state, the main CPU 110a advances the process 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 advances processing to step S420-6. If the movable piece 15b of the second start port 15 is not closed, the main CPU 110a advances processing 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 advances the process 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 process.

[0510] In step S420-7, the main CPU 110a judges whether the opening end condition of the movable piece 15b of the second start hole 15 is satisfied. Specifically, the main CPU 110a judges that the opening end condition of the movable piece 15b of the second start hole 15 is satisfied when the count value of the second start hole entry ball number (M) counter of 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). When the main CPU 110a judges that the opening end condition of the movable piece 15b of the second start hole 15 is satisfied, the main CPU 110a advances the process to step S420-8. When the main CPU 110a judges that the opening end condition of the movable piece 15b of the second start hole 15 is not satisfied, the auxiliary game process is terminated.

[0511] In step S420-8, the main CPU 110a executes a closing process of 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. In addition, the main CPU 110a 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] In step S420-9, the main CPU 110a judges whether or not to end the auxiliary game. Specifically, the main CPU 110a judges to end the auxiliary game when the count value of the opening count (S) of the main RAM 110b reaches the maximum count, or when the count value (M) of the second start port entry ball count (M) counter reaches a specified number (9 balls). When the main CPU 110a judges to end the auxiliary game, it advances the process to step S420-10. When the main CPU 110a judges not to end the auxiliary game, it ends the auxiliary game process.

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

[0514] The main CPU 110a sets the 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 judges whether the ending time of the auxiliary game has elapsed. Specifically, when the auxiliary game timer counter in the main RAM 110b is 0, the main CPU 110a judges that the ending time has elapsed. When the main CPU 110a judges that the ending time has elapsed, the main CPU 110a advances the process to step S420-13. When the main CPU 110a judges that the ending time has not elapsed, the main CPU 110a ends the auxiliary game process.

[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 section) 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 start-up operation.

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

[0519] The initialization process by the sub CPU 120a is set to have a processing time that is much shorter than that by the main CPU 110a. Therefore, when the initialization process by the main CPU 110a starts, the performance control unit 120m is in a state in which it can receive commands from the main CPU 110a.

[0520] Next, in step S1100, the sub CPU 120a executes a process of updating various random number values ​​for effect stored in the sub RAM 120b. The sub CPU 120a then 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 period (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 reception buffer of the sub RAM 120b. The details of the command analysis process will be described later.

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

[0525] In step S1600, the sub-CPU 120a executes customer waiting performance control processing. Specifically, when the customer waiting performance standby flag is set in the customer waiting performance flag storage area, if the sub-CPU 120a determines that the count value of the customer waiting performance timer count in the sub-RAM 120b is 0, the sub-CPU 120a sets a customer waiting state execution flag in the customer waiting performance flag area of ​​the sub-RAM 120b, and sets a performance pattern designation command for the customer waiting performance in the transmission buffer of the sub-RAM 120b. Note that the setting of the customer waiting performance standby flag and the setting of the customer waiting performance timer are processes performed in the customer waiting performance 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 time. The execution processing of the customer waiting performance and the standby processing of the customer waiting performance are terminated when the game state designation command, the performance symbol designation command, the change pattern designation command, and the like are transmitted from the main CPU 110a.

[0527] In step S1700, the sub CPU 120a executes a performance input control process. Specifically, the sub CPU 120a performs processes according to input signals from the performance button SW 35a, the cross key detection SW 39a, the cross key detection SW 39b, the cross key detection SW 39c, the cross key detection SW 39d, and the cross key detection SW 39e.

[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 general 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 or not 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 advances the process 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 advances the process to step S1503. If the command in the receive buffer is not a RAM clear command, the sub CPU 120a advances the process 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 a 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 a process for performing a RAM clear notification process.

[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 advances the process to step S1505. If the command in the receive buffer is not a power-on / power-restore command, the sub CPU 120a advances the process 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 general control unit 141 and the lamp / drive control unit 150. Upon receiving the power ON notification command, the general control unit 141 and the lamp / drive control unit 150 execute a process for performing a power ON notification process.

[0538] In step S1506, the sub CPU 120a judges whether the command corresponding to the power restoration designation command in the reception buffer is a command corresponding to the low base time-shortening state. If the command corresponding to the power restoration designation command in the reception buffer is a command corresponding to the low base time-shortening state, the sub CPU 120a advances the process to step S1507. If the command corresponding to the power restoration designation command in the reception 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 different from the actual game state immediately after power-on or immediately after the end of a big win.

[0540] Next, in step S1508, the sub CPU 120a sets the count value of a special background fluctuation number (P) counter in the sub RAM 120b to an 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 advances the process to step S1510. If the command in the receive buffer is not an error-related command, the sub CPU 120a advances the process 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 winning of a game ball into the second start port 15 when the auxiliary game is not in progress, or the winning of a game ball into the first large winning port 16 or the second large winning port 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 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 to the normal symbol gate 13 during a period when a left hit should be performed such as in a normal state or a low base time reduction state.

[0547] The sub CPU 120a executes an error notification process in step S1510. Specifically, the sub CPU 120a sets an error notification 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 command set in the transmission buffer of the sub-RAM 120b is transmitted to the general control unit 141 and the lamp / drive control unit 150. Upon receiving the error notification command, the general control unit 141 and the lamp / drive control unit 150 execute a process for performing an error notification process.

[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 advances the process to step S1512. If the command in the receive buffer is not a customer waiting state designation command, the sub CPU 120a advances the process to step S1513.

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

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

[0552] In step S1514, the sub-CPU 120a executes a game status setting process. 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 a special background image setting flag stored in a special background image setting flag storage area of ​​the sub RAM 120b and game status information stored in a game status information storage area of ​​the sub RAM 120b, and sets a presentation pattern designation command for the determined background image in a 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 judges whether the command in the reception buffer is a special symbol reserved number designation command. If the command in the reception buffer is a special symbol reserved number designation command, the sub CPU 120a advances the process to step S1517. If the command in the reception buffer is not a special symbol reserved number designation command, the sub CPU 120a advances the process 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 judges whether the command in the reception buffer is a start winning designation command. If the command in the reception buffer is a start winning designation command, the sub CPU 120a advances the process to step S1519. If the command in the reception buffer is not a start winning designation command, the sub CPU 120a advances the process to step S1520.

[0557] The sub-CPU 120a executes a pre-reading performance determination process in step 1519. Specifically, the sub-CPU 120a determines whether to execute a pre-reading performance based on the received start winning designation command, the counter value of the reserved memory number counter of 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 according 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 composed of several kinds of look-ahead performances, such as a reserve change look-ahead performance that changes the display mode of the first reserved image 41 and the second reserved image 42, a look-ahead zone performance that changes the background image over several variations, and a display of an effect indicating a look-ahead performance when the decorative pattern 36 temporarily stops. Note that the several look-ahead performances can be executed individually or in parallel by setting several look-ahead scenario data.

[0560] In step S1520, the sub-CPU 120a judges whether the command in the reception buffer is a performance designation command. If the command in the reception buffer is a performance designation command, the sub-CPU 120a advances the process to step S1521. If the command in the reception buffer is not a performance designation command, the sub-CPU 120a advances the process to step S1522.

[0561] In step S1521, the sub-CPU 120a executes a performance symbol determination process. Specifically, the sub-CPU 120a determines performance symbol data that specifies the symbols to be stopped in the left symbol 36L, the middle symbol 36C, the right symbol 36R, and the fourth symbol 36Z based on the received performance symbol designation command, sets the performance pattern designation command corresponding to the determined performance 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 reception buffer is a time-saving count designation command. If the command in the reception buffer is a time-saving count designation command, the sub CPU 120a advances the process to step S1523. If the command in the reception buffer is not a time-saving count designation command, the sub CPU 120a advances the process 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 reception buffer is a fluctuation pattern designation command. If the command in the reception buffer is a fluctuation pattern designation command, the sub CPU 120a advances the process to step S1525. If the command in the reception buffer is not a fluctuation pattern designation command, the sub CPU 120a advances the process 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 advances the process to step S1526. If pre-read performance scenario data is not stored, the sub-CPU 120a advances the process 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 of the look-ahead performance counter storage area. If the current change display is a change display of the look-ahead target, the sub CPU 120a resets the count value of the look-ahead performance scenario storage area and the look-ahead performance counter storage area, and if the current change display is a change display prior to the look-ahead target change display, the sub CPU 120a subtracts 1 from the count value of the look-ahead performance counter storage area.

[0567] The performance pattern designation command set in the transmission buffer in the look-ahead performance determination process in step S1519 and the look-ahead performance control process is transmitted to the general control unit 141 and the lamp / drive control unit 150 by the output control process in step S1800. When the general control unit 141 and the lamp / drive control unit 150 receive the performance pattern designation command related to this look-ahead, they perform processing to execute the look-ahead performance corresponding to the command using 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.

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

[0569] The performance pattern designation command set in the transmission buffer in the variable performance pattern determination process is transmitted to the general control unit 141 and the lamp / drive control unit 150 by the output control process in step S1800. When the general control unit 141 and the lamp / drive control unit 150 receive the performance pattern designation command related to the variable performance, they perform processing for executing a variable performance according to the command using 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.

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

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

[0572] In step S1530, the sub-CPU 120a judges whether or not the display is a variable display in which a jackpot pattern that will be in a low base time-saving state after the special game ends stops. The jackpot that will be in a low base time-saving state after the jackpot ends is the 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 a big win symbol that will be in a low base time-saving state after the special game ends, the sub-CPU 120a advances the process to step S1531. If the variable display is not a big win symbol that will be in a low base time-saving state after the special game ends, 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 a 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 reception buffer is a symbol determination command. If the command in the reception buffer is a symbol determination command, the sub CPU 120a advances the process to step S1533. If the command in the reception buffer is not a symbol determination command, the sub CPU 120a advances the process to step S1545.

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

[0577] The performance pattern designation command set in the transmission buffer in the above-mentioned symbol determination process is transmitted to the general control unit 141 and the lamp / drive control unit 150 by the output control process of step S1800. When the general control unit 141 and the lamp / drive control unit 150 receive this performance pattern designation command, they perform processing to execute a performance related to the stopping of the decorative symbol 36 by 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.

[0578] In step S1534, the sub CPU 120a determines whether the training mode setting flag of the sub RAM 120b is set. If the training mode setting flag of the sub RAM 120b is set, the sub CPU 120a advances the process to step S1535. If the training mode setting flag of the sub RAM 120b is not set, the sub CPU 120a advances the process 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 a true training mode setting flag (value 1) that is set when 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, a false training mode setting flag (value 2) that is set when the training mode presentation starts when the low base time-saving number of times (B) is 220 times remaining until the specified number of times, and a 0 that is set when neither of these are set. Thus, when 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 low base time-saving number of times (B) is about to reach the specified number in the land mode, which indicates that the game is in a low base time-saving state, and suggests that a transition to sea mode may be approaching.

[0581] The training mode effect starts when the low base time-saving count (B) is 20 times remaining until the specified count, and when it is 220 times or 420 times remaining until the specified count, and continues to be executed 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), the training mode success effect or training mode failure effect is executed.

[0582] The training mode success effect is an effect that is always executed when the training mode effect is started 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 is started 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 according to the value of the effect random number value.

[0583] After the training mode success presentation is performed, a presentation is performed to notify the player of a transition to the sea mode, and after the training mode failure presentation is performed, a presentation is performed to notify the player of a continuation of the land mode. After the training mode success presentation or training mode failure presentation is executed, a game presentation is executed in the presentation 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 is either the normal state or the low base time-saving state. The 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 for displaying the remaining number of times of the training mode according to the training mode change number (TM) subtracted by 1 in step S1535, and for performing 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 of the training mode, in the transmission buffer of the sub-RAM 120b, and ends the command analysis process.

[0587] In addition, 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 of the sub-RAM 120b and the random number value for effect. 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 advances the process 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 sea mode 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 game state is a low base time-saving state and the variable presentation pattern is any one of the variable presentation patterns 77, 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 presentation mode should be switched, the process proceeds to step S1541. If the sub-CPU 120a determines that the presentation mode should not be switched, 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 fluctuation number (P) in the sub RAM 120b. In step S1543, the sub CPU 120a determines whether the counter value of the special background fluctuation number (P) in the sub RAM 120b is 1 or more. If the special background fluctuation number (P) is 1 or more, the sub CPU 120a ends the command analysis process. If the special background fluctuation number (P) is not 1 or more, the sub CPU 120a advances the process to step S1544.

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

[0596] In step S1545, the sub CPU 120a determines whether the command in the reception buffer is a special game system designation command. If the command in the reception buffer is a special game system designation command, the sub CPU 120a advances the process to step S1546. If the command in the reception buffer is not a special game system designation command, the sub CPU 120a ends the command analysis process. The special game system designation command is 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 performance control process. Specifically, in the special game performance control process, the sub CPU 120a sets a performance pattern designation command in the transmission buffer of the sub RAM 120b to cause the image display device 31, the sound output device 32, the performance drive devices 330a, 330b, and 330c, and the performance lighting devices 340a, 340b, 340c, and 340d to execute a big win performance according to the received special game system designation command. Details of the special game performance control process will be described later. After executing the special game performance 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 the first special symbol variation of the gaming machine 1. FIG. 56 is a diagram showing a variable presentation pattern determination table for the second special symbol variation of the gaming machine 1.

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

[0600] The second special symbol variation variation pattern determination table is composed of two types of tables: a table (Figure 56(a)) which is referenced during the period from the end of the jackpot to the 30th spin, and a table (Figure 56(b)) which is referenced during the period from the next variation display after the special miss a occurs and after the 31st spin and after the end of the jackpot.

[0601] The variable performance pattern refers to 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 variation" refers to a variation performance in which the decorative pattern 36L and the decorative pattern 36R stop with different types of patterns, and a variation performance in which a reach state is not formed. "Shortened variation" refers to a variation performance in which the decorative pattern 36L and the decorative pattern 36R stop with different types of patterns, and a variation display in which a reach state is not formed, and refers to a variation performance with a shorter variation time than normal variation. "Normal reach" refers to a reach variation performance performed in a state in which the decorative pattern 36L and the decorative pattern 36R are temporarily stopped with the same type of pattern.

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

[0605] As shown in Figure 56(a), "SP Reach G", "SP Reach H", "SP Reach I", and "SP Reach J" mainly occur in response to the changing display of the second special pattern as described above, but can also occur in response to the changing display of the first special pattern in the 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 by hitting from the right, and the first special symbol is rarely displayed, but the first special symbol may change in certain circumstances. Specifically, certain circumstances include when the game ball enters the first starting hole 14 by 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 at the time when the display of the second special symbol changes has ended.

[0607] The "Full Rotation Reach" is a reach variation effect that changes at a slow speed when the left pattern 36L, the middle pattern 36C, and the right pattern 36R of the same type are aligned. The full rotation reach is executed only when the first type 10R per D or the first type 10R per F is established, so it is an effect that notifies you that the first type 10R win is confirmed and that the game will move to a high base time-saving state after the big win ends.

[0608] The "roulette effect" is an effect that is performed in response to the change in the first special symbol while the sea mode is being executed, and is performed as part of a special miss or normal miss, and refers to an effect that selectively displays one of the three types of results: "land mode," "sea mode," and "underwater temple mode." The "chance effect" is an effect that is performed in response to the change in the second special symbol, and is executed after a normal reach miss effect, and refers to an effect that indicates a small win or a normal miss. The "battle effect" is an effect that is performed in response to the change in the first special symbol while the sea mode is being executed, and refers to an effect that develops from a normal reach, and refers to an effect that notifies of a big win, mode transition, or mode continuation.

[0609] The "instant win effect" is an effect in which the left pattern 36L, right pattern 36R, and center pattern 36C stop in sequence at high speed to form a jackpot pattern, without any effect that hints at a jackpot through a reach effect. In the case of a first-class jackpot (special pattern F, special pattern J), a combination of identical decorative patterns 36 stops and is displayed. In the case of a second-class jackpot (special pattern H, special pattern I, special pattern J), the same decorative pattern 36 stops and is displayed on the left pattern 36L and right pattern 36R, and then a special pattern ("V hit") indicating a small jackpot win stops and is displayed on the center pattern 36C.

[0610] The variable performance pattern determination table for the first special symbol shown in FIG. 52 to FIG. 55 will be described below.

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

[0612] The variation presentation patterns for the first special symbol variation shown in FIG. 52 and FIG. 53 are tables that are referenced when the presentation mode is the sea mode. The battle presentation that can only be performed in the sea mode can be performed in both the normal state and the low base time-saving state, but the presentation patterns of the battle presentation that can be performed are different between the normal state and the low base time-saving state. The difference in the presentation patterns of the battle presentation in the normal state and the low base time-saving state will be specifically explained below.

[0613] As shown in Figure 52, in the battle performance in sea mode under normal conditions, the following performance patterns can be executed: victory performance patterns (variable performance patterns 14, 20, 23), draw performance patterns (variable performance patterns 6, 10, 33, 41), and defeat performance patterns (variable performance patterns 25, 27, 29).

[0614] In the battle performance in the normal state, the occurrence of the winning performance pattern above notifies the transition to the high base time-saving state. Specifically, when the variable performance pattern 14 is performed, the first type 2R win C occurs, and the transition to the high base time-saving state occurs after the big win. When the variable performance pattern 20 is performed, the first type 10R win D occurs, and the transition to the high base time-saving state occurs after the big win. When the variable performance pattern 23 is performed, a special miss a occurs, and the transition to the high base time-saving state occurs after the miss stops.

[0615] As explained in the game flow shown in Figure 6, the transition to the high base time-saving state due to the establishment of the first type 2R win C and the special miss a is not performed in the low base time-saving state but only in the normal state. Therefore, the battle victory effects executed in the variable performance pattern 14 and the variable performance 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 occurs in the normal state, a battle victory effect (variable effect pattern 14) is performed, but when a Type 1 2R win C occurs in the low base time-saving state, the 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, when a special miss a occurs in the normal state, a battle victory effect is performed, but when a special miss a occurs in the low base time-saving state as shown in FIG. 53, a battle draw B effect is performed to notify the continuation of the effect mode (variable effect pattern 72).

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

[0619] 16 and 17, the change time of the change pattern 31 in which the battle victory effect (change effect pattern 23) is performed when the special miss a is established in the normal state is T31 (50 seconds), and the change time of the change pattern 64 in which the battle draw effect (change effect pattern 72) is performed when the special miss a is established in the low base time-saving state is T44 (35 seconds). Therefore, the execution time of the change effect when the special miss a is established 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 is also performed 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 losing performance pattern notifies the transition to the low base time-saving state. Specifically, when the special miss b occurs, the battle defeat performance is executed by the variable performance pattern 25, when the special miss c occurs, the battle defeat performance is executed by the variable performance pattern 27, when the special miss d occurs, 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, if the game state was in the normal state before the special miss, it will transition to the low base time-saving state, but if the game state was in the low base time-saving state before the special miss, it will remain in the low base time-saving state.

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

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

[0626] In addition, when special miss b, special miss c, and special miss d occur in the normal state, 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 the low base time-saving state, sea mode may be continued even if the actual game state is in the 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, the pattern of the numbers selected by the roulette indicates whether the mode will shift to the underwater temple mode, continue in the sea mode, or shift to the land mode. Specifically, as shown in Fig. 52, when a special miss a occurs in the normal state, the roulette presentation indicates a shift to the underwater temple mode (variable presentation pattern 22), and when a special miss b, a special miss c, or a special miss d occurs in the normal state, the roulette presentation indicates a shift to the land mode (variable presentation patterns 24, 26, 28).

[0629] As explained in the game flow shown in FIG. 6, the transition to the high base time-saving state due to the establishment of the special miss a is not performed 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 the special miss a is established is executable in the normal state, but is not executable in the low base time-saving state. Therefore, as shown in FIG. 53, in the roulette presentation when the special miss a is established 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 notified without notifying the transition to land mode even in the low base time-saving state is that, like the battle effect (variable effect pattern 72) when special miss a is established in sea mode in the low base time-saving state, sea mode is executed to make the player have expectations of the normal state even in the low base time-saving state, and the purpose of executing the continuation effect of sea mode is to continue the player's expectations of staying in the normal state. However, it is also acceptable to notify the transition to land mode in the variable effect pattern 71 and notify that the current game state is in the low base time-saving state.

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

[0632] As shown in the game flow of Figure 6, when special miss b, special miss c, and special miss d occur in the 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 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 to notify that the current game state is in the low base time-saving state, or conversely, it may be made so that the sea mode will always continue.

[0634] In addition, in the roulette presentation when special miss b, special miss c, and special miss d occur in the normal state, a transition to land mode is always announced, but by announcing the continuation of sea mode in the same way as with 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 roulette performance when a normal miss occurs in the low base time-saving state, depending on the value of the random number for performance, there are cases where a transition to land mode is notified (variable performance pattern 82, variable performance pattern 90) and cases where a continuation of sea mode is notified (variable performance pattern 81, variable performance pattern 91). Note that, in the roulette performance executed in the normal miss in the low base time-saving state, a continuation of sea mode may always be notified, or a transition to land mode may always be notified.

[0636] Figure 54 is a diagram showing a variation presentation pattern determination table for the first special symbol variation in the ground mode. The ground mode is a presentation mode that c...

Claims

[Claim 1] In a gaming machine having gaming states including a first normal state, a second normal state, and a specific gaming state advantageous to a player, The first normal state has a higher advantage in terms of auxiliary games than the second normal state, and the specific game state has a higher advantage in terms of auxiliary games than the first normal state, In the first normal state, when a special symbol stops and when another losing symbol stops, the first normal state is maintained; In the second normal state, when the special symbol stops, the game can transition to the first normal state or the specific game state, and when another losing symbol stops, the second normal state is maintained; By making the second normal state more likely to transition to the specific gaming state than the first normal state, the first normal state becomes the gaming state most disadvantageous to a player; The special symbols include a first special symbol and a second special symbol, and when the second special symbol stops in the second normal state, the game can be shifted to the specific game state; A gaming machine characterized in that when a second special symbol stops in the specific gaming state, the specific gaming state is maintained, and when a small win game is played by stopping a small win symbol and the gaming ball passes through a specific area, a special game can be executed, and the gaming state after the special game ends can be determined based on the small win symbol and the gaming state when the gaming ball passed through the specific area, and if the gaming ball does not pass through the specific area during the small win game, the gaming state after the small win game ends can be set to the second normal state rather than the first normal state which is most disadvantageous to the player.

Citation Information

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