Gaming Machines

By integrating special game execution means and varying jackpot states, the gaming machine enhances player interest and gameplay experience, addressing the challenge of maintaining engagement during shortened game sessions.

JP7672147B2Active Publication Date: 2025-05-07KYORAKU IND CO LTD
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Patent Information

Application Number
JP2021193020
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-11-29
Publication Date
2025-05-07
Estimated Expiration
2041-11-29

AI Technical Summary

Technical Problem

The performance of gaming machines, particularly in terms of maintaining player interest during shortened game sessions, is not adequately enhanced by existing technologies.

Method used

The implementation of special game execution means, including image display mechanisms, to create varying jackpot states (normal, minor time-saving, and high base time-saving) and determine the necessity of auxiliary games, thereby enhancing gameplay experience.

Benefits of technology

This approach significantly enhances player interest by offering varied gameplay experiences and higher advantages in auxiliary games, particularly in time-saving states.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To further enhance an interest in varying of a special drawing pattern.SOLUTION: A game machine 1 has: a main control board 110; a performance control board 120; an image display unit 31, an audio output device 32, performance drive devices 330a, 330b, 330c, 330d, and performance illumination devices 340a, 340b, 340c, 340d which are performance means; a first special drawing pattern display device 20; and a second special drawing pattern display device 21. The performance control board 120: when receiving a game state designation command of a slightly time shortening state in association with an end of a special game of a second jackpot, displays a background image of the slightly time shortening state on the image display unit 31; and, when receiving a game state designation command of a normal state in association with an end of a special game of a first jackpot, displays the same background image as that of the slightly time shortening state on the image display unit 31.SELECTED DRAWING: Figure 61
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Description

[Technical field]

[0001] The present invention relates to a gaming machine such as a pop-up pachinko gaming machine. [Background technology]

[0002] A pachinko machine is equipped with a main control board that controls the progress of the game, and a presentation control board that controls the presentation of the game through the control of the liquid crystal display on the game board and the role-playing objects. Some pachinko machines have a normal state and a time-saving state in which the advantage of the auxiliary game is higher than in the normal state, and are configured to make it easier to win the starting prize in the time-saving state. Patent Document 1 is a document that discloses technology related to the presentation of this type of game machine. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2015-195798 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, there is room for improvement in the presentation of this type of gaming machine in terms of the entertainment value of the presentation during the time-saving period.

[0005] The present invention has been made in consideration of such problems, and has an object to further increase the enjoyment of playing with a gaming machine. [Means for solving the problem]

[0006] In order to solve the above problems, the present invention provides a special game execution means, an auxiliary game execution means, and a presentation means including an image display means, and causes the special game execution means to execute any one of a plurality of types of jackpots including a first jackpot which becomes a normal state after a special game, a second jackpot which becomes a slight time-saving state after a special game in which the advantage degree related to the auxiliary game is slightly higher than the normal state, and a third jackpot which becomes a high base time-saving state after a special game in which the advantage degree related to the auxiliary game is sufficiently higher than the normal state and the slight time-saving state, judges whether or not an auxiliary game needs to be executed, and causes the auxiliary game execution means to execute the auxiliary game based on the result of this judgment. The game machine is provided with a main control means capable of generating a plurality of types of commands including commands according to the progress of the game, and a presentation control means which receives the commands generated by the main control means and performs presentation by the presentation means based on the received commands, wherein the presentation control means, when receiving a game state designation command for the micro-time-shortened state following the end of the special game of the second jackpot, causes the presentation means to display a background image of the micro-time-shortened state, and when receiving a game state designation command for the normal state following the end of the special game of the first jackpot, causes the presentation means to display the same background image as the micro-time-shortened state. Effect of the Invention

[0007] According to the present invention, it is possible to further increase the enjoyment of playing on a gaming machine. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 is a front view of a gaming machine 1 according to first to eighth embodiments of the present invention. [Diagram 2] 1 is an enlarged view of a second big winning port 17 in the gaming machine 1 according to the first to fourth embodiments. FIG. [Diagram 3] FIG. 2 is a perspective view of the rear side of the gaming machine 1 according to the first to eighth embodiments. [Figure 4] 1 is a block diagram showing a configuration of a gaming machine 1 according to first to fourth embodiments. [Diagram 5] 11 is a diagram showing the operation of a movable accessory 33c in the gaming machine 1 of the first to eighth embodiments. FIG. [Figure 6] 11 is a diagram showing the operation of movable parts 33c and 33d in the gaming machine 1 of the first to eighth embodiments. FIG. [Figure 7] 11 is a diagram showing the operation of movable parts 33a, 33c, and 33d in the gaming machine 1 of the first to eighth embodiments. FIG. [Figure 8] FIG. 2 is a diagram showing a game flow of the gaming machine 1 of the first and second embodiments. [Figure 9] 11 is a diagram showing the pattern change and the reserved display image in the gaming machine 1 of the first to eighth embodiments. FIG. [Figure 10] 1A to 1C are diagrams showing each presentation mode, a game state, and a background image of the gaming machine 1 of the first and second embodiments. [Figure 11] FIG. 11 is a diagram showing normal variation effects of the gaming machine 1 of the first to eighth embodiments. [Figure 12] FIG. 13 is a diagram showing normal reach effects of the gaming machines 1 according to the first to eighth embodiments. [Figure 13] FIG. 13 is a diagram showing a roulette presentation of the gaming machine 1 according to the first to eighth embodiments. [Figure 14] FIG. 13 is a diagram showing a roulette presentation of the gaming machine 1 according to the first to eighth embodiments. [Figure 15] FIG. 13 is a diagram showing the SP reach effects of the gaming machines 1 of the first to eighth embodiments. [Figure 16] FIG. 13 is a diagram showing the preview reserve display change presentation of the gaming machine 1 of the first to eighth embodiments. [Figure 17] 4 is a flowchart showing main processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 18] 4 is a flowchart showing the initialization process of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 19] 4 is a flowchart showing an initialization process of the main control board 10 of the gaming machine 1 according to the first to fourth embodiments. [Figure 20] 4 is a flowchart showing a power interruption monitoring process for the gaming machine 1 according to the first to eighth embodiments. [Figure 21] 4 is a flowchart showing timer interrupt processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 22] 4 is a flowchart showing an input control process of the main control board 10 of the gaming machine 1 according to the first to fourth embodiments. [Figure 23] 10 is a flowchart showing input processing of the first start hole detection switch of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 24] 1 is a diagram showing a special symbol storage area of ​​the main control board 10 and a performance information storage area of ​​the performance control board 120 of the gaming machine 1 according to the first to eighth embodiments. FIG. [Diagram 25] 1 is a diagram showing a pre-determination table of the main control board 10 of the gaming machine 1 of the first and second embodiments. FIG. [Figure 26] 10 is a flowchart showing specific area detection switch input processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 27] 4 is a flowchart showing the special chart special electricity control process of the main control board 10 of the gaming machine 1 of the first to fourth embodiments. [Figure 28] 10 is a flowchart showing a special symbol memory determination process of the main control board 10 of the gaming machine 1 according to the first to fourth embodiments. [Figure 29] 4 is a flowchart showing a big win determination process of the main control board 10 of the gaming machine 1 according to the first to fourth embodiments. [Diagram 30] 1 is a diagram showing a big win lottery determination table and a normal symbol lottery determination table of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. FIG. [Diagram 31] 1 is a diagram showing a symbol determination table of a main control board 10 of the gaming machine 1 of the first and second embodiments. FIG. [Diagram 32] 1 is a diagram showing a symbol determination table of a main control board 10 of the gaming machine 1 of the first and second embodiments. FIG. [Diagram 33] 1 is a diagram showing a variation pattern determination table of the main control board 10 of the gaming machine 1 of the first and second embodiments. FIG. [Diagram 34] 1 is a diagram showing a variation pattern determination table of the main control board 10 of the gaming machine 1 of the first and second embodiments. FIG. [Diagram 35]10 is a flowchart showing a special symbol variation process of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Diagram 36] 10 is a flowchart showing a special symbol stopping process of the main control board 10 of the gaming machine 1 according to the first to fourth embodiments. [Figure 37] 2 is a diagram showing a special game control table of the main control board 10 of the gaming machine 1 of the first and second embodiments. FIG. [Figure 38] FIG. 2 is a diagram showing a big win opening opening / closing control table for a big win of the main control board 10 of the gaming machine 1 according to the first to fourth embodiments. [Figure 39] FIG. 11 is a diagram showing a small win big prize opening opening / closing control table of the main control board 10 of the gaming machine 1 of the first to fourth embodiments. [Diagram 40] 1 is a diagram showing a setting table for when a special losing symbol is stopped on the main control board 10 of the gaming machine 1 of the first and second embodiments. FIG. [Diagram 41] 4 is a flowchart showing big win game processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Diagram 42] 4 is a flowchart showing a small win game process of the main control board 10 of the gaming machine 1 according to the first to fourth embodiments. [Diagram 43] FIG. 2 is a diagram showing a specific area opening / closing control table for small win game of the main control board 10 of the gaming machine 1 according to the first to fourth embodiments. [Diagram 44] 10 is a flowchart showing a second type big win game transition process of the gaming machine 1 according to the first to fourth embodiments. [Diagram 45] 5 is a flowchart showing big win game end processing of the main control board 10 of the gaming machine 1 of the first to fourth embodiments. [Diagram 46] 1 is a diagram showing a setting table at the end of a special game of the main control board 10 of the gaming machine 1 of the first and second embodiments. FIG. [Figure 47] 4 is a flowchart showing the normal power control process of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 48] 10 is a flowchart showing normal symbol variation processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 49] FIG. 13 is a diagram showing a normal symbol variation pattern determination table of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. [Figure 50] FIG. 2 is a diagram showing an auxiliary game control table of a main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 51] FIG. 2 is a diagram showing an auxiliary game movable piece opening control table of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 52] 4 is a flowchart showing details of auxiliary game processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 53] 10 is a flowchart showing main processing of a performance control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 54] 13 is a flowchart showing a timer interrupt process of the performance control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 55] 13 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1 according to the first, fourth, fifth and eighth embodiments. [Figure 56] 13 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1 according to the first, fourth, fifth and eighth embodiments. [Figure 57] 13 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 58] 13 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 59] 13 is a flowchart showing details of background image display control processing by the performance control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 60] 13 is a diagram showing a normal background setting table and a special background setting table of the effect control unit 120m of the gaming machine 1 according to the first to eighth embodiments. FIG. [Figure 61] 11A to 11C are diagrams showing examples of display of background images in the gaming machine 1 of the first and fifth embodiments. [Figure 62]11A to 11C are diagrams showing examples of display of background images in the gaming machine 1 of the first and fifth embodiments. [Figure 63] FIG. 11 is a diagram showing a command analysis process in the gaming machine 1 of the second, third, sixth, and seventh embodiments. [Figure 64] FIG. 11 is a diagram showing a command analysis process in the gaming machine 1 of the second, third, sixth, and seventh embodiments. [Figure 65] 13 is a diagram showing a normal background setting table and a special background setting table of the effect control unit 120m of the gaming machine 1 according to the first to eighth embodiments. FIG. [Figure 66] 13A to 13C are diagrams showing examples of display of background images in the gaming machine 1 of the second and sixth embodiments. [Figure 67] 13A to 13C are diagrams showing examples of display of background images in the gaming machine 1 of the second and sixth embodiments. [Figure 68] FIG. 11 is a diagram showing a game flow of the gaming machine 1 of the third and fourth embodiments. [Figure 69] 13A and 13B are diagrams showing each presentation mode, a game state, and a background image of the gaming machine 1 of the third and fourth embodiments. [Figure 70] FIG. 13 is a diagram showing a pre-determination table of the main control board 10 of the gaming machine 1 of the third and fourth embodiments. [Figure 71] FIG. 11 is a diagram showing a symbol determination table of the main control board 10 of the gaming machine 1 of the third and fourth embodiments. [Figure 72] FIG. 11 is a diagram showing a symbol determination table of the main control board 10 of the gaming machine 1 of the third and fourth embodiments. [Figure 73] 13 is a diagram showing a variation pattern determination table of the main control board 10 of the gaming machine 1 of the third and fourth embodiments. FIG. [Figure 74] 13 is a diagram showing a variation pattern determination table of the main control board 10 of the gaming machine 1 of the third and fourth embodiments. FIG. [Figure 75] 13 is a diagram showing a special game control table of the main control board 10 of the gaming machine 1 of the third and fourth embodiments. FIG. [Figure 76] FIG. 13 is a diagram showing a setting table for when a special losing symbol is stopped on the main control board 10 of the gaming machine 1 of the third and fourth embodiments. [Figure 77] FIG. 13 is a diagram showing a setting table at the end of a special game of the main control board 10 of the gaming machine 1 of the third and fourth embodiments. [Figure 78] FIG. 13 is a diagram showing a game flow of the gaming machine 1 of the fifth and sixth embodiments. [Figure 79] 13A and 13B are diagrams showing each presentation mode, a game state, and a background image of the gaming machine 1 of the fifth and sixth embodiments. [Figure 80] FIG. 2 is a block diagram showing the configuration of the gaming machine 1 according to the fifth to eighth embodiments. [Figure 81] 13 is a diagram showing a special symbol storage area of ​​the main control board 10 and a performance information storage area of ​​the performance control board 120 of the gaming machine 1 according to the fifth to eighth embodiments. FIG. [Figure 82] 10 is a flowchart showing the initialization process of the main control board 10 of the gaming machine 1 according to the fifth to eighth embodiments. [Figure 83] 10 is a flowchart showing an input control process of the main control board 10 of the gaming machine 1 according to the fifth to eighth embodiments. [Figure 84] 13 is a flowchart showing the special chart special electricity control processing of the main control board 10 of the gaming machine 1 of the fifth to eighth embodiments. [Figure 85] 13 is a flowchart showing a special symbol memory determination process of the main control board 10 of the gaming machine 1 according to the fifth to eighth embodiments. [Figure 86] 10 is a flowchart showing the big win determination process of the main control board 10 of the gaming machine 1 according to the fifth to eighth embodiments. [Figure 87] 13 is a flowchart showing a special symbol stopping process of the main control board 10 of the gaming machine 1 according to the fifth to eighth embodiments. [Figure 88] 10 is a flowchart showing big win game processing in the main control board 10 of the gaming machine 1 according to the fifth to eighth embodiments. [Figure 89] FIG. 13 is a diagram showing a pre-determination table of the main control board 10 of the gaming machine 1 of the fifth and sixth embodiments. [Figure 90] 13 is a diagram showing a big win lottery determination table and a normal symbol lottery determination table of the main control board 10 of the gaming machine 1 according to the fifth to eighth embodiments. FIG. [Figure 91]FIG. 13 is a diagram showing a symbol determination table of the main control board 10 of the gaming machine 1 of the fifth and sixth embodiments. [Figure 92] FIG. 13 is a diagram showing a variation pattern determination table of the main control board 10 of the gaming machine 1 of the fifth and sixth embodiments. [Figure 93] FIG. 13 is a diagram showing a variation pattern determination table of the main control board 10 of the gaming machine 1 of the fifth and sixth embodiments. [Figure 94] FIG. 11 is a diagram showing a special game control table of the main control board 10 of the gaming machine 1 according to the fifth to eighth embodiments. [Figure 95] FIG. 13 is a diagram showing a special prize opening / closing control table of the main control board 10 of the gaming machine 1 according to the fifth to eighth embodiments. [Figure 96] FIG. 13 is a diagram showing a setting table for when a special losing symbol is stopped on the main control board 10 of the gaming machine 1 of the fifth and sixth embodiments. [Figure 97] FIG. 13 is a diagram showing a setting table at the end of a special game of the main control board 10 of the gaming machine 1 of the fifth and sixth embodiments. [Figure 98] FIG. 13 is a diagram showing a game flow of the gaming machine 1 of the seventh and eighth embodiments. [Figure 99] 13A and 13B are diagrams showing each presentation mode, a game state, and a background image of the gaming machine 1 of the seventh and eighth embodiments. [Figure 100] FIG. 13 is a diagram showing a pre-determination table of the main control board 10 of the gaming machine 1 of the seventh and eighth embodiments. [Figure 101] FIG. 13 is a diagram showing a symbol determination table of the main control board 10 of the gaming machine 1 of the seventh and eighth embodiments. [Figure 102] FIG. 13 is a diagram showing a variation pattern determination table of the main control board 10 of the gaming machine 1 of the seventh and eighth embodiments. [Figure 103] FIG. 13 is a diagram showing a setting table for when a special losing symbol is stopped on the main control board 10 of the gaming machine 1 of the seventh and eighth embodiments. [Figure 104] FIG. 13 is a diagram showing a setting table at the end of a special game of the main control board 10 of the gaming machine 1 of the seventh and eighth embodiments. [Figure 105] FIG. 13 is a diagram showing a display example of a background image in the modified examples of the first to eighth embodiments. [Figure 106] FIG. 13 is a diagram showing a display example of a background image in the modified examples of the first to eighth embodiments. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] First Embodiment FIG. 1 is a front view of a gaming machine 1 according to a first embodiment of the present invention. FIG. 2 is an enlarged view of a second starting hole 15 in the gaming machine 1. FIG. 3 is a perspective view of the rear side of the gaming machine 1. FIG. 4 is a block diagram showing the overall configuration of the gaming machine 1. The gaming machine 1 of this embodiment is a type called a one-type two-type mixed machine. As shown in FIG. 1, the housing of the gaming machine 1 has a rectangular outer frame 60 and a glass door 50 that covers the playing area 6 of the outer frame 60 so as to be visible.

[0010] One end of the glass door 50 (the left side when facing the gaming machine 1) is connected to the outer frame 60 via a hinge mechanism unit 51. The other end of the glass door 50 (the right side when facing the gaming machine 1) is provided with a lock mechanism. When the lock mechanism of the glass door 50 is unlocked with a special key, the glass door 50 can be swung by the hinge mechanism unit 51 to open the gaming area 6. The glass door 50 is provided with a door opening switch 19a that detects when the glass door 50 is opened.

[0011] On the outside of the part of the glass door 50 covering the game area 6, a first special pattern display device 20, a second special pattern display device 21, a first special pattern reserve display device 23, a normal pattern display device 22, and a normal pattern reserve display device 25 are provided.

[0012] The first special symbol display device 20 notifies the result of the lottery for the big win held when the game ball enters the first start hole 14 of the game area 6 (hereinafter, appropriately referred to as the "start winning"). The second special symbol display device 21 notifies the result of the lottery for the big win held when the game ball enters the second start hole 15 of the game area 6 (hereinafter, appropriately referred to as the "start winning"). The first special symbol display device 20 and the second special symbol display device 21 variably display a plurality of types of special symbols that can be identified. The first special symbol display device 20 and the second special symbol display device 21 are composed of 7-segment LEDs. In the following description, the special symbol variably displayed on the first special symbol display device 20 will be appropriately referred to as the "first special symbol", and the special symbol variably displayed on the second special symbol display device 21 will be appropriately referred to as the "second special symbol".

[0013] The first special pattern reserved indicator 23 displays the number of reserved variations of the first special pattern. The first special pattern reserved indicator 23 is composed of two LEDs, one on the left and one on the right. To specifically explain the display mode of the reserved number on the first special pattern reserved indicator 23, when the number of reserved variations of the first special pattern is one, the left LED lights up on the first special pattern reserved indicator 23. When the number of reserved variations of the first special pattern is two, the right LED lights up. When the number of reserved variations of the first special pattern is three, the left LED flashes and the right LED lights up. When the number of reserved variations of the first special pattern is four, the two left and right LEDs flash.

[0014] The normal symbol display device 22 notifies the result of the normal symbol lottery which is held when the gaming ball passes through the normal symbol gate 13. The normal symbol display device 22 displays a plurality of types of normal symbols which are identifiable. The normal symbol reserved indicator 25 displays the number of reserved normal symbol variations. The normal symbol reserved indicator 25 is composed of two LEDs, one on the left and one on the right. The display mode of the reserved number on the normal symbol reserved indicator 25 is the same as that on the first special symbol reserved indicator 23.

[0015] The game area 6 of the game machine 1 is generally egg-shaped. The game area 6 is divided into a left area 6L on the left side of the center in the left-right direction and a right area 6R on the right side. Rails 5a and 5b are provided at the left end of the left area 6L, which extend in an arc shape with a gap between them that is slightly wider than the game ball. Of these rails 5a and 5b, a ball return prevention piece 5c is provided at the upper end of the inner rail 5b.

[0016] A performance button 35 is provided under the portion of the glass door 50 that covers the game area 6. A performance button detection switch 35a is provided on the performance button 35. When the performance button detection switch 35a detects that the performance button 35 has been pressed, it outputs an ON signal indicating that the performance button 35 has been pressed.

[0017] A cross key 39 is provided to the left of the effect button 35. The cross key 39 is made up of an up cursor key 39A, a down cursor key 39B, a left cursor key 39C, and a right cursor key 39D. A center key 39E is provided in a position surrounded by the up cursor key 39A, the down cursor key 39B, the left cursor key 39C, and the right cursor key 39D.

[0018] The up cursor key 39A, the down cursor key 39B, the left cursor key 39C, and the right cursor key 39D of the cross key 39 are provided with cross key detection switches 39a, 39b, 39c, and 39d. The center key 39E is provided with a center key detection switch 39e. When the cross key detection switch 39a detects that the up cursor key 39A is pressed, it outputs an ON signal indicating that. When the cross key detection switch 39b detects that the down cursor key 39B is pressed, it outputs an ON signal indicating that. When the cross key detection switch 39c detects that the left cursor key 39C is pressed, it outputs an ON signal indicating that. When the cross key detection switch 39d detects that the right cursor key 39D is pressed, it outputs an ON signal indicating that. When the center key detection switch 39e detects that the center key 39E is pressed, it outputs an ON signal indicating that.

[0019] A tray for storing game balls is provided behind the performance button 35 on the glass door 50. An operating handle 3 is provided to the lower right of the performance button 35 on the glass door 50. A player performs a firing operation by gripping the operating handle 3 with his / her right hand and turning it clockwise.

[0020] A touch sensor 3a is provided within the operating handle 3. The touch sensor 3a is composed of a capacitance-type proximity switch that utilizes the change in capacitance caused by the player's touch of the operating handle 3. A ball-feeding solenoid 4b is provided in the tray of the glass door 50. The ball-feeding solenoid 4b is composed of a linear solenoid. A firing volume 3b and a firing solenoid 4a are provided near the rotating part of the operating handle 3. The firing volume 3b is composed of a variable resistor. The firing solenoid 4a is composed of a rotary solenoid.

[0021] These units 3a, 3b, 4a, and 4b perform operations related to the launch of the game balls in the tray into the game area 6 under the control of the launch control board 160. More specifically, when the player's hand touches the operating handle 3, the touch sensor 3a supplies a touch signal indicating this to the launch control board 160. When the player's hand turns the operating handle 3, the launch volume 3b outputs a voltage divided according to the amount of rotation of the operating handle 3 to the launch control board 160. While the touch signal is being supplied from the touch sensor 3a, the launch control board 160 controls the energization of the launch solenoid 4a and the ball-feeding solenoid 4b based on the output voltage of the launch volume 3b.

[0022] Under the energization control of the launch control board 160, the ball feed solenoid 4b sends out the game balls in the tray one by one toward the launch member directly connected to the launch solenoid 4a. The launch solenoid 4a rotates the launch member. The game balls sent from the tray toward the launch member are shot out between the rails 5a and 5b by the rotation of the launch member, and are guided to the rails 5a and 5b and rise. The game balls that rise between the rails 5a and 5b pass through the ball return prevention piece 5c and reach the play area 6, and fall unpredictably within the play area 6. Here, the rotation speed of the launch solenoid 4a is set to about 99.9 (times / min) from the frequency based on the output period of the crystal oscillator provided on the launch control board 160. As a result, the number of launches per minute is about 99.9 (pieces / min), since one ball is launched every time the launch solenoid 4a rotates once. In other words, one ball is launched approximately every 0.6 seconds.

[0023] A decorative member 7 that affects the flow of game balls is provided at the top of the play area 6. A first performance drive device 330a, a second performance drive device 330b, a third performance drive device 330c, and a fourth performance drive device 330d are provided on the periphery of the play area 6. 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. The fourth performance drive device 330d has a fourth movable role piece 33d.

[0024] The first performance drive unit 330a, the second performance drive unit 330b, the third performance drive unit 330c, and the fourth performance drive unit 330d, under the control of the lamp / drive control unit 150 in the performance control board 120, perform game performance through the operation of the first movable part 33a, the second movable part 33b, the third movable part 33c, and the fourth movable part 33d.

[0025] The first movable part 33a, the second movable part 33b, the third movable part 33c, and the fourth movable part 33d are located in a position where part or all of the parts are hidden behind the periphery of the play area 6 (hereinafter, this position is referred to as the initial position), and by moving from the initial position toward the play area 6 and exposing the parts, they notify the player of the development of the presentation, the confirmation of a jackpot, etc.

[0026] More specifically, as shown in FIG. 5, when the effect during the variable symbol display develops into an effect with a higher reliability of the big win, the third movable role 33c falls toward the play area 6 side.

[0027] As shown in FIG. 6, when a presentation during a changing pattern display is intended to encourage or notify a development to a presentation with a higher reliability of a jackpot, the third movable part 33c falls toward the play area 6, and the fourth movable part 33d moves to a position where approximately half of the width of the fourth movable part 33d is exposed inside the decorative member 7, and then returns to its initial position, repeating this encouraging action multiple times.

[0028] As shown in Figure 7, when a jackpot is confirmed during the performance while the pattern is changing, the third movable part 33c falls toward the playing area 6, the fourth movable part 33d moves to a position where the inner edges of the left and right fourth movable parts 33d are connected in an egg shape in the center of the playing area 6, and the first movable part 33a falls to a position inside the inner edges of the left and right fourth movable parts 33d.

[0029] As shown in FIG. 1, a first performance lighting device 340a is provided at the center of the first movable role 33a of the gaming machine 1. The first performance lighting device 340a has a first lamp 34a. A second performance lighting device 340b is provided at the center of the upper part of the glass door 50. The second performance lighting device 340b has a second lamp 34b. A third performance lighting device 340c is provided at the center of the third movable role 33c. The third performance lighting device 340c has a third lamp 34c. A fourth performance lighting device 340d is provided slightly inside the left and right corners of the upper part of the glass door 50. The fourth performance lighting device 340d has a fourth lamp 34d. The first lamp 34a, the second lamp 34b, the third lamp 34c, and the fourth lamp 34d are RGB full-color LED lamps.

[0030] The first performance lighting device 340a, the second performance lighting device 340b, the third performance lighting device 340c, and the fourth performance lighting device 340d, under the control of the lamp / drive control unit 150 in the performance control board 120, perform game performances by emitting light from the first lamp 34a, the second lamp 34b, the third lamp 34c, and the fourth lamp 34d.

[0031] Sound output devices 32 (speakers) are provided on the left and right of the second performance lighting device 340b at the top of the gaming machine 1. The sound output device 32 performs game performance using performance sound effects under the control of the general control unit 141 in the performance control board 120.

[0032] A plurality of general winning openings 12 are provided below the left area 6L of the game area 6. The general winning openings 12 are provided with general winning opening detection switches 12a that detect the passage of game balls through the general winning openings 12. When the general winning opening detection switch 12a detects the passage of a game ball, a predetermined number of prize balls (for example, 10 balls) are paid out.

[0033] A first large prize opening 16 is provided below the right region 6R of the game area 6. The first large prize opening 16 has a horizontally long rectangular shape. A first large prize opening detection switch 16a is provided in the first large prize opening 16 to detect the entry of a game ball into the first large prize opening 16. When the first large prize opening detection switch 16a detects the entry of a game ball, a predetermined number of game balls (for example, 15 balls) are paid out.

[0034] The first large prize opening 16 is provided with a first large prize opening door 16b and a first large prize opening opening solenoid 16c for switching the opening and closing of the first large prize opening door 16b. The first large prize opening door 16b is a rectangular plate of approximately the same dimensions as the first large prize opening 16. The lower edge of the first large prize opening door 16b is pivotally attached to the lower edge of the first large prize opening 16 so as to be able to swing freely. When the first large prize opening opening solenoid 16c is turned off, the first large prize opening door 16b stands approximately flush with the board surface of the play area 6 and closes the first large prize opening 16. When the first large prize opening opening solenoid 16c is turned on, the first large prize opening door 16b is in an open state tilted forward with the lower edge of the first large prize opening 16 as a fulcrum.

[0035] While the first large prize opening door 16b is in a closed state, game balls dropping from above the first large prize opening 16 pass directly in front of the first large prize opening 16. Therefore, while the first large prize opening door 16b is in a closed state, game balls do not enter the first large prize opening 16. On the other hand, while the first large prize opening door 16b is in an open state, most of the game balls dropping from above the first large prize opening 16 hit the upward-facing receiving surface of the first large prize opening door 16b and enter the first large prize opening 16, which is detected by the first large prize opening detection switch. When the first large prize opening detection switch detects the entry of a game ball, a predetermined number of game balls (for example, 15 balls) are paid out.

[0036] A second large prize opening 17 is provided at the lower center of the play area 6. The second large prize opening 17 is provided with a second large prize opening door 17b and a second large prize opening opening solenoid 17c that switches the second large prize opening door 17b between open and closed. The second large prize opening door 17b is a rectangular plate of approximately the same dimensions as the second large prize opening 17. The lower edge of the second large prize opening door 17b is pivotally attached to the lower edge of the second large prize opening 17 so as to be able to swing freely. When the second large prize opening opening solenoid 17c is turned off, the second large prize opening door 17b stands approximately flush with the board surface of the play area 6 and is in a closed state blocking the second large prize opening 17. When the second large prize opening opening / closing solenoid 17c is turned on, the second large prize opening opening / closing door 17b becomes open and tilted forward with the lower edge of the second large prize opening 17 as a fulcrum.

[0037] While the second large prize opening door 17b is in the closed state, game balls dropping from the diagonally upper right and diagonally upper left of the second large prize opening 17 pass directly in front of the second large prize opening 17. For this reason, while the second large prize opening door 17b is in the closed state, game balls do not enter the second large prize opening 17. On the other hand, while the second large prize opening door 17b is in the open state, most of the game balls dropping from above the second large prize opening 17 hit the upward-facing tray surface of the second large prize opening door 17b and are guided into the inside of the second large prize opening 17.

[0038] As shown in Fig. 2, a specific area 19B (V winning port) is provided inside the second large winning port 19. A slide member 19c is provided in the specific area 19B. The slide member 19c serves as a sorting device that sorts game balls passing over the specific area 19B into balls that can enter the specific area 19B and balls that cannot.

[0039] When the specific area opening / closing solenoid 18d (see FIG. 4) is turned off, the slide member 19c advances to the front side to close the specific area 19B, and when the specific area opening / closing solenoid 18d (see FIG. 4) is turned on, the slide member 19c retreats to the rear side to open the specific area 19B. While the specific area 19B is in the open state, the ball enters the specific area 19B, and this is detected by the specific area detection switch 18a. While the specific area 19B is in the closed state, the game ball passes over the specific area 19B and is discharged from the opening 19e.

[0040] Above the second large prize opening 17 in the lower center of the game area 6, there are a first start opening 14 and a second start opening 15. The first start opening 14 and the second start opening 15 are lined up in the vertical direction. The first start opening 14 is provided with a first start opening detection switch 14a that detects the passage of a game ball through the first start opening 14. When the first start opening detection switch 14a detects the passage of a game ball, a predetermined number of prize balls (e.g., three) are paid out.

[0041] The second start hole 15 is provided with a second start hole detection switch 15a that detects the passage of a game ball through the second start hole 15. When the second start hole detection switch 15a detects the passage of a game ball, a predetermined number of prize balls (for example, 3 balls) are paid out.

[0042] The second starting hole 15 is provided with a pair of movable pieces 15b and a starting hole opening / closing solenoid 15c that switches the movable pieces 15b between open and closed. The movable pieces 15b and the starting hole opening / closing solenoid 15c serve as auxiliary game execution means. When the starting hole opening / closing solenoid 15c is turned off, the pair of movable pieces 15b are each in an upright closed state. When the starting hole opening / closing solenoid 15c is turned on, the pair of movable pieces 15b are in an open state tilted in an inverted V shape.

[0043] While the movable piece 15b is in the closed state, most of the game balls falling toward the second starting hole 15 from the diagonally upper left and right sides of the second starting hole 15 hit the outer surface of the movable piece 15b and bounce off. Therefore, while the movable piece 15b is in the closed state, it is difficult for the game balls to pass through the second starting hole 15. On the other hand, while the movable piece 15b is in the open state, most of the game balls falling toward the second starting hole 15 from the diagonally upper left and right sides of the second starting hole 15 are guided by the inner surface of the movable piece 15b and reach the second starting hole 15. Therefore, while the movable piece 15b is in the open state, it is easy for the game balls to pass through the second starting hole 15.

[0044] A normal symbol gate 13 is provided at a position slightly above the first large prize opening 16 in the right region 6R of the game area 6. The normal symbol gate 13 is provided with a gate detection switch 13a that detects the passage of a game ball through the normal symbol gate 13.

[0045] In Fig. 1, an outlet 11 is provided in the center of the bottom of the game area 6. A game ball that reaches the bottom of the game area 6 without entering any of the general winning hole 12, the first starting hole 14, the second starting hole 15, the first large winning hole 16, and the second large winning hole 17 is discharged through this outlet 11.

[0046] In the gaming machine 1, a jackpot lottery is executed when the start condition of the first special symbol is established by the start winning of the first start hole 14, and when the start condition of the second special symbol is established by the start winning of the second start hole 15, and if the lottery result is a jackpot, the special symbol stops in a jackpot stop mode after a predetermined time of variable display, if it is a small win, the special symbol stops in a small win stop mode after a predetermined time of variable display, and if it is a loss, the special symbol stops in a loss stop mode after a predetermined time of variable display. In addition, a normal symbol lottery is executed when the start condition of the normal symbol is established by the passage of the game ball through the normal symbol gate 13, and if the lottery result of the normal symbol lottery is a win, the normal symbol stops in a win stop mode after a predetermined period of variable display, and the movable piece 15b is opened in a win opening mode. If it is a loss, the normal symbol stops in a loss stop mode after a predetermined time of variable display.

[0047] The gaming machine 1 has a total of eight types of jackpots: five types of first type jackpots and three types of second type jackpots. When the special symbol stops on a jackpot symbol, a first type jackpot game is executed as the special game. When the special symbol stops on a small jackpot symbol, a small jackpot game is executed, and when the game ball enters the specific area 19B during the small jackpot game, a second type jackpot game is executed as the special game. The eight types of jackpots are as follows:

[0048] A1. 1st Class 10R A This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the start condition of the first special symbol. In this jackpot special game, round games from the first round to the tenth round are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a specified number (for example, 9 balls) or a specified time (for example, 29 seconds) has elapsed, and then the first large prize opening 16 is closed for 2 seconds.

[0049] Here, the gaming state of the gaming machine 1 includes 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. As shown in the gaming flow of FIG. 8, if the first type 10R per A is reached in the normal state, the gaming state after the special game will return to the normal state. If the first type 10R per A is reached in the low base time-saving state, the gaming state after the special game will return to the low base time-saving state. The number of time-saving times (B) when the low base time-saving state is reached after the special game of the first type 10R per A is 500 times.

[0050] In the normal state, the variation time of the normal symbol is 60 seconds, and the opening time of the movable piece 15b per winning normal symbol lottery is 0.1 seconds.

[0051] In the low base time-saving state, the normal symbol fluctuation time is 59 seconds, and the opening time of the movable piece 15b per winning normal symbol lottery is 0.11 seconds.

[0052] In the high base time-saving state, the variation time of the normal symbols is 5 seconds, and the opening time of the movable piece 15b per winning normal symbol lottery is 6 seconds.

[0053] Here, the difference between the time when the normal symbols change in the low base time-saving state and the time when the normal symbols change in the normal state is only 1 second, and the advantage of the low base time-saving state in the auxiliary game is almost the same as the advantage of the auxiliary game in the normal state. The time when the normal symbols change in the high base time-saving state is 50 seconds or more shorter than the time when the normal symbols change in the normal state and the low base time-saving state, and the advantage of the auxiliary game in the high base time-saving state is higher than the advantage of the auxiliary game in the normal state and the low base time-saving state. In this sense, if the normal state is the first normal state, the low base time-saving state can be said to be the second normal state in which the advantage of the auxiliary game is higher than the first normal state, and the high base time-saving state can be said to be the time-saving state in which the advantage of the auxiliary game is even higher than the second normal state.

[0054] B1. Type 1 2R B This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the start condition for the first special symbol. In this jackpot special game, round games from the first round to the second round are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a specified number or a specified time has elapsed, and then the first large prize opening 16 is closed for two seconds.

[0055] As shown in the game flow of Figure 8, if the first type 2R win is B in the normal state, the game state after the special game will return to the normal state. If the first type 2R win is B in the low base time-saving state, the game state after the special game will return to the normal state.

[0056] C1. 1st Class 2R C This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the start condition for the first special symbol. In this jackpot special game, round games from the first round to the second round are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a specified number or a specified time has elapsed, and then the first large prize opening 16 is closed for two seconds.

[0057] As shown in the game flow of Figure 8, if the game reaches C per 2R of the first type in the normal state, the game state after the special game will be in the high base time-saving state. The number of time-saving times (J) when the game reaches the high base time-saving state after the special game of C per 2R of the first type is 100 times. If the game reaches C per 2R of the first type in the low base time-saving state, the game state after the special game will again be in the low base time-saving state. The number of time-saving times (B) when the game reaches the low base time-saving state after the special game of C per 2R of the first type is 700 times.

[0058] F1. 1st class 10R per F This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the start condition for the second special symbol. In this jackpot special game, round games from the first round to the tenth round are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a specified number or a specified time has elapsed, and then the first large prize opening 16 is closed for two seconds.

[0059] As shown in the game flow of Figure 8, when the first type 10R per F is reached in the high base time-saving state, the game state after the special game will return to the high base time-saving state. The number of time-saving times (J) when the high base time-saving state is reached after the first type 10R per F special game is 100 times.

[0060] G1. 1st Class 2R per G This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the start condition for the second special symbol. In this jackpot special game, round games from the first round to the second round are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a specified number or a specified time has elapsed, and then the first large prize opening 16 is closed for two seconds.

[0061] As shown in the game flow of Figure 8, when the high base time-saving state becomes G per 1st type 2R, the game state after the special game becomes the high base time-saving state again. The number of time-saving times (J) when the high base time-saving state is entered after the special game of G per 1st type 2R is 100 times.

[0062] H1. 2nd class actual 9R per H This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the start condition for the second special symbol. In this special jackpot game, after the small jackpot game, which is the actual first round, and winning in the specific area 19B, round games from the second round to the tenth round are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a specified number or a specified time has elapsed, and then the first large prize opening 16 is closed for two seconds.

[0063] As shown in the game flow of Figure 8, when the second type actual 9R per H is reached in the high base time-saving state, the game state after the special game will return to the high base time-saving state. The number of time-saving times (J) when the high base time-saving state is reached after the special game of the second type actual 9R per H is 100 times.

[0064] I1. Type 2 Actual 2R per I This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the start condition for the second special symbol. In this special jackpot game, after the small jackpot game, which is the actual first round, and winning in the specific area 19B, round games from the second round to the third round are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a specified number or a specified time has elapsed, and then the first large prize opening 16 is closed for two seconds.

[0065] As shown in the game flow of Figure 8, when the high base time-saving state becomes the second type actual 2R per I, the game state after the special game becomes the high base time-saving state again. The number of time-saving times (J) when the high base time-saving state is entered after the special game of the second type actual 2R per I is 100 times.

[0066] J1. 2nd Class 9R Per J This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the start condition for the second special symbol. In this special jackpot game, after the small jackpot game, which is the actual first round, and winning in the specific area 19B, round games from the second round to the tenth round are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a specified number or a specified time has elapsed, and then the first large prize opening 16 is closed for two seconds.

[0067] As shown in the game flow of Fig. 8, when the second type actual 9R per J occurs in the high base time-saving state, the game state after the special game becomes the normal state. That is, in the gaming machine 1 of this embodiment, during the high base time-saving state, if the first type 10R per F, the first type 10R per G, the second type actual 9R per H, or the second type actual 2R per I occurs, the most advantageous high base time-saving state continues, but when the second type actual 9R per J occurs, it falls back to the normal state.

[0068] There are four types of special misses in the gaming machine 1. The special misses are misses that can only be selected in the big win lottery triggered by the establishment of the start condition of the first special pattern. The four types of special misses are as follows.

[0069] a1. High base time-saving special miss a As shown in the game flow of Figure 8, when the special miss a occurs in the normal state, the high base time-saving state is entered. The number of time-saving times (J) when the high base time-saving state is entered after the special miss a is 100 times.

[0070] b1. Low base time-saving special miss b As shown in the game flow of Figure 8, when this special miss b occurs in the normal state, the low base time-saving state is entered. The number of time-saving times (B) when the low base time-saving state is entered after the special miss b is 700 times.

[0071] c1. Low base time-saving special miss c As shown in the game flow of Figure 8, when the special miss c occurs in the normal state, the low base time-saving state is entered. The number of time-saving times (B) when the low base time-saving state is entered after the special miss c is 500 times.

[0072] d1. Low base time-saving special failure d As shown in the game flow of Figure 8, when this special miss d occurs in the normal state, the state becomes a low base time-saving state. The number of time-saving times (B) when the state becomes a low base time-saving state after this special miss d is 300 times.

[0073] Any miss other than the four types of special misses mentioned above is a normal miss. Stopping on a normal miss pattern does not itself trigger a change in the game state. However, as shown in the game flow in Figure 8, if the variable display that stops on a normal miss pattern continues for 900 times during a game state that is not in a high base time-saving state, the game state will change to a high base time-saving state after the 900th pattern stops. The number of time-saving times (J) when the high base time-saving state is reached after 900 normal misses is 100 times.

[0074] As described above, the low base time-saving state has a higher advantage in the auxiliary game than the normal state. However, as shown in the game flow of FIG. 8, in the low base time-saving state, no matter what the special symbol stops with, it does not enter the high base time-saving state, whereas in the normal state, when the special symbol stops with the symbol C for the first type 2R, the state enters the high base time-saving state after the special game ends, and when the special symbol stops with the symbol a for the high base time-saving operation special miss, the state immediately enters the high base time-saving state. Therefore, in terms of the ease of entering the high base time-saving state, the normal state has a higher advantage than the low base time-saving state. Therefore, in this embodiment, the player hopes to stay in the normal state during the normal state and get many opportunities to advance to the high base time-saving state by winning the symbol C for the first type 2R or the symbol a for the high base time-saving operation special miss. Also, during the low base time-saving state, the player hopes to either hit the B symbol per Type 1 2R as quickly as possible or to resolve the fluctuation in the low base time-saving count (B) and proceed to the normal state.

[0075] In Fig. 1, an image display device 31 is fitted between the decorative member 7 in the play area 6 and the first starting hole 14. The image display device 31 performs game performance using performance images under the control of the general control unit 141 in the performance control board 120. More specifically, the image display device 31 performs a pattern change performance as a performance in accordance with the pattern change display of the special pattern. As shown in Fig. 9(a), in the pattern change performance, a left pattern 36L, a middle pattern 36C, a right pattern 36R, and a fourth pattern 36Z (hereinafter, these patterns 36L, 36C, 36R, and 36Z are appropriately referred to as "decorative patterns 36") are displayed. The left pattern 36L, the middle pattern 36C, the right pattern 36R, and the fourth pattern 36Z change in sync with the first special pattern display device 20 and the second special pattern display device 21 to indicate the same jackpot determination result as that indicated by the special patterns on the first special pattern display device 20 and the second special pattern display device 21.

[0076] 9(a), when the left symbol 36L, the center symbol 36C, the right symbol 36R, and the fourth symbol 36Z stop in a winning state to play a special game, the gaming machine 1 performs a special game presentation in accordance with the special game. In the special game presentation, an opening presentation related to the opening of the special game, a round game presentation related to the round game, and an ending presentation related to the ending of the special game are performed.

[0077] As shown in Fig. 9(b), image 37(0) of the corresponding variation is displayed at the bottom center of image display device 31. When a variation of the first special symbol is pending, up to four images are displayed to the left of image 37(0) of the corresponding variation in image display device 31: image 371(1) of the first reserved symbol (first reserved symbol in the variation order), image 371(2) of the second reserved symbol (second reserved symbol in the variation order), image 371(3) of the third reserved symbol (third reserved symbol in the variation order), and image 371(4) of the fourth reserved symbol (fourth reserved symbol in the variation order).

[0078] When the number of reserved symbols displayed on first special pattern reserved indicator 23 increases, image 371(1), 371(2), 371(3), or 371(4) appears according to the increased number of reserved symbols.

[0079] While the image 371(1), 371(2), 371(3), or 371(4) corresponding to the reserved display number of the first special pattern reserved indicator 23 is being displayed, each time a variation of the special pattern is completed, the image 37(0) of that variation disappears, the image 371(1) of the first reservation moves to the position of the variation image 37(0) of that variation, and the images 371(2), 371(3), or 371(4) of the second reservation or later move to the adjacent positions to the right.

[0080] In the following explanation, images 37(0), 371(1), 371(2), 371(3), and 371(4) will be referred to as "pending display images" as appropriate.

[0081] As shown in FIG. 10, the gaming machine 1 of this embodiment has three modes: evening mode, day mode, and night mode. The evening mode is the mode when in a normal state. The day mode is the mode when in a low base time-saving state. The night mode is the mode when in a high base time-saving state. During the evening mode, a background image showing an evening scene is displayed during normal fluctuation. During the day mode, a background image showing a daytime scene is displayed during normal fluctuation. During the night mode, a background image showing a nighttime scene is displayed during normal fluctuation.

[0082] As shown in FIG. 11, in the day mode, evening mode, and night mode, at the beginning of the performance corresponding to the pattern changing display, the gaming machine 1 displays a normal changing image in which a left pattern 36L, a middle pattern 36C, and a right pattern 36R are displayed in a circular sequence separately on top of a background image corresponding to the current mode.

[0083] As shown in Fig. 12, in the performance corresponding to the pattern change display in the day mode, evening mode, and night mode, a performance that progresses from the normal change performance to the normal reach performance may be executed. The reliability of the big win when the normal change performance progresses to the normal reach performance is higher than when the normal reach performance does not progress.

[0084] When progressing from the normal variable performance to the normal reach performance, one of the left pattern 36L and the right pattern 36R (left pattern 36L in the example of Figure 12) temporarily stops, and after the two patterns other than the temporarily stopped one are displayed in a circle for a while, the other of the left pattern 36L and the right pattern 36R (right pattern 36R in the example of Figure 12) temporarily stops at the same type of pattern as the one that stopped previously.

[0085] As shown in Fig. 13 and Fig. 14, in the daytime mode and evening mode, the roulette effect may be executed in accordance with the display of the changing symbols. In the nighttime mode, the roulette effect is not executed. The roulette effect is an effect that suggests which of a plurality of development candidates will develop depending on the result of the roulette.

[0086] The roulette numbers can be "day", "evening", or "miss". The "day" number indicates that the game will be in day mode. The "evening" number indicates that the game will be in evening mode. The "miss" number indicates that the game will stop on a symbol that normally does not win.

[0087] As shown in Fig. 13(a), in the roulette performance in the evening mode, when the roulette result is "Evening", the left pattern 36L, the middle pattern 36C, and the right pattern 36R are fixed as "212", and the words "Evening mode continues" appear. After that, while maintaining the background image of the evening mode, the left pattern 36L, the middle pattern 36C, and the right pattern 36R start to change next time.

[0088] As shown in Fig. 13(b), in the roulette performance in the evening mode, when the roulette result is "day", the left pattern 36L, the middle pattern 36C, and the right pattern 36R are confirmed as "232", and the words "Entering day mode" appear. After that, the background image changes to that of the day mode, and the left pattern 36L, the middle pattern 36C, and the right pattern 36R start to change in the next way.

[0089] As shown in Fig. 13(c), in the roulette presentation in the evening mode, if the roulette result is a "miss", the left pattern 36L, the middle pattern 36C, and the right pattern 36R are determined to be a miss combination other than "212" and "213" ("272" in the example of Fig. 13(c)). After that, while maintaining the background image of the evening mode, the left pattern 36L, the middle pattern 36C, and the right pattern 36R start the next variation.

[0090] As shown in Fig. 14(a), in the roulette performance in the day mode, if the roulette result is "day", the left pattern 36L, the middle pattern 36C, and the right pattern 36R are confirmed as "232", and the words "day mode continues" appear. After that, while maintaining the background image of the day mode, the left pattern 36L, the middle pattern 36C, and the right pattern 36R start to change next time.

[0091] As shown in Fig. 14(b), in the roulette performance in the daytime mode, if the roulette result is "Evening", the left pattern 36L, the middle pattern 36C, and the right pattern 36R are fixed as "212", and the words "Entering Evening Mode" appear. After that, while maintaining the background image of the Evening Mode, the left pattern 36L, the middle pattern 36C, and the right pattern 36R start to change in the next way.

[0092] As shown in Fig. 14(c), in the roulette performance in the daytime mode, if the roulette result is a "miss", the left pattern 36L, the middle pattern 36C, and the right pattern 36R are determined to be a miss combination other than "212" and "213" ("272" in the example of Fig. 14(c)). After that, while maintaining the background of the daytime mode, the left pattern 36L, the middle pattern 36C, and the right pattern 36R start the next change.

[0093] As shown in Fig. 15, in the effects corresponding to the pattern variation display in the daytime mode, evening mode, and nighttime mode, there are cases where the normal reach effect develops into the SP reach effect. In the SP reach effect, the image display device 31 displays the effect image of the SP reach effect. The reliability of the big win when the normal reach effect develops into the SP reach effect is higher than when the SP reach effect does not progress.

[0094] When the normal reach performance develops into the SP reach performance, the middle pattern 36C slows down and almost stops, then spins at high speed, and the left pattern 36L and the right pattern 36R move away from the left and right corners of the screen. At the same time, the performance image becomes an SP reach animation.

[0095] As shown in FIG. 16, when a special symbol change is held due to the start winning and the change corresponding to the hold (in the example of FIG. 16(a) and FIG. 16(b)), which is the third hold of the first special symbol, is executed as the final change, the timing t immediately after the start of each change from the start winning to the final change HH (In the examples of FIG. 16(a) and FIG. 16(b), the timing t HH (2) The timing t immediately after the start of the fluctuation before the final fluctuationHH (1) The timing t immediately after the start of the final fluctuation HH In (0), the display mode of the reserved display image corresponding to the final change changes to either blue, green, or red. In the pre-read reserved display change performance, the reliability of the jackpot increases in the order of blue < green < red.

[0096] 3, the back surface of the gaming machine 1 is provided with a main control board 10, a performance control board 120, a payout control board 130, a power supply board 170, a game information output terminal board 30, a power plug 171, a power switch (not shown), a RAM clear switch (not shown), etc. When a start-up operation is performed on the gaming machine 1, power is supplied from the power supply board 170 to the main control board 10, the performance control board 120, and the payout control board 130, and these boards start up.

[0097] 4, the main control board 10 controls the basic operation of the gaming machine 1. The main control board 10 includes a one-chip microcomputer 110m, an input port (not shown), and an output port (not shown). The one-chip microcomputer 110m of the main control board 10 includes a main CPU 110a, a main ROM 110b, and a main RAM 110c.

[0098] The input port of the main control board 10 is connected to the payout control board 130, the general prize opening detection switch 12a, the gate detection switch 13a, the first start opening detection switch 14a, the second start opening detection switch 15a, the first large prize opening detection switch 16a, the specific area detection switch 18a, and the door opening switch 19a.

[0099] The output port of the main control board 10 is connected to the payout control board 130, the start opening opening solenoid 15c, the first large winning opening opening solenoid 16c, the second large winning opening opening solenoid 17c, the specific area opening opening solenoid 18d, the first special symbol display device 20, the second special symbol display device 21, the normal symbol display device 22, the first special symbol reserved indicator 23, the normal symbol reserved indicator 25, and the game information output terminal board 30. The game information output terminal board 30 is for outputting the external output signal generated in the main control board 10 to the hall computer of the game arcade. The game information output terminal board 30 is provided with a connector for connecting to the hall computer of the game arcade.

[0100] The main CPU 110a of the main control board 10 reads out a program stored in the main ROM 110b and performs arithmetic processing based on input signals from each detection switch and timer. The main CPU 110a also directly controls the display devices 20-22 and displays 23-25, and transmits commands to other boards according to the results of the arithmetic processing. When a start-up operation is performed, the main CPU 110a executes an initialization process, and after completing the initialization process and becoming ready for play, it updates various random number values ​​within their respective random number ranges, including a jackpot random number value (random number value in the range of 0 to 59999), a special pattern random number value (random number value in the range of 0 to 99), a reach determination random number value (random number value in the range of 0 to 99), a special pattern random number value (random number value in the range of 0 to 99), a normal pattern random number value (random number value in the range of 0 to 65535), etc., to control the variation of special patterns, the variation of normal patterns, and the progress of special games, etc.

[0101] The main ROM 110b of the main control board 10 stores data such as a game control program. The main ROM 110b stores various tables such as a big win determination table for the special symbol display devices 20 and 21, a win determination table for the normal symbol display device 22, a symbol determination table, a variable pattern determination table, a pre-determination table, a special game control table, a big prize opening / closing control table, a special game end setting table, a special losing symbol stop setting table, an auxiliary game control table, and a movable piece opening control table. Details of these tables will be described later.

[0102] The main RAM 110c of the main control board 10 functions as a data work area during the calculation processing of the main CPU 110a. The main RAM 110c is provided with various storage areas such as a special symbol storage area, a special symbol special power processing data storage area, a stop symbol data storage area, a normal symbol reserved storage area, a normal symbol normal power processing data storage area, a normal symbol data storage area, a game status flag storage area, a specific area winning flag storage area, a game status buffer, a round number (R) counter, a large winning port ball number (C) counter, a first special symbol reserved number (U1) counter, a normal symbol reserved number (G) counter, a low base time reduction number (B) counter, a high base time reduction number (J) counter, a fluctuation number (L) counter, an opening number (S) counter, a special power operation number (K) counter, a special symbol time counter, a special game timer counter, a normal symbol time counter, an auxiliary game timer counter, and a performance transmission data storage area. Here, in the event of a power outage, the data in the used area of ​​main RAM 110c is backed up by the backup power source with a checksum added, and when the power is restored, the data backed up by the backup power source can be restored after undergoing a data check using the checksum.

[0103] The power supply board 170 supplies a power supply voltage to the gaming machine 1, and also supplies a power interruption detection signal indicating whether the power supply voltage has fallen below a predetermined value to the main control board 10 and the performance control board 120. The power supply board 170 has a backup power supply consisting of a capacitor. The power supply board 170 sets the power interruption detection signal to a high level while the power supply voltage is above a predetermined value, and sets the power interruption detection signal to a low level when the power supply voltage falls below the predetermined value.

[0104] The performance control board 120 is a slave control board that controls performances based on the reception of performance commands from the main control board 10. The performance control board 120 is connected to the main control board 10 so that the main control board 10 can communicate with the performance control board 120 in one direction. The performance control board 120 is equipped with a general control unit 141, a display / audio control unit 140, a lamp / drive control unit 150, input ports and output ports for performance control, etc. The input port of the performance control board 120 is connected to a performance button detection switch 35a and key detection switches 39a, 39b, 39c, 39d, etc.

[0105] The performance control board 120 receives commands from the main control board 10, and controls the image display device 31, the audio output device 32, the performance drive devices 330a, 330b, 330c, 330d, and the performance lighting devices 340a, 340b, 340c, 340d based on the received commands. The performance control board 120 includes a performance control unit 120m, a display / audio control unit 140, and a lamp / drive control unit 150.

[0106] The performance control unit 120m includes a sub CPU 120a, a sub ROM 120b, a sub RAM 120c, and an RTC 120d. The RTC 120d outputs a time signal indicating the current date and time to the sub CPU 120a. The RTC 120d operates on the power supplied when the gaming machine 1 is powered, and operates on the power of a backup power supply mounted on the power supply board 170 when the gaming machine 1 is powered off.

[0107] The sub-CPU 120a receives an operating clock from a crystal oscillator based on commands sent from the main control board 10 and an input signal from the timer, reads out a program stored in the sub-ROM 120b, performs calculation processing using the sub-RAM 120c as a work area, and transmits commands generated in the processing to the general control unit 141 and the lamp / drive control unit 150. When a start-up operation is performed, the sub-CPU 120a performs an initialization process, and after the initialization process is completed and the game is ready to be played, it controls the presentation according to the progress of the game.

[0108] The sub-ROM 120b of the performance control unit 120m stores data such as a performance control program. Various tables such as a variable performance pattern determination table, a normal background setting table, and a special background setting table are stored in the sub-ROM 120b. The sub-RAM 120c of the performance control unit 120m functions as a work area for data during calculation processing by the sub-CPU 120a. The sub-RAM 120c is provided with various storage areas such as a performance information storage area, a performance symbol storage area, a symbol variable performance pattern storage area, a game status information storage area, a performance pattern storage area, a special background image setting flag storage area, a special background image standby setting flag storage area, and a special background change count (P) counter.

[0109] The display / audio control unit 140 receives commands from the performance control board 120, and controls the image display device 31 and the audio output device 32 based on the received commands. The display / audio control unit 140 includes a general control unit 141, a CGROM 146, an audio processor 144, an audio ROM 148, an input / output port, etc. The image display device 31 and the audio output device 32 are connected to the input / output port of the display / audio control unit 140.

[0110] The overall control unit 141 includes an overall CPU 141a, an overall ROM 141c, and an overall RAM 141b. The overall CPU 141a receives an operating clock from a crystal oscillator, reads out a program stored in the overall ROM 141c, performs arithmetic processing while using the overall RAM 141b as a work area, and controls the VDP 145 and the audio processor 144 based on the processing.

[0111] The general ROM 141c stores an image / audio control program for performing image display and audio control, a display list generation program for generating a display list consisting of a group of drawing control commands, an animation pattern for displaying animation of a performance pattern, animation scene information, and a sound list generation program for generating a sound list consisting of a group of sound control commands.

[0112] The VDP 145 is connected to the CGROM 146. The CGROM 146 stores compressed image data and uncompressed palette data. The image data is material data that compiles pixel information of a predetermined range of pixels (e.g., 32×32 pixels) in an image (e.g., individual images such as a performance pattern image, a background image constituting the background of the performance pattern, a character image, and a dialogue image) to be displayed as a sprite or a movie frame on the image display device 31. The pixel information of the image data is composed of color number information that specifies a color number for each pixel and an α value that indicates the transparency of the image. The palette data is data that associates color number information that specifies a color number with display color information that indicates the actual display color of the pixel.

[0113] A VRAM 147 is provided in the VDP 145. The VRAM 147 has a display list storage area, a development storage area, a first frame buffer area, a second frame buffer area, etc. The display list storage area is an area for temporarily storing a display list output from the overall control unit 141 (overall CPU 141a). The development storage area is an area for temporarily storing image data obtained by expanding compressed image data in the CGMOM.

[0114] The first and second frame buffer areas are used for drawing and displaying images. The first and second frame buffer areas are switched alternately between drawing and displaying each time drawing starts.

[0115] The VDP 145 stores the display list transmitted from the overall control unit 141 in a display list memory area of ​​the VRAM 147, reads out image data indicated by the display list in the CGROM 146, draws one frame's worth of drawing data in the drawing frame buffer of the VRAM 147 based on this image data, and outputs one frame's worth of drawing data in the display frame buffer of the VRAM 147 as a video signal (RGB signal, etc.) to the image display device 31.

[0116] An operating clock is supplied to the VDP 145 from a crystal oscillator, and by dividing the operating clock, a synchronization signal (horizontal synchronization signal / vertical synchronization signal) for synchronizing with the image display device 31 is generated and output to the image display device 31. In this embodiment, the frame rate of the image control unit 155 is 30 fps (1 / 30 sec = approximately 33 ms) so that drawing (displaying an image) is performed 30 times per second, but it may be 60 fps (1 / 60 sec = approximately 16.6 ms) so that drawing (displaying an image) is performed 60 times per second.

[0117] The audio processor 144 is connected to an audio ROM 148. The audio ROM 148 stores compressed audio data. The audio processor 144 reads out audio data indicated by the sound list transmitted from the general control unit 141 from the audio ROM 148, decodes the audio data, performs acoustic processing on the signal obtained by the decoding, and outputs the signal after the acoustic processing to the audio output device 32 as a sound signal for the effect sound.

[0118] The lamp / drive control unit 150 receives commands from the performance control board 120 and controls the performance lighting devices 340a, 340b, 340c, and 340d and the performance driving devices 330a, 330b, 330c, and 330d based on the received commands. The lamp / drive control unit 150 includes a lamp CPU 150a, a lamp RAM 150b, a lamp ROM 150c, and an input / output port. The input / output ports of the lamp / drive control unit 150 are connected to the performance lighting devices 340a, 340b, 340c, and 340d and the performance driving devices 330a, 330b, 330c, and 330d.

[0119] The lamp CPU 150a receives an operating clock from a crystal oscillator, reads out a program stored in the lamp ROM 150c, and performs calculations while using the lamp RAM 150b as a work area, and based on this processing, controls the performance lighting devices 340a, 340b, 340c, and 340d and the performance driving devices 330a, 330b, 330c, and 330d.

[0120] The lamp ROM 150c stores therein a lamp drive control program for lighting the lamps and driving the props, a light emission mode determination program for determining and setting lamp light emission information of the performance lighting devices 340a, 340b, 340c, and 340d and for causing the performance lighting devices 340a, 340b, 340c, and 340d to emit light in accordance with this setting, an operation mode determination program for determining and setting prop drive information of the performance drive devices 330a, 330b, 330c, and 330d and for causing the performance drive devices 330a, 330b, 330c, and 330d to operate in accordance with this setting, a performance lamp control mode determination table, a performance prop control mode determination table, and the like.

[0121] The payout control board 130 controls the payout of game balls. The payout control board 130 is connected to the main control board 10 so as to be able to communicate in both directions. The payout control board 130 is equipped with a one-chip microcomputer 110m consisting of a payout CPU, a payout ROM, and a payout RAM (not shown). The payout CPU reads out a program stored in the payout ROM based on an input signal from the payout ball counting switch 132 and the timer, performs arithmetic processing while using the payout RAM as a work area, and transmits a corresponding command to the main control board 10 based on the processing. A payout motor 131 of a payout device for paying out a predetermined number of game balls from a storage section of game balls is connected to the output side of the payout control board 130. The payout CPU reads out a predetermined program from the payout ROM based on a command transmitted from the main control board 10, performs arithmetic processing, and controls the payout motor 131 of the payout device to pay out a predetermined number of game balls. At this time, the payout RAM functions as a work area for data during the arithmetic processing of the payout CPU.

[0122] Next, the operation of the gaming machine 1 according to this embodiment will be described. Fig. 17 is a flow chart showing the main processing of the main control board 10 of the gaming machine 1. The main processing is started when power is supplied from the power supply board 170 to the main control board 10 by a start-up operation and a system reset occurs in the main CPU 110a of the main control board 10.

[0123] In FIG. 17, the main CPU 110a performs an initialization process (S10). In the initialization process, the main CPU 110a reads and executes a game control program from the main ROM 110b in response to power-on. In the initialization process, the main CPU 110a determines whether or not data recovery is required based on the on / off state of a RAM clear switch (not shown) 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 that are saved and backed up in the main RAM 110c in the power interruption monitoring process (S20) at the time of the previous power interruption, and clears the main RAM 110c if it is determined that recovery is not required, and restores the data in the main RAM 110c if it is determined that recovery is required. Details of the initialization process will be described later.

[0124] Next, the main CPU 110a performs a power cutoff monitoring process (S20). In the power cutoff monitoring process, the main CPU 110a monitors whether or not a power cut has occurred to the gaming machine 1, and when a power cut has occurred, the main CPU 110a performs a series of processes, including stopping the launch of game balls by the launch mechanism (the touch sensor 3a, the launch volume 3b, the launch solenoid 4a, and the ball feed solenoid 4b), clearing the output port, stopping the payout of game balls by the payout device, creating and saving checksums in each storage area of ​​the main RAM 110c, and setting information on the occurrence of a power cut, and then sets access to the main RAM 110c to be prohibited, in preparation for a power cut. Details of the power cutoff process will be described later.

[0125] Next, the main CPU 110a performs a game random number value update process (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 (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.

[0126] After this, the main CPU 110a repeats the loop process of steps S20 to S40. In addition to this loop process, the main CPU 110a also executes a timer interrupt process every time the reset clock pulse generating circuit generates a reset clock pulse signal.

[0127] Figures 18 and 19 are flow charts showing details of the initialization process (S10) of Figure 7. In Figure 18, the main CPU 110a of the main control board 110 performs a security check of the main CPU 110a, and then performs a process of waiting for 2000 ms (S10-1).

[0128] Next, the main CPU 110a permits access to the main RAM 110c (S10-2). Next, the main CPU 110a sets the serial communication port (S10-3). Next, the main CPU 110a sets the watchdog timer (S10-4). Here, the watchdog timer monitors whether the one-chip microcomputer 110m of the main control board 110 is operating normally according to the game control program. When an abnormality occurs in the game control program and the game control program being executed is interrupted or stopped, or when only the loop process is repeatedly executed so that other game processes are not executed after the execution of the program is interrupted, if the timer count unit of the watchdog timer counts up during the stopped state or the standby state due to the loop process, the one-chip microcomputer 110m of the main control board 110 is forcibly initialized.

[0129] Next, the main CPU 110a transmits a power-on command to the performance control board 120 (S10-5). After that, the main CPU 110a outputs a launch permission signal to the launch control board 160, thereby enabling the launch of game balls by the launch mechanism (the launch mechanism consisting of the touch sensor 3a, the launch volume 3b, the launch solenoid 4a, and the ball-transport solenoid 4b) (S10-6).

[0130] Next, the main CPU 110a judges whether or not a RAM clear switch (not shown) on the rear of the gaming machine 1 is pressed (S10-7). If the RAM clear switch is on (S10-7: Yes), the main CPU 110a proceeds to step S10-11. If the RAM clear switch is off (S10-7: No), the main CPU 110a proceeds to step S10-8.

[0131] In step S10-8, main CPU 110a determines whether the power interruption occurrence information is normal. If the power interruption occurrence information is not normal (S10-8: No), main CPU 110a proceeds to step S10-11. If the power interruption occurrence information is normal (S10-8: Yes), main CPU 110a proceeds to step S10-15.

[0132] In step S10-9, the main CPU 110a calculates a checksum of the data in the use area of ​​the main RAM 110c, and proceeds to the next step S10-10. In step S10-10, the main CPU 110a judges whether the checksum is normal or not. More specifically, the main CPU 110a compares the checksum calculated in step S10-10 with the checksum calculated from the data in the use area of ​​the main RAM 110c at that time in the power interruption monitoring process (S20) at the time of the previous power interruption and stored in the main RAM 110c, and if the two match, it judges that the checksum is normal (backup is valid and data recovery is possible), and if the two do not match, it judges that the checksum is abnormal (backup is invalid and data recovery is impossible). If the checksum is abnormal (S10-10: No), the main CPU 110a proceeds to step S10-11. If the checksum is normal (S10-10: Yes), it proceeds to step S10-15.

[0133] In step S10-11, the main CPU 110a clears the usage area of ​​the main RAM 110c. By clearing the usage area, predetermined data in the usage area (for example, flags in the game status flag storage area backed up at the time of the previous power outage, etc.) is initialized.

[0134] After executing step S10-11, the main CPU 110a sets the main RAM 110c when the backup is not valid (S10-12). After that, the main CPU 110a clears the watchdog timer (S10-13). After that, the main CPU 110a transmits a RAM clear command to the performance control board 120 (S10-14). Then, the process proceeds to step S10-17.

[0135] In step S10-15, the main CPU 110a performs settings on the main RAM 110c when the backup is valid. Specifically, the main CPU 110a restores data in the used areas of the main RAM 110c (such as special symbol memory area, special symbol special power processing data memory area, stopped symbol data memory area, normal symbol reserved memory area, normal symbol normal power processing data memory area, normal symbol data memory area, game status flag memory area, specific area winning flag memory area, game status buffer, number of rounds (R) counter, number of balls entering the large winning slot (C) counter, number of reserved first special symbols (U1) counter, number of reserved normal symbols (G) counter, low base time reduction count (B) counter, high base time reduction count (J) counter, number of fluctuations (L) counter, number of openings (S) counter, special power operation number (K) counter, special symbol time counter, special game timer counter, normal symbol time counter, auxiliary game timer counter, transmission data storage area for performance, etc.) based on the power outage information.

[0136] After executing step S10-15, the main CPU 110a proceeds to step S10-16. In step S10-16, the main CPU 110a judges whether the game state flag of the normal state is set in the game state flag storage area of ​​the main RAM 110c. If the game state flag of the normal state is set (step S10-16: Yes), the main CPU 110a proceeds to step S10-17, and if the game state flag of the normal state is not set (step S10-16: No), the main CPU 110a proceeds to step S10-18. In step S10-17, the main CPU 110a transmits a power restoration designation command corresponding to the normal state to the performance control board 120 and ends the initialization process.

[0137] In step S10-18, the main CPU 110a judges whether the game state flag of the low base time-saving state is set in the game state flag storage area of ​​the main RAM 110c. If the game state flag of the low base time-saving state is set (step S10-18: Yes), the main CPU 110a proceeds to step S10-19, and if the game state flag of the low base time-saving state is not set (step S10-18: No), the main CPU 110a proceeds to step S10-24. In step S10-19, 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 ends the initialization process.

[0138] In step S10-24, the main CPU 110a transmits a power restoration command corresponding to the high base time-saving state to the performance control board 120. After that, the main CPU 110a transmits a game state designation command corresponding to the game state after recovery to the performance control board 120 (S10-25), and ends the initialization process.

[0139] Fig. 20 is a flow chart showing details of the power interruption monitoring process. In Fig. 20, the main CPU 110a of the main control board 110 sets interruption prohibition (S20-1). Next, the main CPU 110a judges whether or not a power interruption has occurred to the gaming machine 1 (S20-2). Specifically, the main CPU 110a judges that a power interruption has occurred when a power interruption detection signal indicating that the power supply voltage has become equal to or lower than a predetermined value is input from a power supply unit (not shown) of the power supply board 170, and judges that a power interruption has not occurred when a power interruption detection signal is not input.

[0140] In step S20-2, if main CPU 110a determines that a power outage has not occurred (S20-2: Yes), it proceeds to step S20-3. If main CPU 110a determines that a power outage has occurred (S20-2: No), it proceeds to step S20-4.

[0141] In step S20-3, the main CPU 110a sets interrupt permission. After executing step S20-3, the main CPU 110a ends the current power interruption monitoring process.

[0142] In step S20-4, the main CPU 110a outputs a launch stop signal to the launch control board 160, thereby stopping the launch of game balls by the launch mechanism. Next, the main CPU 110a clears the output port (S20-5). After that, the main CPU 110a transmits a power-off command to the payout control board 130 (S20-6). When the payout control board 130 receives the power-off command, it replies with a command related to the output of external information. The main CPU 110a receives this command related to the output of external information and saves it in the main RAM 110c (S20-7).

[0143] After executing step S20-7, the main CPU 110a creates a checksum of the data in the use area of ​​the main RAM 110c at that time (special symbol memory area, special symbol special signal processing data memory area, stop symbol data memory area, normal symbol reserved memory area, normal symbol normal signal processing data memory area, normal symbol data memory area, game status flag memory area, specific area winning flag memory area, game status buffer, number of rounds (R) counter, number of balls entering the large winning slot (C) counter, number of reserved first special symbols (U1) counter, number of reserved normal symbols (G) counter, low base time reduction count (B) counter, high base time reduction count (J) counter, number of fluctuations (L) counter, number of openings (S) counter, special signal operation number (K) counter, special symbol time counter, special game timer counter, normal symbol time counter, auxiliary game timer counter, transmission data storage area for performance, etc.) and saves the created checksum in the main RAM 110c (S20-8). Here, the checksum saved in main RAM 110c in step S20-8 is compared with a checksum calculated from the data in the used area of ​​main RAM 110c at that time during the initialization process the next time power is turned on, and depending on whether the two match, it is determined whether the checksum is normal (whether the backup is valid and data recovery is possible).

[0144] After executing step S20-8, the main CPU 110a sets power interruption occurrence information (S20-9). After that, the main CPU 110a sets access to the main RAM 110c to be prohibited (S20-10). After executing step S20-10, the main CPU 110a performs an infinite loop to prepare for power interruption.

[0145] 21 is a flowchart showing timer interrupt processing of the main control board 10. The main CPU 110a of the main control board 10 executes timer interrupt processing every 4 milliseconds, which is the generation period of a reset clock pulse signal in the reset clock pulse generating circuit in the main control board 10.

[0146] In Fig. 21, when a reset clock pulse signal is generated, the main CPU 110a saves the information in the register of the main CPU 110a at that time to a stack area (S100). Next, the main CPU 110a performs a time control process (S110). The time control process is a process for updating counters used to measure various times in the main RAM 110c. In the time control process, the main CPU 110a subtracts one from the special symbol time counter, special game timer counter, normal symbol time counter, and auxiliary game timer counter in the main RAM 110c.

[0147] Next, the main CPU 110a performs a random number update process (S120). In the random number update process, the main CPU 110a updates the jackpot random number value, the normal symbol random number value, and the special symbol random number value. More specifically, the main CPU 110a updates each random number counter by incrementing it by 1. When the incremented random number counter exceeds the maximum value of the random number range (when the random number counter has completed one cycle), the random number counter is reset to 0, and each random number value is updated from the initial random number value at that time.

[0148] After executing step S120, the main CPU 110a performs an initial random number value update process (S130). 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.

[0149] Next, the main CPU 110a performs an input control process (S200). In the input control process, the main CPU 110a determines whether or not there is an input to various switches, such as the general winning hole detection switch 12a, the first big winning hole detection switch 16a, the first start hole detection switch 14a, the second start hole detection switch 15a, and the gate detection switch 13a, and sets a predetermined data if there is an input. The details of the procedure of the input control process will be described later.

[0150] After executing step S200, the main CPU 110a performs special symbol special electricity control processing (S300). In the special symbol special electricity control processing, the main CPU 110a updates the value of the special symbol special electricity processing data provided in the main RAM 110c according to the progress of the game in the gaming machine 1, and selects and executes one of six processes: special symbol memory determination processing (processing when special symbol special electricity processing data = 0), special symbol variation processing (processing when special symbol special electricity processing data = 1), special symbol stop processing (processing when special symbol special electricity processing data = 2), big win game processing (processing when special symbol special electricity processing data = 3), small win game processing (processing when special symbol special electricity processing data = 4), and big win game end processing (processing when special symbol special electricity processing data = 5). The details of the procedure of the special symbol special electricity control processing will be described later.

[0151] After executing step S300, the main CPU 110a performs a normal symbol normal power control process (S400). In the normal symbol normal power control process, the main CPU 110a updates the value of the normal symbol normal power processing data provided in the main RAM 110c according to the progress of the game in the gaming machine 1, and selects and executes one of two processes, normal symbol variation processing (processing when the normal symbol normal power processing data = 0) and auxiliary game processing (processing when the normal symbol normal power processing data = 1). The details of the procedure of the normal symbol normal power control process will be described later.

[0152] After executing step S400, the main CPU 110a performs a payout control process (S500). In the payout control process, the main CPU 110a refers to the general winning port prize ball counter, the first start port prize ball counter, and the second start port prize ball counter in the main RAM 110c, generates a payout number designation command that instructs the payout of the number of game balls indicated by each counter, and transmits this command to the payout control board 130. When the payout control board 130 receives the payout number designation command, it controls the payout motor 131 of the payout device to pay out the game balls.

[0153] After executing step S500, the main CPU 110a performs a data generation process (S600). In the data generation process, the main CPU 110a generates data for external output, start opening / closing solenoid data, first large prize opening opening / closing solenoid data, second large prize opening opening / closing solenoid data, special symbol display device data, and normal symbol display device data.

[0154] After executing step S600, the main CPU 110a performs output control processing (S700). In the output control processing, the main CPU 110a performs port output processing to output signals of the external output data, the start opening / closing solenoid data, the first large winning opening opening / closing solenoid data, and the second large winning opening opening / closing solenoid data created in the data generation processing of step S600. In addition, in order to light up the LEDs of the first special symbol display device 20, the second special symbol display device 21, and the normal symbol display device 22, the main CPU 110a performs display device output processing to output the special symbol display device data and the normal symbol display device data created in the data generation processing of S600. In addition, the main CPU 110a also performs command transmission processing to transmit the command set in the performance transmission data storage area of ​​the main RAM 110c to the performance control unit 120m.

[0155] After executing step S700, the main CPU 110a restores the information saved in the stack area in step S100 to the register of the main CPU 110a (S800).

[0156] Fig. 22 is a flow chart showing details of the input control process. In Fig. 22, the main CPU 110a performs general winning opening detection switch input process (S210). In the general winning opening detection switch input process, the main CPU 110a judges whether or not a detection signal has been input from the general winning opening detection switch 12a. If no detection signal has been input, the process proceeds directly to step S220. If a detection signal has been input, the general winning opening prize ball counter in the main RAM 110c is updated by adding a predetermined number (for example, 10).

[0157] After executing step S210, the main CPU 110a performs a first large prize opening detection switch input process (S220). In the first large prize opening detection switch input process, the main CPU 110a judges whether or not a detection signal has been input from the first large prize opening detection switch 16a. If there is no detection signal input from the first large prize opening detection switch 16a, the main CPU 110a proceeds directly to step S240. If there is a detection signal input from the first large prize opening detection switch 16a, the main CPU 110a updates the large prize opening prize ball counter in the main RAM 110c by adding a predetermined number (for example, 15 balls), and updates the count value (C) of the large prize opening ball number (C) counter in the main RAM 110c by +1.

[0158] After executing step S220, the main CPU 110a performs a first start hole detection switch input process (S240). In the first start hole detection switch input process, the main CPU 110a judges whether or not a detection signal has been input from the first start hole detection switch 14a. If the main CPU 110a has not input a detection signal from the first start hole detection switch 14a, the main CPU 110a proceeds directly to step S250. If a detection signal has been input from the first start hole detection switch 14a, the main CPU 110a performs a series of processes, such as updating the prize ball counter, judging whether or not the first special symbol reserved number (U1) is less than 4, updating the first special symbol reserved number (U1) when the first special symbol reserved number (U1) is less than 4, storing a random number value in the special symbol memory area, pre-judging a big win lottery and setting a start winning designation command according to the judgment result, and setting a special symbol reserved number designation command according to the first special symbol reserved number (U1). The details of the procedure of the first start hole detection switch input process will be described later.

[0159] After executing step S240, the main CPU 110a performs a second start hole detection switch input process (S250). In the second start hole detection switch input process, the main CPU 110a judges whether or not a detection signal has been input from the second start hole detection switch 15a. If there has been no detection signal input from the second start hole detection switch 15a, the main CPU 110a proceeds directly to step S260. If there has been a detection signal input from the second start hole detection switch 15a, a series of processes such as updating the prize ball counter and storing a random number value in the special symbol memory area are performed.

[0160] After executing step S250, the main CPU 110a performs a specific area detection switch input process (S260). In the specific area detection switch input process, the main CPU 110a determines whether or not a detection signal has been input from the specific area detection switch 18a. If there has been no detection signal input from the specific area detection switch 18a, the main CPU 110a proceeds directly to step S260. If there has been a detection signal input from the specific area detection switch 18a, the main CPU 110a performs a series of processes such as setting a specific area winning flag and setting a specific area winning designation command. The specific area detection switch input process will be described in detail later.

[0161] Next, the main CPU 110a performs a gate detection switch input process (S270). In the gate detection switch input process, the main CPU 110a judges whether or not a detection signal has been input from the gate detection switch 13a. If there is no detection signal input from the gate detection switch 13a, the main CPU 110a ends the current input control process. If there is a detection signal input from the gate detection switch 13a, the main CPU 110a generates a gate pass designation command and sets the generated gate pass designation command in the performance transmission data storage area of ​​the main RAM 110c. In addition, in this case, the main CPU 110a judges whether or not the count value (G) of the normal pattern reserved number (G) counter that counts the normal pattern reserved number (G) is less than 4. Then, if the count value (G) of the normal pattern reserved number (G) counter is less than 4, the count value (G) is updated by +1, and the normal pattern random number value is obtained and the obtained normal pattern random number value is stored in the normal pattern reserved storage area.

[0162] Fig. 23 is a flowchart showing the details of the first start hole detection switch input process. In Fig. 23, if the main CPU 110a receives a detection signal from the first start hole detection switch 14a (S240-1: Yes), it proceeds to step S240-2. If the main CPU 110a does not receive a detection signal from the first start hole detection switch 14a (S240-1: No), it ends the current first start hole detection switch input process.

[0163] In step S240-2, the main CPU 110a updates the start hole prize ball counter by adding a predetermined number (for example, 3) (S240-2). After that, the main CPU 110a determines whether the count value (U1) of the first special symbol reserved number (U1) counter that counts the first special symbol reserved number (U1) is less than 4 (S240-3).

[0164] If the count value (U1) of the first special symbol reserved number (U1) counter is not less than 4 (S240-3: No), the main CPU 110a ends the current first start hole detection switch input process. Also, if the count value (U1) of the first special symbol reserved number (U1) counter is less than 4 (S240-3: Yes), the main CPU 110a updates the count value (U1) by +1 (S240-4).

[0165] After executing step S240-4, the main CPU 110a acquires the jackpot random number value, and designates the memory unit with the smallest number among the first to fourth memory units in the first special pattern memory area of ​​the special pattern memory area as the data storage destination, and stores the acquired jackpot random number value in the memory unit where data is to be stored (S240-5).

[0166] FIG. 24(a) is a diagram showing a special symbol storage area. As shown in FIG. 24(a), the special symbol storage area has a 0th storage section corresponding to the variation, a 1st special symbol storage area corresponding to the 1st special symbol, and a 2nd special symbol storage area corresponding to the 2nd special symbol. The 1st special symbol storage area has 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. The 2nd special symbol storage area has only the 1st storage section. This is because the gaming machine 1 of this embodiment does not have a reservation of the 2nd special symbol. As shown in FIG. 24(b), each storage section in the special symbol reservation storage section can store a set of a jackpot random number value, a special symbol random number value, a reach judgment random number value, and a special symbol variation random number value.

[0167] After executing step S240-5, the main CPU 110a acquires the special symbol random number value, and stores the acquired special symbol random number value in the storage section that is the data storage destination in the first special symbol storage area (S240-6).

[0168] After executing step S240-6, the main CPU 110a acquires a random number value for special pattern variation and a random number value for reach determination, and stores the acquired random number value for special pattern variation and random number value for reach determination in a memory unit that stores data in the first special pattern memory area (S240-7).

[0169] After step S240-7 is executed, the main CPU 110a performs a pre-determination process (S240-8). In this pre-determination process, the main CPU 110a refers to the pre-determination table in the main ROM 110b, and determines the winning information of the jackpot lottery triggered by the establishment of the start condition of the first special symbol based on the combination of the memory contents of the game state flag memory area at the time of execution of this step S240-8 (when the start condition is established) and the jackpot random number value, the special symbol random number value, the reach determination random number value, and the special symbol variation random number value stored in the memory section of the first special symbol memory area in steps S240-5 to S240-7.

[0170] 25 is a diagram showing a pre-determination table for determining the result of a jackpot lottery in advance. The pre-determination table stores a set of a jackpot random number value, a special symbol random number value, a game state (normal state, low base time-saving state, or high base time-saving state), a reach determination random number value, a special symbol variation random number value, winning information, and a start winning designation command.

[0171] After executing step S240-8, the main CPU 110a generates a start winning designation command corresponding to the winning information determined in the pre-determination process of step S240-8, and sets this start winning designation command in the performance transmission data storage area (S240-9). After that, the main CPU 110a refers to the count value (U1) of the first special symbol reserved number (U1) counter, generates a special symbol reserved number designation command indicating the first special symbol reserved number (U1), and sets this special symbol reserved number designation command in the performance transmission data storage area (S240-10).

[0172] The start winning designation command and the special symbol reservation number designation command set in the performance transmission data storage area are transmitted to the performance control unit 120m in the output control process (S700) of the timer interrupt process.

[0173] In the second start hole detection switch input process, only the process corresponding to steps S240-1 to S240-2 and the process corresponding to steps S240-5 to S240-7 in Fig. 23 are executed. In the second start hole detection switch input process, when a detection signal is input from the second start hole detection switch 15a, the jackpot random number value, the special pattern random number value, the special pattern variation random number value, and the reach judgment random number value are obtained, and these random number values ​​are stored in the first storage unit of the second special pattern storage area.

[0174] Fig. 26 is a flowchart showing the details of the specific area detection switch input process. In Fig. 26, if the main CPU 110a receives a detection signal from the specific area detection switch 18a (S260-1: Yes), the main CPU 110a proceeds to step S260-2. If the main CPU 110a does not receive a detection signal from the specific area detection switch 18a (S260-1: No), the main CPU 110a ends the current specific area detection switch input process.

[0175] In step S260-2, the main CPU 110a sets a specific area winning flag in the specific area winning flag storage area of ​​the main RAM 110c. The specific area winning flag is a flag indicating that a winning has been made in the specific area 19B (V winning port). Winning in the specific area 19B (V winning port) triggers a special game of the second type big win. In the next step S260-3, the main CPU 110a generates a specific area winning designation command and sets this specific area winning designation command in the performance transmission data storage area. After that, the main CPU 110a obtains the current game state (at the time of winning in the specific area 19B) based on the memory contents of the game state flag storage area, stores game state information indicating the obtained game state in the game state buffer (S260-4), and ends this specific area detection switch input process.

[0176] Fig. 27 is a flowchart showing the details of the special symbol special power control process. In Fig. 27, the main CPU 110a loads the special symbol special power processing data (S301). In the next step S302, the main CPU 110a refers to the branch address from the loaded special symbol special power processing data, and if the special symbol special power processing data = 0, the process is transferred to the special symbol memory determination process (step S310), if the special symbol special power processing data = 1, the process is transferred to the special symbol change process (step S320), if the special symbol special power processing data = 2, the process is transferred to the special symbol stop process (step S330), if the special symbol special power processing data = 3, the process is transferred to the big win game process (step S340), if the special symbol special power processing data = 4, the process is transferred to the small win game process (step S350), and if the special symbol special power processing data = 5, the process is transferred to the big win game end process (step S360).

[0177] FIG. 28 is a flow chart showing the details of the special symbol memory determination process. In FIG. 28, the main CPU 110a determines whether or not the special symbol is being displayed in a variable manner (S310-1). More specifically, the main CPU 110a refers to the special symbol time counter in the main RAM 110c, and if the special symbol time counter is not 0, it determines that the special symbol is being displayed in a variable manner, and if the special symbol time counter is 0, it determines that the special symbol is not being displayed in a variable manner. If the special symbol is being displayed in a variable manner (S310-1: Yes), the main CPU 110a ends the current special symbol memory determination process. If the special symbol is not being displayed in a variable manner (S310-1: No), the process proceeds to step S310-2.

[0178] In step S310-2, the main CPU 110a judges whether data is stored in the first storage unit of the second special symbol storage area. If data is not stored in the first storage unit of the second special symbol storage area (S310-2: No), the main CPU 110a proceeds to step S310-4. If data is stored in the first storage unit of the second special symbol storage area (S310-2: Yes), the main CPU 110a proceeds to step S310-6.

[0179] In step S310-4, the main CPU 110a refers to the count value (U1) of the first special symbol reserved number (U1) counter in the main RAM 110c and judges whether the first special symbol reserved number (U1) is 1 or more. If the first special symbol reserved number (U1) is not 1 or more (S310-4: No), the main CPU 110a ends this special symbol storage judgment process.

[0180] If the first special symbol reserved number (U1) is 1 or more (S310-4: Yes), the main CPU 110a updates the count value (U1) of the first special symbol reserved number (U1) counter by -1 (S310-5).

[0181] After executing step S310-5, the main CPU 110a performs a memory area shift process (S310-6). In this memory area shift process, if data is stored in the first memory section of the second special symbol memory area, the main CPU 110a writes the data to the 0th memory section, which is the judgment information memory area. Also, if data is not stored in the first memory section of the second special symbol memory area, the main CPU 110a shifts the data in the 2nd to 4th memory sections of the first special symbol memory area to the previous memory section, and writes the data in the 1st memory section of the first special symbol memory area to the 0th memory section. By writing the data to this 0th memory section, the random number values ​​(jackpot random number value, special symbol random number value, reach judgment random number value, special symbol variation random number value) stored in the 0th memory section up to that point are erased.

[0182] After executing step S310-6, the main CPU 110a generates a special pattern reserved number designation command to notify the performance control unit 120m of the first special pattern reserved number (U1), sets this special pattern reserved number designation command in the performance transmission data storage area (S310-7), and proceeds to step S310-8.

[0183] In step S310-8, the main CPU 110a refers to the count value (B) of the low base time-saving count (B) counter and judges whether the low base time-saving count (B) is 1 or more. If the low base time-saving count (B) is 0 (S310-8: No), proceed to step S310-11. If the low base time-saving count (B) is 1 or more (S310-8: Yes), the count value (B) of the low base time-saving count (B) counter is updated by -1 (S310-9), and judges whether the updated count value (B) is 0 (S310-10). If the low base time-saving count (B) is 0 (S310-10: Yes), the main CPU 110a proceeds to step S310-17. If the low base time-saving count (B) is not 0 (S310-10: No), proceed to step S311.

[0184] In step S310-11, the main CPU 110a refers to the count value (J) of the high base time-saving count (J) counter and judges whether the high base time-saving count (J) is 1 or more. If the high base time-saving count (J) is 0 (S310-11: No), proceed to step S311. If the high base time-saving count (J) is 1 or more (S310-11: Yes), the main CPU 110a updates the count value (J) of the high base time-saving count (J) counter by -1 (S310-12), and judges whether the updated count value (J) is 0 (S310-13). If the high base time-saving count (J) is 0 (S310-13: Yes), proceed to step S310-17. If the high base time-saving count (J) is not 0 (S310-13: No), proceed to step S311.

[0185] In step S310-17, a game status flag for the normal state is set in the game status flag storage area of ​​the main RAM 110c, and then the process proceeds to step S311.

[0186] In step S311, the main CPU 110a performs a jackpot determination process. In the jackpot determination process, the main CPU 110a determines the result of the jackpot lottery triggered by the establishment of the current start condition (jackpot, small win, or loss), and if it is a jackpot, determines the type of jackpot, generates a symbol designation command for the jackpot corresponding to the determined type of jackpot, and sets it in the transmission data storage area for performance. If it is a small win, determines the type of jackpot, generates a symbol designation command for the small win corresponding to the determined type of small win, and sets it in the transmission data storage area for performance. If it is a loss, generates a symbol designation command for a loss, and sets it in the transmission data storage area for performance.

[0187] More specifically, in this jackpot determination process, the main CPU 110a determines whether or not the result of the jackpot lottery triggered by the establishment of the current start condition is a jackpot (S311-1), as shown in Fig. 29 (a flow chart showing the details of the jackpot determination process). Specifically, the main CPU 110a refers to the jackpot lottery determination table in the main ROM 110b, and determines the lottery result based on the jackpot random number value stored in the 0th memory unit in step S310-6.

[0188] Fig. 30(a) is a diagram showing a jackpot lottery determination table for the first special symbol display device. Fig. 30(b) is a diagram showing a jackpot lottery determination table for the second special symbol display device. The jackpot lottery determination table stores a pair of a jackpot random number value and a lottery result of a jackpot lottery (jackpot, special miss, or normal miss).

[0189] If the determination result in step S311-1 is a jackpot (S311-1: Yes), the main CPU 110a proceeds to step S311-2, and if the determination result in step S311-1 is not a jackpot (S311-1: No), the main CPU 110a proceeds to step S311-5.

[0190] In step S311-2, the main CPU 110a performs a jackpot symbol determination process. In this jackpot symbol determination process, the main CPU 110a refers to the jackpot symbol determination table in the main ROM 110b, and determines the stop symbol data of the variable stop symbol based on the special symbol random number value stored in the 0th storage unit in step S310-6, and stores the determined stop symbol data in the stop symbol data storage area in the main RAM 110c. Here, the stop symbol data indicates a two-digit number corresponding to the type of special symbol that is displayed after being changed and stopped.

[0191] 31(a) is a diagram showing a jackpot symbol determination table. In the jackpot symbol determination table, a set of special symbol random number values, special symbol types (jackpot types), stop symbol data, and symbol designation commands are stored separately for those to be referred to when the start condition of the first special symbol in the first special symbol display device 20 is established and those to be referred to when the start condition of the second special symbol in the second special symbol display device 21 is established.

[0192] The symbol designation command is a command for notifying the performance control unit 120m of the type of special symbol that is to be stopped and displayed after being changed.

[0193] The stop symbol data stored in the stop symbol data storage area in this step S311-2 is referenced when determining the big win symbol in the special symbol stop process, when determining the operation mode of the big win port in the big win game process, and when determining the game state in the big win game end process. Details will be described later.

[0194] Next, the main CPU 110a generates a symbol designation command for a big win corresponding to the stop symbol data determined in step S311-2, and sets this symbol designation command in a transmission data storage area for performance (S311-3).

[0195] Next, the main CPU 110a obtains the current game status (at the time of the big win lottery) based on the memory contents of the game status flag memory area, and stores game status information indicating the obtained game status in the game status buffer (S311-4).

[0196] In step S311-5, the main CPU 110a determines whether the lottery result of the big win lottery is a small win. If the lottery result is a small win (S311-5: Yes), the main CPU 110a proceeds to step S311-6, and if the lottery result is not a small win (S311-5: No), the main CPU 110a proceeds to step S311-8.

[0197] In step S311-6, the main CPU 110a performs a small win symbol determination process. In this small win symbol determination process, the main CPU 110a refers to the small win symbol determination table in the main ROM 110b, determines the stop symbol data of the variable stop symbol based on the special symbol random number value in the 0th storage unit, and stores the determined stop symbol data in the stop symbol data storage area in the main RAM 110c.

[0198] 31(b) is a diagram showing a small win symbol determination table. In the small win symbol determination table, a set of special symbol random number value, special symbol type (a big win type determined by winning in the specific area 19B), stop symbol data, and symbol designation command is stored.

[0199] Next, the main CPU 110a generates a symbol designation command for a small win corresponding to the stop symbol data determined in step S311-6, and sets this symbol designation command in a performance transmission data storage area (S311-7).

[0200] In step S311-8, the main CPU 110a determines whether the lottery result of the big win lottery is a special miss. If the lottery result is a special miss (S311-8: Yes), the main CPU 110a proceeds to step S311-9. If the lottery result is not a special miss (S311-8: No), the main CPU 110a proceeds to step S311-11.

[0201] In step S311-9, the main CPU 110a performs a special losing symbol determination process. In this special losing symbol determination process, the main CPU 110a refers to a special losing symbol determination table in the main ROM 110b, determines the stopping symbol data of the variable stopping symbol based on the special symbol random number value in the 0th storage unit, and stores the determined stopping symbol data in the stopping symbol data storage area in the main RAM 110c.

[0202] 32(a) is a diagram showing a special miss symbol determination table. In the special miss symbol determination table, a set of special symbol random number value, special symbol type (special miss type), stop symbol data, and symbol designation command is stored.

[0203] Next, the main CPU 110a generates a symbol designation command for a special miss that corresponds to the stop symbol data determined in step S311-9, and sets this symbol designation command in a transmission data storage area for performance (S311-10).

[0204] In step S311-11, the main CPU 110a performs a normal losing symbol determination process. In this normal losing symbol determination process, the main CPU 110a refers to a normal losing symbol determination table in the main ROM 110b, determines the stopping symbol data of the variable stopping symbol based on the special symbol random number value in the 0th storage unit, and stores the determined stopping symbol data in the stopping symbol data storage area in the main RAM 110c.

[0205] 32(b) is a diagram showing a symbol determination table for normal misses. In the symbol determination table for normal misses, a set of special symbol random number values, types of special symbols (types of normal misses), stop symbol data, and symbol designation commands is stored.

[0206] Next, the main CPU 110a generates a symbol designation command for a normal miss corresponding to the stop symbol data determined in step S311-11, and sets this symbol designation command in the performance transmission data storage area (S311-12).

[0207] Returning to the explanation of Fig. 28. After executing the jackpot determination process (S311), the main CPU 110a executes the variation pattern determination process (S312). In the variation pattern determination process, the main CPU 110a refers to the variation pattern determination table of the special symbol in the main ROM 110b, and determines the variation pattern of the variation based on the lottery result of the jackpot lottery in step S311 (jackpot, special miss, or normal miss), the memory contents of the game flag memory area at the time of executing this step S312, the reserved number (U1) after updating in step S310-5, the jackpot random number value stored in the 0th memory unit in step S310-6, the reach determination random number value, and the special symbol variation random number value.

[0208] There are two types of special symbol variation pattern determination tables: one that is referred to when the first special symbol varies and one that is referred to when the second special symbol varies. Figure 33 is a diagram showing a variation pattern determination table that is referred to when the first special symbol varies. Figure 34 is a diagram showing a variation pattern determination table that is referred to when the second special symbol varies.

[0209] The special symbol change pattern determination table stores a set of the type of special symbol (type of jackpot), game status, number of reserved symbols, random number value for reach determination, random number value for special symbol change, type of special symbol change pattern, change time, and change start command.

[0210] In the special symbol variation pattern determination table, when the result of the lottery for the big win is a big win, a variation pattern with a long variation time is likely to be selected. Conversely, in the special symbol variation pattern determination table, when the result of the lottery for the big win is a loss, a variation pattern with a short variation time is likely to be selected.

[0211] For example, the options of the fluctuation pattern corresponding to the special pattern 01 (A per 1st type 10R) in the fluctuation pattern determination table of the first special pattern shown in FIG. 33 include fluctuation patterns 12, 13, 14, and 15. The fluctuation time of the fluctuation pattern 12 is T12 (for example, T12=20000ms). The fluctuation time of the fluctuation pattern 13 is T13 (T13=30000ms). The fluctuation time of the fluctuation pattern 14 is T14 (T14=40000ms). The fluctuation time of the fluctuation pattern 15 is T15 (T15=60000ms). The magnitude relationship of the selection rate of the fluctuation patterns 12, 13, 14, and 15 is fluctuation pattern 12<fluctuation pattern 13<fluctuation pattern 14<fluctuation pattern 15.

[0212] The options for the fluctuation pattern corresponding to the special symbol 02 (1st type 2R per B) in the fluctuation pattern determination table of the first special symbol shown in Figure 33 include fluctuation patterns 22, 23, 24, and 25. The fluctuation time of fluctuation pattern 22 is T12 (20000 ms). The fluctuation time of fluctuation pattern 23 is T13 (30000 ms). The fluctuation time of fluctuation pattern 24 is T14 (40000 ms). The fluctuation time of fluctuation pattern 25 is T15 (60000 ms). The magnitude relationship of the selection rates of the fluctuation patterns 22, 23, 24, and 25 is fluctuation pattern 22 < fluctuation pattern 23 < fluctuation pattern 24 < fluctuation pattern 25.

[0213] The options for the fluctuation pattern corresponding to the special pattern 03 (C per 1st type 2R) in the fluctuation pattern determination table of the first special pattern shown in Figure 33 include fluctuation patterns 32, 33, 34, and 35. The fluctuation time of fluctuation pattern 32 is T12 (20000 ms). The fluctuation time of fluctuation pattern 33 is T13 (30000 ms). The fluctuation time of fluctuation pattern 34 is T14 (40000 ms). The fluctuation time of fluctuation pattern 35 is T15 (60000 ms). The magnitude relationship of the selection rates of the fluctuation patterns 32, 33, 34, and 35 is fluctuation pattern 32 < fluctuation pattern 33 < fluctuation pattern 34 < fluctuation pattern 35.

[0214] In the variation pattern determination table of the first special symbol shown in Fig. 33, the options of the variation pattern corresponding to the special symbols 09, 0A, 0B, and 0C (special miss) include variation patterns 81, 82, 83, and 84. The variation time of the variation patterns 81, 82, 83, and 84 is T11 (18000 ms).

[0215] In the variation pattern determination table of the first special symbol shown in Fig. 33, the variation pattern options corresponding to the combination of special symbol 20 (normal miss), reserved number 0 to 2, and no reach (the random number value for reach determination is "0 to 69") include variation pattern 89. The variation time of variation pattern 89 is T9 (for example, T9 = 6000 ms).

[0216] In the variation pattern determination table of the first special pattern shown in FIG. 33, the options of the variation pattern corresponding to the combination of the special pattern 20 (normal miss), the reserved number 0 to 2, and the reach (the random number value for the reach determination is "70 to 99") include the variation patterns 90, 91, 92, 93, 94, and 95. The variation time of the variation pattern 90 is T10 (for example, T10 = 10000 ms). The variation time of the variation pattern 91 is the same length T11 (18000 ms) as that of the variation pattern 11. The variation time of the variation pattern 92 is the same length T12 (20000 ms) as that of the variation pattern 12. The variation time of the variation pattern 93 is the same length T13 (30000 ms) as that of the variation pattern 13. The variation time of the variation pattern 94 is the same length T14 (40000 ms) as that of the variation pattern 14. The fluctuation time of the fluctuation pattern 95 is the same length T15 (60,000 ms) as that of the fluctuation pattern 15. The magnitude relationship of the selection rates of the fluctuation patterns 90, 91, 92, 93, 94, and 95 is as follows: fluctuation pattern 90>variation pattern 91>variation pattern 92>variation pattern 93>variation pattern 94>variation pattern 95.

[0217] Here, comparing the special symbol variation pattern determination table of Figures 33 and 34 with the previously shown pre-judgment table (Figure 25), in the pre-judgment table, the relevant data in the table can be searched for without referring to the reserved number (U1) of the first special symbol variation. In contrast, in the variation pattern determination table, if the lottery result of the big win lottery is a miss, the relevant data in the table cannot be searched for unless the reserved number (U1) of the first special symbol variation is referred to. For this reason, in the pre-judgment table, although it is possible to determine the type of the development destination after the reach performance, it is not possible to distinguish between "normal variation" and "shortened variation".

[0218] In FIG. 28, the main CPU 110a generates a fluctuation start command corresponding to the fluctuation pattern determined in step S312, and sets this fluctuation start command in the performance transmission data storage area (S313).

[0219] Next, the main CPU 110a obtains the current game status based on the memory contents of the game status flag memory area, generates a game status designation command corresponding to the obtained game status, and sets this game status designation command in the performance transmission data storage area (S314).

[0220] Next, the main CPU 110a performs a process for starting the variable display of the special symbol (S315). Specifically, the main CPU 110a sets variable display data for making the first special symbol display device 20 or the second special symbol display device 21 perform the variable display of the special symbol (LED blinking) in a predetermined processing area. When the variable display data is set in the predetermined processing area, data for turning on or off the LED is created in the above step S600, and the created data is output in the output control process of step S700, whereby the first special symbol display device 20 or the second special symbol display device 21 performs the variable display.

[0221] Next, the main CPU 110a sets the variable time based on the variable pattern determined in the above step S312 in the special symbol time counter (S316). The special symbol time counter is decremented every 4 milliseconds in the above step S110.

[0222] Next, the main CPU 110a sets the special symbol special signal processing data to 1 (S317), and ends this special symbol memory determination process.

[0223] Here, if the special chart special electricity processing data is set to 1, in the subsequent special chart special electricity control processing, the process shifts to special pattern change processing in step S302, and the special pattern change processing is performed.

[0224] FIG. 35 is a flow chart showing the details of the special symbol variation process. In FIG. 35, the main CPU 110a judges whether the variation time of the special symbol has elapsed (S320-1). Specifically, the main CPU 110a refers to the special symbol time counter set in step S316, and judges that the variation time of the special symbol has elapsed if the special symbol time counter is 0, and judges that the variation time of the special symbol has not yet elapsed if the special symbol time counter is not 0. If the main CPU 110a judges that the variation time of the special symbol has elapsed (S320-1: Yes), it proceeds to step S320-2, and if it judges that the variation time of the special symbol has not elapsed (S320-1: No), it ends the current special symbol variation process and executes the next subroutine.

[0225] In step S320-2, the main CPU 110a performs processing to stop the variable display of the special symbol. Specifically, the main CPU 110a clears the variable display data set in the above step S315, and sets the stopped symbol data for stopping the special symbol set in the above step S311-2, S311-6, S311-9, or S311-11 on the first special symbol display device 20 or the second special symbol display device 21 in a predetermined processing area (S320-2). As a result, the special symbol is stopped and displayed on the first special symbol display device 20 or the second special symbol display device 21.

[0226] Next, the main CPU 110a sets the symbol determination command in the performance transmission data storage area (S320-3).

[0227] Next, the main CPU 110a sets the symbol stop time (0.5 seconds=125 counters) in the special symbol time counter (S320-4). The special symbol time counter is decremented every 4 milliseconds in the above step S110.

[0228] Next, the main CPU 110a sets the special symbol special signal processing data to 2 (S320-5), and ends this special symbol variation process.

[0229] Here, if the special symbol special electric processing data is set to 2, in the subsequent special symbol special electric control processing, the process shifts to the special symbol stop processing in step S302, and the special symbol stop processing is performed.

[0230] FIG. 36 is a flowchart showing the details of the special symbol stop processing. In FIG. 36, the main CPU 110a judges whether the stop time of the special symbol has elapsed (S330-1). Specifically, the main CPU 110a refers to the special symbol time counter set in step S320-4, and judges that the stop time of the special symbol has elapsed if the special symbol time counter is 0, and judges that the stop time of the special symbol has not yet elapsed if the special symbol time counter is not 0. If the main CPU 110a judges that the stop time of the special symbol has elapsed (S330-1: Yes), it proceeds to step S330-2, and if it judges that the stop time of the special symbol has not elapsed (S330-1: No), it proceeds to step S330-23.

[0231] In step S330-3, the main CPU 110a judges whether the stop symbol data in the stop symbol data storage area is for a jackpot. If the stop symbol data in the stop symbol data storage area is for a jackpot (S330-3: Yes), the process proceeds to step S330-4. If the stop symbol data is not for a jackpot (S330-3: No), the process proceeds to step S330-11.

[0232] In step S330-4, the main CPU 110a sets a game status flag of the normal state in the game status flag storage area of ​​the main RAM 110c.

[0233] In the next 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 in the main RAM 110c. In the next step S330-6, the main CPU 110a resets the fluctuation count (L) counter in the main RAM 110c.

[0234] In the next step S330-7, the main CPU 110a performs a first-class jackpot game preparation process. In the first-class jackpot game preparation process, the main CPU 110a refers to the first-class jackpot special game control table in the main ROM 110b, and determines the first-class jackpot special prize opening / closing control table to be referenced based on the stop symbol data in the stop symbol data storage area.

[0235] Fig. 37(a) is a diagram showing a special game control table for a first type big win. Fig. 38(a) is a diagram showing a big prize opening opening control table for a first type big win.

[0236] In the special game control table for the first type of jackpot, the stop symbol data, the opening time, the opening designation command, the table number of the large prize opening control table for the first type of jackpot, the ending time, and a set of symbol designation commands are stored for each type of jackpot. Here, the table number of the large prize opening control table for the first type of 10R A and the first type of 10R F is "01", and the table number of the large prize opening control table for the first type of 2R B, the first type of 2R C, and the first type of 2R G is "02". In the large prize opening control table for each table number, data indicating the opening time and closing time of each round, and the type of large prize opening to be opened is stored.

[0237] The main CPU 110a generates an opening designation command according to the type of big win, and sets this opening designation command in the performance transmission data storage area (S330-8).

[0238] Next, the main CPU 110a determines a start interval time according to the type of big win, sets this start interval time in the special symbol time counter (S330-9), and proceeds to step S330-10.

[0239] In step S330-10, the main CPU 110a sets the special picture special call processing data to 3. Thereafter, the process proceeds to step S330-23.

[0240] In step S330-11, the main CPU 110a judges whether the stop symbol data in the stop symbol data storage area is for a small win. If the stop symbol data in the stop symbol data storage area is for a small win (S330-11: Yes), the process proceeds to step S330-12. If the stop symbol data is not for a small win (S330-11: No), the process proceeds to step S330-16.

[0241] In step S330-12, the main CPU 110a performs a small win preparation process. In the small win preparation process, the main CPU 110a determines a small win big prize opening opening control table to be referenced in the main ROM 110b.

[0242] 39 is a diagram showing a control table for opening and closing the large prize opening for small wins. The control table for opening and closing the large prize opening for small wins stores data indicating the opening and closing times of the 10 operations in one round, and the type of the large prize opening to be opened.

[0243] The main CPU 110a generates an opening designation command for the small win based on the large prize opening opening control table for the small win determined in step S330-12, and sets this opening designation command in the performance transmission data storage area (S330-13).

[0244] The main CPU 110a determines the start interval time of the small win based on the small win big prize opening opening control table determined in step S330-12, sets this start interval time in the special symbol time counter (S330-14), and proceeds to step S330-15.

[0245] In the next step S330-15, the main CPU 110a sets the special picture special signal processing data to 4. After that, the process proceeds to step S330-23.

[0246] In step S330-16, the main CPU 110a judges whether the stop symbol data in the stop symbol data storage area is a special miss. If the stop symbol data in the stop symbol data storage area is a special miss (S330-16: Yes), the main CPU 110a proceeds to step S330-17, and if the stop symbol data is a normal miss (S330-16: No), the main CPU 110a proceeds to step S330-21.

[0247] In step S330-17, the main CPU 110a determines whether the count value (L) of the change count (L) counter in the main RAM 110c has reached a specified number of times, which is 900. If the change count (L) has reached the specified number of times (S330-17: Yes), the main CPU 110a proceeds to step S330-18, and if the change count (L) has not reached the specified number of times (S330-17: No), the main CPU 110a proceeds to step S330-21.

[0248] In step S330-18, the main CPU 110a resets the change count (L) counter in the main RAM 110c.

[0249] In the next step S330-19, the main CPU 110a performs a game state setting process. In this game state setting process, the main CPU 110a refers to a special miss symbol stop setting table in the main ROM 110b, and determines a game state when a special miss symbol stops based on the stopped symbol data and the memory contents of the game state flag memory area.

[0250] 40 is a diagram showing a setting table when a special losing symbol stops. In the setting table when a special losing symbol stops, a set of stopping symbol data, data showing a game state before a special losing symbol stops, data showing a game state when a special losing symbol stops, data showing a low base time-saving number of times (B), and data showing a high base time-saving number of times (J) are stored.

[0251] To explain in detail the game status setting process of step S330-19, when the stopped pattern data is "09", if the game status flag in the game status flag memory area is in the normal state, the main CPU 110a sets the high base time-saving state as the game status when the special missing pattern stops, and if it is in the low base time-saving state or the high base time-saving state, the game status before the special missing pattern stops is maintained even after the pattern stops.

[0252] When the stopped symbol data is "10," "11," or "12," if the game status flag in the game status flag storage area is in the normal state, the low base time-saving state is set as the game status when the special missing symbol stops, and if it is in the low base time-saving state or the high base time-saving state, the game status before the special missing symbol stops is maintained even after the symbol stops.

[0253] When the stop pattern data is "20", regardless of whether the game state flag in the game state flag storage area is in the normal state or in the low base time-saving state, the high base time-saving state is set as the game state when the special losing pattern stops.

[0254] In the next step S330-20, the main CPU 110a performs a remaining number setting process. In the remaining number setting process, the main CPU 110a refers to a setting table when a special losing symbol stops in the main ROM 110b, and determines the low base time-saving number (B) and the high base time-saving number (J) when a special losing symbol stops based on the stopped symbol data and the memory contents of the game state flag memory area, and sets the low base time-saving number (B) to the low base time-saving number (B) counter and sets the high base time-saving number (J) to the high base time-saving number (J) counter.

[0255] In the next step S330-21, the main CPU 110a generates a number designation command indicating the low base time-saving number of times (B) and the high base time-saving number of times (J), and sets this number designation command in the performance transmission data storage area.

[0256] In the next step S330-22, the main CPU 110a sets the special picture special call processing data to 0. After that, the process proceeds to step S330-23.

[0257] In step S330-23, the main CPU 110a obtains the current game state based on the memory contents of the game state flag memory area, generates a game state designation command corresponding to the obtained game state, and sets this game state designation command in the performance transmission data storage area. After that, the special symbol stop process is terminated.

[0258] Here, if the special symbol special electricity processing data is set to 3, in the subsequent special symbol special electricity control processing, the process moves to the big win game processing in step S302, and the big win game processing is performed. If the special symbol special electricity processing data is set to 4, in the subsequent special symbol special electricity control processing, the process moves to the small win game processing in step S302, and the small win game processing is performed. If the special symbol special electricity processing data is set to 0, in the subsequent special symbol special electricity control processing, the process moves to the special symbol memory determination processing in step S302, and the special symbol memory determination processing is performed.

[0259] Fig. 41 is a flow chart showing the details of the big win game process. In Fig. 41, the main CPU 110a judges whether or not the opening is currently in progress (S340-1). Specifically, the main CPU 110a refers to the count value (R) of the round number (R) counter, and judges that the opening is currently in progress if the round number (R) is 0, and judges that the opening is not in progress if the round number (R) is not 0. If the opening is currently in progress (S340-1: Yes), the main CPU 110a proceeds to step S340-2, and if the opening is not currently in progress (S340-1: No), the main CPU 110a proceeds to step S340-6.

[0260] In step S340-2, the main CPU 110a judges whether the start interval has elapsed. Specifically, the main CPU 110a refers to the special symbol time counter set in step S330-9 of the special symbol stop processing, and judges that the start interval has elapsed if the special symbol time counter is 0, and judges that the start interval has not yet elapsed if the special symbol time counter is not 0. If the main CPU 110a judges that the start interval has elapsed (S340-2: Yes), it proceeds to step S340-3, and if it judges that the start interval has not yet elapsed (S340-2: No), it ends the current jackpot game processing.

[0261] In step S340-3, the main CPU 110a performs a jackpot start setting process. In the jackpot start setting process, the main CPU 110a updates the count value (R) of the round number (R) counter by incrementing it by 1. Here, when the start interval time has elapsed, no action has been performed yet, and the count value (R) of the round number (R) counter is 0. Therefore, the round number (R) after the update in step S340-3 becomes 1.

[0262] After executing step S340-3, the main CPU 110a performs a special prize opening process (S340-4). In this special prize opening process, in order to open the first special prize opening door 16b, energizing data is set to energize the first special prize opening opening solenoid 16c. In addition, the main CPU 110a refers to the special prize opening opening control table, obtains the opening time of the first special prize opening 16 in the current round number (R), and sets this opening time in the special game timer counter.

[0263] After executing step S340-4, the main CPU 110a performs a round start command transmission determination process (S340-5). In the round start command transmission determination process, the main CPU 110a generates a round start command according to the count value (R) of the round number (R) counter, sets this round start command in the performance transmission data storage area, and ends the current big win game process.

[0264] In step S340-6, main CPU 110a determines whether or not the ending is currently in progress. If the ending is not in progress (S340-6: No), main CPU 110a proceeds to step S340-7, and if the ending is in progress (S340-6: Yes), main CPU 110a proceeds to step S340-18.

[0265] In step S340-7, the main CPU 110a judges whether the large prize opening is closed or not. Specifically, if the energization data (energization data for energizing the first large prize opening opening solenoid 16c or the second large prize opening opening solenoid 17c) is not set in a predetermined area of ​​the main RAM 110c, the main CPU 110a judges that the large prize opening is closed, and if the energization data is set in a predetermined area of ​​the main RAM 110c, the main CPU 110a judges that the large prize opening is not closed. If the large prize opening is closed (S340-7: Yes), the main CPU 110a proceeds to step S340-8, and if the large prize opening is not closed (S340-7: No), the main CPU 110a proceeds to step S340-9.

[0266] In step S340-8, the main CPU 110a judges whether the closing time has elapsed. Here, the closing time is set in the special game timer counter in step S340-10 described later. When the main CPU 110a judges that the closing time has elapsed (S340-8: Yes), it proceeds to the big prize opening process in step S340-4, performs the big prize opening process and the subsequent round start command transmission judgment process (S340-5), and ends the current big prize game process. When the main CPU 110a judges that the closing time has not elapsed (S340-8: No), it ends the current big prize game process.

[0267] In step S340-9, the main CPU 110a judges whether the opening end condition of the large prize opening is satisfied. Specifically, the main CPU 110a judges that the opening end condition is satisfied when the count value (C) of the large prize opening ball entry number (C) counter reaches a specified number (9 balls) or the opening time has elapsed. In addition, the main CPU 110a judges that the opening end condition is not satisfied when the count value (C) of the large prize opening ball entry number (C) counter has not reached a specified number (9 balls) and the opening time has not elapsed. When the main CPU 110a judges that the opening end condition is satisfied (S340-9: Yes), it proceeds to step S340-10, and when it judges that the opening end condition is not satisfied (S340-9: No), it ends the current large prize game processing.

[0268] In step S340-10, the main CPU 110a performs a special prize opening closing process. In the special prize opening closing process, the main CPU 110a stops the energizing data for energizing the first special prize opening opening solenoid 16c in order to close the first special prize opening opening door 16b. The main CPU 110a also refers to the special prize opening opening control table for the special prize opening, and sets the closing time of the first special prize opening 16 in the special game timer counter based on the current round number (R). This causes the first special prize opening 16 to close.

[0269] After executing step S340-10, the main CPU 110a judges whether one round of play has ended (S340-11). Specifically, the main CPU 110a judges that one round of play has ended when the count value (C) of the large prize opening ball entry number (C) counter reaches a specified number (9 balls). Also, the main CPU 110a judges that one round of play has not ended when the count value (C) of the large prize opening ball entry number (C) counter has not reached a specified number (9 balls). When the main CPU 110a judges that one round of play has ended (S340-11: Yes), it proceeds to step S340-12, and when it judges that one round of play has not ended (S340-11: No), it ends the current large prize game processing.

[0270] In step S340-12, the main CPU 110a performs a round data initialization process. In the round data initialization process, the main CPU 110a resets a round number (R) counter.

[0271] After executing step S340-12, the main CPU 110a determines whether the count value (R) of the round number (R) counter has reached the maximum value (specifically, the number of the final round in the big win opening opening control table for big win) (S340-13).

[0272] If it is determined that the number of rounds (R) is not the maximum value (S340-13: No), the main CPU 110a updates the count value (R) of the number of rounds (R) counter by +1 (S340-14), and ends the current jackpot game process.

[0273] If it is determined that the number of rounds (R) has reached the maximum value (S340-13: Yes), the main CPU 110a resets the number of rounds (R) counter (S340-15).

[0274] After execution of step S340-15, the main CPU 110a refers to the big win opening opening control table for big win, generates an ending designation command according to the type of big win, and sets this ending designation command in the performance transmission data storage area (S340-16).

[0275] After executing step S340-16, the main CPU 110a determines a termination interval time according to the type of big win, and sets this termination interval time in the special game timer counter (S340-17).

[0276] After execution of step S340-17, or when it is determined in step S340-6 that the game is ending (S340-6: Yes), the main CPU 110a determines whether the end interval has elapsed (S340-18). Specifically, the main CPU 110a refers to the special game timer counter set in step S340-17, and if the special game timer counter is 0, it determines that the end interval has elapsed, and if the special game timer counter is not 0, it determines that the end interval has not yet elapsed. If the main CPU 110a determines that the end interval has not yet elapsed (S340-18: No), it ends the current big win game process.

[0277] When the main CPU 110a determines that the end interval time has elapsed (S340-18: Yes), it sets the special chart special electricity processing data to 5 (S340-19) and ends the current jackpot game processing.

[0278] Here, if the special chart special electricity processing data is set to 5, in the subsequent special chart special electricity control processing, the process moves to the jackpot game end processing in step S302, and the jackpot game end processing is performed.

[0279] Fig. 42 is a flow chart showing details of the small win game process. In Fig. 42, the main CPU 110a judges whether or not the opening is currently in progress (S350-1). If the opening is in progress (S350-1: Yes), the main CPU 110a proceeds to step S350-2, and if the opening is not in progress (S350-1: No), the main CPU 110a proceeds to step S350-5.

[0280] In step S350-2, the main CPU 110a judges whether the start interval has elapsed. Specifically, the main CPU 110a refers to the special symbol time counter set in step S330-14 of the special symbol stop processing, and judges that the start interval has elapsed if the special symbol time counter is 0, and judges that the start interval has not yet elapsed if the special symbol time counter is not 0. If the main CPU 110a judges that the start interval has elapsed (S350-2: Yes), it proceeds to step S350-3, and if it judges that the start interval has not yet elapsed (S350-2: No), it ends the current small win game processing.

[0281] The main CPU 110a performs a large prize opening process in step S350-3. In this large prize opening process, first, the count value (K) of the special power operation number (K) counter of the main RAM 110c is updated by incrementing it by 1. Then, in order to open the second large prize opening door 17b, energization data is set to energize the second large prize opening opening solenoid 17c. In addition, the main CPU 110a refers to the small prize opening opening control table to determine the opening time of the second large prize opening 17 at the current special power operation number (K), and sets this opening time in the special game timer counter.

[0282] In step S350-4, the main CPU 110a performs a specific winning opening open / close control process. In this specific winning opening open / close control process, the main CPU 110a controls the energization of the specific area open / close solenoid 18d based on a specific area open / close control table for small win games in the main ROM 110b.

[0283] 43 is a diagram showing a specific area opening / closing control table for small win games. The specific area opening / closing control table for small win games stores a set of data indicating the elapsed time from the opening of the second large prize opening, data indicating the opening time of the specific area 19B, and data indicating the closing time of the specific area 19B.

[0284] In step S350-5, the main CPU 110a determines whether the specific area winning flag is set. If the specific area winning flag is set (S350-5: Yes), the main CPU 110a proceeds to step S351, and if the specific area winning flag is not set (S350-5: No), the main CPU 110a proceeds to step S350-6.

[0285] In step S351, the main CPU 110a performs a second type big win game shift process. The second type big win game shift process will be described later in detail.

[0286] In step S350-6, main CPU 110a determines whether the ending is currently in progress. If the ending is in progress (S350-6: Yes), main CPU 110a proceeds to step S350-14, and if the ending is not in progress (S350-6: No), main CPU 110a proceeds to step S350-7.

[0287] In step S350-7, the main CPU 110a determines whether or not the second large prize opening 17 is open. If the second large prize opening 17 is not open (S350-7: No), the main CPU 110a proceeds to step S350-8, and if the second large prize opening 17 is open (S350-7: Yes), the main CPU 110a proceeds to step S350-9.

[0288] In step S350-8, the main CPU 110a judges whether the closing time has elapsed. Here, the closing time is set in the special game timer counter in step S350-10 described later. When the main CPU 110a judges that the closing time has elapsed (S350-8: Yes), it proceeds to the large prize opening opening process in step S350-3, performs the large prize opening opening process and the specific prize opening opening control process (S350-4) that follows, and ends the current big win game process. When the main CPU 110a judges that the closing time has not elapsed (S350-8: No), it ends the current big win game process.

[0289] In step S350-9, the main CPU 110a judges whether the opening end condition of the large prize opening is satisfied. If the main CPU 110a judges that the opening end condition is satisfied (S350-9: Yes), the process proceeds to step S350-10. If the main CPU 110a judges that the opening end condition is not satisfied (S350-9: No), the process ends the current small prize game process.

[0290] In step S350-10, the main CPU 110a performs a large prize opening closing process. In order to close the second large prize opening door 17b, the energizing data for energizing the second large prize opening opening solenoid 17c is stopped. In addition, the main CPU 110a refers to the small prize opening opening control table and sets the closing time of the second large prize opening 17 in the special game timer counter based on the current special power operation number (K). This causes the second large prize opening 17 to close.

[0291] In step S350-11, the main CPU 110a judges whether the small win game end condition is satisfied. Specifically, the main CPU 110a judges that the small win game end condition is satisfied when the special power operation number (K) becomes the maximum value (the number of the final operation in the small win large prize opening opening control table). If the special power operation number (K) is not the maximum value, it judges that the small win game end condition is not satisfied.

[0292] In step S350-12, the main CPU 110a performs a small win game end process. In the small win game end process, the special line operation number (K) counter is reset.

[0293] In step S350-13, the main CPU 110a performs an ending process. In this ending process, the main CPU 110a sets an ending designation command for the small win in the performance transmission data storage area based on the special chart stop data, and sets the end interval time of the small win in the special game timer counter.

[0294] In step S350-14, the main CPU 110a judges whether the end interval has elapsed. Specifically, the main CPU 110a refers to the special game timer counter set in step S350-10, and judges that the end interval has elapsed if the special game timer counter is 0, and judges that the end interval has not elapsed if the special game timer counter is not 0.

[0295] When it is determined that the end interval time has not elapsed (S350-14: No), the main CPU 110a ends the current small win game process.

[0296] When the main CPU 110a determines that the end interval time has elapsed (S350-14: Yes), it sets the special chart special power processing data to 0 (S350-15) and ends the current small win game processing.

[0297] Here, if the special symbol special electric processing data is set to 0, in the subsequent special symbol special electric control processing, the process shifts to the special symbol memory determination processing in step S302, and the special symbol memory determination processing is performed.

[0298] Fig. 44 is a flow chart showing details of the second type big win game transition process. In Fig. 44, the main CPU 110a judges whether or not the ending is currently in progress (S351-1). If the ending is not in progress (S351-1: No), the main CPU 110a proceeds to step S351-2, and if the ending is in progress (S351-1: Yes), the main CPU 110a proceeds to step S351-6.

[0299] In step S351-2, the main CPU 110a judges whether or not the second large prize opening 17 is open. If the second large prize opening 17 is open (S351-2: Yes), the main CPU 110a proceeds to step S351-3, and if the second large prize opening 17 is not open (S351-2: No), the main CPU 110a proceeds to step S351-4.

[0300] In step S351-3, the main CPU 110a sets data for stopping the current supply to the second large prize opening opening / closing solenoid 19b in order to close the second large prize opening 17.

[0301] In step S351-4, the main CPU 110a performs a small win game end process. In the small win game end process, the special line operation number (K) counter is reset.

[0302] In step S351-5, the main CPU 110a performs an ending process. In this ending process, the main CPU 110a sets an ending designation command for the small win in the performance transmission data storage area based on the special chart stop data, and sets the end interval time of the small win in the special game timer counter.

[0303] In step S351-6, the main CPU 110a determines whether or not the end interval time has elapsed.

[0304] If the main CPU 110a determines that the end interval time has elapsed (S351-6: Yes), it proceeds to step S351-7, and if it determines that the end interval time has not elapsed (S351-6: No), it terminates the current second type jackpot game transition process.

[0305] In step S351-7, the main CPU 110a clears the specific area winning flag storage area in the main RAM 110c.

[0306] In step S351-8, the main CPU 110a sets a game status flag of the normal state in the game status flag storage area of ​​the main RAM 110c.

[0307] In the next step S351-9, the main CPU 110a resets the low base time-saving count (B) counter and the high base time-saving count (J) counter in the main RAM 110c. In the next step S351-10, the main CPU 110a resets the fluctuation count (L) counter in the main RAM 110c.

[0308] In the next step S351-11, the main CPU 110a performs a second type big win game preparation process. In the second type big win game preparation process, the main CPU 110a refers to the special game control table in the main ROM 110b, and determines a second type big win opening / closing control table to be referenced based on the stop symbol data in the stop symbol data storage area, and sets the count value (R) of the round number (R) counter to 1.

[0309] Fig. 37(b) is a diagram showing a special game control table for the second type big win. Fig. 38(b) is a diagram showing a big prize opening opening control table for the second type big win.

[0310] In the special game control table for the second type of jackpot, the stopping symbol data, the table number of the large prize opening / closing control table, the ending time, and a set of symbol designation commands are stored for each type of jackpot. Here, the table number of the second type of actual 9R win H and the second type of actual 2R win J is "03", and the table number of the large prize opening / closing control table of the second type of actual 2R win I is "04". In the large prize opening / closing control table for each table number, data indicating the opening and closing times for each round, and the type of large prize opening to be opened is stored.

[0311] Here, in the second type jackpot game preparation process, the count value (R) of the round number (R) counter is set to 1 because the second type jackpot is executed when the player enters a specific area 19B during a small jackpot game, and the small jackpot game is regarded as the first round of the second type jackpot game.

[0312] In step S351-15, the main CPU 110a sets the special symbol special power processing data to 3, and ends the current second type big win game transition process.

[0313] Here, if the special chart special electricity processing data is set to 3, in the subsequent special chart special electricity control processing, the process shifts to the jackpot game processing in step S302, and the jackpot game processing is performed.

[0314] Fig. 45 is a flow chart showing details of the big win game end process. In Fig. 45, the main CPU 110a loads the stop symbol data set in the stop symbol data storage area and the game status information set in the game status buffer (S360-1).

[0315] After step S360-1 is executed, the main CPU 110a performs a game state setting process (S360-2). In this game state setting process, the main CPU 110a refers to the special game end setting table in the main ROM 110b, and determines the game state at the end of the special game based on the stopped symbol data loaded in step S360-1 and the memory contents of the game state flag memory area.

[0316] 46 is a diagram showing a setting table at the end of a special game. The setting table at the end of a special game stores a set of stop symbol data, game state information set in a game state buffer, data showing a game state at the end of a special game, data showing a low base time-saving number of times (B), and data showing a high base time-saving number of times (J).

[0317] Here, as shown in the game flow of FIG. 8, in this embodiment, during the high base time-saving state, the game is played by hitting the right hand, so in the high base time-saving state, it is almost impossible for the first start hole 14 to start winning, the first special symbol display device 20 to change, and the lottery of the first special symbol to become a jackpot. However, although it is a rare case, during the normal state, one or more reserved first special symbols are left, and the first type 2R win C or special miss a occurs, and after the high base time-saving state is entered, a jackpot may occur in the change corresponding to the reservation of the first special symbol. For this reason, in the special game end setting table, data indicating the game state to which the game state to which the game state information of the game state buffer is to be transferred is stored for the stop symbol data "01", "02", and "03" corresponding to the first special symbol display device 20.

[0318] In addition, since the game is played by hitting from the left during the normal state or the low base time-saving state, it is almost impossible for the second start hole 15 to start winning, the second special symbol display device 21 to change, and the lottery of the second special symbol to become a jackpot in the normal state or the low base time-saving state. However, during the normal state or the low base time-saving state, the opening time of the movable piece 15b is extremely short, and it is possible for the second start hole 15 to start winning, and it is possible for the change of the second special symbol to become a jackpot in the normal state or the low base time-saving state. For this reason, in the special game end setting table, data indicating the game state to which the game state information of the game state buffer is to be transferred is stored for the stop symbol data "04", "05", "06", "07", and "08" corresponding to the second special symbol display device 21 when the game state information is 00H (normal state) and 01H (low base time-saving state).

[0319] To explain in detail the game status setting process of step S360-2, when the stopped pattern data is "01", if the game status information in the game status buffer is 00H (normal state), the main CPU 110a sets the normal state as the game status at the end of the special game, and if the game status information in the game status buffer is 01H (low base time-shortening state) or 02H (high base time-shortening state), the main CPU 110a sets the low base time-shortening state as the game status at the end of the special game.

[0320] In addition, when the stopping pattern data is "02", regardless of whether the game status information in the game status buffer is 00H (normal state), 01H (low base time-saving state), or 02H (high base time-saving state), the normal state will be the game status at the end of the special game.

[0321] In addition, when the stopping pattern data is "03", if the game status information in the game status buffer is 00H (normal state), the high base time-saving state is set as the game status at the end of the special game, and if the game status information in the game status buffer is 01H (low base time-saving state) or 02H (high base time-saving state), the low base time-saving state is set as the game status at the end of the special game.

[0322] In addition, when the stopping pattern data is "04," "05," "06," or "07," the game status at the end of the special game will be the high base time-saving state, regardless of whether the game status information in the game status buffer is 00H (normal state), 01H (low base time-saving state), or 02H (high base time-saving state).

[0323] In addition, when the stopping pattern data is "08", if the game status information in the game status buffer is 00H (normal state), the high base time-saving state is set as the game status at the end of the special game, and if the game status information in the game status buffer is 01H (low base time-saving state) or 02H (high base time-saving state), the normal state is set as the game status at the end of the special game.

[0324] After executing step S360-2, the main CPU 110a performs a remaining number setting process (S360-3). In the remaining number setting process, the main CPU 110a refers to the special game end setting table in the main ROM 110b, and determines the low base time reduction number (B) and the high base time reduction number (J) at the end of the special game based on the stopped symbol data loaded in step S360-1 and the memory contents of the game status flag memory area, and sets the low base time reduction number (B) in the low base time reduction number (B) counter and sets the high base time reduction number (J) in the high base time reduction number (J) counter.

[0325] After executing step S360-3, the main CPU 110a determines the current game status based on the memory contents of the game status flag memory area, generates a game status designation command corresponding to the current game status, and sets this game status designation command in the performance transmission data storage area (S360-4).

[0326] After executing step S360-4, the main CPU 110a sets the special symbol special signal processing data to 0 (S360-5), and ends the jackpot game end processing.

[0327] Here, if the special symbol special electric processing data is set to 0, in the subsequent special symbol special electric control processing, the process shifts to the special symbol memory determination processing in step S302, and the special symbol memory determination processing is performed.

[0328] Fig. 47 is a flow chart showing details of the normal pattern normal power control process. In Fig. 47, the main CPU 110a loads the normal pattern normal power processing data (S401). In the next step S402, the main CPU 110a refers to the branch address from the loaded special pattern special power processing data, and if the normal pattern normal power processing data = 0, the process is transferred to the normal pattern variation process (step S410), and if the normal pattern normal power processing data = 1, the process is transferred to the auxiliary game process (step S420).

[0329] FIG. 48 is a flowchart showing details of the normal symbol variation process. In FIG. 48, the main CPU 110a judges whether or not the normal symbol variation display is in progress in step S410-1. More specifically, the main CPU 110a refers to the normal symbol time counter in the main RAM 110c, and judges that the normal symbol variation display is in progress if the normal symbol time counter is not 0, and judges that the normal symbol variation display is not in progress if the normal symbol time counter is 0. If the normal symbol variation display is not in progress (S410-1: No), the main CPU 110a proceeds to step S410-2, and if the normal symbol variation display is in progress (S410-1: Yes), the main CPU 110a proceeds to step S410-12.

[0330] In step S410-2, the main CPU 110a judges whether the count value (G) of the normal symbol reservation number (G) memory area of ​​the main RAM 110c is 1 or more. If the normal symbol reservation number (G) is 1 or more (S410-2: Yes), the main CPU 110a proceeds to step S410-3, and if the normal symbol reservation number (G) is not 1 or more (S410-2: No), the normal symbol variation process is terminated.

[0331] In step S410-3, the main CPU 110a updates the count value (G) of the normal symbol reserved number (G) counter in the main RAM 110c by -1.

[0332] In step S410-4, the main CPU 110a performs a memory area shift process. In this memory area shift process, the main CPU 110a shifts the data in the second to fourth memory sections of the normal symbol reservation memory area of ​​the main RAM 110c to the previous memory section, and writes the data in the first memory section of the normal symbol reservation memory area to the 0th memory section. By writing the data to the 0th memory section, the random number value (normal symbol random number value) stored in the 0th memory section is erased.

[0333] After executing step S410-4, the main CPU 110a performs a winning judgment process for the normal symbol (S410-5). In the winning judgment process, the main CPU 110a refers to the normal symbol lottery judgment table in the main RAM 110c, and determines the lottery result (win or miss) of the normal symbol lottery based on the current game state and the normal symbol random number value stored in the 0th memory unit in step S410-4.

[0334] 30(c) is a diagram showing a normal symbol lottery judgment table. In the normal symbol lottery judgment table, pairs of normal symbol random number values ​​and lottery results (win or miss) of the normal symbol lottery are stored separately for reference in the normal state, for reference in the low base time-saving state, and for reference in the high base time-saving state.

[0335] In this normal symbol lottery judgment table, the random number value for determining the normal symbol for a win in the normal state, the random number value for determining the normal symbol for a win in the low base time-saving state, and the random number value for determining the normal symbol for a win in the high base time-saving state are all 65535 (0 to 65534). The random number range for the normal symbol judgment is 0 to 65535. Therefore, the probability of winning in the normal state, the probability of winning in the low base time-saving state, and the probability of winning in the high base time-saving state are 65535 / 65536=1 / 1.00002.

[0336] In step S410-6, the main CPU 110a performs a normal symbol determination process. In the normal symbol determination process, the main CPU 110a determines the stopped normal symbol data according to the result of the winning judgment, and sets the determined stopped normal symbol data in the stopped normal symbol data storage area in the main RAM 110c.

[0337] Next, the main CPU 110a generates a normal symbol designation command corresponding to the stopped normal symbol data determined in the above step S410-6, and sets this normal symbol designation command in the performance transmission data storage area (S410-7).

[0338] In step S410-8, the main CPU 110a performs a normal symbol variation pattern determination process. In the normal symbol variation pattern determination process, the main CPU 110a refers to the normal symbol variation pattern determination table in the main ROM 110b, and determines the normal symbol variation pattern based on the current game state and the normal symbol random number value stored in the 0th memory in step 410-4.

[0339] 49 is a diagram showing a normal symbol variation pattern determination table. In the normal symbol variation pattern determination table, a game state, a type of normal symbol variation pattern, a normal symbol variation time, and a normal symbol variation start command set are stored.

[0340] In step S410-9, the main CPU 110a generates a normal symbol variation start command corresponding to the normal symbol variation pattern determined in step S410-8 above, and sets this normal symbol variation start command in the performance transmission data storage area.

[0341] Next, the main CPU 110a performs processing to start the variable display of the normal pattern (S410-10). Specifically, the main CPU 110a sets normal pattern variable display data for making the normal pattern display device 22 perform variable display of the normal pattern (flashing of the LED) in a predetermined processing area. When the normal pattern variable display data is set in the predetermined processing area, data for turning on or off the LED is created in the above step S600, and the created data is output in the output control processing of step S700, thereby performing the variable display of the normal pattern display device 22.

[0342] In step S410-11, the main CPU 110a sets the normal symbol time counter to the normal symbol variation pattern determined in step S410-8, and ends the normal symbol variation process. The normal symbol time counter is subtracted every 4 milliseconds in step S110.

[0343] In step S410-12, the main CPU 110a judges whether the normal symbol variation time has elapsed. Specifically, the main CPU 110a refers to the normal symbol time counter set in step S410-11, and judges that the normal symbol variation time has elapsed if the normal symbol time counter is 0, and judges that the normal symbol variation time has not yet elapsed if the normal symbol time counter is not 0. If the main CPU 110a judges that the normal symbol variation time has elapsed (S410-12: Yes), it proceeds to step S410-13, and if it judges that the normal symbol variation time has not elapsed (S410-12: No), it ends this normal symbol variation process.

[0344] In step S410-13, the main CPU 110a performs processing to stop the variable display of the normal symbol. To be more specific, the main CPU 110a clears the normal symbol variable display data set in the above step S410-10, and sets the stopped normal symbol data for stopping and displaying the normal symbol of the stopped normal symbol data set in the above step S410-6 in a predetermined processing area. As a result, the normal symbol of the normal symbol display device 22 is stopped and displayed.

[0345] Next, the main CPU 110a sets a normal symbol determination command in the performance transmission data storage area (S410-14).

[0346] In step S410-15, the main CPU 110a judges whether the stopped normal symbol data is a winning symbol. If the stopped normal symbol data is a winning symbol (S410-15: Yes), the main CPU 110a proceeds to step S410-16, and if the stopped normal symbol data is a losing symbol (S410-15: No), the main CPU 110a ends the normal symbol variation process.

[0347] In step S410-16, the main CPU 110a performs an opening preparation process. In the opening preparation process, the main CPU 110a refers to the auxiliary game control table in the main ROM 110b, and determines the auxiliary game movable piece opening control table to be referred to based on the current game state.

[0348] FIG. 50 is a diagram showing an auxiliary game control table. FIG. 51 is a diagram showing an auxiliary game movable piece opening control table. In the auxiliary game control table, a set of an opening time, an opening designation command, a table number of the auxiliary game movable piece opening control table, and a pattern designation command is stored for each type of game state. Here, the table number of the auxiliary game movable piece opening control table in the normal state is "11", the table number of the auxiliary game movable piece opening control table in the low base time reduction state is "12", and the table number of the auxiliary game movable piece opening control table in the high base time reduction state is "13". In the auxiliary game movable piece opening control table of each table number, data indicating the opening time of the movable piece 15b and data indicating the closing time of the movable piece 15b are stored.

[0349] In the auxiliary game movable piece opening control table with table number "11" corresponding to the normal state, the opening time is 0.1 seconds. In contrast, in the auxiliary game movable piece opening control table with table number "12" corresponding to the low base time-saving state, the opening time is 0.11 seconds. The opening time of the movable piece 15b in the low base time-saving state is only 0.01 seconds longer than the opening time of the movable piece 15b in the normal state. In this sense, the low base time-saving state can be said to be a slight time-saving state in which the advantage in relation to the auxiliary game is slightly higher than in the normal state.

[0350] In addition, the auxiliary game movable piece opening control table of table number "13" corresponding to the high base time-saving state has an opening time of 6 seconds. The opening time of the movable piece 15b in the high base time-saving state is 5 seconds or more longer than the opening time of the movable piece 15b in the normal state and the low base time-saving state. In this sense, the high base time-saving state can be said to be a time-saving state in which the advantage in relation to the auxiliary game is sufficiently higher than that in the normal state and the low base time-saving state.

[0351] The main CPU 110a generates an opening designation command for the auxiliary game, and sets this opening designation command in the performance transmission data storage area (S410-17).

[0352] Next, the main CPU 110a determines a start interval time, sets this start interval time in the special symbol time counter (S410-18), and proceeds to step S410-19.

[0353] In step S410-19, the main CPU 110a sets the normal symbol / normal power processing data to 1, and ends this normal symbol variation processing.

[0354] Here, if the normal map normal power processing data is set to 1, in the subsequent normal map normal power control processing, the processing shifts to the auxiliary game processing in step S402, and the auxiliary game processing is performed.

[0355] Fig. 52 is a flowchart showing the details of the auxiliary game process. In Fig. 52, the main CPU 110a judges whether or not the opening is currently in progress (S420-1). If the opening is currently in progress (S420-1: Yes), the main CPU 110a proceeds to step S420-2, and if the opening is not currently in progress (S420-1: No), the main CPU 110a proceeds to step S420-5.

[0356] In step S420-2, the main CPU 110a judges whether the start interval time has elapsed. Specifically, the main CPU 110a refers to the normal symbol time counter set in step S410-18 of the normal symbol variation processing, and judges that the start interval time has elapsed if the normal symbol time counter is 0, and judges that the start interval time has not yet elapsed if the normal symbol time counter is not 0. If the start interval time has elapsed (S420-2: Yes), the main CPU 110a proceeds to step S420-3, and if the start interval time has not elapsed (S420-2: No), the main CPU 110a ends this auxiliary game processing.

[0357] In step S420-3, an auxiliary game start process is performed. In the auxiliary game start process, the main CPU 110a updates the count value (S) of the opening number (S) counter in the main RAM 110c by incrementing it by +1.

[0358] In step S420-4, a movable piece opening process is performed. In the movable piece opening process, the main CPU 110a sets energization data for energizing the second start port opening / closing solenoid 14b in order to open the movable piece 15b of the second start port 15.

[0359] In step S420-5, the main CPU 110a determines whether the movable piece 15b is open. If the movable piece 15b is open (S420-5: Yes), the main CPU 110a proceeds to step S420-6, and if the movable piece 15b is not open (S420-5: No), the main CPU 110a proceeds to step S420-8.

[0360] In step S420-6, the main CPU 110a determines whether the opening end condition of the second starting hole 15 has been met. Specifically, if the opening time has elapsed, the main CPU 110a determines that the opening end condition has been met. If the opening time has not elapsed, the main CPU 110a determines that the opening end condition has not been met. If the main CPU 110a determines that the opening end condition has been met (S420-6: Yes), it proceeds to step S420-7, and if it determines that the opening end condition has not been met (S420-6: No), it ends this auxiliary game process.

[0361] In step S420-7, the main CPU 110a performs a movable piece closing process. In the movable piece closing process, the main CPU 110a stops the energizing data for energizing the second start opening opening / closing solenoid 14b in order to convert the movable piece 15b of the second start opening 15 to a closed state. The main CPU 110a also refers to the auxiliary game movable piece opening control table and sets the closing time of the second start opening 15 in the auxiliary game timer counter based on the current number of openings (S). This causes the second start opening 15 to close. After executing step S420-7, the current auxiliary game process is terminated.

[0362] In step S420-8, the main CPU 110a judges whether the movable piece 15b is closed. If the movable piece 15b is closed (S420-8: Yes), the main CPU 110a proceeds to step S420-9. If the movable piece 15b is not closed (S420-8: No), the main CPU 110a ends this auxiliary game process.

[0363] In step S420-9, the main CPU 110a determines whether or not the closing time of the second start opening 15 has elapsed. If the main CPU 110a determines that the closing time of the second start opening 15 has elapsed (S420-9: Yes), the main CPU 110a proceeds to step S420-10, and if the main CPU 110a determines that the closing time of the second start opening 15 has not elapsed (S420-9: No), the main CPU 110a ends this auxiliary game processing.

[0364] In step S420-10, the main CPU 110a determines whether the final release has been completed. If the final release has not been completed (S420-10: No), the main CPU 110a proceeds to step S420-11, and if the final release has been completed (S420-10: Yes), the main CPU 110a proceeds to step S420-13.

[0365] In step S420-11, auxiliary game progress processing is performed. In the auxiliary game progress processing, the main CPU 110a updates the count value (S) of the opening number (S) counter in the main RAM 110c by +1.

[0366] In step S420-12, a movable piece opening process is performed. In the movable piece opening process, the main CPU 110a sets energization data for energizing the second start opening opening solenoid 14b in order to open the movable piece 15b of the second start opening 15. In addition, by referring to the auxiliary game movable piece opening control table determined in the above step S410-16, the opening time of the second start opening 15 is set in the auxiliary game timer counter based on the current number of openings (S). This causes the second start opening 15 to open. After execution of step S420-12, the current auxiliary game process is terminated.

[0367] In step S420-13, auxiliary game ending processing is performed. In the auxiliary game ending processing, the main CPU 110a resets the count value (S) of the opening number (S) counter in the main RAM 110c.

[0368] In step S420-14, the main CPU 110a generates an ending designation command for the auxiliary game, and sets this ending designation command in the storage area for transmission data for performance.

[0369] In step S420-15, the main CPU 110a sets the normal special call processing data to 0, and ends this auxiliary game processing.

[0370] Here, if the regular special power processing data is set to 0, in the subsequent regular regular power control processing, the process shifts to regular pattern change processing in step S402, and regular pattern change processing is performed.

[0371] 53 is a flowchart showing the main processing of the performance control unit 120m of the gaming machine 1. The main processing 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 start-up operation.

[0372] In Fig. 53, the sub CPU 120a performs an initialization process (S1000). In the initialization process, the sub CPU 120a reads a startup program from the sub ROM 120b in response to power-on, and initializes various flags in the sub RAM 120c. After the initialization process ends, the sub CPU 120a repeats a process (S1100) of updating random numbers for performance, etc. In addition to this random number value update process, the sub CPU 120a also executes a timer interrupt process every time a reset clock pulse signal is generated by the reset clock pulse generating circuit.

[0373] Here, the time required for the initialization process of the sub CPU 120a is sufficiently shorter than the time required for the initialization process of the main CPU 110a. Therefore, when the initialization process of the main CPU 110a starts, the sub CPU 120a has already finished the initialization process and is in a state where it can store commands from the main CPU 110a in the receive buffer.

[0374] Fig. 54 is a flow chart showing the timer interrupt process of the performance control unit 120m. After the initialization process is completed and the game is enabled, the sub-CPU 120a of the performance control unit 120m executes a series of processes shown in Fig. 54 every 2 milliseconds, which is the generation period of the reset clock pulse generator in the performance control unit 120m.

[0375] In FIG. 54, the sub CPU 120a saves information in the register of the sub CPU 120a in a stack area (S1400).

[0376] Next, the sub CPU 120a performs a timer update process (S1500). In the timer update process, the sub CPU 120a updates various timer counters by decrementing them by 1 based on the time signal input from the RTC 120d.

[0377] Next, the sub CPU 120a performs a command analysis process (S1600). In the command analysis process, the sub CPU 120a analyzes the command in the reception buffer, and based on the analysis result, determines the content of the performance by the image display device 31, the audio output device 32, the performance drive devices 330a, 330b, 330c, and 330d, and the performance lighting devices 340a, 340b, 340c, and 340d, and sets a command indicating the determined content of the performance in the transmission buffer of the sub RAM 120c.

[0378] Next, the sub CPU 120a performs a performance input control process (S1700). In the performance input control process, the sub CPU 120a performs processes according to input signals from the detection switches 35a, 39a, 39b, 39c, 39d, and 39e of the performance button 35, the cross key 39, and the center key 39E.

[0379] Next, the sub CPU 120a performs a data output process (S1800). In the data output process, the sub CPU 120a transmits the commands stored in the transmission buffer of the sub RAM 120c in the command analysis process of step S1600 and the performance input control process of step S1700 to the overall control unit 141 and the lamp / drive control unit 150.

[0380] Next, the sub CPU 120a restores the information saved in the stack area in step S1400 to the register of the sub CPU 120a (S1900).

[0381] Figures 55, 56, 57, and 58 are flowcharts showing details of the command analysis process. In Figure 55, the sub CPU 120a checks whether or not there is a command received from the main control board 10 in the receive buffer (S1601). If there is a command in the receive buffer (S1601: Yes), the sub CPU 120a proceeds to step S1610, and if there is no command in the receive buffer (S1601: No), the sub CPU 120a ends this command analysis process.

[0382] In step S1610, the sub CPU 120a judges whether the command in the reception buffer is a power restoration command. If the command in the reception buffer is a power restoration command (S1610: Yes), the sub CPU 120a proceeds to step S1611, and if the command in the reception buffer is not a power restoration command (S1610: No), the sub CPU 120a proceeds to step S1620.

[0383] In step S1611, the sub CPU 120a judges whether the power restoration designation command in the reception buffer corresponds to the low base time-shortening state. If the power restoration designation command corresponds to the low base time-shortening state (S1611: Yes), the sub CPU 120a proceeds to step 1612, and if it does not correspond to the low base time-shortening state (S1611: No), the sub CPU 120a proceeds to step 1620.

[0384] In step S1612, the sub CPU 120a sets a special background image setting flag in a special background image setting flag storage area of ​​the sub RAM 120c. The special background image setting flag is a flag indicating that a special background different from the original background image is to be displayed immediately after power-on.

[0385] In step S1613, the sub-CPU 120a sets the special background variation number (P) counter in the sub-RAM 120c to an initial value of 30, and ends the current command analysis process. The count value (P) of the special game variation number (P) counter is counted down in step S1673 described later each time the decorative pattern 36 stops in a normal losing combination while the special background immediately after power-on is displayed.

[0386] In step S1620, the sub-CPU 120a judges 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 (S1620: Yes), the sub-CPU 120a proceeds to step S1621, and if the command in the reception buffer is not a game state designation command (S1620: No), the sub-CPU 120a proceeds to step S1630.

[0387] In step S1621, the sub-CPU 120a performs a game status setting process. In the game status setting process, the sub-CPU 120a analyzes the game status designation command in the reception buffer to obtain the current game status, and stores game status information indicating the obtained game status in the game status information storage area of ​​the sub-RAM 120c.

[0388] In step S1622, the sub CPU 120a performs background image display control processing and ends this command analysis processing. In the background image display control processing, the sub CPU 120a judges whether or not a background image needs to be displayed, and if a background image needs to be displayed, determines which background image to display from the evening mode, day mode, and night mode, generates a performance pattern designation command for the determined background image, and sets the generated performance pattern designation command in the transmission buffer. Details of the background image display control processing will be described later.

[0389] In step S1630, 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 (S1630: Yes), the sub-CPU 120a proceeds to step S1631, and if the command in the reception buffer is not a special symbol reserved number designation command (S1630: No), the sub-CPU 120a proceeds to step S1640.

[0390] In step S1631, the sub-CPU 120a performs a special symbol reservation number update process and ends this command analysis process. In the special symbol reservation number update process, the sub-CPU 120a analyzes the special symbol reservation number designation command, determines the display number of reserved display images to be displayed on the image display device 31, and sets the special symbol display number designation command corresponding to the display number of reserved display images in the transmission buffer.

[0391] The command set in the transmission buffer in the special symbol reservation number update process is transmitted to the general control unit 141 and the lamp / drive control unit 150 in the data output process of step S1800. When the general control unit 141 and the lamp / drive control unit 150 receive this command, they cause the image display device 31, the audio output device 32, and the performance lighting devices 340a, 340b, 340c, and 340d to execute a performance related to the appearance or disappearance of the reservation display image in the image display device 31.

[0392] In step S1640, the sub-CPU 120a judges whether the command in the reception buffer is a start winning command. If the command in the reception buffer is a start winning command (S1640: Yes), the sub-CPU 120a proceeds to step S1641, and if the command in the reception buffer is not a start winning command (S1640: No), the sub-CPU 120a proceeds to step S1650.

[0393] In step S1641, the sub-CPU 120a performs a start winning command storage process. In the start winning command storage process, the sub-CPU 120a sets the storage section with no data stored and with the smallest number among the first to fourth storage sections of the performance information storage area of ​​the sub-RAM 120c as the data storage destination, and stores the start winning command in the reception buffer in the storage section that is the data storage destination.

[0394] FIG. 24(c) is a diagram showing the performance information storage area. As shown in FIG. 24(c), the performance information storage area has a 0th storage section corresponding to the change, a 1st performance information storage area corresponding to the reservation of the 1st special pattern, and a 2nd performance information storage area corresponding to the reservation of the 2nd special pattern. The 1st performance information storage area has 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. The 2nd performance information storage area has only the 1st storage section. As shown in FIG. 24(d), each storage section in the performance information storage area is configured to be able to store the start winning designation command and the pre-reading reservation display change performance scenario data.

[0395] In Fig. 55, after executing step S1641, the sub CPU 120a performs a pre-reading pending display change performance selection process (S1642). In the pre-reading pending display change performance selection process, the sub CPU 120a judges whether or not to execute a pre-reading pending display change performance in which the change in the pattern corresponding to the start winning designation command stored in the performance information storage area in step S1641 is the final change, and when executing the pre-reading pending display change performance, determines a scenario of the reserve display change performance up to the final change, and stores pre-reading pending display change performance scenario data indicating this scenario in the corresponding storage section in the performance information storage area. After executing the pre-reading pending display change performance selection process, the command analysis process is terminated.

[0396] In step S1650, the sub CPU 120a judges whether the command in the reception buffer is a designation command. If the command in the reception buffer is a designation command (S1650: Yes), the sub CPU 120a proceeds to step S1651. If the command in the reception buffer is not a designation command (S1650: No), the sub CPU 120a proceeds to step S1660.

[0397] In step S1651, the sub-CPU 120a performs a pattern determination process and ends this command analysis process. In the pattern determination process, the sub-CPU 120a analyzes the pattern designation command, determines the stop pattern numbers of the left pattern 36L, the middle pattern 36C, the right pattern 36R, and the fourth pattern 36Z, stores the determined stop pattern numbers in the performance pattern storage area in the sub-RAM 120c, generates a stop pattern designation command for notifying the stop pattern numbers to the general control unit 141 and the lamp / drive control unit 150, and sets the generated stop pattern designation command in the transmission buffer.

[0398] The command set in the transmission buffer in the symbol determination process is transmitted to the general control unit 141 and the lamp / drive control unit 150 in the data output process of step S1800. When the general control unit 141 and the lamp / drive control unit 150 receive this command, they determine the symbol combination at the time of the stop of the fluctuation in the fluctuation.

[0399] In step S1660, the sub CPU 120a judges whether the command in the receive buffer is a fluctuation start command. If the command in the receive buffer is a fluctuation start command (S1660: Yes), the sub CPU 120a proceeds to step S1661, and if the command in the receive buffer is not a fluctuation start command (S1660: No), the sub CPU 120a proceeds to step S1670.

[0400] In the next step S1661, the sub CPU 120a performs a storage area shift process. In the storage area shift process, if data is stored in one or more of the first to fourth storage sections of the performance information storage area, the sub CPU 120a shifts the data in the second to fourth storage sections of the performance information storage area to the previous storage section, and writes the data in the first storage section of the performance information storage area to the 0th storage section. By writing the data to this 0th storage section, the data that was stored in the 0th storage section is erased.

[0401] Next, the sub CPU 120a judges whether or not the pre-reading pending display change performance scenario data is stored in the performance information storage area (S1662). If the pre-reading pending display change performance scenario data is stored (S1662: Yes), the sub CPU 120a proceeds to step S1663. If the pre-reading pending display change performance scenario data is not stored (S1662: No), the sub CPU 120a proceeds to step S1664.

[0402] In step S1663, the sub CPU 120a performs a look-ahead performance control process. In the look-ahead performance control process, the sub CPU 120a refers to the look-ahead pending display change performance scenario data in the performance information storage area, determines whether or not the display mode of the pending display image is changed in the change, generates a performance pattern designation command that instructs the change in the display mode of the pending display image when the display mode of the pending display image is changed in the change, and sets the generated performance pattern designation command in the transmission buffer.

[0403] The command set in the transmission buffer in the look-ahead performance control process is transmitted to the general control unit 141 and the lamp / drive control unit 150 in the data output process of step S1800. When the general control unit 141 and the lamp / drive control unit 150 receive a performance pattern designation command instructing a change in the display mode of the reserved display image, they cause the image display device 31, the audio output device 32, and the performance lighting devices 340a, 340b, 340c, and 340d to execute a performance that changes the display mode of the reserved display image.

[0404] In step S1664, the sub CPU 120a performs a variable performance pattern determination process. The variable performance pattern determination process is a process for determining a pattern variable performance pattern, which is the flow of the performance in the corresponding variation. In the variable performance pattern determination process, the sub CPU 120a acquires the random number value for performance updated in step S1100, and refers to the variable performance pattern determination table in the sub ROM 120b, and determines a pattern variable performance pattern based on a combination of the variable start command and the random number value for performance in the reception buffer, and stores the information of the determined pattern variable performance pattern in the pattern variable performance pattern storage area in the sub RAM 120c. In addition, the sub CPU 120a generates a performance pattern designation command for the start of the determined pattern variable performance pattern, and sets the generated performance pattern designation command in the transmission buffer.

[0405] The 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 in the data output process of step S1800. When the general control unit 141 and the lamp / drive control unit 150 receive this command, they cause the image display device 31, the sound output device 32, the performance drive devices 330a, 330b, 330c, and 330d, and the performance lighting devices 340a, 340b, 340c, and 340d to execute a performance that matches the pattern variation, according to the pattern variation performance pattern indicated by the command.

[0406] In the next step S1665, the sub-CPU 120a refers to the game state information storage area of ​​the sub-RAM 120c and judges whether the current game state is in the high base time-saving state or not. If the current game state is in the high base time-saving state (S1665: Yes), the sub-CPU 120a proceeds to step S1666, and if the current game state is not in the high base time-saving state (S1665: No), the sub-CPU 120a ends this command analysis process.

[0407] In step S1666, the sub CPU 120a judges whether the change is a change of the first special symbol. If the change is a change of the first special symbol (S1666: Yes), the sub CPU 120a proceeds to step S1667, and if the change is not a change of the first special symbol (S1666: No), the sub CPU 120a ends this command analysis process.

[0408] In step S1667, the sub-CPU 120a judges whether the change stops at a jackpot pattern that causes the game state after the special game to be in a low base time-saving state. As shown in the special game end setting table in FIG. 46, among the three types of jackpots of the first special pattern, the one that causes the game state after the special game to be in a low base time-saving state is the first type 2R B. Therefore, if the change stops at the first type 2R B pattern, the judgment result of this step is "Yes", and if the change stops at the first type 10R A, the first type 2R C, or a losing pattern, the judgment result of this step is "No". If the change stops at a jackpot pattern that causes the game state after the special game to be in a low base time-saving state (S1667: Yes), the sub-CPU 120a proceeds to step S1668. If the fluctuation stops at a symbol that is not a jackpot symbol that would result in the game state after the special game being in a low-base time-saving state (S1667: No), the current command analysis process is terminated.

[0409] In step S1668, the sub-CPU 120a sets a special background image standby setting flag in the special background image standby setting flag storage area of ​​the sub-RAM 120c, and ends the current command analysis process. The special background image standby setting flag is a flag indicating that a special background different from the original background is displayed after the special game ends.

[0410] In step S1670, the sub CPU 120a judges whether the command in the reception buffer is a symbol determination command. If the command in the reception buffer is a symbol determination command (S1670: Yes), the sub CPU 120a proceeds to step S1671, and if the command in the reception buffer is not a symbol determination command (S1670: No), the sub CPU 120a proceeds to step S1680.

[0411] In step S1671, the sub CPU 120a performs a symbol determination process. In the symbol determination process, the sub CPU 120a generates a symbol determination command and sets the generated symbol determination command in a transmission buffer.

[0412] The symbol determination command set in the transmission buffer in the symbol determination process is transmitted to the general control unit 141 and the lamp / drive control unit 150 in the data output process of step S1800. Upon receiving this command, the general control unit 141 and the lamp / drive control unit 150 cause the image display device 31, the audio output device 32, and the performance lighting devices 340a, 340b, 340c, and 340d to execute a performance related to the determination (complete stop) of the decorative symbol 36 in accordance with the command.

[0413] In step S1672, the sub CPU 120a determines whether or not a special background image setting flag is set in a special background image setting flag storage area of ​​the sub RAM 120c. If the special background image setting flag is set (S1672: Yes), the sub CPU 120a proceeds to step S1673, and if the special background image setting flag is not set (S1672: No), the sub CPU 120a proceeds to step S1680.

[0414] In step S1673, the sub CPU 120a updates the count value (P) of the special background fluctuation number (P) counter in the sub RAM 120c by decrementing it by one.

[0415] In step S1674, the sub CPU 120a determines whether the count value (P) of the special background variation number (P) counter is equal to or greater than 1. If the special background variation number (P) is 0 (S1674: No), the sub CPU 120a proceeds to step S1675, and if the special background variation number (P) is 1 or greater (S1674: Yes), the sub CPU 120a proceeds to step S1680.

[0416] In step S1675, the sub CPU 120a clears the special background image standby setting flag storage area of ​​the sub RAM 120c, and ends this command analysis process.

[0417] In step S1680, the sub CPU 120a determines whether the command in the receive buffer is an opening designation command. If the command in the receive buffer is an opening designation command (S1680: Yes), the sub CPU 120a proceeds to step S1681, and if the command in the receive buffer is not an opening designation command (S1680: No), the sub CPU 120a proceeds to step S1685.

[0418] In step S1681, the sub CPU 120a performs a special game effect selection process. In the special game effect selection process, the sub CPU 120a determines an opening effect pattern based on the opening designation command in the reception buffer, stores information on the determined opening effect pattern in the effect pattern storage area of ​​the sub RAM 120c, generates an opening effect pattern designation command, and sets the generated effect pattern designation command in the transmission buffer.

[0419] The command set in the transmission buffer in the special game effect selection process is transmitted to the general control unit 141 and the lamp / drive control unit 150 in the data output process of step S1800. Upon receiving this command, the general control unit 141 and the lamp / drive control unit 150 cause the image display device 31, the sound output device 32, and the effect lighting devices 340a, 340b, 340c, and 340d to execute an opening effect for the special game in accordance with the command.

[0420] In step S1682, 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 120c. If the special background image setting flag is set (S1685: Yes), the process proceeds to step S1683, and if the special background image setting flag is not set (S1685: No), the process proceeds to step S1685.

[0421] In step S1683, the sub CPU 120a clears the special background image setting flag storage area in the sub RAM 120c. In the next step S1684, the sub CPU 120a resets the special background change number (P) counter in the sub RAM 120c, and ends this command analysis process.

[0422] In step S1685, the sub CPU 120a determines whether the command in the reception buffer is a round start command. If the command in the reception buffer is a round start command (S1685: Yes), the sub CPU 120a proceeds to step S1686, and if the command in the reception buffer is not a round start command (S1685: No), the sub CPU 120a proceeds to step S1690.

[0423] In step S1686, the sub-CPU 120a performs round performance control processing and ends the current command analysis processing. In the round performance control processing, the sub-CPU 120a determines the performance pattern of the current round, stores information on the determined performance pattern in the performance pattern storage area of ​​the sub-RAM 120c, generates a performance pattern designation command for the current round, and sets the generated performance pattern designation command in the transmission buffer.

[0424] The command set in the transmission buffer in the round performance control process is transmitted to the general control unit 141 and the lamp / drive control unit 150 in the data output process of step S1800. Upon receiving this command, the general control unit 141 and the lamp / drive control unit 150 cause the image display device 31, the sound output device 32, and the performance lighting devices 340a, 340b, 340c, and 340d to execute the round performance of the special game in accordance with the command.

[0425] In step S1690, the sub CPU 120a judges whether the command in the receive buffer is an ending specification command. If the command in the receive buffer is an ending specification command (S1690: Yes), the sub CPU 120a proceeds to step S1691. If the command in the receive buffer is not an ending specification command (S1690: No), the current command analysis process ends.

[0426] In step S1691, the sub-CPU 120a performs a special game end effect control process. In the special game end effect control process, the sub-CPU 120a determines an ending effect pattern, stores information on the determined effect pattern in the effect pattern storage area of ​​the sub-RAM 120c, generates an ending effect effect pattern designation command, and sets the generated effect pattern designation command in the transmission buffer.

[0427] The command set in the transmission buffer in the special game end performance control process is transmitted to the general control unit 141 and the lamp / drive control unit 150 in the data output process of step S1800. Upon receiving this command, the general control unit 141 and the lamp / drive control unit 150 cause the image display device 31, the sound output device 32, and the performance lighting devices 340a, 340b, 340c, and 340d to execute the ending performance of the special game in accordance with the command.

[0428] In step S1692, the sub CPU 120a judges whether or not a special background image standby flag is set in a special background image standby setting flag storage area of ​​the sub RAM 120c. If the special background image standby flag is set (S1692: Yes), the sub CPU 120a proceeds to step 1693, and if the special background image standby flag is not set (S1692: No), the sub CPU 120a ends this command analysis process.

[0429] In step S1693, the sub CPU 120a sets a special background image setting flag in a special background image setting flag storage area of ​​the sub RAM 120c. In the next step S1694, the sub CPU 120a sets a special background change number (P) counter of the sub RAM 120c to an initial value of 30. In the next step S1965, the sub CPU 120a clears the special background image standby setting flag storage area of ​​the sub RAM 120c, and ends this command analysis process.

[0430] Fig. 59 is a flowchart showing details of the background image display control process. In Fig. 59, the sub CPU 120a judges whether or not a special game is being played. If the special game is not being played (S1622-1: No), the sub CPU 120a proceeds to step S1622-2, and if the special game is being played (S1622-1: Yes), the sub CPU 120a ends this background image display control process.

[0431] In step S1622-2, sub CPU 120a determines whether or not a special background image setting flag is set in a special background image setting flag storage area of ​​sub RAM 120c. If the special background image setting flag is not set (S1622-2: No), sub CPU 120a proceeds to step S1622-3, and if the special background image setting flag is set (S1622-2: Yes), sub CPU 120a proceeds to step S1622-4.

[0432] In step S1622-3, the sub-CPU 120a refers to the normal background setting table in the sub-ROM 120b, and determines the type of background to be displayed as the normal background based on the game status information in the game status information storage area in the sub-RAM 120c, generates a background presentation pattern designation command, and sets the generated presentation pattern designation command in the transmission buffer. After that, the background image display control process is terminated.

[0433] Fig. 60(a) is a diagram showing a normal background setting table. In the normal background setting table, a set of data indicating a game state and data indicating a type of background image is stored. Specifically, in the normal background setting table, the normal state is associated with an evening background, the low base time-saving state is associated with a daytime background, and the high base time-saving state is associated with a nighttime background.

[0434] In step S1622-4, the sub-CPU 120a refers to the special background setting table in the sub-ROM 120b, and determines the type of background to be displayed as the special background based on the game status information in the game status information storage area in the sub-RAM 120c, generates a presentation pattern designation command for the determined background, and sets the generated presentation pattern designation command in the transmission buffer. After that, the background image display control process is terminated.

[0435] Fig. 60(b) is a diagram showing a special background setting table. In the special background setting table, a set of data showing a game state and data showing a background image is stored. Specifically, in the special background setting table, the normal state and the low base time-saving state are associated with an evening background, and the high base time-saving state is associated with a night background.

[0436] The command set in the transmission buffer in step S1622-3 or step S1622-4 is transmitted to the general control unit 141 and the lamp / drive control unit 150 in the data output process of step S1800. Upon receiving this command, the general control unit 141 and the lamp / drive control unit 150 cause the image display device 31, the audio output device 32, and the performance lighting devices 340a, 340b, 340c, and 340d to execute a performance related to the display of a background image.

[0437] Here, in the store where the gaming machine 1 is installed, the power supply of the gaming machine 1 is turned off before closing time, and the power supply of the gaming machine 1 is turned on before opening time the next day. When the power supply of the gaming machine 1 is turned off, the main control board 10 backs up information indicating the game state of the main RAM 110c by the power supply off monitoring process of Fig. 20 (step S20-9 of Fig. 20), and when the power supply of the gaming machine 1 is turned on again, the main control board 10 restores the game state at the time of the power supply off on the previous day by the initialization process of Fig. 18 and Fig. 19 (step S10-15 of Fig. 19), and transmits a power supply restoration designation command and a game state designation command indicating the game state in which the power supply was restored to the performance control board 120 (steps S10-16 to S10-25 of Fig. 19).

[0438] If the gaming state when the power was turned off before closing on the previous day was the normal state, the power is restored in the normal state immediately after the power is turned on the next day, and if the gaming state when the power was turned off before closing on the previous day was the low base time-saving state, the power is restored in the low base time-saving state immediately after the power is turned on the next day.

[0439] In the initialization process of the main control board 10, if power is restored in the normal state, a power restoration designation command and a game state designation command corresponding to the normal state are sent to the presentation control board 120 (steps S10-17, S10-25 in Figure 19), and if power is restored in the low base time-saving state, a game state designation command corresponding to the low base time-saving state is sent to the presentation control board 120 (steps S10-19, S10-25 in Figure 19).

[0440] In the command analysis process (Fig. 55, Fig. 56, Fig. 57, Fig. 58) of the performance control board 120, the process when the power is restored in the normal state is as follows. When a power restoration designation command corresponding to the normal state is received from the main control board 10, the process proceeds from step S1610: Yes to step S1611: No, and when a game state designation command corresponding to the normal state is received, the process proceeds from step S1620: Yes to step S1621 to step S1622, and the background image display control process is performed. At this point, since the flag is not set in the special background image setting flag storage area of ​​the sub-RAM 120c, the process proceeds from step S1622-1: No to step S1622-2: No to step S1622-3 in the background image display control process (Fig. 59). As shown in FIG. 60(a), since the evening background is associated with the normal state in the normal background setting table, in step S1622-3, the evening background, which is the original background for the normal state, is selected and the background image of the evening background is displayed.

[0441] In contrast, when the power supply is restored in the low base time-saving state, the process is as follows: When a power supply restoration designation command corresponding to the low base time-saving state is received from the main control board 10, the process proceeds in the order of step S1610: Yes → step S1611: Yes → step S1612 in Fig. 55, a special background image setting flag is set in the special background image setting flag storage area of ​​the sub-RAM 120c, and in step S1613, an initial value of 30 is set in the special background fluctuation number (P) counter of the sub-RAM 120c. After that, when a game state designation command corresponding to the low base time-saving state is received from the main control board 10, the process proceeds in the order of step S1620: Yes → step S1621 → step S1622, and background image display control process is performed. At this point, since a flag is set in the special background image setting flag storage area of ​​the sub-RAM 120c, the background image display control process (FIG. 59) proceeds as follows: step S1622-1: No → step S1622-2: Yes → step S1622-3. As shown in FIG. 60(b), since the evening background is associated with the low base time-saving state in the special background setting table, in step S1622-3, the daytime background, which is the original background of the low base time-saving state, is not selected, and the evening background is selected as the special background, and the background image of the evening background is displayed.

[0442] Thereafter, until the number of fluctuations reaches 30, the process proceeds in the order of step S1670: Yes->step S1671->step S1672: Yes->step S1673->step S1674: No each time a fluctuation start command is received from the main control board 10, and the special background fluctuation number (P) counter is counted down in step S1673. Then, when the number of fluctuations reaches 30 and the special background fluctuation number (P) counter becomes 0, the process proceeds in the order of step S1674: No->step S1675, and the special background image setting flag storage area is cleared.

[0443] From this point on, when a game state designation command is received from the main control board 10, the background image display control process (Figure 59) proceeds as follows: step S1622-1: No → step S1622-2: No → step S1622-3, and when the game state is a low base time-saving state, the daytime background, which is the original background for the low base time-saving state, is selected.

[0444] In this way, immediately after the gaming machine 1 is powered on, the performance control board 120 causes the image display device 31 to display the background image of an evening background, which is the background for the normal state, as a performance image common to the normal state and the low base time-saving state, regardless of whether the gaming machine 1 is powered on in the normal state or in the low base time-saving state.

[0445] 61(a), when the gaming state immediately after the power supply of the gaming machine 1 is turned on is the normal state, the performance control board 120 selects the evening background, which is the original background of the normal state, and displays the background image of the evening background on the image display device 31. After this, the performance control board 120 maintains the display of the background image of the evening background until it receives a gaming state designation command for the low base time-saving state, and when it receives the gaming state designation command for the low base time-saving state, it changes the background to a daytime background in accordance with the gaming state designation command.

[0446] As shown in the example of FIG. 61(b), when the game state immediately after the power supply of the gaming machine 1 is the low base time-saving state, the performance control board 120 selects the evening background, which is the same background as the normal state, and displays the background image of the evening background on the image display device 31. After this, the performance control board 120 sets the variation of the special symbol 30 times as a predetermined condition for returning to the original background, and when a game state designation command for the low base time-saving state is received while the background image is displayed that is the same as the normal state until the variation of the special symbol 30 times is completed, the performance control board 120 ignores the game state designation command for the display of the background image and maintains the display of the background image of the evening background. When the variation of the special symbol 30 times is completed and the predetermined condition is satisfied, the background is returned to the original one, and when a game state designation command for the normal state is received, a background image of the evening background, which is the background corresponding to the normal state, is displayed, and when a game state designation command for the low base time-saving state is received, a background image of the day background, which is the background corresponding to the low base time-saving state, is displayed.

[0447] Here, as shown in the setting table at the end of special play in FIG. 46, the gaming machine 1 assumes the rare case where a jackpot occurs in a variation corresponding to the reservation of the first special pattern during a high base time-saving state, and stores data indicating the game state to transition to when the game state information in the game state buffer is 02H (high base time-saving state) for the stopping pattern data "01" corresponding to A per first type 10R, "02" corresponding to B per first type 2R, and "03" corresponding to C per first type 2R.

[0448] According to the setting table at the end of special play in Figure 46, if you win A for 10R of the first type or C for 2R of the first type in the high base time-saving state, the state will enter a low base time-saving state after the special play ends, and if you win B for 2R of the first type in the high base time-saving state, the state will enter the normal state after the special play ends.

[0449] In the special symbol special electricity control process of the main control board 10, when the special symbol starts to change, a change start command and a game state designation command are sent (steps S313 and S314 in FIG. 28), when the special symbol changes to end, a pattern determination command and a game state designation command are sent (step S320-3 in FIG. 35 and step S330-23 in FIG. 36), when a jackpot is reached, an opening designation command is sent at the start of the special game (step S330-8 in FIG. 36), when the round of the special game starts, a round start command is sent (step S340-5 in FIG. 41), when the special game ends, an ending designation command is sent (step S340-16 in FIG. 41), and when the special game ends, a game state designation command is sent (step S360-4 in FIG. 45).

[0450] In the command analysis processing of the performance control board 120 (Figures 55, 56, 57, and 58), when a variation occurs in which the B symbol stops for 2R of the first type during a high base time-saving state, the processing from the start of the variation through the special play to the start of the next variation is as follows:

[0451] At the start of the fluctuation, when the fluctuation start command of step S313 in Fig. 28 is received from the main control board 10, the process proceeds in the order of step S1660: Yes → step S1661 ... step S1665: Yes → step S1666: Yes → step S1667: No, and when the game state designation command of step S314 in Fig. 28 is received, the process proceeds in the order of step S1620: Yes → step S1621 → step S1622, and background image display control processing is performed. At this point, since the flag is not set in the special background image setting flag storage area of ​​the sub-RAM 120c, the process proceeds in the order of step S1622-1: No → step S1622-2: No → step S1622-3 in the background image display control processing (Fig. 59). As shown in Figure 60(a), since the night background is associated with the high base time-saving state in the normal background setting table, in step S1622-3, the night background, which is the original background of the high base time-saving state, is selected and the background image of the night background is displayed.

[0452] When the first special symbol stops at the B symbol for the first type 2R, and a symbol determination command of step S320-3 in FIG. 35 is received from the main control board 10, processing proceeds as follows: Step S1670: Yes → Step S1671 → Step S1672: No. When an opening designation command of step S330-8 in FIG. 36 is received, processing proceeds as follows: Step S1680: Yes → Step S1681 → Step S1682: No. When a round start command of step S340-5 in FIG. 41 is received, processing proceeds as follows: Step S1685: Yes → Step S1686. When an ending designation command of step S340-16 in FIG. 41 is received, processing proceeds as follows: Step S1690: Yes → Step S1691 → Step S1692: No.

[0453] At the end of the special game, when the game state designation command of step S360-5 in FIG. 45 is received from the main control board 10, step S1620: Yes → step S1621 is performed, and in step S1621, the game state information storage area of ​​the sub-RAM 120c is rewritten from the game state information of the high base time reduction state to the game state information of the normal state, and in the next step S1622, background image display control processing is performed. Even at this point, the flag is not set in the special background image setting flag storage area of ​​the sub-RAM 120c, so in the background image display control processing (FIG. 59), the processing proceeds from step S1622-1: No → step S1622-2: No → step S1622-3. As shown in FIG. 60(a), since the evening background is associated with the normal state in the normal background setting table, in step S1622-3, the evening background, which is the original background of the normal background, is selected, and the background image of the evening background is displayed.

[0454] In contrast, when a variation occurs in which the reel stops at the symbol A for every 10R of the first type or the symbol C for every 2R of the first type during a high base time-saving state, the processing from the start of the variation through the special play to the start of the next variation is as follows.

[0455] At the start of the fluctuation, when the fluctuation start command of step S313 of Fig. 28 is received from the main control board 10, the process proceeds as follows: step S1660: Yes → step S1661 ... step S1665: Yes → step S1666: Yes → step S1667: Yes → step S1666: Yes → step S1667: Yes → step S1668, and the special background image standby setting flag is set in the special background image standby setting flag storage area of ​​the sub-RAM 120c. When the game state designation command of step S314 of Fig. 28 is received, the process proceeds as follows: step S1620: Yes → step S1621 → step S1622, and the background image display control process is performed. At this time, since the flag is not set in the special background image setting flag storage area of ​​the sub-RAM 120c, the background image display control process (FIG. 59) proceeds as follows: step S1622-1: No → step S1622-2: No → step S1622-3. As shown in FIG. 60(a), since the night background is associated with the high base time-saving state in the normal background setting table, the night background, which is the original background of the high base time-saving state, is selected in step S1622-3, and the background image of the night background is displayed.

[0456] When the first special symbol stops at A for 1st type 10R or C for 1st type 2R, and a symbol confirmation command of step S320-3 in FIG. 35 is received from the main control board 10, processing proceeds as follows: step S1670: Yes → step S1671 → step S1672: No. When an opening designation command of step S330-8 in FIG. 36 is received, processing proceeds as follows: step S1680: Yes → step S1681 → step S1682: No. When a round start command of step S340-5 in FIG. 41 is received, processing proceeds as follows: step S1685: Yes → step S1686.

[0457] At the end of a special game, when an ending designation command of step S340-16 in FIG. 41 is received from the main control board 10, processing proceeds as follows: step S1690: Yes → step S1691 → step S1692: Yes → step S1693, and in step S1693, a special background image setting flag is set in the special background image setting flag memory area of ​​the sub-RAM 120c.

[0458] At the end of the special game, when the game state designation command of step S360-5 of Fig. 45 is received from the main control board 10, step S1620: Yes → step S1621 is performed, and in step S1621, the game state information storage area of ​​the sub-RAM 120c is rewritten from the game state information of the high base time-saving state to the game state information of the normal state, and in the next step S1622, background image display control processing is performed. At this point, since the flag is set in the special background image setting flag storage area of ​​the sub-RAM 120c, in the background image display control processing (Fig. 59), the processing proceeds from step S1622-1: No → step S1622-2: Yes → step S1622-4. As shown in FIG. 60(b), since the evening background is associated with the low base time-saving state in the special background setting table, in step S1622-4, the daytime background, which is the original background for the low base time-saving state, is not selected, and the evening background is selected as the special background, and the background image of the evening background is displayed.

[0459] After this, when the special symbol stops again at the big win symbol after one or more fluctuations, the special game is executed. When the opening command of the special game is received from the main control board 10 in step S330-8 of Fig. 36, the process proceeds as follows: step S1680: Yes → step S1681 → step S1682: Yes → step S1683, and in step S1683, the special background image setting flag storage area of ​​the sub-RAM 120c is cleared.

[0460] From this point on, when a game state designation command is received from the main control board 10, the background image display control process (Figure 59) proceeds as follows: step S1622-1: No → step S1622-2: No → step S1622-3, and when the game state is a low base time-saving state, the daytime background, which is the original background for the low base time-saving state, is selected.

[0461] In this way, after the end of the special game of B per type 1 2R, which is the first jackpot, and after the end of the special games of A per type 1 10R and C per type 1 2R, which are the second jackpot, the presentation control board 120 causes the image display device 31 to display the background image of an evening background, which is the background for the normal state, as a presentation image common to the normal state and the low base time-saving state.

[0462] 62(a), in the case where the first type 2R win B is won in the high base time-saving state and the game state after the special game becomes the normal state, the performance control board 120 selects the evening background, which is the original background of the normal state, when it receives a game state designation command for the normal state as the special game ends, and displays the background image of the evening background on the image display device 31. After this, the performance control board 120 maintains the display of the background image of the evening background until it receives a game state designation command for the low base time-saving state, and when it receives a game state designation command for the low base time-saving state, it changes the background to the day background in accordance with the game state designation command.

[0463] As shown in the example of FIG. 62(b), in the case where A for 1st type 10R or C for 1st type 2R is won in the high base time-saving state and the game state after the special game becomes the low base time-saving state, the performance control board 120 selects the evening background, which is the same background as the normal state, when it receives a game state designation command for the low base time-saving state with the end of the special game, and displays the background image of the evening background on the image display device 31. After this, the performance control board 120 sets the next big win as a predetermined condition for returning to the original background, and during the display of the same background image as the normal state until the special pattern stops again with the big win pattern, when it receives a game state designation command for the low base time-saving state, it ignores the game state designation command and maintains the display of the background image of the evening background. When the special symbol stops at a big win symbol, a special game is executed, and a predetermined condition is satisfied, the background is returned to the original one, and when a game state designation command for the normal state is received, a background image of an evening background corresponding to the normal state is displayed, and when a game state designation command for the low base time-shortening state is received, a background image of a day background corresponding to the low base time-shortening state is displayed.

[0464] The above is the details of the first embodiment. According to the first embodiment, it is possible to enhance the interest of the gaming machine 1 having a normal state and a gaming state in which the advantageous degree related to the auxiliary game is higher than that in the normal state.

[0465] <Second embodiment> Next, the second embodiment of the present invention will be described. The gaming machine 1 of this embodiment is also a type called a one-type two-type mixed machine, and has three gaming states: normal state, low base time-saving state, and high base time-saving state. The types of big wins and special misses of the gaming machine 1 of this embodiment are the same as those of the first embodiment.

[0466] In this embodiment, a part of the command analysis process of the performance control board 120 is different from the first embodiment. As shown in Figures 63 and 64, in the command analysis process of the performance control board 120 of this embodiment, steps S1611 and S1667 of the command analysis process of the performance control board 120 of the first embodiment are replaced with steps S1611A and S1667A.

[0467] 63, sub CPU 120a determines whether the power restoration designation command in the receive buffer corresponds to the normal state. If the power restoration designation command corresponds to the normal state (S1611A: Yes), sub CPU 120a proceeds to step 1612, and if not (S1611A: No), proceeds to step 1620.

[0468] In step S1667A of FIG. 64, the sub-CPU 120a judges whether the change stops at a jackpot pattern that makes the game state after the special game normal. As shown in the special game end setting table of FIG. 46, among the three types of jackpots of the first special pattern, the one that makes the game state after the special game normal is the first type 2R B. Therefore, if the change stops at the first type 2R B pattern, the judgment result of this step is "Yes", and if the change stops at the first type 10R A, the first type 2R C, or a losing pattern, the judgment result of this step is "No". If the change stops at a jackpot pattern that makes the game state after the special game normal (S1667A: Yes), the sub-CPU 120a proceeds to step S1668. If the fluctuation stops at a symbol that is not a jackpot symbol that will cause the game state after the special game to return to the normal state (S1667A: No), proceed to step S1670.

[0469] Furthermore, in this embodiment, the contents of the special background setting table referenced in step S1622-4 of the background image display control process (FIG. 59) differ from those in the first embodiment.

[0470] 65B is a diagram showing a special background setting table of the present embodiment. In this special background setting table, the normal state and the low base time-saving state are associated with a daytime background, and the high base time-saving state is associated with a nighttime background.

[0471] In this embodiment, if the power restoration designation command corresponds to the normal state, the process proceeds to step S1611A: Yes → step 1612 in Figure 63, and a special background image setting flag is set in the special background image setting flag memory area of ​​the sub-RAM 120c, so that immediately after the gaming machine 1 is powered on, the performance control board 120 causes the image display device 31 to display a background image of a daytime background, which is the background of the low base time reduction state, as a performance image common to the normal state and the low base time reduction state, regardless of whether the gaming machine 1 has been powered on in the normal state or in the low base time reduction state.

[0472] To explain in more detail, in this embodiment, as shown in the example of FIG. 66(a), when the game state immediately after the power supply of the gaming machine 1 is turned on is the normal state, the performance control board 120 selects a daytime background, which is the same background as the low base time-saving state, and displays the background image of the daytime background on the image display device 31. After this, the performance control board 120 sets 30 fluctuations of the special symbol as a predetermined condition for returning to the original background, and when a game state designation command for the normal state is received while the background image identical to the low base time-saving state is being displayed until the 30 fluctuations of the special symbol are completed, the performance control board 120 ignores the game state designation command for the display of the background image and maintains the display of the background image of the daytime background. When the 30 fluctuations of the special symbol are completed and the predetermined condition is satisfied, the background is returned to the original one, and when a game state designation command for the low base time-saving state is received, a background image of the daytime background, which is the background corresponding to the low base time-saving state, is displayed, and when a game state designation command for the normal state is received, a background image of the evening background, which is the background corresponding to the normal state, is displayed.

[0473] As shown in the example of Fig. 66(b), when the gaming state immediately after the power supply of the gaming machine 1 is turned on is the low base time-saving state, the performance control board 120 selects the daytime background, which is the original background of the low base time-saving state, and displays the background image of the daytime background on the image display device 31. After this, the performance control board 120 maintains the display of the background image of the daytime background until it receives a gaming state designation command for the normal state, and when it receives the gaming state designation command for the normal state, it changes the background to an evening background in accordance with the gaming state designation command.

[0474] Also, in this embodiment, when the fluctuation stops at the pattern B per type 1 2R, the processing proceeds to step S1667A: Yes → step S1668 in Figure 64, and a special background image standby setting flag is set in the special background image standby setting flag memory area of ​​the sub-RAM 120c, so that the performance control board 120 causes the image display device 31 to display the background image of the daytime background, which is the background of the low base time-saving state, as a performance image common to the normal state and the low base time-saving state after the end of the special game of B per type 1 2R, which is the first jackpot, and after the end of the special games of A per type 10R and C per type 1 2R, which are the second jackpot.

[0475] To explain in more detail, as shown in the example of Fig. 67(a), in the case where the first type 2R win B is won in the high base time-saving state and the game state after the special game becomes the normal state, when the game state designation command for the normal state is received with the end of the special game, the performance control board 120 selects the daytime background, which is the same background as the low base time-saving state, and displays the background image of the daytime background on the image display device 31. After this, the performance control board 120 sets the next big win as a predetermined condition for returning to the original background, and during the period until the special pattern stops again with the big win pattern, if the game state designation command for the normal state is received while the background image same as the low base time-saving state is displayed, the game state designation command is ignored for the display of the background image, and the display of the background image of the daytime background is maintained. When the special symbol stops at a big win symbol, a special game is executed, and a predetermined condition is satisfied, the background is returned to the original one, and when a game state designation command for a low base time-shortening state is received, a background image of a daytime background corresponding to the low base time-shortening state is displayed, and when a game state designation command for a normal state is received, a background image of an evening background corresponding to the normal state is displayed.

[0476] As shown in the example of FIG. 67(b), in the case where A for 10R of the first kind or C for 2R of the first kind is won in the high base time-saving state and the game state after the special game becomes a low base time-saving state, when the game state designation command for the low base time-saving state is received with the end of the special game, the performance control board 120 selects the daytime background, which is the original background of the low base time-saving state, and displays the background image of the daytime background on the image display device 31. After this, the performance control board 120 maintains the display of the background image of the daytime background until it receives a game state designation command for the normal state, and when it receives a game state designation command for the normal state, it changes the background to an evening background in accordance with the game state designation command.

[0477] The above is the details of the second embodiment. The second embodiment can also achieve the same effects as the first embodiment.

[0478] <Third embodiment> Next, the third embodiment of the present invention will be described. FIG. 68 is a diagram showing the game flow of the gaming machine 1 of this embodiment. FIG. 69 is a diagram showing each presentation mode, game state, and background image of the gaming machine 1 of this embodiment. The gaming machine 1 of this embodiment is also a type called a one-type two-type mixed machine, like the first and second embodiments, and has three game states: a normal state, a low base time-saving state, and a high base time-saving state. However, as shown in FIG. 69, in this embodiment, the game states corresponding to the evening mode and the day mode are reversed from those of the first and second embodiments, and when in the low base time-saving state, the evening mode is selected and an evening background image is displayed, and when in the normal state, the day mode is selected and a day background image is displayed.

[0479] In the gaming machine 1 of this embodiment, there are five types of first type jackpots and four types of second type jackpots, totaling nine types of jackpots. The nine types of jackpots are as follows:

[0480] A3. 1st Class 10R A This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the start condition of the first special symbol. In this jackpot special game, round games from the first round to the tenth round are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a specified number or a specified time has elapsed, and then the first large prize opening 16 is closed for two seconds.

[0481] As shown in the game flow of Figure 68, if the game state becomes A per 10R of the first type in the normal state, the game state after the special game will return to the normal state. If the game state becomes A per 10R of the first type in the low base time-saving state, the game state after the special game will return to the low base time-saving state. The number of time-saving times (B) when the game enters the low base time-saving state after the special game of A per 10R of the first type is 100 times.

[0482] B3. Type 1 2R B This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the start condition for the first special symbol. In this jackpot special game, round games from the first round to the second round are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a specified number or a specified time has elapsed, and then the first large prize opening 16 is closed for two seconds.

[0483] As shown in the game flow of Figure 68, if the game reaches B per 1st type 2R in the normal state, the game state after the special game will return to the normal state. If the game reaches B per 1st type 2R in the low base time-saving state, the game state after the special game will return to the low base time-saving state. The number of time-saving times (B) when the game reaches the low base time-saving state after the special game of B per 1st type 2R is 100 times.

[0484] C3. 1st Class 2R C This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the start condition for the first special symbol. In this jackpot special game, round games from the first round to the second round are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a specified number or a specified time has elapsed, and then the first large prize opening 16 is closed for two seconds.

[0485] As shown in the game flow of Figure 68, if the game reaches C per 1st type 2R in the normal state, the game state after the special game will be in the low base time-saving state. The number of time-saving times (B) when the game reaches the low base time-saving state after the special game of C per 1st type 2R is 100 times. If the game reaches C per 1st type 2R in the low base time-saving state, the game state after the special game will be in the high base time-saving state. The number of time-saving times (J) when the game reaches the high base time-saving state after the special game of C per 1st type 2R is 100 times.

[0486] F3. 1st Class 10R per F This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the start condition for the second special symbol. In this jackpot special game, round games from the first round to the tenth round are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a specified number or a specified time has elapsed, and then the first large prize opening 16 is closed for two seconds.

[0487] As shown in the game flow of Figure 68, when the first type 10R per F is reached in the high base time-saving state, the game state after the special game will return to the high base time-saving state. The number of time-saving times (J) when the high base time-saving state is reached after the first type 10R per F special game is 100 times.

[0488] G3. 1st Class 2R per G This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the start condition for the second special symbol. In this jackpot special game, round games from the first round to the second round are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a specified number or a specified time has elapsed, and then the first large prize opening 16 is closed for two seconds.

[0489] As shown in the game flow of Figure 68, when the first type 10R per G is played in the high base time-saving state, the game state after the special game will be in the high base time-saving state again. The number of time-saving times (J) when the high base time-saving state is entered after the first type 10R per G special game is 100 times.

[0490] H3. Type 2 actual 9R per H This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the start condition for the second special symbol. In this special jackpot game, after the small jackpot game, which is the actual first round, and winning in the specific area 19B, round games from the second round to the tenth round are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a specified number or a specified time has elapsed, and then the first large prize opening 16 is closed for two seconds.

[0491] As shown in the game flow of Figure 68, when the second type actual 9R per H is reached in the high base time-saving state, the game state after the special game will return to the high base time-saving state. The number of time-saving times (J) when the high base time-saving state is reached after the special game of the second type actual 9R per H is 100 times.

[0492] I3. Type 2 Actual 2R per I This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the start condition for the second special symbol. In this special jackpot game, after the small jackpot game, which is the actual first round, and winning in the specific area 19B, round games from the second round to the third round are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a specified number or a specified time has elapsed, and then the first large prize opening 16 is closed for two seconds.

[0493] As shown in the game flow of Figure 68, when the high base time-saving state becomes the second type actual 2R per I, the game state after the special game becomes the high base time-saving state again. The number of time-saving times (J) when the high base time-saving state is entered after the special game of the second type actual 2R per I is 100 times.

[0494] J3. Type 2 actual 2R per J This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the start condition for the second special symbol. In this special jackpot game, after the small jackpot game, which is the actual first round, and winning in the specific area 19B, round games from the second round to the third round are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a specified number or a specified time has elapsed, and then the first large prize opening 16 is closed for two seconds.

[0495] As shown in the game flow of FIG. 68, when the second type actual 2R per J occurs in the high base time-saving state, the game state after the special game becomes the normal state.

[0496] K3. Type 2 actual K per 2R This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the start condition for the second special symbol. In this special jackpot game, after the small jackpot game, which is the actual first round, and winning in the specific area 19B, round games from the second round to the third round are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a specified number or a specified time has elapsed, and then the first large prize opening 16 is closed for two seconds.

[0497] As shown in the game flow of Figure 68, when the second type actual 2R per K is reached in the high base time-saving state, the game state after the special game becomes the low base time-saving state. The number of time-saving times (B) when the low base time-saving state is reached after the special game of the second type actual 2R per K is 20 times.

[0498] In the gaming machine 1 of this embodiment, during the high base time-saving state, if the result is 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, the most advantageous high base time-saving state will continue, but if the result is J per 2R of the second type, or K per 2R of the second type, the state will fall back to the normal state or the low base time-saving state.

[0499] The gaming machine 1 of this embodiment has five types of special losses. The five types of special losses are as follows.

[0500] a3. Time-saving special failure a As shown in the game flow of Figure 68, if this special miss a occurs in the normal state, the state will enter a low base time-saving state. The number of time-saving times (B) when the state enters a low base time-saving state after passing through special miss a is 20 times. If this special miss a occurs in the low base time-saving state, the state will enter a high base time-saving state. The number of time-saving times (J) when the state enters a high base time-saving state after passing through special miss a is 100 times.

[0501] b3. Time-saving special miss b As shown in the game flow of Figure 68, if this special miss b occurs in the normal state, the state will enter a low base time-saving state. The number of time-saving times (B) when the state enters a low base time-saving state after passing through special miss b is 40 times. If this special miss b occurs in the low base time-saving state, the state will enter a high base time-saving state. The number of time-saving times (J) when the state enters a high base time-saving state after passing through special miss b is 100 times.

[0502] c3. Time-saving special miss c As shown in the game flow of Figure 68, if this special miss c occurs in the normal state, the state will enter a low base time-saving state. The number of time-saving times (B) when the state enters a low base time-saving state after passing through special miss c is 60 times. If this special miss c occurs in a low base time-saving state, the state will enter a high base time-saving state. The number of time-saving times (J) when the state enters a high base time-saving state after passing through special miss c is 100 times.

[0503] d3. Time-saving special miss d As shown in the game flow of Figure 68, if this special miss d occurs in the normal state, the state will enter a low base time-saving state. The number of time-saving times (B) when the state enters a low base time-saving state after passing through special miss d is 80 times. If this special miss d occurs in a low base time-saving state, the state will enter a high base time-saving state. The number of time-saving times (J) when the state enters a high base time-saving state after passing through special miss d is 100 times.

[0504] e3. Time-saving special failure As shown in the game flow of Figure 68, if this special miss e occurs in the normal state, the state will enter a low base time-saving state. The number of time-saving times (B) when the state enters a low base time-saving state after passing through the special miss e is 100 times. If this special miss e occurs in a low base time-saving state, the state will enter a high base time-saving state. The number of time-saving times (J) when the state enters a high base time-saving state after passing through the special miss e is 100 times.

[0505] As described above, the low base time-saving state has a higher advantage in the auxiliary game than the normal state. Furthermore, as shown in the game flow of FIG. 68, in the normal state, no matter what the special symbol stops with, the high base time-saving state does not occur, whereas in the low base time-saving state, when the special symbol stops with the symbol C for the first type 2R, the high base time-saving state occurs after the special game ends, and when the special symbol stops with the symbols a, b, c, d, and e for the time-saving activation special miss, the high base time-saving state occurs immediately. Therefore, in terms of the ease of entering the high base time-saving state, the low base time-saving state has a higher advantage than the normal state. Therefore, in this embodiment, the player hopes to stay in the low base time-saving state during the low base time-saving state and get many opportunities to advance to the high base time-saving state by winning the symbols C for the first type 2R or the symbols a, b, c, d, and e for the time-saving activation special miss. Also, during the normal state, the player hopes to advance to the low base time-saving state as quickly as possible by winning the first type 2R win C or the time-saving activation special misses a, b, c, d, and e.

[0506] The processing of the main control board 10a in this embodiment is similar to that of the first and second embodiments, but the pre-judgment table, pattern determination table, variation pattern determination table, special game control table, special miss pattern stop setting table, and special game end setting table in the main ROM 110b of the main control board 10 are replaced with those corresponding to the jackpots A3. to K3. and special misses a3. to e3. of this embodiment described above.

[0507] Fig. 70 is a diagram showing a pre-determination table referred to in step S240-8 in Fig. 23. In this pre-determination table, a set of a jackpot random number value, a special symbol random number value, a game state (normal state, low base time-saving state, or high base time-saving state), a reach determination random number value, a special symbol variation random number value, winning information, and a start winning designation command is stored.

[0508] Fig. 71(a) is a diagram showing a jackpot symbol determination table referred to in step S311-2 of Fig. 29. In this jackpot symbol determination table, a set of special symbol random number values, types of special symbols (types of jackpots), stop symbol data, and symbol designation commands are stored for the five types of first-class jackpots in this embodiment.

[0509] Fig. 71(b) is a diagram showing a small win symbol determination table referred to in step S311-6 in Fig. 29. In this small win symbol determination table, a set of special symbol random number value, type of special symbol (type of big win determined by winning in the specific area 19B), stop symbol data, and symbol designation command is stored for the small win that triggers the four types of second type big wins in this embodiment.

[0510] Fig. 72(a) is a diagram showing a special miss symbol determination table referred to in step S311-9 in Fig. 29. In this special miss symbol determination table, a set of special symbol random number value, special symbol type (special miss type), stop symbol data, and symbol designation command is stored for the five types of special misses in this embodiment.

[0511] Fig. 72(b) is a diagram showing a symbol determination table for normal misses referred to in step S311-11 in Fig. 29. In this symbol determination table for normal misses, a set of special symbol random number values, types of special symbols (types of normal misses), stop symbol data, and symbol designation commands for normal misses are stored.

[0512] Fig. 73 is a diagram showing a variation pattern determination table of the first special symbol referred to in step S312 of Fig. 28. In this variation pattern determination table of the first special symbol, a set of the type of special symbol (type of big win), game state, number of reserved symbols, random number value for reach determination, random number value for special symbol variation, type of variation pattern of special symbol, variation time, and variation start command is stored.

[0513] Fig. 74 is a diagram showing a variation pattern determination table of the second special symbol referred to in step S312 of Fig. 28. In this variation pattern determination table of the second special symbol, a set of the type of special symbol (type of big win), game state, number of reserved symbols, random number value for reach determination, random number value for special symbol variation, type of variation pattern of the special symbol, variation time, and variation start command is stored.

[0514] Fig. 75(a) is a diagram showing a special game control table for the first type jackpot referred to in step S330-7 in Fig. 36. In this special game control table for the first type jackpot, a set of stop symbol data, opening time, opening designation command, table number of the big prize opening control table for the first type jackpot, ending time, and symbol designation command is stored for the five types of first type jackpots in this embodiment.

[0515] Fig. 75(b) is a diagram showing a special game control table for the second type jackpot referred to in step S351-11 of Fig. 44. In this special game control table for the second type jackpot, a set of stop symbol data, opening time, opening designation command, table number of the big prize opening control table for the second type jackpot, ending time, and symbol designation command is stored for the four types of second type jackpots in this embodiment.

[0516] Fig. 76 is a diagram showing a setting table when a special losing symbol is stopped, which is referred to in steps S330-19 and S330-20 in Fig. 36. In this setting table when a special losing symbol is stopped, for five types of special losing symbols in this embodiment, a set of stopping symbol data, data showing a game state before the special losing symbol is stopped, data showing a game state when the special losing symbol is stopped, data showing a low base time reduction number of times (B), and data showing a high base time reduction number of times (J) is stored.

[0517] Fig. 77 is a diagram showing a special game end setting table referred to in steps S360-2 and S360-3 in Fig. 45. In this special game end setting table, for nine types of jackpots in this embodiment, a set of stop symbol data, game state information set in the game state buffer, data indicating the game state at the end of the special game, data indicating the low base time reduction number (B), and data indicating the high base time reduction number (J) is stored.

[0518] Here, as shown in the game flow of FIG. 68, during the high base time-saving state, the game is played by hitting the right hand, so in the high base time-saving state, it is almost impossible for the first start hole 14 to start winning, the first special symbol display device 20 to change, and the lottery of the first special symbol to become a jackpot. However, although it is a rare case, during the low base time-saving state, one or more reserved first special symbols are left, and the first type 2R win C or special miss a, b, c, d, or e occurs, and after the high base time-saving state is entered, a jackpot occurs in the change corresponding to the reservation of the first special symbol. For this reason, in the special game end setting table, data indicating the game state to which the game state to which the game state information of the game state buffer is to be transferred is stored for the stop symbol data "01", "02", and "03" corresponding to the first special symbol display device 20.

[0519] In addition, since the game is played by hitting from the left during the normal state or the low base time-saving state, it is almost impossible for the second start hole 15 to start winning, the second special symbol display device 21 to change, and the lottery of the second special symbol to become a jackpot in the normal state or the low base time-saving state. However, during the normal state or the low base time-saving state, the opening time of the movable piece 15b is extremely short, and it is possible for the second start hole 15 to start winning, and it is possible for the change of the second special symbol to become a jackpot in the normal state or the low base time-saving state. For this reason, in the special game end setting table, data indicating the game state to which the game state information of the game state buffer is to be transferred is stored for the stop symbol data "04", "05", "06", "07", "08", and "09" corresponding to the second special symbol display device 21 when the game state information is 00H (normal state) and 01H (low base time-saving state).

[0520] The processing of the performance control board 120 in this embodiment is the same as that in the first embodiment. A normal background setting table and a special background setting table are stored in the sub-ROM 120b of the performance control board 120.

[0521] Here, in this embodiment, when the gaming machine 1 is powered off, the main control board 10 backs up information indicating the game status in the main RAM 110c by the power off monitoring process of Figure 20 (step S20-9 of Figure 20), and when the power to the gaming machine 1 is restored, the main control board 10 restores the game status at the time of the power off on the previous day by the initialization process of Figures 18 and 19 (step S10-15 of Figure 19), and transmits a power restoration designation command and a game status designation command indicating in what game status the power was restored to the performance control board 120 (steps S10-16 to S10-25 of Figure 19).

[0522] In contrast, the command analysis process of the performance control board 120 in this embodiment is the same as the command analysis process of the second embodiment (Fig. 63, Fig. 64, Fig. 57, Fig. 58). Therefore, in each of the cases where the power is restored in the normal state and the low base time-saving state, the content of the process when the performance control board 120 receives a power restoration designation command or a game state designation command from the main control board 10 is also the same as that of the second embodiment.

[0523] In this embodiment, unlike the first embodiment, the low base time-saving state is more advantageous than the normal state in terms of the ease of transitioning to the high base time-saving state. Therefore, as shown in FIG. 60(c), in the normal background setting table, the normal state corresponds to the daytime background, and the low base time-saving state corresponds to the evening background, in contrast to the first embodiment. The contents of the special background setting table are the same as those in FIG. 60(b) of the first embodiment. Immediately after the power supply of the gaming machine 1 is turned on, the performance control board 120 causes the image display device 31 to display the background image of the evening background, which is the background of the low base time-saving state, as a performance image common to the normal state and the low base time-saving state, regardless of whether the power supply of the gaming machine 1 is restored in the normal state or in the low base time-saving state.

[0524] Here, as shown in the setting table at the end of special play in FIG. 77, the gaming machine 1 assumes the rare case where a jackpot occurs in a fluctuation corresponding to the reservation of the first special pattern during a high base time-saving state, and stores data indicating the game state to transition to when the game state information in the game state buffer is 02H (high base time-saving state) for the stopping pattern data "01" corresponding to A per first type 10R, "02" corresponding to B per first type 2R, and "03" corresponding to C per first type 2R.

[0525] According to the setting table at the end of special play in Figure 77, if A is won for 10R of the first type in a high base time-saving state, the state will enter a low base time-saving state after the end of the special play, and if B is won for 2R of the first type in a high base time-saving state, the state will enter a normal state after the end of the special play.

[0526] In the special symbol special electricity control process of the main control board 10, when the special symbol starts to change, a change start command and a game state designation command are sent (steps S313 and S314 in FIG. 28), when the special symbol changes to end, a pattern determination command and a game state designation command are sent (step S320-3 in FIG. 35 and step S330-23 in FIG. 36), when a jackpot is reached, an opening designation command is sent at the start of the special game (step S330-8 in FIG. 36), when the round of the special game starts, a round start command is sent (step S340-5 in FIG. 41), when the special game ends, an ending designation command is sent (step S340-16 in FIG. 41), and when the special game ends, a game state designation command is sent (step S360-4 in FIG. 45).

[0527] In contrast, the command analysis process of the performance control board 120 in this embodiment is the same as the command analysis process of the second embodiment (Fig. 63, Fig. 64, Fig. 57, Fig. 58). Therefore, in each case where A is won for 10R of the first kind and B is won for 2R of the first kind, the contents of the process when the performance control board 120 receives a fluctuation start command, a game state designation command, a pattern determination command, an opening designation command, and an ending designation command from the main control board 10 are also the same as those in the second embodiment.

[0528] Therefore, in this embodiment, after the end of the special game of B per type 1 2R, which is the first jackpot, and after the end of the special game of A per type 1 10R, which is the second jackpot, the presentation control board 120 causes the image display device 31 to display a background image of an evening background, which is the background of the low base time-saving state, as a presentation image common to the normal state and the low base time-saving state.

[0529] <Fourth embodiment> Next, the fourth embodiment of the present invention will be described. The gaming machine 1 of this embodiment is also a type called a one-type two-type mixed machine, and has three gaming states: normal state, low base time-saving state, and high base time-saving state. The types of big wins and special misses of the gaming machine 1 of this embodiment are the same as those of the third embodiment.

[0530] The processing of the main control board 10 in this embodiment is the same as that of the first to third embodiments which are one-type two-type mixed machines. The processing of the performance control board 120 in this embodiment is the same as that of the first embodiment. The sub-ROM 120b of the performance control board 120 stores a normal background setting table and a special background setting table.

[0531] In this embodiment, unlike the second embodiment, the low base time-saving state is more advantageous than the normal state in terms of the ease of transitioning to the high base time-saving state. Therefore, as shown in FIG. 65(c), in the normal background setting table, the normal state corresponds to the daytime background, and the low base time-saving state corresponds to the evening background, in contrast to the second embodiment. The contents of the special background setting table are the same as those in FIG. 65(b) of the second embodiment. Immediately after the power supply of the gaming machine 1 is turned on, the performance control board 120 causes the image display device 31 to display the background image of the daytime background, which is the background of the normal state, as a performance image common to the normal state and the low base time-saving state, regardless of whether the power supply of the gaming machine 1 is restored in the normal state or in the low base time-saving state.

[0532] In addition, the command analysis process of the performance control board 120 in this embodiment is the same as the command analysis process of the first embodiment (Fig. 55, Fig. 56, Fig. 57, Fig. 58). Therefore, in each case where A is won for 10R of the first kind and B is won for 2R of the first kind, the content of the process when the performance control board 120 receives a fluctuation start command, a game state designation command, a pattern determination command, an opening designation command, and an ending designation command from the main control board 10 is also the same as that of the first embodiment.

[0533] Therefore, in this embodiment, after the end of the special game of B per type 1 2R, which is the first jackpot, and after the end of the special game of A per type 1 10R, which is the second jackpot, the presentation control board 120 causes the image display device 31 to display a background image of a daytime background, which is the background for the normal state, as a presentation image common to the normal state and the low base time-saving state.

[0534] <Fifth embodiment> Next, the fifth embodiment of the present invention will be described. The gaming machine 1 of this embodiment is a type called a type of probability variable machine. Figure 78 is a diagram showing the game flow of the gaming machine 1 of this embodiment. The gaming machine 1 of this embodiment has five game states: a normal state where the game is played by hitting from the left, a low base time-saving state, and a state without high probability time-saving, a high base time-saving state where the game is played by hitting from the right, and a state with high probability time-saving.

[0535] In the high probability time-saving state, the probability of winning the jackpot becomes 1 / 30, which is higher than the normal state, the variation time of the normal symbols becomes 5 seconds, the same as in the high base time-saving state, and the opening time of the movable piece 15b per winning normal symbol lottery becomes 6 seconds, the same as in the high base time-saving state.

[0536] In the high probability no time shortening state, the probability of winning the jackpot becomes 1 / 30, which is higher than in the normal state, the variation time of the normal symbols becomes 60 seconds, which is the same as in the normal state, and the opening time of the movable piece 15b per winning normal symbol lottery becomes 0.1 seconds, which is the same as in the normal state.

[0537] As shown in FIG. 79, the gaming machine 1 has an evening mode, a day mode, a night mode, a labyrinth mode, and a morning mode. The labyrinth mode is a mode when there is a high probability of time-saving. During the labyrinth mode, a background image showing a state of wandering in a labyrinth is displayed during normal fluctuation. The morning mode is a mode when there is no high probability of time-saving. During the morning mode, a background image showing a morning state is displayed during normal fluctuation.

[0538] FIG. 80 is a block diagram showing the overall configuration of the gaming machine 1 of this embodiment. Since the gaming machine 1 of this embodiment is a type 1 probability variable machine, it is not provided with a specific area opening / closing solenoid 18d for opening / closing the specific area 19B (V winning port) or a specific area detection switch 18a for detecting the winning, but is provided with a second large winning port detection switch 17a for detecting the entry of a game ball into the second large winning port 17. In addition, since the gaming machine 1 of this embodiment has a reservation of a second special symbol, a second special symbol reservation indicator 24 is provided. In addition, as shown in FIG. 81(a) and FIG. 81(c), the second special symbol storage area of ​​the main RAM 110c of the gaming machine 1 and the second performance information storage area of ​​the sub-RAM 120c have a first storage section corresponding to the first reservation of the second special symbol, a second storage section corresponding to the second reservation of the second special symbol, a third storage section corresponding to the third reservation of the second special symbol, and a fourth storage section corresponding to the fourth reservation of the second special symbol.

[0539] In the gaming machine 1 of this embodiment, there are ten types of jackpots. The ten types of jackpots are as follows.

[0540] A5. 1st special chart 10R A This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the start condition of the first special symbol. In this jackpot special game, round games from the first round to the tenth round are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a specified number or a specified time has elapsed, and then the first large prize opening 16 is closed for two seconds.

[0541] As shown in the game flow of Figure 78, if the first special chart 10R becomes A in the normal state, the game state after the special game will be in a state with high probability of time reduction. The number of time reductions (J) when the high probability of time reduction state is reached after the special game of the first special chart 10R A is 800 times. If the first special chart 10R becomes A in the low base time reduction state, the game state after the special game will be in a state without high probability of time reduction. If the first special chart 10R becomes A in the high probability of no time reduction state, the game state after the special game will again be in a state without high probability of time reduction.

[0542] B5. 1st Special Chart 2R B This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the start condition for the first special symbol. In this jackpot special game, round games from the first round to the second round are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a specified number or a specified time has elapsed, and then the first large prize opening 16 is closed for two seconds.

[0543] As shown in the game flow of Figure 78, if the first special chart 2R hit is B in the normal state, the game state after the special play will be in a state with high probability of time reduction. The number of time reductions (J) when the high probability of time reduction state is reached after the special play of the first special chart 2R hit B is 800 times. If the first special chart 2R hit is B in the low base time reduction state, the game state after the special play will be in a state without high probability of time reduction. If the first special chart 2R hit is B in the high probability of no time reduction state, the game state after the special play will again be in a state without high probability of time reduction.

[0544] C5. 1st Special 10R C This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the start condition of the first special symbol. In this jackpot special game, round games from the first round to the tenth round are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a specified number or a specified time has elapsed, and then the first large prize opening 16 is closed for two seconds.

[0545] As shown in the game flow of Figure 78, if the first special chart 10R becomes C in the normal state, the game state after the special play will be in a state with high probability of time reduction. Even if the first special chart 10R becomes C in the low base time reduction state, the game state after the special pl...

Claims

[Claim 1] A special game execution means; An auxiliary game execution means; A presentation means including an image display means; a main control means for causing the special game execution means to execute any one of a plurality of types of jackpots, including a first jackpot which becomes a normal state after a special game, a second jackpot which becomes a slight time-saving state after a special game in which the degree of advantage related to auxiliary games is slightly higher than the normal state, and a third jackpot which becomes a high base time-saving state after a special game in which the degree of advantage related to auxiliary games is sufficiently higher than the normal state and the slight time-saving state, determining whether or not an auxiliary game needs to be executed, causing the auxiliary game execution means to execute an auxiliary game based on the result of this determination, and generating a plurality of types of commands including commands according to the progress of a game; a performance control means for receiving a command generated by the main control means and performing a performance by the performance means based on the received command; Equipped with The main control means In the normal state, when a predetermined special game of the third big win is executed, the game state after the execution of the special game is set to the high base time-saving state; When the predetermined special game is executed in the minute time-saving state, the game state after the execution of the special game is set to a game state that is not the high base time-saving state; The performance control means includes: When a game state designation command for the micro-time-shortened state is received following the end of the special game of the second jackpot, a background image corresponding to the micro-time-shortened state is displayed on the presentation means, and when a game state designation command for the normal state is received following the end of the special game of the first jackpot, a background image identical to the background image corresponding to the micro-time-shortened state is displayed on the presentation means. A gaming machine characterized by:

Citation Information

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