Gaming machine
The gaming machine uses special symbol displays and state transition controls to enhance gameplay excitement, addressing the lack of interest in short-time states and improving overall player engagement.
Patent Information
- Application Number
- JP2022173926
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-10-31
- Publication Date
- 2025-07-17
- Estimated Expiration
- 2042-10-31
AI Technical Summary
Conventional gaming machines lack enhancements in interest and excitement during short-time gaming states, necessitating improvements to maintain player engagement.
The gaming machine incorporates a first and second special symbol display mechanism with varying stop times and transition controls between normal, short-time, and specific game states, including jackpot and special game states, to enhance player engagement.
The solution significantly enhances the amusement value of the gaming machine by providing varied and exciting gameplay experiences, particularly in short-time states, thereby increasing player interest.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Some conventional gaming machines are provided with a normal gaming state and a short-time gaming state in which a start winning is easier than in the normal gaming state, and a technique for performing a game production according to each gaming state has been proposed (for example, see Patent Document 1 below).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the gaming machine described in Patent Document 1 above, there is still room for improvement from the viewpoint of the interest of the game in the short-time gaming state.
[0005] In view of the above problems, an object of the present invention is to provide a gaming machine that can further enhance the interest of the game of the gaming machine.
Means for Solving the Problems
[0006] In order to solve the above problems, the present invention includes: a first special symbol display means for variably displaying a first special symbol and stopping the display of the first special symbol as a result of the game; a second special symbol display means for variably displaying a second special symbol and stopping the display of the second special symbol as a result of the game; and main control means for controlling the transition of game states including a first normal state, a second normal state, and a specific game state advantageous to the player. Further, the present invention includes a plurality of types of special game states that can be generated by the stop of the jackpot symbol of the first special symbol in the first normal state and the second normal state, and a specific special game state that can be generated on the condition of winning a prize in a specific area opened by the stop of the small winning symbol of the second special symbol in the specific game state. When the first special symbol varies and the special symbol stops, the second normal state is more likely to shift to the specific game state than the first normal state. when the first special symbol fluctuates and the jackpot symbol stops The special game state when the game state at the time when the jackpot symbol stops The first normal state is the case Compared with the second normal state is the case is more likely to the game state immediately after the end of the special game state is shift to the specific game state. The first special variation time when the first special symbol varies and the special symbol stops in the first normal state is more likely to be selected as a variation time shorter than the first special variation time when the jackpot symbol that generates the special game state stops. The second special variation time when the first special symbol varies and the special symbol stops in the second normal state is more likely to be selected as a variation time shorter than the second special variation time when the jackpot symbol that generates the special game state stops. The third special variation time when the special symbol that shifts to the specific game state stops in the second normal state can be selected as a variation time longer than the second special variation time when the jackpot symbol that generates the special game state stops. When the first special symbol varies and the special symbol stops in the specific game state, it is a variation time shorter than the first special variation time, the second special variation time, and the third special variation time. When the first special symbol varies and the special symbol stops in the specific game state, the specific game state is maintained. This is the gist of the present invention.
Effect of the Invention
[0007] According to the present invention, the amusement of the gaming machine can be further enhanced.
Brief Description of the Drawings
[0008]
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Mode for Carrying Out the Invention
[0009] Hereinafter, embodiments of the present invention will be specifically described with reference to the drawings.
[0010] First, with reference to FIGS. 1 to 3, the basic configuration of the gaming machine 1 will be described. FIG. 1 is a front view of the gaming machine 1 of the present invention. FIG. 2 is a perspective view of the back side of the gaming machine 1. FIG. 3 is an enlarged view of the second large winning opening 17 of the gaming machine 1. As shown in FIGS. 1 and 2, the gaming machine 1 includes an outer frame 60 and a glass frame 50 that is rotatably supported. The outer frame 60 is provided with a game board 2 having a game area 6 through which game balls flow down. The game area 6 has a left area 6L on the left side of the center and a right area 6R on the right side of the center.
[0011] One end of the glass frame 50 is connected to the outer frame 60 via a hinge mechanism portion 51, and a lock mechanism is provided at the other end of the glass frame 50. The lock mechanism of the glass frame 50 can be unlocked with a dedicated key, and by unlocking it, it can be swung by the hinge mechanism portion 51 to open the game area 6. A door opening detection SW134 (not shown) is provided on the glass frame 50.
[0012] The glass frame 50 is provided with an effect button 35 that can be pressed, and an effect button detection SW35a is provided on the effect button 35. When the effect button detection SW35a detects an operation of the player on the effect button 35, it outputs predetermined information to the gaming machine 1. Therefore, the player can input predetermined information to the gaming machine 1 by operating the effect button 35.
[0013] On the left side of the performance button 35, a cross key 39 that can be operated by pressing is provided. The cross key 39 is provided with an up cursor key 39A, a left cursor key 39B, a down cursor key 39C, a right cursor key 39D, and a center cursor key 39E, and cross key detection SW39a, cross key detection SW39b, cross key detection SW39c, cross key detection SW39d, and cross key detection SW39e are provided respectively. Each cross key detection SW outputs predetermined information to the gaming machine 1 when it detects the operation of the cross key 39 by the player. Therefore, the player can input predetermined information to the gaming machine 1 by operating the cross key 39.
[0014] The glass frame 50 is provided with an operation handle 3 for firing a game ball into the game area 6 by a rotation operation, an upper plate for storing the game balls, and a lower plate for receiving and storing the game balls that have flowed into the overflow ball path from the upper plate. Further, in the middle of the overflow ball path, a full detection SW133 (not shown) for detecting that the lower plate is full of game balls is provided.
[0015] The operation handle 3 is provided with a touch sensor 3a. The touch sensor 3a detects that the player is touching the operation handle 3. When the player rotates the operation handle 3, the firing volume 3b provided near the operation handle 3 also rotates, and the hitting member directly connected to the firing solenoid 4a rotates with a firing intensity corresponding to the rotation amount of the firing volume 3b.
[0016] The ball feed solenoid 4b provided near the operation handle 3 sends out the game balls on the upper plate to the hitting member directly connected to the firing solenoid 4a one by one. The game balls sent to the hitting member are hit between the rails 5a and 5b by the rotation of the hitting member, pass through the ball return prevention member 5c, and enter the game area 6.
[0017] On the glass frame 50, the audio output devices 32, which are speakers, are provided on the left and right. The audio output devices 32 perform effects such as playing music and sound effects according to the progress of the game. Near the two audio output devices 32, a fourth effect lighting device 340d and two fifth effect lighting devices 340e are provided. The fourth effect lighting device 340d and the fifth effect lighting device 340e each have a fourth lamp 34d and a fifth lamp 34e, which are full-color LEDs. The fourth effect lighting device 340d and the fifth effect lighting device 340e perform the light-emitting operations of the fourth lamp 34d and the fifth lamp 34e under the control of the lamp / drive control unit 150 of the effect control board 120 to perform game effects.
[0018] Inside the game area 6 of the game board 2, a general winning opening 12, a normal symbol gate 13, a first start opening 14, a second start opening 15, a first big winning opening 16, a second big winning opening 17, and an image display device 31 are provided.
[0019] Three general winning openings 12 are provided below the game area 6L. A general winning opening detection SW12a is provided at the general winning opening 12. When the general winning opening detection SW12a detects the winning of a game ball at the general winning opening 12, a predetermined number of game balls are given to the player.
[0020] The first start opening 14 is provided at the lower center of the game area 6 of the game board 2. The second start opening 15 is provided at the upper right of the game area 6 of the game board 2. When a game ball is launched (left shot) toward the left area 6L of the game area 6, the game ball can win at the first start opening 14, but it is difficult to win at the second start opening 15. When a game ball is launched (right shot) toward the right area 6R of the game area 6, the game ball can win at the second start opening 15, but it is difficult to win at the first start opening 14.
[0021] A first start port 14 is provided with a first start port detection switch 14a. When the first start port detection switch 14a detects that a game ball has won a prize at the first start port 14, a predetermined number of game balls are given to the player. A second start port 15 is provided with a second start port detection switch 15a. When the second start port detection switch 15a detects that a game ball has won a prize at the second start port 15, a predetermined number of game balls are given to the player. Note that the number of game balls given for a prize of a game ball at the first start port 14 and the second start port 15 may be the same or different. Also, although details will be described later, when it is detected that a game ball has won a prize at the first start port 14 or the second start port 15, various random values used for various processes related to a game including a jackpot lottery are acquired.
[0022] The second start port 15 is provided with two movable pieces 15b and a start port opening / closing solenoid 15c. The second start port 15 changes between two states: a closed state in which winning of a game ball is restricted by the operation of the start port opening / closing solenoid 15c, and an open state in which winning of a game ball is allowed. More specifically, the second start port 15 is controlled, by the operation of the start port opening / closing solenoid 15c, to a closed state in which the movable piece 15b becomes substantially vertical to restrict winning of a game ball, and an open state in which the movable piece 15b becomes substantially horizontal and winning of a game ball is allowed.
[0023] Also, the second start port 15 can make the ease of winning of a game ball different by varying the time in the open state. Although details will be described later, as the time that the second start port 15 is in the open state becomes longer, the chance of a game ball winning a prize increases, so the ease of winning becomes higher.
[0024] A normal symbol gate 13 is provided at the upper right part of the game area 6 of the game board 2. The normal symbol gate 13 is provided with a gate detection switch 13a. When the gate detection switch 13a detects that a game ball has passed through the normal symbol gate 13, a determination random value or the like for performing a normal symbol lottery described later is acquired.
[0025] In the lower right area of the game area 6 of the game board 2, a first large winning opening 16 is provided. The first large winning opening 16 is provided with a first large winning opening detection SW16a, a first large winning opening opening / closing door 16b, and a first large winning opening opening / closing solenoid 16c. The first large winning opening 16 changes between two states: a closed state in which winning of game balls is restricted by the operation of the first large winning opening opening / closing solenoid 16c, and an open state in which winning of game balls is permitted.
[0026] More specifically, when the first large winning opening 16 is in the off state of the first large winning opening opening / closing solenoid 16c, the first large winning opening opening / closing door 16b becomes substantially parallel to the surface of the game board 2, and the first large winning opening 16 enters a closed state in which it is difficult for game balls to win. Also, when the first large winning opening 16 is in the on state of the first large winning opening opening / closing solenoid 16c, the first large winning opening opening / closing door 16b becomes substantially perpendicular to the surface of the game board 2, and the first large winning opening 16 enters an open state in which it is easy for game balls to win.
[0027] When the first large winning opening detection SW16a detects that a game ball has won the first large winning opening 16, a predetermined number of game balls are given to the player. The open state of the first large winning opening 16 changes to the closed state when a specified number of game balls win as described later, or when a predetermined opening time has elapsed.
[0028] In the right area of the game area 6 of the game board 2, a second large winning opening 17 is provided. The second large winning opening 17 is provided with a second large winning opening detection SW17a, a second large winning opening opening / closing door 17b, and a second large winning opening opening / closing solenoid 17c. The second large winning opening 17 changes between two states: a closed state in which winning of game balls is restricted by the operation of the second large winning opening opening / closing solenoid 17c, and an open state in which winning of game balls is permitted.
[0029] Specifically, when the second largest winning opening 17 is in the closed state where it is difficult for the game balls to win, the second largest winning opening closing door 17b becomes substantially parallel to the surface of the game board 2 due to the off operation of the second largest winning opening closing solenoid 17c. Also, when the second largest winning opening 17 is in the open state where it is easy for the game balls to win, the second largest winning opening closing door 17b becomes substantially perpendicular to the surface of the game board 2 due to the on operation of the second largest winning opening closing solenoid 17c.
[0030] As shown in FIG. 3, inside the second largest winning opening 17, a specific area 19B, a slide member 19C, and a second largest winning opening discharge port 19E are provided. The slide member 19C changes between two states: a retracted state where it is housed deep in the gap provided in the inner wall 19 of the second largest winning opening and a forward state where it advances in front of the gap, according to the operation of the specific area opening and closing solenoid 18d.
[0031] Specifically, the slide member 19C is in the forward state when the specific area opening and closing solenoid 18d is in the on operation, and is in the retracted state when the specific area opening and closing solenoid 18d is in the off operation. The specific area 19B is in the closed state where it is difficult for the game balls to win when the slide member 19C is in the forward state, and is in the open state where it is easy for the game balls to win when the slide member 19C is in the retracted state.
[0032] The game balls passing over the specific area 19B are discharged only through the second largest winning opening discharge port 19E when the slide member 19C is in the forward state, but can be discharged through the specific area 19B when the slide member 19C is in the retracted state. The game balls discharged through the second largest winning opening discharge port 19E are detected by the second largest winning opening detection SW17a. The game balls discharged through the specific area 19B are detected by the specific area detection SW18a. In any case of detection by either detection SW, a predetermined number of game balls are given to the player.
[0033] At the lower center of the game area 6 of the game board 2, an out port 11 is provided. When the game ball launched into the game area 6 does not enter any of the general winning ports 12, the first start port 14, the second start port 15, the first big winning port 16, and the second big winning port 17, it is discharged from the game area 6 through the out port 11.
[0034] An image display device 31 is provided at the center of the game area 6. The image display device 31 displays production images according to the progress of the game, and displays waiting customer production images during the standby period when the game is not being played. As the display of the production image according to the progress of the game, the left symbol 36L, the middle symbol 36C, the right symbol 36R (hereinafter referred to as "decoration symbol 36"), and the fourth symbol 36Z are variably displayed according to the variable display of the special symbol. The decoration symbol 36 and the fourth symbol 36Z notify the same determination result as the big hit determination result indicated by the special symbols of the first special symbol display device 20 and the second special symbol display device 21.
[0035] Outside the game area 6 of the game board 2, a first special symbol display device 20, a second special symbol display device 21, a first special symbol hold indicator 22, a second special symbol hold indicator 23, a normal symbol display device 24, and a normal symbol hold indicator 25 are provided.
[0036] The first special symbol display device 20 is composed of 7-segment LEDs. When a game ball enters the first start port 14 of the game area 6, it performs a variable display of the special symbol and a stop display of the special symbol indicating the big hit lottery result by lighting and extinguishing the LEDs. Similarly, the second special symbol display device 21 is composed of 7-segment LEDs. When a game ball enters the second start port 15 of the game area 6, it performs a variable display of the special symbol and a stop display of the special symbol indicating the big hit lottery result by lighting and extinguishing the LEDs. Hereinafter, the special symbol variably displayed by the first special symbol display device 20 is referred to as "the first special symbol", and the special symbol variably displayed by the second special symbol display device 21 is referred to as "the second special symbol".
[0037] When it is not possible to start a new variation of the first special symbol or the second special symbol, such as during the variation of special symbols or during a big win game (special game), the variation display of the special symbol is awaited under predetermined conditions. The first special symbol hold indicator 22 displays the number of awaited variation displays in the first special symbol (hereinafter referred to as the "hold number"). The first special symbol hold indicator 22 is composed of two LEDs on the left and right, and displays the hold number of the first special symbol according to their display modes. Specifically, when the hold number of the first special symbol is 1, only the left LED lights up; when the hold number of the first special symbol is 2, only the right LED lights up; when the hold number of the first special symbol is 3, the left LED blinks and the right LED lights up; when the hold number of the first special symbol is 4, both the left and right LEDs blink.
[0038] Similarly, the second special symbol hold indicator 23 displays the hold number in the second special symbol. The second special symbol hold indicator 23 is composed of two LEDs on the left and right, and displays the hold number of the second special symbol according to their display modes. Specifically, when the hold number of the second special symbol is 1, only the left LED lights up; when the hold number of the second special symbol is 2, only the right LED lights up; when the hold number of the second special symbol is 3, the left LED blinks and the right LED lights up; when the hold number of the second special symbol is 4, both the left and right LEDs blink.
[0039] The normal symbol display device 24 is composed of a single LED. When a game ball passes through the normal symbol gate 13 in the game area 6, the single LED lights up and goes out to perform a variation display of the normal symbol and a stop display indicating the lottery result. When it is not possible to start a new variation display of the normal symbol, such as during the variation of the normal symbol, the variation display of the normal symbol is awaited under predetermined conditions.
[0040] The normal symbol hold indicator 25 is composed of two LEDs on the left and right, and displays the number of held normal symbols according to their display modes. Specifically, when the number of held normal symbols is 1, only the left LED lights up; when the number of held normal symbols is 2, only the right LED lights up; when the number of held normal symbols is 3, the left LED blinks and the right LED lights up; when the number of held normal symbols is 4, both the left and right LEDs blink.
[0041] On the periphery of the game area 6 of the game board 2, a first effect driving device 330a, a second effect driving device 330b, and a third effect driving device 330c are provided. The first effect driving device 330a has a first movable accessory 33a. The second effect driving device 330b has a second movable accessory 33b. The third effect driving device 330c has a third movable accessory 33c.
[0042] The first effect driving device 330a, the second effect driving device 330b, and the third effect driving device 330c perform the operations of the first movable accessory 33a, the second movable accessory 33b, and the third movable accessory 33c under the control of the lamp / drive control unit 150 of the effect control board 120 to conduct game effects.
[0043] The first movable accessory 33a performs a preview effect indicating an effect with a high jackpot expectation by performing a rocking motion near the origin position or a falling movement toward the center of the game area 6. The second movable accessory 33b performs a preview effect indicating an effect with a high jackpot expectation by performing a rocking motion near the origin position or a sliding movement toward the center of the game area 6 in the left direction. The third movable accessory 33c performs a preview effect indicating an effect with a high jackpot expectation by performing a rocking motion near the origin position or a sliding movement toward the center of the game area 6 in the right direction. These rocking motions, falling movements, and sliding movements may be performed alone or in combination, and the more they are combined, the higher the jackpot expectation. Also, there are multiple timings for the falling movement and the sliding movement, and the jackpot expectation varies depending on the timing of the movement. Further, FIG. 4 is a diagram showing the operations of the movable accessories 33a, 33b, and 33c in the gaming machine 1. As shown in FIG. 4, when performing a jackpot notification, all three movable accessories move toward the center of the display area of the image display device 31.
[0044] As shown in FIG. 1, a first lighting device 340a for effect is provided at the center of the first movable accessory 33a. A second lighting device 340b for effect is provided at the center of the second movable accessory 33b. A third lighting device 340c for effect is provided at the center of the third movable accessory 33c. The first lighting device 340a for effect, the second lighting device 340b for effect, and the third lighting device 330c for effect perform light emission operations of a first lamp 34a, a second lamp 34b, and a third lamp 34c, respectively, which are full-color LEDs, to perform a game effect under the control of the lamp / drive control unit 150 of the effect control board 120.
[0045] The first lighting device 340a for effect, the second lighting device 340b for effect, and the third lighting device 330c for effect perform light emission operations of the first lamp 34a, the second lamp 34b, and the third lamp 34c under the control of the lamp / drive control unit 150 of the effect control board 120 to perform a game effect.
[0046] As shown in FIG. 2, on the back surface of the gaming machine 1, there are provided a main control board 110, a performance control board 120, a payout control board 130, a power supply board 170, a power plug 171, a RAM clear switch (not shown), a game information output terminal board 30, and a power switch (not shown).
[0047] (Block diagram of the entire gaming machine) Next, each control means for controlling the progress of the game will be described using the overall block diagram of the gaming machine 1. FIG. 5 is a block diagram showing the configuration of the gaming machine 1.
[0048] The gaming machine 1 includes a main control board 110 that comprehensively controls the progress of the game, a performance control board 120 that controls the performance related to the game based on receiving the performance control command from the main control board 110, a payout control board 130 that controls the granting of game balls based on receiving the payout control command from the main control board 110, a launch control board 160 that controls the launch of game balls based on the player's operation, and a power supply board 170. The power supply board 170 supplies power to the main control board 110, the performance control board 120, the payout control board 130, and the launch control board 160.
[0049] The main control board 110 includes a main CPU 110a that performs arithmetic processing, a main RAM 110b that serves as a work area for performing arithmetic processing, a main ROM 110c in which a game control program and the like are stored, a main control unit 110m that is a one-chip microcomputer having input / output ports, and a RAM clear switch 111a.
[0050] Connected to the input / output ports of the main control board 110 are the effect control board 120, the payout control board 130, the general winning port detection switch 12a, the gate detection switch 13a, the first start port detection switch 14a, the second start port detection switch 15a, the first big winning port detection switch 16a, the second big winning port detection switch 17a, the specific area detection switch 18a, the magnetic detection switch 41a, the radio wave detection switch 42a, the start port opening / closing solenoid 15c, the first big winning port opening / closing solenoid 16c, the second big winning port opening / closing solenoid 17c, the specific area opening / closing solenoid 18d, the first special symbol display device 20, the second special symbol display device 21, the first special symbol hold display 22, the second special symbol hold display 23, the normal symbol display device 24, the normal symbol hold display 25, and the game information output terminal board 30.
[0051] Note that communication between the main control board 110 and the payout control board 130 enables two-way command transmission and reception, while communication between the main control board 110 and the effect control board 120 allows command transmission only in one direction from the main control board 110 to the effect control board 120. Also, the game information output terminal board 30 outputs the external output signal generated by the main control board 110 to the store hall computer or the like, and is provided with a connector for connection to the store hall computer or the like.
[0052] The main CPU 110a of the main control board 110 receives the operation clock from the crystal oscillator, reads out the game control program stored in the main ROM 110c, and performs arithmetic processing related to the game using the main RAM 110b as a work area. The main CPU 110a performs control processing according to the detection signals from each input device (detection switches, etc.), control processing of each output device (display devices, etc.), control processing for transmitting and receiving control commands, and transmission control processing of game information outside the gaming machine via the game information output terminal board 30.
[0053] In the main RAM 110b of the main control board 110, although details will be described later, various data storage areas necessary for performing game control and a storage area for storing various counters are provided. The data within the used area of the main RAM 110b is backed up by a backup power supply after adding a checksum when the power is cut off. The data backed up by the backup power supply is restored through data check by the checksum. In the main ROM 110c of the main control board 110, although details will be described later, programs and data for game control are stored.
[0054] Based on the effect control command received from the main control board 110, the effect control board 120 controls the image display device 31, the audio output device 32, the effect driving devices 330a, 330b, 330c, and the effect lighting devices 340a, 340b, 340c, 340d, 340e.
[0055] The effect control board 120 includes an effect control unit 120m that controls the progress of the effect based on the reception of the effect control command from the main control board 110, a display / audio control unit 140 that performs control processing of image display and audio output based on the reception of the effect control command from the effect control unit 120m, a lamp / drive control unit 150 that performs control processing of light emission effects and accessory movement effects based on the effect control command from the effect control unit 120m, and input / output ports for effect control.
[0056] The effect control unit 120m includes a sub CPU 120a that performs arithmetic processing, a sub RAM 120b that serves as a work area when performing arithmetic processing, a sub ROM 120c in which an effect control program and the like are stored, and an RTC 120d. The RTC 120d operates by the supplied power when the power is supplied to the gaming machine 1, and operates by the power of the mounted backup power supply when the power is not supplied to the gaming machine 1. An effect button detection SW 35a and cross key detection SWs 39a, 39b, 39c, 39d, 39e are connected to the input port of the effect control base 120m.
[0057] The sub-CPU 120a of the performance control unit 120m receives the operation clock from the crystal oscillator, reads out the performance control program and data stored in the sub-ROM 120c based on the commands transmitted from the main control means 110 and the input signals from the performance button detection SW 35a etc., performs arithmetic processing related to game performance using the sub-RAM 120b as a work area, and transmits the performance control commands generated in the said processing to the overall control unit 141 and the lamp / drive control unit 150.
[0058] In the sub-RAM 120b of the performance control unit 120m, although details will be described later, various data storage areas necessary for performing performance control and storage areas for storing various counters are provided. In the sub-ROM 120c of the performance control unit 120m, although details will be described later, programs and data for performance control are stored.
[0059] The display / audio control unit 140 controls the image display device 31 and the audio output device 32 based on the performance control commands received from the performance control unit 120m. The display / audio control unit 140 includes an overall control unit 141 that overall controls image display and audio output based on the performance control commands from the performance control unit 120m, a VDP 145 that controls the image display device 31 based on receiving display control commands (display lists etc.) from the overall control unit 141, a CGROM 146 in which image data etc. is stored, an audio processor 144 that controls the audio output device 32 based on receiving audio control commands from the overall control unit 141, and an audio ROM 148 in which audio data etc. is stored. The image display device 31 and the audio output device 32 are connected to the input / output ports of the audio / display control unit 140.
[0060] The overall control unit 141 includes an overall CPU 141a that performs arithmetic processing, an overall RAM 141b used as a work area when performing arithmetic processing, an overall ROM 141c in which an overall control program etc. is stored, and an input / output port to which the image display device 31 and the audio output device 32 are connected.
[0061] Based on the commands sent from the production control unit 120m, the overall CPU 141a of the overall control unit 141 receives the operation clock from the crystal oscillator, reads out the overall control program and data stored in the overall ROM 141c, and uses the overall RAM 141b as a work area to perform arithmetic processing related to image display and audio output. The overall CPU 141a outputs a voice control command that instructs the voice to be output to the voice output device 32, which is generated by the arithmetic processing, to the voice processor 144, and outputs a display control command (such as a display list) that instructs the production image to be displayed on the image display device 31 to the VDP 145.
[0062] The voice processor 144 is connected to the voice ROM 148. The voice ROM 148 stores compressed voice data. The voice processor 144 reads out and multiplexes the voice data from the voice ROM 148 based on the voice control command received from the overall control unit 141, and outputs the voice from the voice output device 32 using the multiplexed data.
[0063] The VDP 145 is connected to the CGROM 146. The CGROM 146 stores compressed image data, uncompressed palette data, etc. The image data is composed of pixel information about the sprite image and movie image to be displayed on the image display device 31. The pixel information of the image data is composed of color number information and transparency (α value) for each pixel. The palette data is data in which color number information and display colors are associated.
[0064] The VDP 145 is provided with a VRAM 147. The VRAM 147 is provided with a display list storage area, a decompression area for compressed data, a first frame buffer area, and a second frame buffer area. The display list storage area is an area for storing the display list output from the overall control unit 141. The decompression area for compressed data is an area for storing the image data obtained by decompressing the compressed image data read from the CGROM 146.
[0065] The first frame buffer area and the second frame buffer area are storage areas for storing display image data to be displayed on the image display device 31. While the drawing of the image to be displayed in one buffer area is completed and the transfer process of the image data to the image display device 31 is being performed, the drawing of the next image to be displayed is performed in the other buffer area. By repeating this alternately, high-speed and smooth display control is realized.
[0066] VDP145 stores the display list output from the overall control unit 141, reads out image data corresponding to the display list from CGROM146, performs drawing processing in a frame buffer for drawing using this image data, and generates an RGB signal as a video signal indicating the color of the image from the image data stored in the frame buffer for display, and outputs the generated RGB signal to the image display device 31.
[0067] The lamp / drive control unit 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp RAM 150b used as a work area when performing arithmetic processing, a lamp ROM 150c that stores a lamp control program and data, and an input / output port. The input / output port of the lamp / drive control unit 150 is connected to the effect driving devices 330a, 330b, 330c and the effect lighting devices 340a, 340b, 340c, 340d, 340e.
[0068] Based on the command transmitted from the effect control unit 120m, the lamp CPU 150a of the lamp / drive control unit 150 receives the operation clock from the crystal oscillator, reads out the program and data related to light emission control and accessory drive stored in the lamp ROM 150c, and uses the lamp RAM 150b as a work area to perform arithmetic processing related to light emission control and accessory drive processing. The lamp CPU 150a performs drive control of the effect driving devices 330a, 330b, 330c and light emission control of the effect lighting devices 340a, 340b, 340c, 340d, 340e by the arithmetic processing.
[0069] Although not shown in the figure, the payout control board 130 includes a payout CPU that performs arithmetic processing, a payout RAM used as a work area when performing arithmetic processing, a payout ROM that stores a payout control program and data, and an input / output port. Connected to the input / output port of the payout control board 130 are a payout motor 131, a payout ball detection SW 132, a full detection SW 133, and a door open detection SW 134.
[0070] Based on the payout command from the main control board 110 and the input signals from the payout ball counting SW 132 and the full detection SW etc., the payout CPU receives the operation clock from the crystal oscillator, reads out the programs and data related to payout stored in the payout ROM, and uses the payout RAM as a work area to perform arithmetic processing related to payout. The payout CPU performs control processing to pay out game balls from the payout device according to the payout command from the main control board 110 by the said arithmetic processing, and transmits a command based on the result of the said arithmetic processing to the main control board 110.
[0071] Although not shown in the figure, the launch control board 160 includes a control circuit and an input / output port. Connected to the input / output port of the launch control board 160 are a touch sensor 3a, a launch volume 3b, a launch solenoid 4a, and a ball feed solenoid 4b.
[0072] The power supply board 170 generates the main power necessary for the operation of the gaming machine from the power supplied from outside the gaming machine via the power plug 171, and supplies the main power to the main control board 110, the effect control board 120, the payout control board 130, the launch control board 160, etc. of the gaming machine 1. The power supply board 170 includes a power-off detection circuit (not shown) that detects whether the voltage of the power supplied from the outside has dropped and outputs a voltage drop signal to the main control board 110 based on the voltage drop, and a backup power supply circuit (not shown) that supplies backup power to the main control board 110 at the time of power-off.
[0073] (Game flow) Next, the game flow of the gaming machine 1 will be described using the game flow of the gaming machine 1. FIG. 6 is a diagram showing the game flow of the gaming machine 1.
[0074] The gaming machine 1 executes a normal symbol lottery on the basis of the establishment of the start condition of the normal symbol based on the passage of the game ball through the normal symbol gate 13. When the normal symbol lottery result is a win, after the normal symbol performs a variable display for a predetermined time, it stops in the winning stop mode, and the movable piece 15b is released and controlled in a predetermined mode. When the result of the normal symbol lottery is a loss, after the normal symbol performs a variable display for a predetermined time, it stops in the losing stop mode.
[0075] The gaming machine 1 executes a jackpot lottery on the basis of the establishment of the start condition of the first special symbol based on the winning of the game ball in the first start port 14 and the establishment of the start condition of the second special symbol based on the winning of the game ball in the second start port 15. When the special symbol lottery result is a jackpot, after the special symbol performs a variable display for a predetermined time, it stops in the jackpot stop mode, and the first big winning port 16 is released and controlled in a predetermined mode. When the special symbol lottery result is a minor win, after the special symbol performs a variable display for a predetermined time, it stops in the minor win stop mode, and the second big winning port 17 is released and controlled in a predetermined mode. When the special symbol lottery result is a loss, after the special symbol performs a variable display for a predetermined time, it stops in the losing stop mode. Note that there are two types of losses: a normal loss and a special loss.
[0076] The special loss is a loss that is selected only by the jackpot lottery performed on the basis of the establishment of the start condition of the first special game, and is composed of four types: special loss a, special loss b, special loss c, and special loss d. When the special loss is established in the normal state, the game state shifts to the low base short state or the high base short state.
[0077] The gaming machine 1 is provided with six types of first grand prizes and three types of second grand prizes. The first grand prize is a special game in which, after the special symbol stops at the grand prize symbol, the first large winning opening 16 is controlled to open in a predetermined manner. The second grand prize is a special game that is executed on the condition that a game ball passes through the specific area 19B when the special symbol stops at the minor prize symbol and the second large winning opening 17 is controlled to open in a predetermined manner.
[0078] Among the first grand prizes, there are four types of special games (First Type 10R Hit A, First Type 2R Hit B, First Type 2R Hit C, First Type 10R Hit D) executed when the first special symbol stops at the grand prize symbol, and two types of special games (First Type 10R Hit F, First Type 2R Hit G) executed when the second special symbol stops at the grand prize symbol.
[0079] In First Type 10R Hit A, First Type 10R Hit D, and First Type 10R Hit F, a round game in which the first large winning opening 16 is controlled in an open state where a game ball can win is conducted 10 times. In each round game, the first large winning opening 16 is controlled to open until a predetermined number of game balls (for example, 9) win in the first large winning opening 16 or the opening time of the first large winning opening 16 reaches a predetermined time (for example, 29 seconds).
[0080] In First Type 2R Hit B, First Type 2R Hit C, and First Type 2R Hit G, a round game in which the first large winning opening 16 is controlled in an open state where a game ball can win is conducted 2 times. In each round game, the first large winning opening 16 is controlled to open until a predetermined number of game balls (for example, 9) win in the first large winning opening 16 or the opening time of the first large winning opening 16 reaches a predetermined time (for example, 29 seconds).
[0081] Among the second grand prizes, there are three types of special games (Second Type 9R Hit H, Second Type 2R Hit I, Second Type 9R Hit J) executed when the second special symbol stops at the minor prize symbol and a game ball passes through the specific area 19B during the minor prize.
[0082] For the second type, H per 9R and J per 9R, a round game in which the first big winning opening 16 is controlled in an open state where a game ball can win is played 9 times. In each round game, until a predetermined number of game balls (for example, 9 balls) win the first big winning opening 16 or the opening time of the first big winning opening 16 reaches a predetermined time (for example, 29 seconds), the opening of the first big winning opening 16 is controlled.
[0083] For the second type, I per 2R, a round game in which the first big winning opening 16 is controlled in an open state where a game ball can win is played 2 times. In each round game, until a predetermined number of game balls (for example, 9 balls) win the first big winning opening 16 or the opening time of the first big winning opening 16 reaches a predetermined time (for example, 29 seconds), the opening of the first big winning opening 16 is controlled.
[0084] The game states of the gaming machine 1 include a normal state in which the game is played by hitting the ball to the left and a short low-base state, and a short high-base state in which the game is played by hitting the ball to the right. The variation time of the normal symbol is 90 seconds in the normal state, 89 seconds in the short low-base state, and 4 seconds in the short high-base state. Also, the opening control time of the movable piece 15b when the result of the normal symbol lottery is a winning is 0.1 second in the normal state, 0.11 second in the short low-base state, and 8 seconds in the short high-base state.
[0085] The ease of a game ball winning the second start opening 15 increases as the variation time of the normal symbol becomes shorter because the lottery opportunities for the normal symbol increase, and also increases as the opening time of the movable piece 15b when the result of the normal symbol lottery is a winning becomes longer because the winning opportunities for the game ball increase. Therefore, in the short high-base state, compared with the normal state and the short low-base state, the variation time of the normal symbol is considerably shorter and the opening time of the second start opening 15 is also considerably longer, so the ease of a game ball winning the second start opening 15 is higher than that in the normal state and the short low-base state.
[0086] On the other hand, in the short low-base state, compared with the normal state, the variation time of the normal symbol is slightly shorter and the opening time of the second start opening 15 is also slightly longer, so the ease of a game ball winning the second start opening 15 is higher than that in the normal state.
[0087] Therefore, the easiness of winning a game ball at the second start port 15 increases in the order of the high-base short state, the low-base short state, and the normal state. Therefore, if the game state is more advantageous to the player as the easiness of winning a game ball at the second start port 15 is higher, the game state becomes more advantageous to the player in the order of the high-base short state, the low-base short state, and the normal state.
[0088] Hereinafter, the game flow of the gaming machine 1 will be described with reference to FIG. 6. When a first-type 10R win A or a first-type 2R win B is established in the normal state, the game state after the special game ends becomes the normal state again. When a first-type 2R win C or a first-type 10R win D is established in the normal state, the game state after the special game ends becomes a high-base short state in which the upper limit number of times of the high-base short number (J) is 100 times.
[0089] When a special loss a is established in the normal state, the game state becomes a high-base short state in which the upper limit number of times of the high-base short number (J) is 100 times. When a special loss b, a special loss c, or a special loss d is established in the normal state, the game state becomes a low-base short state. The upper limit number of times of the low-base short number (B) of the low-base short state shifted by the establishment of the above three types of special losses is 600 times (special loss b), 400 times (special loss c), and 200 times (special loss d), respectively. In a normal loss which is a loss other than the above four types of special losses, the game state does not shift (however, except when the number of fluctuations (L) described later reaches 800 times).
[0090] When a first-type 2R win C is established in the low-base short state, the game state after the special game ends becomes a low-base short state in which the upper limit number of times of the low-base short number (B) is 100 times. In the low-base short state, when a first-type 10R win A or a first-type 2R win B is established, the game state after the special game ends becomes the normal state. When a first-type 10R win D is established in the low-base short state, the game state after the special game ends becomes a high-base short state in which the upper limit number of times of the high-base short number (J) is 100 times.
[0091] In the short base state, when a special loss or a normal loss occurs and the number of short base times (B) reaches a predetermined number of times (100 times, 200 times, 400 times, 600 times), the gaming state becomes the normal state.
[0092] In either the normal state or the short base state, when a special loss or a normal loss occurs and the number of variation times (L) reaches 800 times, the gaming state becomes the short high base state where the upper limit of the number of short high base times (J) is 100 times.
[0093] In the short high base state, when F for the first type 10R hit, G for the first type 2R hit, H for the second type 9R hit, or I for the second type 2R hit occurs, the gaming state after the end of the special game becomes the short high base state where the upper limit of the number of short high base times (J) is 100 times again. In the short high base state, when J for the second type 9R hit occurs, the gaming state after the end of the special game becomes the normal state. In the short high base state, when a special loss or a normal loss occurs and the number of short high base times (J) reaches 100 times, the gaming state becomes the normal state.
[0094] As shown by the above game flow, the short base state is a gaming state that is less likely to shift to the short high base state than the normal state. Specifically, the conditions for shifting from the short base state to the short high base state are that the number of variation times (L) reaches 800 times and winning D for the first type 10R hit. However, the conditions for shifting from the normal state to the short high base state, in addition to the above two conditions, also include the occurrence of a special loss a and the occurrence condition of C for the first type 2R hit.
[0095] Therefore, in terms of the ease of winning a game ball into the second starting port 15, the short state at low base is higher than the normal state. However, in terms of the ease of transitioning to the most advantageous short state at high base, the normal state is higher than the short state at low base. Therefore, when the player is in the short state at low base, the player will play a game aiming to transition to the normal state. Specifically, when the player is in the short state at low base, the player plays the game aiming to achieve A for every first type 10R or B for every first type 2R, or aiming to complete the specified number of short times (B) at low base.
[0096] As a route to transition to the short state at high base, in addition to the route transitioning from the normal state, a route to directly transition from the short state at low base to the short state at high base is also provided. Specifically, when D for every first type 10R is achieved in the short state at low base, or when the number of fluctuations (L) reaches 800 times, it transitions from the short state at low base to the short state at high base. Therefore, even when the player is staying in the short state at low base, if D for every first type 10R is achieved, the player will transition to the short state at high base, so it becomes possible to play the game with an expectation of always transitioning to the short state at high base.
[0097] Furthermore, even when the player is staying in the short state at low base, when the remaining number of fluctuations (L) is only a few times until 800 rotations, by digesting the remaining few variable displays, the number of fluctuations (L) reaches 800 times and surely transitions to the short state at high base, so it becomes possible to play the game with a very high expectation.
[0098] Also, when transitioning to the short state at high base, if F for every first type 10R, G for every first type 2R, H for every second type 9R, and I for every second type 2R continue to be achieved until J for every second type 9R is achieved, the short state at high base will continue after the special game ends, so it becomes possible to obtain a large number of game balls. Also, the game state after J for every second type 9R is achieved and the short state at high base is exited transitions to the normal state where it is easy to transition to the short state at high base, so it can be expected to return to the short state at high base in a short period.
[0099] (Mode background image) Next, the background images of the production modes according to the game states of the gaming machine 1 will be described. FIG. 7 is a diagram showing the mode background image of the gaming machine 1.
[0100] As shown in FIG. 7, the gaming machine 1 has three production modes: a ground mode, a sea mode, and an underwater temple mode. The ground mode is a production mode corresponding to the short low-base state. The sea mode is a production mode corresponding to the normal state. The underwater temple mode is a production mode corresponding to the short high-base state. However, although the details will be described later, the production mode and the game state generally have the corresponding relationship described above, but there are also exceptions where they do not have the corresponding relationship described above.
[0101] In the ground mode, ground background images (rural background, urban background, desert background) are displayed. In the sea mode, underwater background images (shallow sea background, deep sea background) are displayed. In the underwater temple mode, an underwater temple background image is displayed.
[0102] From the perspective of the game flow, since the game states are advantageous game states in the order of the short high-base state, the normal state, and the short low-base state as described above, the background images of the production modes are set to be more advantageous background images as they approach the seabed.
[0103] Note that in the ground mode, there are three types of background images: a rural background image, an urban background image, and a desert background image, but the background image to be displayed may be changed according to the progress of the number of short low-base times (B). For example, the closer the remaining number of times until the specified consumption of the short low-base times is, the easier it is to display the desert background image, the urban background image, and the rural background image in this order.
[0104] Also, as will be described later, when shifting to the sea mode in either the low-base short state or the normal state under predetermined conditions, depending on the length of the display stay period and the transition state between the shallow-sea background image and the deep-sea background image, it may be possible to suggest to the player which game state it is. In that case, for example, it may be possible to suggest that the higher the likelihood of the deep-sea background image being displayed, the higher the possibility of the normal state.
[0105] Next, various tables stored in the main ROM 110c will be described. FIG. 8 is a diagram showing the winning or losing lottery determination tables for the special symbols and the normal symbols of the gaming machine 1.
[0106] (Winning or losing lottery determination table) Specifically, FIG. 8(a) is a big win lottery determination table for the first special symbol display device, FIG. 8(b) is a big win lottery determination table for the second special symbol display device, and FIG. 8(c) is a winning lottery determination table for the normal symbol display device.
[0107] As shown in FIG. 8(a), the lottery results by the first special symbol are of three types: big win, special loss, and normal loss. As shown in FIG. 8(b), the lottery results by the second special symbol are of three types: big win, small win, and normal loss. The main CPU 110a refers to the big win lottery determination tables shown in FIGS. 8(a) and 8(b) and determines the lottery results based on the obtained big win random number value.
[0108] As shown in FIG. 8(c), the lottery results by the normal symbol are either a win or a loss. The main CPU 110a refers to the winning lottery determination table shown in FIG. 8(c) and determines the lottery results based on the obtained normal symbol random number value. As shown in FIG. 8(c), the winning probability by the normal symbol lottery is the same in the normal state, the low-base short state, and the high-base short state. However, the winning probability by the normal symbol lottery may be changed according to the game state.
[0109] (Symbol determination table) FIG. 9 is a diagram showing the jackpot and minor winning symbol determination tables of the gaming machine 1. Specifically, FIG. 9(a) is the jackpot symbol determination table. In the jackpot symbol determination table, the type of special symbol display device, the special symbol random number value, the type of special symbol (type of jackpot), the stop symbol data, and the symbol designation command are associated with each other.
[0110] FIG. 9(b) is the minor winning symbol determination table. In the minor winning symbol determination table, the special symbol random number value, the type of special symbol (type of jackpot executed by winning in the specific area 19B), the stop symbol data, and the symbol designation command are associated with each other. In the gaming machine 1, the minor winning is established only by the lottery of the second special symbol, but the minor winning may be established according to the lottery result of the first special game.
[0111] The symbol designation command is composed of 1-byte MODE data indicating the classification of the control command and 1-byte DATA indicating the content of the control command to be executed. Also, for the control commands (for example, variable pattern designation commands, etc.) transmitted from other main control boards 110 to the effect control unit 120m, which will be described later, the data configuration of the commands is the same as that of the symbol designation command.
[0112] FIG. 10 is a diagram showing the symbol determination table of the losing symbols of the gaming machine 1. Specifically, FIG. 10(a) is the symbol determination table for special losing, and FIG. 10(b) is the symbol determination table for normal losing.
[0113] As shown in FIG. 8, since the special losing combination is selected only in the winning or losing lottery by the first special symbol, the special losing combination symbol determination table shown in FIG. 10(a) describes only the data associated with the first special symbol display device 20. In the special losing combination symbol determination table, a special symbol random value, a type of special symbol (type of special losing combination), stop symbol data, and a symbol designation command are associated. In the normal losing combination symbol determination table shown in FIG. 10(b), a type of special symbol display device, a special symbol random value, a type of special symbol (type of normal losing combination), and stop symbol data are associated.
[0114] When the variation of the special symbol starts, the main CPU 110a determines a symbol designation command based on the symbol determination tables shown in FIGS. 9 and 10 and the acquired special symbol random value, and transmits the determined symbol designation command to the effect control unit 120m.
[0115] (Special game end setting table) FIG. 11 is a special game end setting table for determining the game state after the special game of the gaming machine 1 ends.
[0116] In the special game end setting table, a type of special symbol display device, a type of special symbol, stop symbol data, game state information set in the game state buffer, the game state at the end of the special game, the number of short times (B) in the low base state, and the short state (J) in the high base state are associated.
[0117] The "game state buffer" is a storage area provided in the main RAM 110b, and is a storage area in which information indicating the game state during the variation when a big win is won is stored. As described above, the game state of the gaming machine 1 is composed of a normal state, a short state in the low base state, and a short state in the high base state.
[0118] When the game state changes upon hitting a big win, if the game state information in the game state buffer is "00H", it becomes the normal state; if the game state information in the game state buffer is "01H", it becomes the short state at low base; if the game state information in the game state buffer is "02H", it becomes the short state at high base.
[0119] The main CPU 110a refers to the special game end setting table shown in FIG. 11 and determines the game state after the special game ends, the short count (B) at low base, and the short count (J) at high base based on the stop data of the special symbols and the game state information in the game state buffer.
[0120] Although it partially overlaps with the game flow described with reference to FIG. 6 below, the change in the game state when each big win symbol stops as a special symbol will be described.
[0121] When the special symbol A stops (when A is selected for the first type 10R win), and when the special symbol B stops (when B is selected for the first type 2R win), the game state after the special game ends becomes the normal state regardless of the game state information in the game state buffer.
[0122] When the special symbol C stops (when C is selected for the first type 2R win), the game state after the special game ends becomes the short state at high base where the upper limit of the short count (J) at high base is 100 times if the game state information in the game state buffer is the normal state, and becomes the short state at low base where the upper limit of the short count (B) at low base is 100 times if the game state information in the game state buffer is the short state at low base or the short state at high base.
[0123] When the special symbol D stops (when D is selected for the first type 10R win), the game state after the special game ends becomes the short state at high base where the upper limit of the short count (J) at high base is 100 times regardless of the game state information in the game state buffer.
[0124] When the special symbol F stops (when F is selected for the first type 10R hit), when the special symbol G stops (when G is selected for the first type 2R hit), when the special symbol H stops (when H is selected for the second type 9R hit), and when the special symbol I stops (when I is selected for the second type 2R hit), the game state after the special game ends will be a high-base short state where the upper limit of the high-base short count (J) is 100 times regardless of the game state information in the game state buffer.
[0125] When the special symbol J stops (when J is selected for the second type 9R hit), the game state after the special game ends will be the normal state regardless of the game state information in the game state buffer.
[0126] In this embodiment, as a jackpot based on the lottery result of the second special symbol that transitions from the high-base short state to the normal state after the end, only J for the second type 9R hit is provided, but multiple types of jackpots based on the lottery result of the second special symbol that transitions from the high-base short state to the normal state after the end may be provided. Also, as a jackpot based on the lottery result of the second special symbol that transitions from the high-base short state to the normal state after the end, instead of 2 types per hit, 1 type per hit may be provided.
[0127] In this embodiment, when transitioning from the normal state to the high-base short state triggered by the establishment of a jackpot, the upper limit of the high-base short count (J) is set to the same 100 times for any jackpot, but the upper limit of the high-base short count (J) may be made different according to the type of the established jackpot.
[0128] In this embodiment, when transitioning from the normal state to the high-base short state triggered by a jackpot and when transitioning to the high-base short state triggered by the occurrence of a special miss or a normal miss and the fluctuation count (L) reaching 800 times, the upper limit of the high-base short count (J) is set to the same 100 times, but different upper limits may be set respectively.
[0129] (Special Losing Symbol and Normal Losing Symbol Stop Setting Table) FIG. 12 is a diagram showing a special losing symbol stop setting table for determining the game state after the special losing symbol of the gaming machine 1 stops.
[0130] In the special losing symbol stop setting table, the type of the special symbol display device, the type of the special symbol, the stop symbol data, the game state before the symbol stops, the game state at the time of the symbol stop, the short number of times (B) in the low base state, and the short number of times (J) in the high base state are associated.
[0131] Although it partially overlaps with the game flow described with reference to FIG. 6 below, the change in the game state when each losing symbol stops as a special symbol will be described.
[0132] When the special symbol a stops (when the special losing a is selected), if the game state before the symbol stops is the normal state, the game state becomes the short state in the high base state where the upper limit of the short number of times (J) in the high base state is 100 times. If the game state before the symbol stops is the short state in the low base state, the game state and the short number of times (B) in the low base state are maintained. If the game state before the symbol stops is the short state in the high base state, the game state and the short number of times (J) in the high base state are maintained.
[0133] When the special symbol b stops (when the special losing b is selected), if the game state before the symbol stops is the normal state, the game state becomes the short state in the low base state where the upper limit of the short number of times (B) in the low base state is 600 times. If the game state before the symbol stops is the short state in the low base state, the game state and the short number of times (B) in the low base state are maintained. If the game state before the symbol stops is the short state in the high base state, the game state and the short number of times (J) in the high base state are maintained.
[0134] When the special symbol c stops (when the special losing symbol c is selected), the gaming state is as follows: if the gaming state before the symbol stop is the normal state, it becomes the low-base short state where the upper limit of the low-base short number of times (B) is 400 times; if the gaming state before the symbol stop is the low-base short state, the gaming state and the low-base short number of times (B) are maintained; if the gaming state before the symbol stop is the high-base short state, the gaming state and the high-base short number of times (J) are maintained.
[0135] When the special symbol d stops (when the special losing symbol d is selected), the gaming state is as follows: if the gaming state before the symbol stop is the normal state, it becomes the low-base short state where the upper limit of the low-base short number of times (B) is 200 times; if the gaming state before the symbol stop is the low-base short state, the gaming state and the low-base short number of times (B) are maintained; if the gaming state before the symbol stop is the high-base short state, the gaming state and the high-base short number of times (J) are maintained.
[0136] Although not described in the table shown in FIG. 12, when the special symbol y stops (when the normal losing symbol is selected by the lottery of the first special symbol) and when the special symbol z stops (when the normal losing symbol is selected by the lottery of the second special symbol), the gaming state is different from the case where the special losing symbol is selected, and the transition of the gaming state does not occur.
[0137] The gaming state at the time of symbol stop when the special losing symbol and the normal losing symbol are selected is as described above, but there are cases where the control of the gaming state is different from the above control. Specifically, when the number of variation times (L) reaches 800 times in the normal state or the low-base short state, the gaming state becomes the high-base short state where the upper limit of the high-base short number of times (J) is 100 times regardless of the type of the losing symbol. Also, when the high-base short number of times (J) reaches 100 times in the high-base short state, the gaming state becomes the normal state regardless of the type of the losing symbol.
[0138] In this embodiment, only one special losing combination, i.e., special losing combination a, is provided as a special losing combination that shifts to the high-base short state in the normal state. However, a plurality of types of special losing combinations that shift to the high-base short state may be provided. In that case, the upper limit number of times of the high-base short times (J) may be set to different numbers according to the type of the established special losing combination.
[0139] (Special game control table) FIG. 13 is a diagram showing a special game control table referred to when controlling the special game of the gaming machine 1. FIG. 13(a) is a diagram showing a special game control table for the first type of big win. In the special game control table for the first type of big win, stop symbol data, opening time, opening designation command, table number of the big winning opening opening / closing control table, ending time, and ending designation command are associated with each of the six types of the first type of big win.
[0140] The main CPU 110a, which will be described in detail later, refers to the special game control table for the first type of big win and controls the opening game, round game, and ending game of the first type of big win based on the stop symbol data.
[0141] Note that the special game is a game composed of an opening game, a round game, and an ending game. The opening game is a game played from the start of the special game until the first big winning opening 16 or the second big winning opening 17 is controlled to open for the first time. The round game is a game played after the first big winning opening 16 or the second big winning opening 17 is controlled to open for a predetermined period and then closed. The ending game is a game played from the end of the last round game until the end of the special game. The opening time is the time from the start of the special game until the start of the first round game, and the ending time is the time from the end of the last round game until the end of the special game.
[0142] The opening designation command and the ending designation command are both commands transmitted from the main control board 110 to the effect control board 120. When the effect control board 120 receives an opening designation command or an ending designation command, it performs effect control of the opening game effect and the ending game effect, which will be described in detail later.
[0143] FIG. 13(b) is a diagram showing a special game control table for the second type of jackpot. In the special game control table for the second type of jackpot, stop symbol data, opening time, opening designation command, table number of the big winning opening opening / closing control table, ending time, and ending designation command are associated with each other.
[0144] The main CPU 110a, which will be described in detail later, refers to the special game control table for the second type of jackpot and controls the opening game, round game, and ending game of the second type of jackpot based on the stop symbol data.
[0145] FIG. 13(c) is a diagram showing a special game control table for the small win. In the special game control table for the small win, stop symbol data, opening time, opening designation command, table number of the big winning opening opening / closing control table, ending time, and ending designation command are associated with each other.
[0146] The main CPU 110a, which will be described in detail later, refers to the special game control table for the small win and controls the opening game, round game, and ending game of the small win based on the stop symbol data.
[0147] (Big winning opening opening / closing control table) FIG. 14 is a diagram showing the big winning opening opening / closing control table of the gaming machine 1. FIG. 14(a) is a diagram showing the big winning opening opening / closing control table for the first type of jackpot. In the big winning opening opening / closing control table for the first type of jackpot, a table number, a round number, a type of the big winning opening, a special electric operation number, and the opening time and closing time of the big winning opening in each round game are associated with each other.
[0148] As described above, for the first type of jackpot, there are the 10R jackpot and the 2R jackpot. The opening control of the big winning opening in each round game is performed with reference to table number "01" and table number "02".
[0149] The main CPU 110a, although will be described in detail later, when performing the round game in the first type of jackpot, refers to the big winning opening opening / closing control table for the first type of jackpot, and based on the table number, performs the opening control and closing control of the first big winning opening 16.
[0150] Fig. 14(b) is a diagram showing the big winning opening opening / closing control table for the second type of jackpot. In the big winning opening opening / closing control table for the second type of jackpot, the table number, the round number, the type of the big winning opening, the special electric operation number, and the opening time and closing time of the big winning opening in each round game are associated with each other.
[0151] As described above, for the second type of jackpot, there are the 9R jackpot and the 2R jackpot. The opening control of the big winning opening in each round game is performed with reference to table number "03" and table number "04".
[0152] The main CPU 110a, although will be described in detail later, when performing the round game in the second type of jackpot, refers to the big winning opening opening / closing control table for the second type of jackpot, and based on the table number, performs the opening control and closing control of the first big winning opening 16.
[0153] Fig. 15 is a diagram showing the small winning opening opening / closing control table of the gaming machine 1 and the small winning specific area opening / closing control table. Fig. 15(a) is a diagram showing the small winning opening opening / closing control table. In the small winning opening opening / closing control table, the table number, the round number, the type of the big winning opening, the special electric operation number, and the opening time and closing time of the big winning opening are associated with each other.
[0154] The main CPU 110a, which will be described in detail later, refers to the small hit big winning opening / closing control table when conducting a small hit game, and performs opening control and closing control of the second big winning opening 17. Note that the opening / closing control of the big winning opening in a small hit game is only one type of opening / closing control that repeats the 0.1 - second opening and 0.05 - second closing of the second big winning opening 17 ten times.
[0155] In this embodiment, the pattern of the opening control and closing control of the second big winning opening 17 in a small hit game is set to one type, but a plurality of types of patterns may be provided. In that case, by providing a plurality of types of opening / closing control patterns of the second big winning opening 17 with different ease of entry of the game balls into the specific area 19B during the small hit game, the ease of occurrence of the second - type big hit based on the entry of the game balls into the specific area 19B may be made different according to the type of small hit. Also, among the plurality of types of opening / closing control patterns of the second big winning opening 17, by providing a pattern in which game balls easily enter the specific area 19B when a normal game is being played and a pattern in which it is difficult for game balls to enter the specific area 19B, the ease of occurrence of the second - type big hit may be changed.
[0156] FIG. 15(b) is a diagram showing the small - hit specific area opening / closing control table. In the small - hit specific area opening / closing control table, the elapsed time since the second big winning opening 17 opened, the opening time when the specific area 19B is opened due to the slide member 19C being in the retracted state, and the closing time when the specific area 19B is closed due to the slide member 19C being in the advanced state are associated with each other.
[0157] In this embodiment, the pattern of the opening control and the closing control of the specific area 19B in the minor hit game is set to one type, but a plurality of types of patterns may be provided. In that case, by providing a plurality of opening / closing control patterns of the specific area 19B with different ease of entry of the game balls into the specific area 19B during the minor hit game, the ease of occurrence of the second type of jackpot based on the entry of the game balls into the specific area 19B may be made different. Further, among the plurality of types of opening / closing control patterns of the specific area 19B, by providing a pattern in which it is easy for the game balls to enter the specific area 19B when the normal game is being played and a pattern in which it is difficult for the game balls to enter the specific area 19B, the ease of occurrence of the second type of jackpot may be changed.
[0158] The main CPU 110a, which will be described in detail later, refers to the specific area opening / closing control table for minor hits and performs the opening control and the closing control of the specific area 19B when conducting a minor hit game.
[0159] (Special symbol variation pattern determination table) FIGS. 16, 17, 18, and 19 are diagrams showing a special symbol variation pattern determination table referred to for determining the variation pattern of the first special symbol or the second special symbol of the gaming machine 1.
[0160] Specifically, the variation pattern determination table for the first special symbol is composed of three types of tables: a table for the normal state (FIG. 16), a table for the short state at low base (FIG. 17), and a table for the short state at high base (FIG. 18).
[0161] Also, the special symbol variation pattern determination table for the second special symbol is composed of two types of tables: a table for the period from after the end of the jackpot to the end of the 30th rotation in the short state at high base started on the occasion of the jackpot (FIG. 19(a)), and a table for the entire period in the short state at high base started on the occasion of the special loss or for the period after the 31st rotation after the end of the jackpot in the short state at high base started on the occasion of the jackpot (FIG. 19(b)).
[0162] Therefore, the special symbol variation pattern determination table of the gaming machine 1 is composed of five types of tables. All of these variation pattern determination tables are stored in the main ROM 120c.
[0163] In the special symbol variation pattern determination tables for the first special symbol in the normal state (Fig. 16), the first special symbol in the short low base state (Fig. 17), and the second special symbol (Fig. 19), special symbols, the number of holds, reach determination random values, special symbol variation random values, special symbol variation patterns, special symbol variation times, and variation pattern designation commands are associated. Note that the variation pattern determination table shown for the first special symbol in the short high base state (Fig. 18) is not associated with the number of holds and the reach determination random value, and special symbols, special symbol variation random values, special symbol variation patterns, special symbol variation times, and variation pattern designation commands are associated.
[0164] The reach determination random value is a random value composed of 100 values with a random number range from 0 to 99. Since the reach effect is always performed in the case of a big win, the reach determination random value is not referenced in the case of special symbols corresponding to a big win.
[0165] Also, since the reach effect is always performed in the case of a special loss in the normal state and the short low base state, and shortened variation is always performed in the case of a special loss in the short high base state, the reach determination random value is not referenced in the case of special symbols corresponding to a special loss either. Therefore, the reach determination random value is only referenced in the case of special symbols corresponding to a normal loss (special symbol y or special symbol z).
[0166] Hereinafter, the special symbol variation pattern determination table for the first special symbol referenced in the normal state will be described with reference to Fig. 16. In the special symbol variation pattern determination table for the first special symbol referenced in the normal state, in the case of the variation display where the special symbol A (A for the first type 10R win) stops, depending on the value of the special symbol variation random value, one of the variation patterns 10, 11, 12 is associated.
[0167] The special symbol variation random value is a random value composed of 100 values with a random number range from 0 to 99. The distribution of the variation patterns for special symbol A is in descending order as variation pattern 12, variation pattern 11, and variation pattern 10. Also, the variation times T10, T11, and T12 for variation patterns 10, 11, and 12 are 20 seconds, 30 seconds, and 50 seconds respectively.
[0168] In the variation pattern determination table of the first special symbol referred to in the normal state, for the variation patterns and variation times when special symbol B (B for the first type 2R win), special symbol C (C for the first type 2R win), and special symbol D (D for the first type 10R win) stop, similar to the case of special symbol A, multiple types of variation patterns are associated according to the special symbol variation random value.
[0169] In the variation pattern determination table of the first special symbol referred to in the normal state, as the variation patterns when special symbol a (special loss a) stops, variation pattern 30 and variation pattern 31 are associated according to the value of the special symbol variation random value. Also, for the variation patterns when special symbol b (special loss b), special symbol c (special loss c), and special symbol d (special loss d) stop, similar to special symbol a, two variation patterns are associated for each special symbol according to the value of the special symbol variation random value.
[0170] The variation times of variation pattern 30, variation pattern 32, variation pattern 34, and variation pattern 36 corresponding to the special loss in the normal state are all the same T30 (30 seconds). Also, the variation times of variation pattern 33, variation pattern 35, and variation pattern 37 corresponding to the special loss in the normal state are all the same T32 (40 seconds).
[0171] In the variation pattern determination table of the first special symbol that is referred to in the normal state, the variation pattern and variation time of the special symbol when the special symbol y (normal loss) stops are allocated according to the first special symbol hold count (U1), the reach determination random number value, and the special symbol variation random number value.
[0172] Specifically, when the first special symbol hold count (U1) is 0 or 1, if the reach determination random number value is from 0 to 69, variation pattern 40 is associated, and if the reach determination random number value is from 70 to 99, any one of variation patterns 41, 42, 43, 44 is associated according to the value of the special symbol variation random number value. Similarly, when the first special symbol hold count is 2 or 3, if the reach determination random number value is from 0 to 89, variation pattern 45 is associated, and if the reach determination random number value is from 90 to 99, any one of variation patterns 46, 47, 48, 49 is associated according to the value of the special symbol variation random number value.
[0173] Note that although a maximum of 4 may be stored as the hold count of the special symbol, the variation pattern of the special symbol is determined after subtracting 1 from the hold count of the special symbol. Therefore, when referring to the variation pattern determination table of the special symbol, since there is no situation where the hold count is 4, the case where the hold count is 4 is not included in the variation pattern determination table of the special symbol.
[0174] Note that the variation time T40 of variation pattern 40 is 4 seconds, and the variation time T44 of variation pattern 45 is 2 seconds. Therefore, the average variation time of the special symbol when the normal loss stops is set longer when the first special symbol hold count (U1) is 0 or 1 than when it is 2 or 3. This is set in this way for two purposes: to make it easier to accumulate the hold count when the hold count is smaller by setting the variation time to be longer when the hold count is smaller, and to enable the high-speed digestion of loss variations when the hold count is larger and to make the game proceed smoothly.
[0175] Also, in variation patterns 42 and 47 where the special symbol y stops and the random number value for special symbol variation is selected from 50 to 69, both have a variation time of T30 (30 seconds), which is the same as the variation time when variation patterns 30 (special symbol a), 32 (special symbol b), 34 (special symbol c), and 36 (special symbol d) corresponding to a special loss stop. Although details will be described later, in the case of the above variation patterns, since the same roulette effect is performed, the variation times are the same.
[0176] Next, with reference to FIG. 17, the variation pattern determination table for the first special symbol referred to in the low-base short state will be described. Similar to the table referred to in the normal state, in the case of a big win or a special loss, the variation pattern is allocated according to the type of the special symbol and the value of the random number value for special symbol variation. In the case of a normal loss, the variation pattern is allocated according to the hold number, the random number value for reach determination, and the random number value for special symbol variation. And in any case, a variation time and a variation pattern designation command are associated with the allocated variation pattern.
[0177] The variation pattern determination tables for the first special symbol referred to in the normal state and the low-base short state have the same number of variation patterns allocated for each special symbol, and the allocated values of the hold number, the random number value for reach determination, and the random number value for special symbol variation are also the same.
[0178] Also, when comparing the variation times of the variation pattern determination tables in the normal state and the low-base short state, in all variation patterns except for variation pattern 31 (normal state) and variation pattern 64 (low-base short state) where the random number value for special symbol variation becomes "20 to 99" when the special symbol is a special loss a, the variation times are the same.
[0179] Note that the variation time T31 of variation pattern 31 which is a special loss a in the normal state is 50 seconds, and the variation time T44 of variation pattern 64 which is a special loss a in the low-base short state is 35 seconds.
[0180] Next, the variation pattern determination table for the first special symbol, which is referred to in the short state at the high base, will be described with reference to FIG. 18. As described above, the variation pattern determination table for the first special symbol in the short state at the high base is not associated with the number of holds and the random number value for reach determination, but is associated with the special symbol, the random number value for special symbol variation, the variation pattern of the special symbol, the variation time of the special symbol, and the variation pattern designation command.
[0181] In the variation pattern determination table for the first special symbol in the short state at the high base, in the case of a big win, the variation pattern is allocated according to the type of the special symbol and the random number value for special symbol variation. Also, in the case of a special loss and a normal loss in the short state at the high base, one type of variation pattern is associated with each special symbol, and the same variation time T59 is associated with any of the variation patterns. Note that the variation time T59 is a shortened variation time of 2 seconds.
[0182] Next, the variation pattern determination table for the second special symbol will be described with reference to FIG. 19. FIG. 19(a) is a diagram showing the variation pattern determination table for the second special symbol variation, which is referred to in the period until the variation display is performed up to the 30th rotation after the end of the big win. In the variation pattern determination table for the second special symbol shown in FIG. 19(a), when the special symbol F (F for every 10R of the first type) and the special symbol G (G for every 2R of the first type) stop, similar to the variation pattern determination table for the first special symbol, a plurality of types of variation patterns are associated with each special symbol according to the value of the random number value for special symbol variation.
[0183] In the variation pattern determination table for the second special symbol shown in FIG. 19(a), when the special symbols H, I, and J corresponding to small wins stop, the variation patterns 210, 211, and 212 are associated respectively. Also, the variation patterns 210, 211, and 212 all have the same variation time of T55 (50 seconds).
[0184] In the variation pattern determination table of the second special symbol shown in Fig. 19(a), when the special symbol z, which is a normal loss, stops, the variation pattern and variation time of the special symbol are associated according to the second special symbol reserve number (U2), the random number value for reach determination, and the random number value for special symbol variation, in the same way as when the special symbol y (normal loss) in the variation pattern determination table of the first special symbol stops.
[0185] Also, for variation patterns 222 and 226 in which the random number value for special symbol variation is selected from 40 to 89 when the special symbol z stops, the variation time for both is T55 (50 seconds), which is the same variation time as when variation patterns 210 (special symbol H), 211 (special symbol I), and 212 (special symbol J), which correspond to small wins, stop. Although it will be described in detail later, in the case of the above variation patterns, the same chance effect is performed for all, so the variation time is the same.
[0186] Fig. 19(b) is a diagram showing the variation pattern determination table for the second special symbol variation that is referred to in periods other than when the variation display from after the end of the big win to the 30th rotation is performed. Specifically, it is a diagram showing the variation pattern determination table for the second special symbol variation that is referred to in the high base short state after the next variation when the special loss a is established in the normal state, and in the high base short state after the 31st rotation after shifting to the high base short state after the end of the big win.
[0187] The variation pattern determination table for the second special symbol variation shown in Fig. 19(b) has fewer types of variation pattern designation commands than the variation pattern determination table for the second special symbol variation shown in Fig. 19(a). Specifically, in Fig. 19(a), there are many cases where a plurality of variation pattern designation commands are allocated to one type of special symbol according to the value of the random number value for special symbol variation, but in Fig. 19(b), only one type of variation pattern designation command is associated with special symbols other than the special symbol z.
[0188] In addition, the variation time of the jackpot variation selected in Fig. 19(b) is set to be shorter than the variation time of the jackpot variation selected in Fig. 19(a). Specifically, the variation times selected by the special symbol F in Fig. 19(a) are T52 (60 seconds), T51 (40 seconds), and T50 (20 seconds), while the variation time selected by the special symbol F in Fig. 19(b) is T60 (5 seconds). Also, for the special symbol G, the special symbol H, the special symbol I, and the special symbol J, the variation time selected in Fig. 19(b) is T60, which is shorter than each variation time selected in Fig. 19(a), similar to the special symbol F.
[0189] Furthermore, the variation time of the losing variation selected in Fig. 19(b) is set to be shorter than the variation time of the losing variation selected in Fig. 19(a). Specifically, the variation times selected by the special symbol z, which is a normal loss in Fig. 19(a), are T58 (60 seconds), T55 (50 seconds), T57 (20 seconds), T56 (6 seconds), and T59 (3 seconds). On the other hand, the variation times selected by the special symbol z, which is a normal loss in Fig. 19(b), are T61 (2 seconds) and T62 (1 second).
[0190] From the above, for the variation time of the second special symbol, it is easier to select a shorter variation time from the variation pattern determination table in Fig. 19(b) than from the variation pattern determination table in Fig. 19(a). That is, the variation time of the second special symbol is set to be shorter for the variation display after the variation display following the establishment of the special loss a and for the variation display after the 31st rotation after the end of the jackpot, compared to the variation display up to the 30th rotation after the end of the jackpot.
[0191] Therefore, after the next variable display when the special loss a is established, and in the high-base short state after the 31st rotation after the jackpot ends, the progress of the game becomes faster compared to the high-base short state from the end of the jackpot to the 30th rotation. Although it will be described in detail later, in the high-base short state, three different types of production modes are executed according to the periods of "after the next variable display when the special loss a is established", "after the 31st rotation after the jackpot ends", and "from the end of the jackpot to the 30th rotation".
[0192] Although it will be described in detail later, the main CPU 110a refers to the variable pattern determination table of the special symbol shown in FIG. 16, FIG. 17, FIG. 18, or FIG. 19, and based on the type of the special symbol display, the type of the special symbol, the number of reserved special symbols, the random number value for reach determination, and the random number value for special symbol variation, determines the variable pattern of the special symbol, the variable time of the special symbol, and the variable pattern designation command.
[0193] Also, although it will be described in detail later, the production control board 120 controls the game production based on the variable pattern designation command received from the main control board 110. In the production contents of FIG. 16, FIG. 17, FIG. 18, or FIG. 19, an example of the production executed by the production control board 120 according to each variable pattern designation command is described.
[0194] The following describes each production content described in the production contents of FIG. 16, FIG. 17, FIG. 18, or FIG. 19. "Reach" means a variable state in which after all the decorative symbols 36 are variably displayed, the same type of decorative symbols temporarily stop on the left symbol 36L and the right symbol 36R, and the variation of the middle symbol 36C that has not temporarily stopped continues. And when the finally temporarily stopped middle symbol 36C is of the same type as the previously temporarily stopped left symbol 36L and right symbol 36R, it becomes a combination of decorative symbols 36 indicating a jackpot. Also, when the finally temporarily stopped middle symbol 36C is of a different type from the previously temporarily stopped left symbol 36L and right symbol 36R, it becomes a combination of decorative symbols 36 indicating a loss.
[0195] "Normal Variation" and "Shortened Variation" refer to variations in which, during the variation of a plurality of decorative patterns 36, the patterns do not reach a winning combination and instead stop losing with various types of decorative patterns 36. Also, "Normal Variation" has a longer variation time than "Shortened Variation".
[0196] However, if the combination of decorative patterns 36 that results in a loss is a specific combination, it may be regarded as a combination of decorative patterns 36 indicating a specific jackpot (for example, "0", "0", "7", etc.). Also, by temporarily stopping a type of decorative pattern 36 indicating a specific jackpot in the middle pattern 36C in the case of a reach loss, it may be made into a combination of decorative patterns 36 indicating a specific jackpot (for example, "1", "2R win", "1", etc.).
[0197] "Normal Reach" is a reach effect with a low jackpot expectation in which the middle pattern 36C varies while the same type of left pattern 36L and right pattern 36R are temporarily stopped. "SP Reach" is a reach with a higher jackpot expectation than Normal Reach, and is an effect that encourages which type of decorative pattern 36 will temporarily stop on the middle pattern 36C using characters, etc. on a background different from that of Normal Reach. "Full Rotation Reach" is a reach in which the jackpot is determined, and is a reach in which the same type of three decorative patterns 36 are combined and vary at a low speed.
[0198] "Roulette Effect" is an effect that is executed after the pattern combination of decorative patterns 36 indicating a reach loss (for example, "3", "2", "3") is temporarily stopped, and is an effect indicating a change or continuation of the effect mode.
[0199] As shown in FIGS. 16 and 17, the roulette effect is an effect that is executed when the first special symbol is a special loss or part of a normal loss. The outcomes that make up the roulette effect are three types of images corresponding to the "ground mode", "sea mode", and "underwater temple mode". Details will be described later, but the image corresponding to the "ground mode" is an image with the word "ground" attached, the image corresponding to the "sea mode" is an image with the word "sea" attached, and the image corresponding to the "underwater temple mode" is an image with the word "temple" attached.
[0200] The roulette effect notifies the change or continuation of the effect mode according to the final outcome of the roulette according to the above-described game flow in response to the decision. Note that the roulette effect is an effect that is executed only when the first special symbol is variably displayed in the sea mode and is not executed when the second special symbol is variably displayed.
[0201] When the change of the mode effect is indicated by the roulette effect, the background image is switched to the background image corresponding to the destination mode. Also, when the continuation of the mode effect is indicated by the roulette effect, the displayed background image is maintained or the display is switched to another background image within the same mode (for example, in the sea mode, the background image is switched from the "shallow water background image" to the "deep sea background image", etc.).
[0202] The "battle effect" is an effect that notifies the establishment of a big win, the transition or continuation of the effect mode by displaying the result of the battle (win, loss, draw), and is an effect that can be executed only when the effect mode is the sea mode.
[0203] The victory effect of the battle is executed when the first type 2R win C or the special loss a is established in the normal state of the sea mode, and when the first type 10R win D is established in the sea mode in the low base short state and the normal state. In any case, the game state transitions to the high base short state.
[0204] The battle defeat effect is executed when special miss b, special miss c, or special miss d occurs in the sea mode in the normal state (when the game state transitions to the low base short state). Also, the battle defeat effect is executed when some special misses occur in the sea mode in the low base short state (when the game state maintains the low base short state).
[0205] The battle draw effect is executed when the first type 10R hit A, the first type 2R hit B, or a normal miss occurs in the sea mode in the normal state (when the game state maintains the normal state). Also, the battle draw effect is executed when some special misses occur in the sea mode in the low base short state (when the game state maintains the low base short state). The details of the battle effect will be described later.
[0206] The "chance effect" is an effect executed after the symbol combination (e.g., "5", "4", "5") of the decorative symbol 36 indicating a reach miss is temporarily stopped, and it is an effect indicating a small win or a reach miss.
[0207] The chance effect is executed when the second special symbol is a small win or part of a normal miss. Note that the chance effect is only executed when the second special symbol has a variable display, and is not executed when the first special symbol has a variable display.
[0208] In the chance effect, one of the three types of images, "hit for 9R", "hit for 2R", and "miss", is displayed. Specifically, the chance effect is an effect in which one of the above three types of images appears from a treasure chest image imitating a treasure chest, and the winning result is notified according to the appeared image.
[0209] The image that appears from the treasure chest image is the "hit for 9R" image when the second special symbol is the second type 9R hit H or the second type 9R hit J, the "hit for 2R" image when the second special symbol is the second type 2R hit I, and the "miss" image when the second special symbol is a normal miss.
[0210] The treasure chest images are composed of three types of images with different designs, and the jackpot expectation levels vary according to the types of treasure chest images. In the case of a shabby treasure chest, a losing image is likely to appear. In the case of a normal treasure chest, the three types appear evenly. In the case of a luxurious treasure chest, a 9R win image or a 2R win image is likely to appear.
[0211] The "instant win effect" is an effect in which the left symbol 36L, the right symbol 36R, and the middle symbol 36C stop in order at high speed without performing an effect that provokes whether it will be a jackpot by a reach effect, and the jackpot symbols are aligned. In the case of the first type of jackpot (special symbol F, special symbol J), a combination of decorative symbols 36 of the same symbol stops and is displayed. In the case of the second type of jackpot (special symbol H, special symbol I, special symbol J), after the same decorative symbol 36 stops and is displayed on the left symbol 36L and the right symbol 36R, a special symbol ("V win") indicating a small win is stopped and displayed on the middle symbol 36C.
[0212] As described above, after the special game of the second type 9R win H ends, the game state becomes the high base short state, and after the special game of the second type 9R win J ends, it becomes the normal state. When a notification image notifying the second type 9R win is displayed in the chance effect, it is difficult to identify which second type 9R win has been won, and the effect during the jackpot notifies which win it is. The details of the effect during the jackpot that notifies which jackpot it is will be described later.
[0213] Specifically, although it will be described later in an explanation using a flowchart, during a small win game that triggers a transition to the special symbols H, I, and J in the high base short state, if the game ball does not pass through the specific area 19B of the second large winning opening 17, the game state after the small win game ends transitions from the high base short state to the normal state.
[0214] (Pre-judgment table for jackpot lottery) FIG. 20 and FIG. 21 are diagrams showing a preliminary determination table referred to for preliminarily determining the result of the jackpot lottery of the gaming machine 1. FIG. 20 is a diagram showing the preliminary determination table for the jackpot lottery in the first special symbol. FIG. 21 is a diagram showing the preliminary determination table for the jackpot lottery in the second special symbol.
[0215] Specifically, FIG. 21(a) is a diagram showing the preliminary determination table for the jackpot lottery in the second special symbol, which is referred to during the period when the variable display is performed from the end of the jackpot until the 30th rotation. FIG. 21(b) is a diagram showing the preliminary determination table for the jackpot lottery in the second special symbol, which is referred to during the variable display after the next variable display when the special loss a is established and during the variable display after the 31st rotation from the end of the jackpot.
[0216] As shown in FIGS. 20 and 21, the preliminary determination table for the jackpot lottery is associated with a special symbol random value, a reach determination random value, a special symbol variation random value, winning information, and a start winning designation command.
[0217] Although it will be described in detail later, upon winning of a game ball in the first start port 14 or the second start port 15, a special symbol random value, a reach determination random value, and a special symbol variation random value for the winning are acquired. By using these acquired random values and the preliminary determination table for the jackpot lottery, it becomes possible to determine the lottery result of the variable display based on the winning before the variable display based on the winning is started.
[0218] The preliminary determination table for the jackpot lottery shown in FIGS. 20 and 21 and the special symbol variation pattern determination table shown in FIG. 16, FIG. 17, or FIG. 19 are similar tables. However, the preliminary determination table for the jackpot lottery is referred to when winning a game ball in the start port, while the special symbol variation pattern determination table is referred to when starting the variation of the special symbol, which is different.
[0219] The common part between the pre-judgment table in the big win lottery and the special symbol variation pattern determination table is the allocation of variation patterns for big win, small win, and special loss lottery results. Therefore, for the variations resulting in big win, small win, and special loss, at the pre-judgment stage, the planned variation patterns and production contents can be grasped, so it is possible to perform the production (preview production) for the planned variations before the start of the variation display. Note that the preview production will be described later.
[0220] The different part between the pre-judgment table in the big win lottery and the special symbol variation pattern determination table is the allocation of variation patterns for normal loss. Specifically, in the pre-judgment table in the big win lottery, there is no allocation of variation patterns according to the number of holdovers, while in the special symbol variation pattern determination table, there is an allocation of variation patterns according to the number of holdovers.
[0221] Specifically, the allocation of reach judgment random values for normal loss in Fig. 20 ("0 to 89", "90 to 99") is different from the allocation of reach judgment random values for normal loss (number of holdovers "0, 1") in Figs. 16 and 17 ("0 to 69", "70 to 99"), and is the same as the allocation of reach judgment random values for normal loss (number of holdovers "2, 3") in Figs. 16 and 17 ("0 to 89", "90 to 99").
[0222] That is, even when the first special symbol is a normal loss, when the reach judgment random value is "70 to 89", there are cases where it becomes a reach loss (number of holdovers "0, 1") and non-reach loss (number of holdovers "2, 3") according to the number of holdovers at the start of the variation. At the pre-judgment stage, it is impossible to grasp the number of holdovers at the start of the variation, so in the pre-judgment, only the reach judgment random value "90 to 99" for which a reach is made regardless of the number of holdovers is pre-judged as the reach variation production.
[0223] Therefore, when the first special symbol is a normal loss, if the reach determination random value is "90 to 99", it is possible to perform a predictive effect that determines a reach. However, if the reach determination random value is "70 to 89", it is not possible to perform a predictive effect that determines a reach, and only a predictive effect that indicates a high probability of a reach can be executed.
[0224] Also, similarly, since the number of holds at the start of the variation cannot be grasped at the pre-determination stage, when the first special symbol is a normal loss and the reach determination random value is "0 to 69", it is also impossible to pre-grasp whether a normal variation or a shortened variation will occur. In addition, in the case of a normal loss in the second special symbol, there may be a situation similar to the case of the normal loss in the first special symbol described above.
[0225] (Display screen in the image display device) Next, in order to explain the predictive effect, leaving the description of the table stored in the main ROM 110c, the outline of the screen displayed on the image display device 31 will be explained with reference to FIG. 22.
[0226] FIG. 22 is a diagram showing an example of a display screen displayed on the image display device 31 of the gaming machine 1. The decorative symbol 36 is composed of a left symbol 36L, a middle symbol 36C, a right symbol 36R, and a fourth symbol 36Z. The left symbol 36L, the middle symbol 36C, and the right symbol 36R are displayed in the center of the display screen. The fourth symbol 36Z is displayed in the lower left of the display screen.
[0227] At the lower center of the image display device 31, a variable image 40 corresponding to the currently ongoing variation is displayed. On the left side of the variable image 40, a first hold image 41(1) of the first hold (the hold with the first waiting for variation) of the first special symbol and a first hold image 41(2) of the second hold (the hold with the second waiting for variation) of the first special symbol are displayed. When the number of holds of the first special symbol is at its maximum of 4, a first hold image 41(3) of the third hold (the hold with the third waiting for variation) of the first special symbol and a first hold image 41(4) of the fourth hold (the hold with the fourth waiting for variation) of the first special symbol are displayed on the left side of the first hold image (2).
[0228] On the right side of the variable image 40, a second hold image 42(1) of the first hold (the hold with the first waiting for variation) of the second special symbol is displayed. When the number of holds of the second special symbol is at its maximum of 4, a second hold image 42(2) of the second hold (the hold with the second waiting for variation) of the second special symbol, a second hold image 42(3) of the third hold (the hold with the third waiting for variation) of the second special symbol, and a second hold image 42(4) of the fourth hold (the hold with the fourth waiting for variation) of the second special symbol are displayed on the right side of the second hold image (1).
[0229] At the lower left of the image display device 31, a fourth symbol 36Z, a first hold number image 43, and a second hold number image 44 are displayed. The first hold number image indicates the number of holds of the first special symbol in numbers. The second hold number image indicates the number of holds of the second special symbol in numbers. The number of images of the first hold image 41 is the same as the number indicated by the first hold number image 43, and the number of images of the second hold image 42 is the same as the number indicated by the second hold number image 44.
[0230] When the number of holds of the first special symbol increases due to a winning of a game ball in the first start port 14, a first hold image 41 and a first hold number image 43 corresponding to the increased number of holds are displayed. When the number of holds of the second special symbol increases due to a winning of a game ball in the second start port 15, a second hold image 42 and a second hold number image 44 corresponding to the increased number of holds are displayed.
[0231] When the number of holds of the first special symbol decreases due to the start of the variation of the first special symbol, a first hold image 41 and a first hold numerical image 43 corresponding to the number of holds after the decrease are displayed. When the number of holds of the second special symbol decreases due to the start of the variation of the second special symbol, a second hold image 42 and a second hold numerical image 44 corresponding to the number of holds after the decrease are displayed.
[0232] Note that the display change of the first hold image 41 corresponding to the increase / decrease in the number of holds of the first special symbol is a change effect accompanied by an animation for a predetermined time, whereas the display change of the first hold numerical image 43 is a change effect not accompanied by an animation shorter than the predetermined time.
[0233] Therefore, the execution time of the display change effect of the first hold image 41 corresponding to the increase / decrease in the number of holds of the first special symbol is longer than the execution time of the display change effect of the first hold numerical image 43 corresponding to the increase / decrease in the number of holds of the first special symbol. Similarly, the execution time of the display change effect of the second hold image 42 corresponding to the increase / decrease in the number of holds of the second special symbol is longer than the execution time of the display change effect of the second hold numerical image 44 corresponding to the increase / decrease in the number of holds of the second special symbol.
[0234] The variation image 40 becomes non-displayed when the variation display of the first special symbol ends. The first hold image 41(1) moves and is displayed at the position where the variation image 40 was displayed and changes to the variation image 40 along with the non-display of the variation image 40. The first hold image 41(2) moves and is displayed at the position where the first hold image 41(1) was displayed and changes to the first hold image 41(1) along with the movement display of the first hold image 41(1). Note that for the second hold image 42 as well, when the variation display of the second special symbol ends, movement display and display change are performed in the same manner as the first hold image 41.
[0235] The first hold image 41 is composed of images of a plurality of colors (white, blue, yellow, green, red, rainbow) with the same design. The first hold image 41 indicates the jackpot expectation degree for the variable display of the hold according to the display color. The jackpot expectation degree according to the display color of the first hold image 41 increases in the order of rainbow, red, green, yellow, blue, white. Also, the display color of the first hold image 41 can be changed only to a display color with a higher jackpot expectation degree than the current display color.
[0236] The display color of the first hold image 41 to be displayed is determined based on the preliminary determination of the jackpot lottery described above. Thus, the effect performed based on the preliminary determination of the jackpot lottery will be hereinafter referred to as "preview effect". Also, among the preview effects, those that change the display color etc. of the first hold image 41 and the second hold image 42 will be hereinafter referred to as "preview hold change effect".
[0237] In the preview hold change effect, the first hold image 41 with the display colors of rainbow, red, and green can be displayed only when the variable display scheduled for the hold is a reach variation by the preliminary determination. On the other hand, the first hold image 41 with the display colors of yellow, blue, and white is displayed whether it is a reach variation or a non-reach variation.
[0238] As described above, the preview effect is performed to suggest the possibility of a jackpot in the variable display of the hold to be previewed, but it may also be performed to suggest the possibility of a specific loss occurring. Specifically, based on the fact that the establishment of the special loss a in the normal state is determined by the preliminary determination of the jackpot lottery, the preview effect may be performed.
[0239] Also, the preview effect may be performed according to the remaining number of times of the low base short number of times (B) without depending on the preliminary determination of the jackpot lottery. Although it will be described in detail later, the gaming machine 1 suggests the transition of the gaming state to the normal state in the low base short state by executing a specific effect mode, but it may also be performed by the preview effect.
[0240] (Normal symbol determination table) Returning again to the description of the table stored in the main ROM 110c. FIG. 23 is a diagram showing various determination tables for the normal symbols of the gaming machine 1. FIG. 23(a) is a diagram showing the normal symbol determination table of the gaming machine 1. In the normal symbol determination table, the game state, the win / loss determination result, the type of normal symbol, the stop symbol data, and the normal symbol designation command are associated with each other.
[0241] Based on the hit lottery determination table shown in FIG. 8(c), the win / loss determination result determined based on the normal symbol random value, and the current game state, the main CPU 110a refers to the normal symbol determination table and determines the normal symbol and the stop symbol data. The main CPU 110a determines the normal symbol designation command based on the determined normal symbol and stop symbol data, and transmits the determined normal symbol designation command to the effect control board 120.
[0242] FIG. 23(b) is a diagram showing the variation pattern determination table of the normal symbol. In the variation pattern determination table of the normal symbol, the game state, the win / loss determination result, the variation pattern of the normal symbol, the variation time, and the normal symbol variation designation command are associated with each other. Note that in each game state, the variation time is the same both at the time of a hit determination and at the time of a miss determination, but the variation time may be made different according to the win / loss determination.
[0243] Based on the hit lottery determination table shown in FIG. 8(c), the win / loss determination result determined based on the normal symbol random value, and the current game state, the main CPU 110a refers to the variation pattern determination table of the normal symbol shown in FIG. 23(b) and determines the variation pattern of the normal symbol. The main CPU 110a determines the normal symbol variation designation command based on the determined variation pattern of the normal symbol, and transmits the determined normal symbol designation command to the effect control board 120.
[0244] (Auxiliary game control table) FIG. 24 is a diagram showing the auxiliary game table of the gaming machine 1. FIG. 24(a) is a diagram showing the auxiliary game control table. In the auxiliary game control table, the game state, stop symbol data, opening time, table number of the movable piece opening / closing control table for auxiliary games, and ending time are associated with each other.
[0245] Based on the stop symbol data, the main CPU 110a refers to the auxiliary game control table to determine the opening time, the table number of the movable piece control table for auxiliary games, and the ending time.
[0246] (Movable piece opening / closing control table for auxiliary games) FIG. 24(b) is a diagram showing the movable piece opening / closing control table for auxiliary games. In the movable piece opening / closing control table for auxiliary games, the table number of the movable piece control table for auxiliary games, the number of times the movable piece 15b is opened, the opening time of the movable piece 15b, and the closing time of the movable piece 15b are associated with each other.
[0247] Based on the table number of the movable piece control table for auxiliary games, the main CPU 110a refers to the movable piece opening / closing control table for auxiliary games to determine the number of times the movable piece 15b is opened, the opening time of the movable piece 15b, and the closing time of the movable piece 15b.
[0248] (Various storage areas) FIG. 25 is a diagram showing various storage areas set in the main RAM 110b of the gaming machine 1. FIG. 25(a) is a diagram showing the special symbol storage area. The special symbol storage area has a 0th storage unit corresponding to the variation, a 1st special symbol storage area in which determination information acquired when a game ball enters the 1st start port 14 is stored, and a 2nd special symbol storage area in which determination information acquired when a game ball enters the 2nd start port 15 is stored.
[0249] The first special symbol memory area has a first memory unit corresponding to the first hold, a second memory unit corresponding to the second hold, a third memory unit corresponding to the third hold, and a fourth memory unit corresponding to the fourth hold. Similarly, the second special symbol memory area has a first memory unit corresponding to the first hold, a second memory unit corresponding to the second hold, a third memory unit corresponding to the third hold, and a fourth memory unit corresponding to the fourth hold.
[0250] Note that the number of pieces of determination information stored in the first to fourth memory units of the first special symbol memory area is the first special symbol hold number (U1), and the number of pieces of determination information stored in the first to fourth memory units of the second special symbol memory area is the second special symbol hold number (U2).
[0251] FIG. 25(b) is a diagram showing each memory unit of the special symbol memory area. As shown in FIG. 25(b), in each memory unit of the first special symbol memory area and the second special symbol memory area, areas for storing jackpot random values, special symbol random values, special symbol variation random values, and reach determination random values are provided.
[0252] When a game ball enters the first start port 14 and determination information is acquired, the acquired determination information is stored in the memory unit with the smallest number among the first to fourth memory units of the first special symbol memory area in which the determination information is not stored. Similarly, when a game ball enters the second start port 15 and determination information is acquired, the acquired determination information is stored in the memory unit with the smallest number among the first to fourth memory units of the second special symbol memory area in which the determination information is not stored.
[0253] When the start condition for the variable display of the first special symbol is satisfied in the 0th memory unit of the special symbol memory area, the determination information stored in the first memory unit of the first special symbol memory area is shifted. Similarly, when the start condition for the variable display of the second special symbol is satisfied in the 0th memory unit of the special symbol memory area, the determination information stored in the first memory unit of the second special symbol memory area is shifted. Then, when performing the variable display of the special symbol for which the start condition is satisfied, the determination information shifted to the 0th memory unit is referred to for performing the variable display of the special symbol.
[0254] FIG. 25(c) is a diagram showing a normal symbol determination area. The normal symbol storage area has a 0th storage unit corresponding to the variation, a 1st storage unit corresponding to the 1st hold, a 2nd storage unit corresponding to the 2nd hold, a 3rd storage unit corresponding to the 3rd hold, and a 4th storage unit corresponding to the 4th hold.
[0255] FIG. 25(d) is a diagram showing each storage unit of the normal symbol storage area. As shown in FIG. 25(d), each storage unit of the normal symbol storage area is provided with an area for storing a normal symbol random value. Since there is one type of variation pattern of the normal symbol for each pass / fail determination result in each game state, no normal symbol variation random value for distributing the variation pattern of the normal symbol is provided.
[0256] When a game ball passes through the normal symbol gate 13 and a normal symbol random value is acquired, the acquired determination information is stored in the storage unit with the smallest number among the 1st to 4th storage units of the normal symbol storage area where the determination information is not stored.
[0257] When the start condition for the variation display of the normal symbol is satisfied in the 0th storage unit of the normal symbol storage area, the determination information stored in the 1st storage unit of the normal symbol storage area is shifted. Then, when performing the variation display of the normal symbol for which the start condition is satisfied, the determination information shifted to the 0th storage unit is referred to for performing the variation display of the normal symbol.
[0258] Next, the progress of the game performed by the main control board 110 in the gaming machine 1 will be specifically described using a flowchart.
[0259] (Main process of the main control board) FIG. 26 is a diagram showing a flowchart of the main process of the main control board 110 of the gaming machine 1. The main process starts when a system reset occurs in the main CPU 110a when power is supplied to the main control board 110 by the power supply board 170.
[0260] As shown in FIG. 26, the main CPU 110a executes initialization processing in step S10. In the initialization processing, the main CPU 110a reads a game control program and game control data from the main ROM 110c into the main RAM 110b in response to power-on. Thereafter, the main CPU 110a determines whether to recover data based on the on / off state of the RAM clear switch 111a provided on the back of the gaming machine 1 at the time of power-on and the power-off occurrence information and checksum content backed up in the power-off monitoring process (S20) at the time of the previous power-off. If it is determined that the data is to be recovered, the data in the main RAM 110b is recovered. If it is determined that the data is not to be recovered, the main RAM 110b is cleared (RAM clear). Details of the initialization processing will be described later.
[0261] Next, the main CPU 110a executes a power-off monitoring process in step S20. In the power-off monitoring process, the main CPU 110a monitors whether a power-off has occurred in the gaming machine 1. When a power-off occurs, the main CPU 110a stops the launch of the game ball by controlling the solenoid 4a for launch and the solenoid 4b for ball feeding. Also, the main CPU 110a clears the output port and stops the payout of the game ball by the payout device. Further, after performing the process of creating and saving the checksum of the main RAM 110b and setting the power-off occurrence information, the main CPU 110a sets the access to the main RAM 110b to be prohibited in preparation for a power-off. Details of the power-off monitoring process will be described later.
[0262] Next, the main CPU 110a performs a game random number value update process in step S30. In the game random number value update process, the main CPU 110a updates the random number value for reach determination and the random number value for special symbol variation. Next, the main CPU 110a performs an initial random number value update process in step S40. In the initial random number value update process, the main CPU 110a updates the jackpot initial random number value, the normal symbol initial random number value, and the special symbol initial random number value.
[0263] The main CPU 110a repeats the loop process from step S20 to step S40 hereafter. During this loop process, the main CPU 110a executes the timer interrupt process described later by generating a clock pulse every predetermined period (for example, 4 ms) by the reset clock pulse generation circuit provided on the main control board 110.
[0264] (Initialization process of the main control board) FIG. 27 and FIG. 28 are diagrams showing a flowchart of the initialization process of the gaming machine 1 in step S10 in FIG. 26.
[0265] In step S10-1, the main CPU 110a performs a security check on the main CPU 110a and waits for processing for 2000 ms.
[0266] In step S10-2, the main CPU 110a permits access to the main RAM 110b. Next, in step S10-3, the main CPU 110a sets the serial communication port.
[0267] Next, in step S10-4, the main CPU 110a sets the watchdog timer. The watchdog timer monitors whether the main control unit 110m of the main control board 110 is operating normally. The main CPU 110a periodically sends a signal indicating that it is operating normally to the watchdog timer, and the watchdog timer is cleared by receiving this signal. When the processing of the main control unit 110m stops or when an infinite loop process of a specific process is being performed, the watchdog timer counts up without clearing the watchdog timer, and when the timer value reaches a predetermined count value, the main control unit 110m is reset.
[0268] Next, in step S10-5, the main CPU 110a transmits a power-on designation command to the effect control board 120. Next, in step S10-6, the main CPU 110a detects the inputs of the touch sensor 3a and the firing volume 3b, and controls the firing solenoid 4a and the ball feed solenoid 4b to enable the firing of the game ball.
[0269] Next, in step S10-7, the main CPU 110a determines whether the RAM clear SW 111a is on. When the RAM clear SW 11a is on, the main CPU 110a proceeds to step S10-11 (Fig. 28). When the RAM clear SW 111a is off, the main CPU 110a proceeds to step S10-8.
[0270] Next, in step S10-8, the main CPU 110a determines whether the power-off occurrence information stored in the main RAM 110b is normal. When the power-off occurrence information is normal, the main CPU 110a proceeds to step S10-9. When the power-off occurrence information is not normal, the main CPU 110a proceeds to step S10-11.
[0271] Next, in step S10-9, the main CPU 110a calculates the checksum of the main RAM 110b. Next, in step S10-10, the main CPU 110a determines whether the calculated checksum is normal. When the calculated checksum is normal, the main CPU 110a proceeds to step S10-16 (Fig. 28). When the calculated checksum is not normal, the main CPU 110a proceeds to step S10-11.
[0272] Note that whether the calculated checksum is normal is determined by whether the checksum calculated at the previous power-off and stored in the main RAM 110b matches the newly calculated checksum in step S10-9.
[0273] In step S10-11, main CPU 110a clears the used area of main RAM 110b. Next, in step S10-12, main CPU 110a configures the RAM when backup is not valid. Next, in step S10-13, main CPU 110a clears the watchdog timer.
[0274] Next, in step S10-14, main CPU 110a sends a RAM clear specification command to effect control board 120 and proceeds to step S10-15. In effect control board 120 that has received the RAM clear specification command, processing for executing a RAM clear preparation notification is performed.
[0275] The "RAM clear preparation notification" is processing such as display of an image notifying that RAM clear will be executed on image display device 31, specific light emission of effect lighting devices such as first effect lighting device 340a, or specific voice output ( "RAM clear is in progress") from voice output device 32.
[0276] Next, in step S10-15, main CPU 110a performs initial configuration of devices around the CPU and proceeds to step S10-19. Specifically, main CPU 110a configures output settings to effect control board 120, settings of the CTC (counter Timer Circuit) to be used, and interrupt timer (4ms) of the CTC to be used.
[0277] In step S10-16, main CPU 110a configures the RAM when backup is valid. Specifically, after clearing the backup flag and checksum stored in main RAM 110b, main CPU 110a restores the data in each used area of main RAM 110b based on power-off occurrence information.
[0278] The data restored based on the power-off occurrence information refers to the data stored in data storage areas such as the special symbol memory area, the special figure special power processing data memory area, the stop symbol data memory area, the normal symbol reservation memory area, the normal figure normal power processing data memory area, the normal symbol data memory area, the game state flag memory area, the specific area winning flag memory area, the game state buffer, the round number (R) counter, the big winning opening ball number (C) counter, the first special symbol reservation number (U1) counter, the second special symbol reservation number (U2) counter, the normal symbol reservation number (G) counter, the low base short time number (B) counter, the high base short time number (J) counter, the variation number (L) counter, the opening number (S) counter, the special power operation number (K) counter, the special symbol time counter, the special game timer counter, the normal symbol time counter, the auxiliary game timer counter, the production transmission data storage area, etc.
[0279] Next, in step S10-17, the main CPU 110a performs initial settings for the devices around the CPU. Specifically, it sets the output settings to the production control board 120, the settings of the CTC (counter Timer Circuit) to be used, and the interrupt timer (4 ms) of the CTC to be used, etc.
[0280] Next, in step S10-18, the main CPU 110a determines whether the game state stored in the game state flag memory area of the main RAM 110b is the normal state. When the game state stored in the game state flag memory area of the main RAM 110b is the normal state, the main CPU 110a proceeds to step S10-19, and when the game state stored in the game state flag memory area of the main RAM 110b is not the normal state, the main CPU 110a proceeds to step S10-20.
[0281] In step S10-19, main CPU 110a transmits a power recovery specification command corresponding to the normal state to the effect control board 120, and proceeds to step S10-23. The reason why the process of step S10-19 is performed after step S10-15 is that the normal state is set in the game state flag storage area of main RAM 110b in step S10-12.
[0282] In step S10-20, main CPU 110a determines whether the game state stored in the game state flag storage area of main RAM 110b is the low base short state. If the game state stored in the game state flag storage area of main RAM 110b is the low base short state, main CPU 110a proceeds to step S10-21; if the game state stored in the game state flag storage area of main RAM 110b is not the low base short state, main CPU 110a proceeds to step S10-22.
[0283] In step S10-21, main CPU 110a transmits a power recovery specification command corresponding to the low base short state to the effect control board 120, and proceeds to step S10-23.
[0284] In step S10-22, main CPU 110a transmits a power recovery specification command corresponding to the high base short state to the effect control board 120, and proceeds to step S10-23.
[0285] In step S10-23, main CPU 110a transmits a game state specification command corresponding to the game state after power recovery to the effect control board 120, and ends the initialization process.
[0286] (Power-off monitoring process of main control board) FIG. 29 is a diagram showing a flowchart of the power-off monitoring process of the gaming machine 1.
[0287] In step S20-1, the main CPU 110a sets interrupt inhibition. Next, in step S20-2, the main CPU 110a determines whether the power supply of the gaming machine 1 has been turned off. Specifically, when a power-off detection signal is input from a power supply detection circuit (not shown) provided on the power supply board 170, the main CPU 110a determines that a power-off has occurred.
[0288] If the main CPU 110a determines that a power-off has occurred, it proceeds to step S20-4. If it determines that a power-off has not occurred, it proceeds to step S20-3.
[0289] In step S20-3, the main CPU 110a sets interrupt permission and ends the power-off monitoring process.
[0290] In step S20-4, the main CPU 110a stops the emission of game balls by controlling the solenoid 4a for emission and the solenoid 4b for ball feeding. Next, in step S20-5, the main CPU 110a clears the output port. Next, in step S20-6, the main CPU 110a transmits a power-off designation command to the payout control board 130. Based on receiving the power-off designation command, the payout control board 130 transmits a command regarding the output of external information to the main CPU 110a. In step S20-7, the main CPU 110a stores the command regarding the output of external information received from the payout control board 130.
[0291] In step S20-8, the main CPU 110a calculates the checksum of the data within the used area of the main RAM 110b and sets it in a predetermined area of the main RAM 110b.
[0292] Note that the data targeted when the main CPU 110a calculates the checksum are the data stored in data storage areas such as the special symbol storage area, the special drawing and special electric processing data storage area, the stop symbol data storage area, the normal symbol reservation storage area, the normal drawing and normal electric processing data storage area, the normal symbol data storage area, the game state flag storage area, the specific area winning flag storage area, the game state buffer, the round number (R) counter, the big winning hole ball entry number (C) counter, the first special symbol reservation number (U1) counter, the second special symbol reservation number (U2) counter, the normal symbol reservation number (G) counter, the low base short time number (B) counter, the high base short time number (J) counter, the variation number (L) counter, the opening number (S) counter, the special electric operation number (K) counter, the special symbol time counter, the special game timer counter, the normal symbol time counter, the auxiliary game timer counter, and the production transmission data storage area.
[0293] Next, in step S20-9, the main CPU 110a sets a backup flag to be referred to at the time of recovery from power-off in a predetermined area of the main RAM 110b. Next, in step S20-10, the main CPU 110a prohibits access to the main RAM 110b. After that, the main CPU 110a performs an infinite loop process and waits until the supply of the power voltage completely disappears.
[0294] (Timer interrupt processing of the main control board) FIG. 30 is a diagram showing a flowchart of the timer interrupt processing of the main control board 110 of the gaming machine 1. Except for special cases such as power-on and power-off, the main CPU 110a executes timer interrupt processing every generation cycle (for example, 4 ms) in which a clock pulse signal is generated by a reset clock pulse generation circuit provided in the main control board 110.
[0295] When the clock pulse signal is generated, in step S100, the main CPU 110a saves the information stored in the register of the main CPU 110a in the stack area. Next, in step S110, the main CPU 110a performs counter update processing. Specifically, the main CPU 110a decrements the special symbol time counter, special game timer counter, normal symbol time counter, and auxiliary game timer counter stored in the main RAM 110b by 1.
[0296] Next, in step S120, the main CPU 110a updates the jackpot random value, normal symbol random value, and special symbol random value. Specifically, the main CPU 110a increments each random value and the random counter by 1. When the added random counter exceeds the maximum value of the random range (when the random counter makes a full cycle), the main CPU 110a resets the random counter to 0 and newly updates each random value from the initial random value at that time.
[0297] Next, in step S130, the main CPU 110a performs initial random value update processing. Specifically, the main CPU 110a updates the jackpot initial random value, normal symbol random value, and special symbol initial random value.
[0298] Next, in step S200, the main CPU 110a performs input control processing. Specifically, the main CPU 110a determines whether there is an input to each of the SWs of the general winning port detection SW12a, gate detection SW13a, first start port detection SW14a, second start port detection SW15a, first big winning port detection SW16a, second big winning port detection SW17a, specific area detection SW18a, magnetic detection SW41a, and radio wave detection SW42a, and executes predetermined processing when there is an input. The details of the input control processing will be described later.
[0299] Next, in step S300, the main CPU 110a executes the special figure special power control process. Specifically, the main CPU 110a updates the value of the special figure special power process data stored in the main RAM 110b according to the progress of the game, and executes a predetermined process based on the updated value of the special figure special power process data. Details of the special figure special power control process will be described later.
[0300] Next, in step S400, the main CPU 110a executes the normal figure normal power control process. Specifically, the main CPU 110a updates the value of the normal figure normal power process data stored in the main RAM 110b according to the progress of the game, and executes a predetermined process based on the updated value of the normal figure normal power process data. Details of the normal figure normal power control process will be described later.
[0301] Next, in step S500, the main CPU 110a executes the payout control process. Specifically, the main CPU 110a refers to the general winning opening prize ball counter, the first start winning prize ball counter, the second start winning prize ball counter, the first big winning opening prize ball counter, and the second big winning opening prize ball counter stored in the main RAM 110b, and transmits a payout number specification command instructing the payout of the number of game balls indicated by each counter to the payout control board 130. When the payout control board 130 receives the payout number specification command transmitted from the main CPU 110a, it controls the payout motor 131 of the payout device to payout the game balls according to the payout number specification command.
[0302] Next, the main CPU 110a executes data generation processing in step S600. Specifically, the main CPU 110a performs a process of creating output data related to game progress, such as drive data of the start port opening / closing solenoid 15c, drive data of the first large winning port opening / closing solenoid 16c, drive data of the second large winning port opening / closing solenoid 17c, drive data of the specific area opening / closing solenoid 18d, display data of the first special symbol display device 20, display data of the second special symbol display device 21, display data of the normal symbol display device 24, display data of the first special symbol hold indicator 22, display data of the second special symbol display 23, display data of the normal symbol hold indicator 25, and an external information signal output from the game information output terminal board 30.
[0303] Next, the main CPU 110a executes output control processing in step S700. Specifically, the main CPU 110a outputs each display data, each drive data, and the external information signal generated in the data generation processing of step S600. Also, the main CPU 110a executes a process for transmitting commands set in the production transmission data storage area and the transmission buffer of the main RAM 110b to the production control board 120.
[0304] Next, the main CPU 110a returns the information saved in the stack area in step S100 to the registers of the main CPU 110a and ends the timer interrupt processing in step S800.
[0305] (Input Control Processing of the Main Control Board) FIG. 31 is a diagram showing a flowchart of the input control processing of the main control board 110 of the gaming machine 1.
[0306] In step S210, main CPU 110a executes general winning port detection SW input processing. Specifically, main CPU 110a determines whether there is a detection signal from general winning port detection SW 12a. When there is a detection signal from general winning port detection SW 12a, main CPU 110a performs an update process of adding a predetermined number (for example, 1) to the general winning port prize ball counter stored in main RAM 110b, and proceeds to step S220. When there is no detection signal from general winning port detection SW 12a, main CPU 110a directly proceeds to step S220.
[0307] In step S220, main CPU 110a executes big winning port detection SW input processing. Specifically, main CPU 110a determines whether there is a detection signal from the first big winning port detection SW 16a or the second big winning port detection SW 17a. When there is a detection signal from the first big winning port detection SW 16a or the second big winning port detection SW 17a, main CPU 110a increments the big winning port ball entry number (C) counter stored in main RAM 110b by 1, and proceeds to step S230. When there is no detection signal from the first big winning port detection SW 16a or the second big winning port detection SW 17a, main CPU 110a directly proceeds to step S230.
[0308] When there is a detection signal from the first big winning port detection SW 16a or the second big winning port detection SW 17a when not in a big win, main CPU 110a determines that an illegal winning error has occurred, and sets an illegal winning error designation command in the transmission buffer of main RAM 110b. When effect control board 120 receives an illegal winning error designation command from main CPU 110a, it executes processing to cause image display device 31 to display a notification image of the illegal winning error and audio output device 32 to output a notification sound of the illegal winning error.
[0309] Next, in step S230, the main CPU 110a executes the first start port detection SW input process. Specifically, the main CPU 110a determines whether there is an input of a detection signal from the first start port detection SW 14a. If there is no input of a detection signal from the first start port detection SW 14a, the main CPU 110a proceeds directly to step S240. If there is an input of a detection signal from the first start port detection SW 14a, the main CPU 110a executes processes such as updating the prize ball counter, obtaining various random number values, performing pre-determination processing, and setting various commands, and then proceeds to step S240. The details of the first start port detection SW input process will be described later.
[0310] Next, in step S240, the main CPU 110a executes the second start port detection SW input process. Specifically, the main CPU 110a determines whether there is an input of a detection signal from the second start port detection SW 15a. If there is no input of a detection signal from the second start port detection SW 15a, the main CPU 110a proceeds directly to step S250. If there is an input of a detection signal from the second start port detection SW 15a, the main CPU 110a executes processes such as updating the prize ball counter, obtaining various random number values, performing pre-determination processing, and setting various commands, and then proceeds to step S250.
[0311] Note that the details of the second start port detection SW input process are the same as those of the first start port detection SW input process, which will be described in detail later. Specifically, in the second start port detection SW input process, items provided for the first start port are replaced with items provided for the second start port, such as replacing the "first special symbol reservation number (U1)" in the first start port detection SW input process with the "second special symbol reservation number (U2)", and replacing the "first start port detection SW 14a" with the "second start port detection SW 15a".
[0312] Next, in step S250, the main CPU 110a executes specific area detection SW input processing. Specifically, the main CPU 110a determines whether there is a detection signal from the specific area detection SW 18a. When there is no input of the detection signal from the specific area detection SW 18a, the main CPU 110a proceeds directly to step S260. When there is an input of the detection signal from the specific area detection SW 18a, the main CPU 110a executes predetermined processing and proceeds to step S260. Details of the specific area detection SW input processing will be described later.
[0313] Next, in step S260, the main CPU 110a executes gate detection SW input processing. Specifically, the main CPU 110a determines whether there is a detection signal from the gate detection SW 13a. When there is an input of the detection signal from the gate detection SW 13a and the number of ordinary symbol holds (G) is 3 or less, the main CPU 110a increments the number of ordinary symbol holds (G) by 1, acquires an ordinary symbol random value, and stores the acquired determination information in the smallest numbered storage unit among the first to fourth storage units of the ordinary symbol storage area where the determination information is not stored.
[0314] Even when there is an input of the detection signal from the gate detection SW 13a, if the number of ordinary symbol holds (G) is 4, the main CPU 110a proceeds directly to step S270. Also, when there is no input of the detection signal from the gate detection SW 13a, the main CPU 110a proceeds directly to step S270.
[0315] Next, in step S270, the main CPU 110a executes magnetic detection SW input processing. Specifically, the main CPU 110a determines whether there is a detection signal from the magnetic detection SW 41a over a predetermined period.
[0316] When the detection signal from the magnetic detection SW41a exists for a predetermined period, the main CPU 110a sets a magnetic error designation command in the transmission buffer of the main RAM 110b and advances the process to step S280. When the detection signal from the magnetic detection SW41a does not exist for a predetermined period, the main CPU 110a advances the process to step S280 as it is.
[0317] In addition, when the effect control board 120 receives a magnetic error designation command from the main CPU 110a, it executes processing for causing the image display device 31 to display a notification image of a magnetic error and causing the audio output device 32 to output a notification sound of a magnetic error.
[0318] Next, in step S280, the main CPU 110a executes radio wave detection SW input processing. Specifically, the main CPU 110a determines whether or not the detection signal from the radio wave detection SW42a exists for a predetermined period.
[0319] When the detection signal from the radio wave detection SW42a exists for a predetermined period, the main CPU 110a sets a radio wave error designation command in the transmission buffer of the main RAM 110b and ends the input control processing. When the detection signal from the radio wave detection SW42a does not exist for a predetermined period, the main CPU 110a ends the input control processing as it is.
[0320] In addition, when the effect control board 120 receives a radio wave error designation command from the main CPU 110a, it executes processing for causing the image display device 31 to display a notification image of a radio wave error and causing the audio output device 32 to output a notification sound of a radio wave error.
[0321] (First startup port detection SW input processing of the main control board) FIG. 32 is a diagram showing a flowchart of the first startup port detection SW input processing of the main control board 110 of the gaming machine 1.
[0322] In step S230-1, main CPU 110a determines whether there is a detection signal from the first start port detection SW 14a. When there is a detection signal from the first start port detection SW 14a, main CPU 110a proceeds to step S230-2. When there is no detection signal from the first start port detection SW 14a, main CPU 110a ends the first start port detection SW input process.
[0323] Next, in step S230-2, main CPU 110a performs an update process of adding a predetermined number (for example, 3) to the start port prize ball counter.
[0324] Next, in step S230-3, main CPU 110a determines whether the count value of the first special symbol hold count (U1) counter is less than 4. When the count value of the first special symbol hold count (U1) counter is less than 4, main CPU 110a proceeds to step S230-4. When the count value of the first special symbol hold count (U1) counter is not less than 4, main CPU 110a ends the first start port detection SW input process.
[0325] Next, in step S230-4, main CPU 110a reads the count value of the first special symbol hold count (U1) stored in the storage area of main RAM 110b, adds 1 to the read count value of the first special symbol hold count (U1), and stores it in the storage area of main RAM 110b.
[0326] Next, in step S230-5, main CPU 110a obtains a jackpot random value and stores the obtained jackpot random value in the smallest numbered storage unit among the first to fourth storage units in the first special symbol storage area provided in main RAM 110b where the jackpot random value is not stored.
[0327] Next, in step S230-6, the main CPU 110a obtains a special symbol random value and stores the obtained special symbol random value in the storage unit with the smallest number among the first to fourth storage units in the first special symbol storage area provided in the main RAM 110b, where the special symbol random value is not stored.
[0328] Next, in step S230-7, the main CPU 110a obtains a reach determination random value and stores the obtained reach determination random value in the storage unit with the smallest number among the first to fourth storage units in the first special symbol storage area provided in the main RAM 110b, where the reach determination random value is not stored.
[0329] Next, in step S230-8, the main CPU 110a obtains a special symbol variation random value and stores the obtained special symbol variation random value in the storage unit with the smallest number among the first to fourth storage units in the first special symbol storage area provided in the main RAM 110b, where the special symbol variation random value is not stored.
[0330] Next, in step S230-9, the main CPU 110a executes a pre-determination process. Specifically, the main CPU 110a refers to the pre-determination table (Figure 20) for jackpot lottery in the first special symbol stored in the main ROM 120c, and determines winning information based on the jackpot random value, special symbol random value, special symbol variation random value, and reach determination random value obtained this time.
[0331] In step S230-10, the main CPU 110a sets the start winning designation command corresponding to the winning information determined in step S230-9 in the effect transmission data storage area of the main RAM 110b.
[0332] Note that the effect control board 120 can execute a pre-reading effect that suggests the possibility of a big win or a special loss before the start of the variation of the special symbols based on the start winning designation command received from the main CPU 110a, based on the winning in the current first start port 14. Examples of the pre-reading effect include those that occur over multiple variations such as changes in the display mode (e.g., color, design, etc.) of the first hold image 41 displayed on the image display device 31 or the display of a special background image, those that make the winning sound output at the time of a start winning a special winning sound, and those that occur at the time of winning such as causing special light emission in the effect lighting device.
[0333] In step S230-11, the main CPU 110a sets a special symbol storage number designation command indicating the first special symbol hold number (U1) determined in step S230-4 in the effect transmission data storage area of the main RAM 110b, and ends the first start port detection SW input process. Note that the effect control board 120 performs processes such as increasing the display of the first hold image 41 on the image display device 31 and outputting a winning sound to the audio output device 32 based on the special symbol storage number designation command received from the main CPU 110a.
[0334] (Specific area detection SW input process of the main control board) FIG. 33 is a diagram showing a flowchart of the specific area detection SW input process of the main control board 110 of the gaming machine 1.
[0335] In step S250-1, the main CPU 110a determines whether there is a detection signal from the specific area detection SW 18a. If there is no detection signal from the specific area detection SW 18a, the main CPU 110a ends the specific area detection SW input process. If there is a detection signal from the specific area detection SW 18a, the main CPU 110a proceeds to step S250-2.
[0336] Next, in step S250-2, the main CPU 110a sets the specific area winning flag in the storage area of the specific area winning flag in the main RAM 110b. The specific area winning flag is a flag indicating that a game ball has won in the specific area 19B provided in the second largest winning opening 17. As described above, the second type jackpot is a jackpot that is executed when a game ball enters the specific area 19B provided in the second largest winning opening 17.
[0337] Next, in step S250-3, the main CPU 110a sets the specific area winning designation command in the production transmission data storage area of the main RAM 110b.
[0338] Next, in step S250-4, the main CPU 110a stores the game state (the game state when a game ball has won in the specific area 19B) stored in the game state flag of the main RAM 110b in the game state buffer of the main RAM 110b, and ends the specific area detection SW input process.
[0339] (Special drawing special power control process of the main control board) FIG. 34 is a diagram showing a flowchart of the special drawing special power control process of the main control board 110 of the gaming machine 1.
[0340] In step S301, the main CPU 110a loads the special drawing special power processing data stored in the main RAM 110b.
[0341] In step S302, main CPU 110a executes a process corresponding to the loaded special drawing and special electric processing data. Specifically, when the special drawing and special electric processing data is 0, it executes the special symbol storage determination process of step S310; when the special drawing and special electric processing data is 1, it executes the special symbol variation process of step S320; when the special electric processing data is 2, it executes the special symbol stop process of step S330; when the special drawing and special electric processing data is 3, it executes the big win game process of step S340; when the special drawing and special electric processing data is 4, it executes the small win game process of step S350; when the special drawing and special electric processing data is 5, it executes the big win game end process of step S360. Then, after executing any of the processes, main CPU 110a ends the special drawing and special electric control process. Details of each control process will be described later.
[0342] (Special Symbol Storage Determination Process of Main Control Board) FIG. 35 and FIG. 36 are diagrams showing a flowchart of the special symbol storage determination process of the gaming machine 1.
[0343] In step S310-1, main CPU 110a determines whether the special symbol is in the process of variation. Specifically, main CPU 110a refers to the special symbol time counter stored in main RAM 110b. If the counter value is 0, it determines that the special symbol is not in the process of variation; if the counter value is not 0, it determines that the special symbol is in the process of variation. When the special symbol is in the process of variation, main CPU 110a ends the special symbol storage determination process. When the special symbol is not in the process of variation, main CPU 110a proceeds to step S310-2.
[0344] In step S310-2, main CPU 110a determines whether the second special symbol reservation number (U2) stored in main RAM 110b is 0. When the second special symbol reservation number (U2) is 0, main CPU 110a proceeds to step S310-4. When the second special symbol reservation number (U2) is not 0, main CPU 110a proceeds to step S310-3.
[0345] In step S310-3, main CPU 110a subtracts 1 from the second special symbol reservation count (U2) in main RAM 110b, and proceeds to step S310-9.
[0346] In step S310-4, main CPU 110a determines whether the first special symbol reservation count (U1) stored in main RAM 110b is 0. If the first special symbol reservation count (U1) is 0, main CPU 110a proceeds to step S310-6. If the first special symbol reservation count (U1) is not 0, main CPU 110a proceeds to step S310-5.
[0347] In step S310-5, main CPU 110a subtracts 1 from the first special symbol reservation count (U1) in main RAM 110b, and proceeds to step S310-9.
[0348] In step S310-6, main CPU 110a determines whether the customer waiting state flag stored in main RAM 110b is set. The customer waiting state flag is a flag indicating that the gaming machine 1 is not performing a special game and that variable display is not being performed in a state where the reservation count is 0 (customer waiting state). If the customer waiting flag is not set, main CPU 110a proceeds to step S310-7. If the customer waiting flag is set, the special symbol memory determination process ends.
[0349] In step S310-7, main CPU 110a sets the customer waiting state flag in the customer waiting state flag storage area of main RAM 110b.
[0350] In step S310-8, main CPU 110a sets a customer waiting state designation command indicating that gaming machine 1 is in the customer waiting state in the effect transmission data storage area of main RAM 110b, and ends the special symbol memory determination process.
[0351] In step S310-9, main CPU 110a executes a shift process on the storage area of main RAM 110b. Specifically, when the second special symbol retention count is decremented by 1 in step S310-3, the data stored in the first storage unit of the second special symbol storage area of main RAM 110b is written to the zeroeth storage unit of the special symbol storage area, and the data stored in the second to fourth storage units is written to the storage unit immediately preceding it. Also, when the first special symbol retention count is decremented by 1 in step S310-5, the data stored in the first storage unit of the first special symbol storage area of main RAM 110b is written to the zeroeth storage unit of the special symbol storage area, and the data stored in the second to fourth storage units is written to the storage unit immediately preceding it.
[0352] Note that the data already stored in the zeroeth storage unit of the special symbol storage area before the shift process of the current storage area is overwritten by new data due to the shift process of the current storage area, and thus will be erased.
[0353] Although the variable display of the second special symbol is executed with priority over the variable display of the first special symbol (special 2 priority digestion), the variable displays of the first and second special symbols may be executed in parallel (special 1 and special 2 simultaneous variation), or the variable display of the first special symbol may be executed with priority over the variable display of the second special symbol (special 1 priority digestion).
[0354] In step S310-10, main CPU 110a sets a special symbol retention count designation command in the production transmission data storage area of main RAM 110b. Specifically, when the second special symbol retention count (U2) is decremented by 1 in step S310-3, main CPU 110a sets a special symbol retention count designation command indicating the decremented second special symbol retention count in the production transmission data storage area of main RAM 110b. Also, when the first special symbol retention count (U1) is decremented by 1 in step S310-5, main CPU 110a sets a special symbol retention count designation command indicating the decremented first special symbol retention count in the production transmission data storage area of main RAM 110b.
[0355] Note that the effect control board 120 refers to a special symbol storage number designation command based on the shift process of the current storage area received from the main CPU 110a, and performs processing to cause the image display device 31 to display a new variable image 40, reduce the display of the first hold image 41 and the second hold image 42, and update and display the images of the first hold digital image 43 and the second hold digital image 44.
[0356] In step S310-11, the main CPU 110a determines whether the low base short count (B) stored in the main RAM 110b is 1 or more. If the low base short count (B) stored in the main RAM 110b is 1 or more, the main CPU 110a proceeds to step S310-12. If the low base short count (B) stored in the main RAM 110b is less than 1, the main CPU 110a proceeds to step S310-14.
[0357] In step S310-12, the main CPU 110a subtracts 1 from the low base short count (B) stored in the main RAM 110b and stores it.
[0358] In step S310-13, the main CPU 110a determines whether the low base short count (B) after subtracting 1 is 0. If the low base short count (B) after subtracting 1 is 0, the main CPU 110a proceeds to step S310-20. If the low base short count (B) after subtracting 1 is not 0, the main CPU 110a proceeds to step S311.
[0359] In step S310-14, main CPU 110a determines whether the high base short count (J) stored in main RAM 110b is 1 or more. If the high base short count (J) stored in main RAM 110b is 1 or more, main CPU 110a proceeds to step S310-15. If the high base short count (J) stored in main RAM 110b is not 1 or more, main CPU 110a proceeds to step S311.
[0360] In step S310-15, main CPU 110a subtracts 1 from the high base short count (J) stored in main RAM 110b and stores the result.
[0361] In step S310-16, main CPU 110a determines whether the high base short count (J) after subtracting 1 is 0. If the high base short count (J) after subtracting 1 is 0, main CPU 110a proceeds to step S310-20. If the high base short count (J) after subtracting 1 is not 0, main CPU 110a proceeds to step S311.
[0362] In step S310-20, main CPU 110a sets the normal game state in the game state flag storage area of main RAM 110b and proceeds to step S311.
[0363] In step S311, main CPU 110a executes the jackpot determination process. Specifically, main CPU 110a refers to the various tables stored in main ROM 110c shown in FIGS. 8, 9, and 10 based on the jackpot random value and special symbol random value newly stored in the 0th storage unit, and the type of the special symbol display device of the data shifted to the 0th storage unit, and determines the type of the special symbol, the stop symbol data, etc. The details of the jackpot determination process will be described later.
[0364] In step S312, the main CPU 110a determines the variation pattern of the special symbol to be executed. Specifically, based on the type of the special symbol determined in step S311, the reach determination random number value and the special symbol variation random number value newly stored in the 0th storage unit, and the first special symbol reservation count and the second special symbol reservation count, the main CPU 110a refers to the variation pattern determination table for the first special symbol (FIG. 16 (in the normal state), FIG. 17 (in the short state at low base), FIG. 18 (in the short state at high base)) and the variation pattern determination table for the second special symbol (FIG. 19) stored in the main ROM 110c, and determines the variation pattern of the special symbol at the start of variation.
[0365] In step S313, the main CPU 110a sets a variation pattern designation command corresponding to the variation pattern of the special symbol determined in step S312 in the production transmission data storage area of the main RAM 110b.
[0366] Note that the production control board 120 performs processing for executing a variation production according to the variation pattern of the special symbol based on the variation pattern designation command received from the main CPU 110a.
[0367] In step S314, the main CPU 110a sets a game state designation command corresponding to the game state stored in the game state flag storage area of the main RAM 110b in the production transmission data storage area of the main RAM 110b.
[0368] In step S315, the main CPU 110a sets a short time count designation command corresponding to the short time count (B) at low base and the short time count (J) at high base stored in the game state flag storage area of the main RAM 110b in the production transmission data storage area of the main RAM 110b.
[0369] In step S316, the main CPU 110a executes a process for starting the variable display of the special symbol. Specifically, the main CPU 110a sets variable display data for causing the first special symbol display device 20 or the second special symbol display device 21 to perform variable display of the special symbol in a predetermined area of the main RAM 110b.
[0370] Next, in step S317, the main CPU 110a sets the variable time of the special symbol. Specifically, the main CPU 110a sets the variable time corresponding to the variable pattern of the special symbol determined in step S312 in the special symbol time counter of the main RAM 110b. Note that the special symbol time counter is subtracted every 4 ms in the counter update process within the timer interrupt process of step S110 (FIG. 30) described above.
[0371] Next, in step S318, the main CPU 110a sets 1 in the special symbol special electric processing data storage area of the main RAM 110b and ends the special symbol storage determination process.
[0372] In addition, in the data generation process within the timer interrupt process of step S600 (FIG. 30) described above, the main CPU 110a creates LED lighting and extinguishing data for the first special symbol display device 20 or the second special symbol display device 21 based on the display data set in step S316. Then, in the output control process within the timer interrupt process of step S700 (FIG. 30) described above, the main CPU 110a outputs the LED lighting and extinguishing data created in step S600 to the first special symbol display device 20 and the second special symbol display device 21, thereby starting the variable display of the special symbol on the first special symbol display device 20 and the second special symbol display device 21.
[0373] (Jackpot determination process of the main control board) FIG. 37 is a diagram showing a flowchart of the jackpot determination process of the gaming machine 1.
[0374] In step S311-1, the main CPU 110a determines whether the special symbol that starts the variable display is a jackpot. Specifically, based on the jackpot random value newly stored in the 0th storage unit of the special symbol storage area, when the data newly stored in the 0th storage unit is shifted from the 1st special symbol storage area, the main CPU 110a refers to the jackpot lottery determination table for the 1st special symbol display device (FIG. 8(a)) stored in the main ROM 110c. When the data newly stored in the 0th storage unit is shifted from the 2nd special symbol storage area, the main CPU 110a refers to the jackpot lottery determination table for the 2nd special symbol display device (FIG. 8(b)) stored in the main ROM 110c to determine whether the special symbol that starts the variable display is a jackpot.
[0375] If the special symbol that starts the variable display is a jackpot, the main CPU 110a proceeds to step S311-2. If the special symbol that starts the variable display is not a jackpot, the main CPU 110a proceeds to step S311-5.
[0376] In step S311-2, the main CPU 110a executes the jackpot symbol determination process. Specifically, based on the special symbol random value newly stored in the 0th storage unit and the type of the special symbol display device that starts the variable display, the main CPU 110a refers to the jackpot symbol determination table (FIG. 9(a)) stored in the main ROM 110c to determine the type of the special symbol that starts the variable display and the stop symbol data, and stores the determined stop symbol data in the stop symbol data area of the main RAM 110b.
[0377] In step S311-3, the main CPU 110a sets the symbol designation command corresponding to the stop symbol data determined in step S311-2 in the production transmission data storage area of the main RAM 110b.
[0378] Next, in step S311-4, the main CPU 110a stores the game state information (game state information at the time of executing the jackpot determination process) stored in the game state flag of the main RAM 110b in the game state buffer of the main RAM 110b, and ends the jackpot determination process.
[0379] In step S311-5, the main CPU 110a determines whether the special symbol that starts the variable display is a minor win. Specifically, when the data newly stored in the 0th storage unit of the special symbol storage area is shifted from the second special symbol storage area, the main CPU 110a refers to the jackpot lottery determination table for the second special symbol display device (FIG. 8(b)) stored in the main ROM 110c based on the jackpot random value newly stored in the 0th storage unit, and determines whether the special symbol that starts the variable display is a minor win.
[0380] The reason for performing the minor win determination only when the data newly stored in the 0th storage unit of the special symbol storage area is shifted from the second special symbol storage area is that the minor win is set to be determined only for the second special symbol (FIG. 8(b)). Therefore, when the data newly stored in the 0th storage unit is shifted from the first special symbol storage area, the main CPU 110a determines that the special symbol that starts the variable display is not a minor win.
[0381] Although the winning determination of the minor win is set to be performed only for the second special symbol, the winning determination of the minor win may be performed for both the first special symbol and the second special symbol, or may be set to be performed only for the first special symbol.
[0382] Then, when the special symbol that starts the variable display is a minor win, the main CPU 110a proceeds to step S311-6. When the special symbol that starts the variable display is not a minor win, the main CPU 110a proceeds to step S311-8.
[0383] Next, in step S311-6, the main CPU 110a executes the small hit symbol determination process. Specifically, based on the special symbol random number value newly stored in the 0th storage unit, the main CPU 110a refers to the small hit symbol determination table (Fig. 9(b)) stored in the main ROM 110c, determines the type of the special symbol for starting the variable display and the stop symbol data, and stores the determined stop symbol data in the stop symbol data area of the main RAM 110b.
[0384] Next, in step S311-7, the main CPU 110a sets the symbol designation command corresponding to the stop symbol data determined in step S311-6 in the production transmission data storage area of the main RAM 110b, and ends the big hit determination process.
[0385] In step S311-8, the main CPU 110a determines whether the special symbol for starting the variable display is a special loss. Specifically, when the data newly stored in the 0th storage unit of the special symbol storage area is shifted from the 1st special symbol storage area, the main CPU 110a refers to the big hit lottery determination table (Fig. 8(a)) for the 1st special symbol display device stored in the main ROM 110c based on the big hit random number value newly stored in the 0th storage unit, and determines whether the special symbol for starting the variable display is a special loss.
[0386] The reason for determining the special loss only when the data newly stored in the 0th storage unit of the special symbol storage area is shifted from the 1st special symbol storage area is that the special loss is set to be determined only for the 1st special symbol (see Fig. 8). Therefore, when the data newly stored in the 0th storage unit is shifted from the 2nd special symbol storage area, the main CPU 110a determines that the special symbol for starting the variable display is not a special loss.
[0387] Then, when the special symbol that starts the variable display is a special loss, the main CPU 110a proceeds to the process in step S311-9. When the special symbol that starts the variable display is not a special loss, the main CPU 110a proceeds to the process in step S311-11.
[0388] In step S311-9, the main CPU 110a executes special loss symbol determination processing. Specifically, based on the special symbol random number value newly stored in the 0th storage unit, the main CPU 110a refers to the special loss symbol determination table (FIG. 10(a)) stored in the main ROM 110c, determines the type of the special symbol that starts the variable display and the stop symbol data, and stores the determined stop symbol data in the stop symbol data area of the main RAM 110b.
[0389] Next, in step S311-10, the main CPU 110a sets the symbol designation command corresponding to the stop symbol data determined in step S311-9 in the production transmission data storage area of the main RAM 110b, and ends the jackpot determination process.
[0390] In step S311-11, the main CPU 110a performs normal loss symbol determination processing. Specifically, based on the type of the special symbol display device that starts the variable display and the special symbol random number value newly stored in the 0th storage unit, the main CPU 110a refers to the normal loss symbol determination table (FIG. 10(b)) stored in the main ROM 110c, determines the type of the special symbol that starts the variable display and the stop symbol data, and stores the determined stop symbol data in the stop symbol data area of the main RAM 110b.
[0391] In step S311-12, the main CPU 110a sets the symbol designation command corresponding to the stop symbol data determined in step S311-11 in the production transmission data storage area of the main RAM 110b, and ends the jackpot determination process.
[0392] (Special Symbol Variable Processing of Main Control Board) FIG. 38 is a diagram showing a flowchart of the special symbol variation process of the main control board 110 of the gaming machine 1.
[0393] In step S320-1, the main CPU 110a determines whether the variation time of the special symbol has elapsed. Specifically, the main CPU 110a refers to the special symbol time counter stored in the main RAM 110b. If the counter value is 0, it is determined that the variation time of the special symbol has elapsed. If the counter value is not 0, it is determined that the variation time of the special symbol has not elapsed. When the variation time of the special symbol has elapsed, the main CPU 110a proceeds to step S320-2. When the variation time of the special symbol has not elapsed, the main CPU 110a ends the special symbol variation process.
[0394] In step S320-2, the main CPU 110a executes a process for performing the stop display of the special symbol. Specifically, the main CPU 110a clears the display data set in step S316 of the special symbol storage determination process, and sets in a predetermined area of the main RAM 110b the display data for causing the special symbol corresponding to the stop symbol data set in the stop symbol data area of the main RAM 110b to be stopped and displayed on the first special symbol display device 20 or the second special symbol display device 21.
[0395] Next, in step S320-3, the main CPU 110a sets a symbol determination command indicating that the special symbol has stopped in the effect transmission storage area of the main RAM 110b.
[0396] Next, in step S320-4, the main CPU 110a sets the symbol stop time. Specifically, the main CPU 110a sets the symbol stop time (for example, 0.5 seconds) in the special symbol time counter storage area of the main RAM 110b.
[0397] Next, in step S320-5, the main CPU 110a sets 2 in the special drawing special power processing data storage area of the main RAM 110b, and ends the special symbol variation process.
[0398] (Special symbol stop process of main control board) FIG. 39 is a diagram showing a flowchart of the special symbol stop process of the main control board 110 of the gaming machine 1.
[0399] In step S330-1, the main CPU 110a determines whether the stop time of the special symbol has ended. Specifically, when the special symbol time counter in the main RAM 110b is 0, the main CPU 110a determines that the stop time of the special symbol has ended and proceeds to step S330-2. When the special symbol time counter in the main RAM 110b is not 0, the main CPU 110a determines that the stop time of the special symbol has not ended and ends the special symbol stop process.
[0400] In step S330-2, the main CPU 110a adds 1 to the variation count (L) counter in the main RAM 110b.
[0401] Next, in step S330-3, the main CPU 110a determines whether the stop symbol data stored in the stop symbol data storage area in the main RAM 110b is a jackpot. When the stop symbol data is a jackpot, the main CPU 110a proceeds to step S330-4. When the stop symbol data is not a jackpot, the main CPU 110a proceeds to step S330-11.
[0402] In step S330-4, the main CPU 110a sets the normal state game state flag in the game state flag storage area of the main RAM 110b. Next, in step S330-5, the main CPU 110a resets the low base short count (B) counter and the high base short count (J) counter in the main RAM 110b. Next, in step S330-6, the main CPU 110a resets the variation count (L) counter in the main RAM 110b.
[0403] Next, in step S330-7, the main CPU 110a executes the first jackpot game preparation process. Specifically, based on the symbol stop data stored in the stop symbol data storage area of the main RAM 110b, the main CPU 110a determines the reference destination of the first jackpot special game control table (FIG. 13(a)) stored in the main ROM 110c.
[0404] Next, in step S330-8, the main CPU 110a sets the opening designation command. Specifically, the main CPU 110a determines the opening designation command from the reference destination of the first jackpot special game control table determined in step 330-7, and sets the determined opening designation command in the production transmission data storage area of the main RAM 110b.
[0405] Note that when the effect control board 120 receives the opening designation command from the main CPU 110a, it performs processing for executing the opening effect of the jackpot game on the image display device 31, the audio output device 32, etc.
[0406] Next, in step S330-9, the main CPU 110a sets the start interval time. Specifically, the main CPU 110a determines the opening time from the reference destination of the first jackpot special game control table determined in step 330-7, and sets the determined opening time in the special game timer counter of the main RAM 110b.
[0407] Next, in step S330-10, the main CPU 110a sets 3 in the special drawing special power processing data storage area of the main RAM 110b, and proceeds to the process in step S330-24.
[0408] In step S33-11, main CPU 110a determines whether the stop symbol data stored in the stop symbol data storage area of main RAM 110b is a near miss. If the stop symbol data is a near miss, main CPU 110a proceeds to step S330-12. If the stop symbol data is not a near miss, main CPU 110a proceeds to step S330-16.
[0409] In step S330-12, main CPU 110a executes near miss game preparation processing. Specifically, based on the stop symbol data stored in the stop symbol data storage area of main RAM 110b, main CPU 110a determines the reference destination of the special game control table for near misses (Fig. 13(c)) stored in main ROM 110c. Also, main CPU 110a resets the value of the special electric operation number (K) counter.
[0410] In step S330-13, main CPU 110a sets an opening designation command. Specifically, main CPU 110a determines the opening designation command from the reference destination of the special game control table for near misses determined in step S330-12, and sets the determined opening designation command in the production transmission data storage area of main RAM 110b.
[0411] Next, in step S330-14, main CPU 110a sets the start interval time. Specifically, main CPU 110a determines the opening time from the reference destination of the special game control table for near misses determined in step 330-12, and sets the determined opening time in the special game timer counter of main RAM 110b.
[0412] Next, in step S330-15, main CPU 110a sets 4 in the special figure special electric processing data storage area of main RAM 110b, and proceeds to step S330-24.
[0413] In step S330-16, main CPU 110a determines whether the counter value of the number of fluctuations (L) in main RAM 110b has reached the specified number of times (800 times). If the counter value of the number of fluctuations (L) has reached the specified number of times (800 times), main CPU 110a transfers the process to step S330-17. If the counter value of the number of fluctuations (L) has not reached the specified number of times (800 times), main CPU 110a transfers the process to step S330-19.
[0414] In step S330-17, main CPU 110a resets the low base short count (B) counter and the number of fluctuations (L) counter in main RAM 110b, and proceeds to step S330-18.
[0415] In step S330-18, main CPU 110a sets the game state flag of the high base short state in the game state flag storage area of main RAM 110b, sets 100 in the high base short count (J) counter of main RAM 110b, and proceeds to step S330-22.
[0416] In step S330-19, main CPU 110a determines whether the stop symbol data stored in the stop symbol data storage area in main RAM 110b is a special loss. If the stop symbol data is a special loss, main CPU 110a proceeds to step S330-20. If the stop symbol data is not a special loss, main CPU 110a proceeds to step S330-22.
[0417] In step S330-20, main CPU 110a executes game state setting processing. Specifically, based on the stop symbol data stored in the stop symbol data storage area of main RAM 110b and the game state flag stored in the game state flag storage area, main CPU 110a refers to the special losing symbol stop setting table (Figure 12) stored in main ROM 110c, determines the game state at the time of special losing stop, and sets the determined game state in the game state flag storage area of main RAM 110b.
[0418] Next, in step S330-21, main CPU 110a executes remaining count setting processing. Specifically, based on the stop symbol data stored in the stop symbol data storage area of main RAM 110b and the game state flag stored in the game state flag storage area, main CPU 110a refers to the special losing symbol stop setting table (Figure 12) stored in main ROM 110c, determines the low base short count (B) and high base short count (J) at the time of special losing stop, and sets the determined low base short count (B) and high base short count (J) at the time of special losing stop in the low base short count (B) counter and high base short count (J) counter of main RAM 110b.
[0419] Next, in step S330-22, main CPU 110a generates a count command specified by the low base short count (B) counter of main RAM 110b and generates a count command specified by the high base short count (J) counter of main RAM 110b, and sets the generated count command in the production transmission data storage area.
[0420] In step S330-23, main CPU 110a sets 0 in the special symbol special power processing data storage area of main RAM 110b and proceeds to step S330-24.
[0421] In step S330-24, the main CPU 110a sets a game state designation command corresponding to the game state stored in the game state flag storage area of the main RAM 110b in the production transmission data storage area, and ends the special symbol stop process.
[0422] (Jackpot game process of the main control board) FIG. 40 is a diagram showing a flowchart of the jackpot game process of the main control board 110 of the gaming machine 1.
[0423] In step S340-1, the main CPU 110a determines whether the current process is during the jackpot opening. If the main CPU 110a is during the opening, the process proceeds to step S340-2. If the main CPU 110a is not during the opening, the process proceeds to step S340-6.
[0424] In step S340-2, the main CPU 110a determines whether the start interval time has elapsed. Specifically, if the special game timer counter stored in the main RAM 110b is 0, the main CPU 110a determines that the start interval time has elapsed, and the process proceeds to step S340-3. If the special symbol time counter stored in the main RAM 110b is not 0, the main CPU 110a determines that the start interval time has not elapsed, and ends the current jackpot game process.
[0425] In step S340-3, the main CPU 110a sets the count value of the round number (R) counter stored in the main RAM 110b to 1.
[0426] In step S340-4, main CPU 110a executes the big winning opening process. Specifically, main CPU 110a reads the table number of the big winning opening / closing control table from the reference destination of the first type jackpot special game control table (Fig. 13(a)) determined in step S330-7 and the reference destination of the second type jackpot special game control table (Fig. 13(b)) determined in step S351-5 described later. Based on the read table number and the current round number (R), main CPU 110a refers to the first type jackpot big winning opening / closing control table (Fig. 14(a)) or the second type jackpot big winning opening / closing control table (Fig. 14(b)) stored in main ROM 110c, determines the opening time of the first big winning opening 16, and sets the determined opening time in the special game timer counter. Also, main CPU 110a sets the energization data for energizing the first big winning opening solenoid 16c to open the first big winning opening / closing door 16b. Further, main CPU 110a sets 1 in the special power operation number (K) of main RAM 110b.
[0427] In step S340-5, main CPU 110a executes the round start command transmission determination process. Specifically, main CPU 110a sets the round start command corresponding to the current round number (R) in the production transmission data storage area and ends the jackpot game process.
[0428] In step S340-6, main CPU 110a determines whether the current process is during the ending of a jackpot. If main CPU 110a is during the ending, the process proceeds to step S340-17. If main CPU 110a is not during the ending, the process proceeds to step S340-7.
[0429] In step S340-7, main CPU 110a determines whether the first major winning opening 16 is closed. Specifically, when no energization data is set in the first major winning opening opening / closing solenoid 16c, main CPU 110a determines that the first major winning opening 16 is closed. If the first major winning opening 16 is closed, main CPU 110a proceeds to step S340-8. If the first major winning opening 16 is not closed, main CPU 110a proceeds to step S340-9.
[0430] In step S340-8, main CPU 110a determines whether the closing time of the first major winning opening 16 has elapsed. Specifically, when the value of the special game timer counter is 0, main CPU 110a determines that the closing time of the first major winning opening 16 has elapsed. If main CPU 110a determines that the closing time of the first major winning opening 16 has elapsed, it proceeds to step S340-4. If main CPU 110a determines that the closing time of the first major winning opening 16 has not elapsed, it ends the jackpot game process.
[0431] In step S340-9, main CPU 110a determines whether the release end condition of the first major winning opening 16 is satisfied. Specifically, when the count value of the major winning opening ball entry number (C) counter in main RAM 110b reaches a specified number (for example, 9), or when the special game timer counter is 0 (when the release time has elapsed), main CPU 110a determines that the release end condition of the first major winning opening 16 is satisfied. If the release end condition of the first major winning opening 16 is satisfied, main CPU 110a proceeds to step S340-10. If the release end condition of the first major winning opening 16 is not satisfied, it ends the jackpot game process.
[0432] In step S340-10, main CPU 110a executes the closing process of the first large winning opening 16. Specifically, in order to close the first large winning opening closing door 16b, main CPU 110a stops the energization data that was passing current through the first large winning opening solenoid 16c. Also, main CPU 110a refers to the first major jackpot winning opening opening / closing control table (Figure 14(a)), determines the closing time of the first large winning opening 16 based on the count value of the current round number (R) counter, and sets the determined closing time in the special game timer counter.
[0433] In step S340-11, main CPU 110a executes the round data initialization process. Specifically, main CPU 110a resets the count value of the winning opening ball entry number (C) counter in main RAM 110b. Note that main CPU 110a does not reset the count value of the round number (R) counter in main RAM 110b.
[0434] Next, in step S340-12, main CPU 110a determines whether the count value of the round number (R) in main RAM 110b is the maximum value. If the count value of the round number (R) in main RAM 110b is the maximum value, main CPU 110a proceeds to step S340-14. If the count value of the round number (R) in main RAM 110b is not the maximum value, main CPU 110a proceeds to step S340-13.
[0435] In step S340-13, main CPU 110a adds 1 to the count value of the round number (R) in main RAM 110b and ends the jackpot game process.
[0436] In step S340-14, main CPU 110a resets the count value of the round number (R) in main RAM 110b.
[0437] In step S340-15, the main CPU 110a sets an ending designation command. Specifically, the main CPU 110a reads the ending designation command from the reference destination of the first special jackpot game control table (FIG. 13(a)) determined in step S330-7 and the reference destination of the second special jackpot game control table (FIG. 13(b)) determined in step S351-5 described later, and sets the read ending designation command in the production transmission data storage area.
[0438] In step S340-16, the main CPU 110a reads the ending time from the reference destination of the first special jackpot game control table (FIG. 13(a)) determined in step S330-7 and the reference destination of the second special jackpot game control table (FIG. 13(b)) determined in step S351-5 described later, and sets the read ending time in the special game timer counter.
[0439] In step S340-17, the main CPU 110a determines whether the end interval time has elapsed. Specifically, when the value of the special game timer counter is 0, the main CPU 110a determines that the end interval time has elapsed. When the main CPU 110a determines that the end interval time has elapsed, it proceeds to step S340-18. When the main CPU 110a determines that the end interval time has not elapsed, it ends the jackpot game process.
[0440] In step S340-18, the main CPU 110a sets 5 in the special drawing special power processing data of the main RAM 110b and ends the jackpot game process.
[0441] (Low jackpot game process of the main control board) FIG. 41 is a diagram showing a flowchart of the low jackpot game process of the main control board 110 of the gaming machine 1.
[0442] In step S350-1, main CPU 110a determines whether the current process is during a small win opening. If main CPU 110a determines that it is during an opening, it proceeds to step S350-2. If main CPU 110a determines that it is not during an opening, it proceeds to step S350-5.
[0443] In step S350-2, main CPU 110a determines whether the start interval time has elapsed. Specifically, if the special game timer counter in main RAM 110b is 0, main CPU 110a determines that the start interval time has elapsed and proceeds to step S350-3. If the special game timer counter in main RAM 110b is not 0, main CPU 110a determines that the start interval time has not elapsed and ends the small win game process.
[0444] In step S350-3, main CPU 110a executes the big winning opening process. Specifically, main CPU 110a increments the value of the special power operation number (K) counter in main RAM 110b by 1. Main CPU 110a refers to the small win big winning opening / closing control table (Figure 15(a)) stored in main ROM 110c, determines the opening time based on the current value of the special power operation number (K) counter, and sets the determined opening time in the special game timer counter of main RAM 110b. Then, main CPU 110a sets the energization data for energizing the second big winning opening solenoid 17c to open the second big winning opening / closing door 17b.
[0445] Next, in step S350-4, the main CPU 110a executes specific winning opening / closing control processing. Specifically, the main CPU 110a refers to the specific area opening / closing control table for small wins (FIG. 15(b)) stored in the main ROM 110c, determines the opening time after the second largest winning opening 17 is opened, the opening time of the slide member 19C, and the closing time of the slide member 19C, sets each determined time in a predetermined counter in a predetermined area of the main RAM 110b, and ends the small win game process. Note that the movement control of the slide member 19C is executed based on the values of these set predetermined counters.
[0446] In step S350-5, the main CPU 110a determines whether the current process is during the ending of a small win. If the main CPU 110a is during the ending, the process proceeds to step S350-13. If the main CPU 110a is not during the ending, the process proceeds to step S350-6.
[0447] In step 350-6, the main CPU 110a determines whether the second largest winning opening 17 is open. Specifically, the main CPU 110a determines that the second largest winning opening 17 is open when energization data is set in the second largest winning opening opening / closing solenoid 17c. If the main CPU 110a determines that the second largest winning opening 17 is open, the process proceeds to step S350-8. If the main CPU 110a determines that the second largest winning opening 17 is not open, the process proceeds to step S350-7.
[0448] In step S350-7, the main CPU 110a determines whether the closing time of the second largest winning opening 17 has elapsed. Specifically, the main CPU 110a determines that the closing time of the second largest winning opening 17 has elapsed when the value of the special game timer counter is 0. If the main CPU 110a determines that the closing time of the second largest winning opening 17 has elapsed, the process proceeds to step S350-3. If the main CPU 110a determines that the closing time of the second largest winning opening 17 has not elapsed, the small win game process ends.
[0449] In step S350-8, the main CPU 110a determines whether the release end condition of the second largest winning opening 17 is satisfied. Specifically, when the count value of the winning opening ball entry number (C) counter in the main RAM 110b reaches a specified number (for example, 9), when the special game timer counter is 0 (when the release time has elapsed), or when the specific area winning flag is set, the main CPU 110a determines that the release end condition of the second largest winning opening 17 is satisfied. When the release end condition of the second largest winning opening 17 is satisfied, the main CPU 110a proceeds to step S350-9. When the release end condition of the second largest winning opening 17 is not satisfied, the main CPU 110a ends the small win game process.
[0450] In step S350-9, the main CPU 110a executes the closing process of the second largest winning opening 17. Specifically, in order to close the second largest winning opening opening / closing door 17b, the main CPU 110a stops the energization data that was energizing the second largest winning opening solenoid 17c. Also, the main CPU 110a refers to the closing time in the small win large winning opening opening / closing control table stored in the main ROM 110c, determines the closing time of the second largest winning opening 17 based on the current count value of the special power operation number (K) counter, and sets the determined closing time in the special game timer counter.
[0451] In step S350-10, the main CPU 110a determines whether the small win game has ended. Specifically, when the value of the special power operation number (K) counter in the main RAM 110b is 10, the maximum value, when the value of the winning opening ball entry number (C) counter reaches a specified number (for example, 9), or when the specific area winning flag is set, the main CPU 110a determines that the small win game has ended. When the main CPU 110a determines that the small win game has ended, it proceeds to step S350-11. When the main CPU 110a determines that the small win game has not ended, it ends the small win game process.
[0452] In step S350-11, the main CPU 110a executes the small hit game end process. Specifically, the main CPU 110a resets the value of the special power operation number (K) counter and the value of the big winning opening ball entry number (C) counter in the main RAM 110b.
[0453] Next, in step S350-12, the main CPU 110a executes the ending process. Specifically, the main CPU 110a sets the small hit ending designation command in the production transmission data storage area.
[0454] In step S350-13, the main CPU 110a determines whether the end interval time has elapsed. Specifically, when the value of the special game timer counter in the main RAM 110b is 0, the main CPU 110a determines that the end interval time has elapsed. If the main CPU 110a determines that the end interval time has elapsed, it proceeds to step S350-14. If the main CPU 110a determines that the end interval time has not elapsed, it ends the small hit game process.
[0455] In step S350-14, the main CPU 110a determines whether the specific area winning flag is set in the specific area winning flag storage area of the main RAM 110b. If the main CPU 110a determines that the specific area winning flag is not set, it proceeds to step S350-15. If the main CPU 110a determines that the specific area winning flag is set, it proceeds to step S351.
[0456] In step S350-15, the main CPU 110a sets the normal state flag in the game state flag storage area of the main RAM 110b.
[0457] In step S350-16, the main CPU 110a sets 0 in the special drawing special power processing data of the main RAM 110b and ends the small hit game process.
[0458] In step S351, main CPU 110a executes the second type jackpot game transition process, and then ends the small win game process. The second type jackpot game transition process will be described later.
[0459] As shown in the description of the above flowchart, if a game ball does not enter the specific area 19B during the small win game, the game state after the end of the small win game will be the normal state. Therefore, even if a small win that triggers the second type jackpot, which transitions to the high base short state, is established, if a game ball does not enter the specific area 19B during the small win game, not only can the second type jackpot not be obtained, but the game will transition to a normal state that is more disadvantageous than the high base short state after the end of the small win game.
[0460] However, if in all small wins, just once a game ball does not enter the specific area 19B during the game, and the game is transitioned from the high base short state to the normal state after the end of the small win game, it can be said that it is too harsh on the player.
[0461] Therefore, even if a game ball does not enter the specific area 19B during the small win game in the high base short state, it may be possible to transition to the normal state only in the case of a specific small win after the end of the small win game.
[0462] Specifically, it may be possible to transition to the normal state only when a game ball does not enter the specific area 19B only in the small win that triggers the second type jackpot (second type 9R win J) that transitions to the normal state after the end. Also, even in the small win that triggers the second type jackpot that transitions to the high base short state after the end, it may be possible to transition to the normal state when a game ball does not enter the specific area 19B, limited to a specific small win (for example, the small win that triggers the second type 2R win I).
[0463] Also, according to the number of small wins in which the game ball did not enter the specific area 19B during the game, it may be possible to shift from the high base short state to the normal state. For example, the number of small win games in which the game ball did not enter the specific area 19B may be counted, and after the end of the small win game when the count value reaches the third time, it may be shifted from the high base short state to the normal state.
[0464] Furthermore, according to both the number of small wins in which the game ball did not enter the specific area 19B during the game and the type of small win, it may be possible to shift from the high base short state to the normal state after the end of the small win game.
[0465] Also, during the low base short state, since the release time of the movable piece 15b is 0.11 seconds, it is very difficult for the game ball to enter the second start port 15 compared to the high base short state. However, depending on the launch intensity and launch timing of the game ball, it may rarely happen that the game ball enters the second start port 15 even during the low base short state, and it may also happen that a small win is won in the win / loss lottery according to the entry.
[0466] In that situation, if the player deliberately stops launching the game ball during the small win game, and the game ball does not enter the specific area 19B during the small win game, it becomes possible to shift from the low base short state to the normal state, so it is possible to deliberately shift to the normal state which is more advantageous than the low base short state.
[0467] Therefore, in the case of a small win that occurred during the low base short state, even if the game ball did not enter the specific area 19B during the small win game, it may be possible to continue the low base short state without shifting to the normal state after the end of the small win game.
[0468] (Second type big win game transition process of the main control board) FIG. 42 is a diagram showing a flowchart of the second type big win game transition process of the main control board 110 of the gaming machine 1.
[0469] In step S351-1, main CPU 110a clears the winning flag storage area in a specific area of main RAM 110b. Next, in step S351-2, main CPU 110a sets a normal state flag in the game state flag storage area of main RAM 110b.
[0470] Next, in step S351-3, main CPU 110a resets the counter value of the low base short count (B) counter and the counter value of the high base short count (J) counter in main RAM 110b. Next, in step S351-4, main CPU 110a resets the counter value of the variation count (L) counter in main RAM 110b.
[0471] Next, in step S351-5, main CPU 110a executes the second type jackpot game preparation process. Specifically, based on the stop symbol data stored in the stop symbol data storage area of main RAM 110b, main CPU 110a determines the reference destination of the second type jackpot special game control table (Fig. 13(b)) stored in main ROM 110c. Main CPU 110a reads the opening time from the determined reference destination, sets the determined opening time in the special game timer counter of main RAM 110b, and sets 0 in the count value of the round number (R) counter of main RAM 110b. Main CPU 110a reads the opening designation command from the determined reference destination and sets the read opening designation command in the production transmission data storage area.
[0472] Next, in step S351-6, main CPU 110a sets 3 in the special symbol special electric processing data of main RAM 110b and ends the second type jackpot game transition process.
[0473] (Jackpot game end process of main control board) Fig. 43 is a diagram showing a flowchart of the jackpot game end process of main control board 110 of gaming machine 1.
[0474] In step S360-1, the main CPU 110a loads the stop symbol data stored in the stop symbol data storage area of the main RAM 110b and the game state information stored in the game state buffer.
[0475] Next, in step S360-2, the main CPU 110a executes the remaining number setting process. Specifically, the main CPU 110a refers to the special game end setting table (FIG. 11) stored in the main ROM 110c based on the loaded stop symbol data and game state information, and determines the low base short number (B) and the high base short number (J) at the end of the special game. The main CPU 110a sets the determined low base short number (B) and high base short number (J) in the low base short number (B) counter and the high base short number (J) counter of the main RAM 110b, respectively.
[0476] Next, in step 360-3, the main CPU 110a executes the game state setting process. Specifically, the main CPU 110a refers to the special game end setting table (FIG. 11) stored in the main ROM 110c based on the loaded stop symbol data and game state information, and determines the game state at the end of the special game. The main CPU 110a sets the determined game state at the end of the special game in the game state flag storage area of the main RAM 110b.
[0477] Next, in step S360-4, the main CPU 110a sets the game state designation command corresponding to the game state stored in the game state flag storage area of the main RAM 110b in the effect transmission data storage area.
[0478] Next, in step S360-5, the main CPU 110a sets 0 in the special symbol special power processing data of the main RAM 110b and ends the jackpot game end process.
[0479] (General diagram and general power control process of the main control board) FIG. 44 is a diagram showing a flowchart of the general drawing general power control process of the main control board 110 of the gaming machine 1.
[0480] In step S401, the main CPU 110a loads the general drawing general power process data of the main RAM 110b. In step S402, the main CPU 110a refers to the branch destination address from the loaded general drawing general power process data.
[0481] Thereafter, the main CPU 110a executes the process of the branch destination address referred to in step S402. Specifically, when the value of the loaded general drawing general power process data is 0, the main CPU 110a advances the process to step S410, and when the value of the loaded general drawing general power process data is 1, the main CPU 110a advances the process to step S420.
[0482] In step S410, the main CPU 110a executes the normal symbol variation process and ends the general drawing general power control process. In step S420, the main CPU 110a executes the auxiliary game process and ends the general drawing general power control process. The details of the normal symbol variation process and the auxiliary game process will be described later.
[0483] (Normal Symbol Variation Process of the Main Control Board) FIG. 45 is a diagram showing a flowchart of the normal symbol variation process of the main control board 110 of the gaming machine 1.
[0484] In step S410-1, the main CPU 110a determines whether the normal symbol is in the process of variable display. When the normal symbol is in the process of variable display, the main CPU 110a advances the process to step S410-12. When the normal symbol is not in the process of variable display, the main CPU 110a advances the process to step S410-2.
[0485] In step S410-2, main CPU 110a determines whether the counter value of the normal symbol retention number (G) counter in main RAM 110b is 0. When the counter value of the normal symbol retention number (G) counter is 0, main CPU 110a ends the normal symbol variation process. When the counter value of the normal symbol retention number (G) counter is not 0, main CPU 110a proceeds to step S410-3.
[0486] In step S410-3, main CPU 110a subtracts 1 from the counter value of the normal symbol retention number (G) counter in main RAM 110b.
[0487] Next, in step S410-4, main CPU 110a executes a shift process on the normal symbol determination information stored in the normal symbol storage area of main RAM 110b. Specifically, main CPU 110a shifts the normal symbol determination information stored in the first to fourth storage units of the normal symbol storage area shown in FIG. 25(c) to the previous storage unit. Since the normal symbol determination information stored in the first storage unit is shifted to the 0th storage unit, the normal symbol determination information previously stored in the 0th storage unit will be erased by this shift process.
[0488] Next, in step S410-5, main CPU 110a executes a winning determination process for the normal symbol. Specifically, main CPU 110a refers to the winning lottery table for the normal symbol display device (FIG. 8(c)) stored in main ROM 110c, and based on the normal symbol random number value newly stored in the 0th storage unit of the normal symbol storage area of main RAM 110b in step S410-4, determines whether the normal symbol lottery is a success or failure.
[0489] Next, in step S410-6, the main CPU 110a executes the normal symbol determination process. Specifically, the main CPU 110a refers to the normal symbol determination table (Fig. 23(a)) stored in the main ROM 110c, and based on the current game state and the result of the success / failure determination performed in step S410-5, determines the type of the normal symbol to stop and the stop symbol data, and sets the determined stop symbol data in the normal symbol data storage area of the main RAM 110b.
[0490] Next, in step S410-7, the main CPU 110a sets the normal symbol designation command. Specifically, the main CPU 110a sets the normal symbol designation command corresponding to the stop symbol data determined in step S410-6 in the production transmission data storage area of the main RAM 110b.
[0491] Next, in step S410-8, the main CPU 110a executes the normal symbol variation pattern determination process. Specifically, the main CPU 110a refers to the normal symbol variation pattern determination table (Fig. 23(b)) stored in the main ROM 110c, and based on the result of the success / failure determination determined in step S410-5 and the current game state, determines the normal symbol variation pattern.
[0492] Next, in step S410-9, the main CPU 110a sets the normal symbol variation pattern designation command. Specifically, the main CPU 110a sets the normal symbol variation pattern designation command corresponding to the normal symbol variation pattern determined in step S410-8 in the production transmission data storage area of the main RAM 110b.
[0493] Next, in step S410-10, the main CPU 110a starts the normal symbol variation display. Specifically, the main CPU 110a sets the normal symbol display data for causing the normal symbol display device 24 to perform the normal symbol variation display in a predetermined area of the main RAM 110b.
[0494] Note that in the data generation process within the timer interrupt process of step S600 (FIG. 30) described above, the main CPU 110a creates the lighting and extinguishing data of the LEDs of the normal symbol display device 24 based on the normal symbol display data set in the above-mentioned predetermined area. Then, in the output control process within the timer interrupt process of step S700 (FIG. 30) described above, the main CPU 110a outputs the lighting and extinguishing data of the LEDs created in step S600 to the normal symbol display device 24, thereby starting the variable display of the normal symbol on the normal symbol display device 24.
[0495] Next, in step S410-11, the main CPU 110a sets the variable time of the normal symbol. Specifically, the main CPU 110a sets the variable time corresponding to the variable pattern of the normal symbol determined in step S410-8 in the normal symbol time counter of the main RAM 110b, and ends the normal symbol variable process.
[0496] In step S410-12, the main CPU 110a determines whether the variable time of the normal symbol has ended. Specifically, when the normal symbol time counter in the main RAM 110b is 0, the main CPU 110a determines that the variable time of the normal symbol has ended. When the main CPU 110a determines that the variable time of the normal symbol has ended, the process proceeds to step S410-13. When the main CPU 110a determines that the variable time of the normal symbol has not ended, the normal symbol variable process ends.
[0497] In step S410-13, the main CPU 110a executes the normal symbol variable stop process. Specifically, the display data set in the predetermined area of the main RAM 110b in step S410-10 above is cleared. Then, the main CPU 110a sets the display data for stopping the display of the normal symbol corresponding to the stop symbol data determined in step 410-6 above in the predetermined area of the main RAM 110b.
[0498] Next, in step S410-14, the main CPU 110a sets the normal symbol determination command in the production transmission data storage area of the main RAM 110b.
[0499] Next, in step S410-15, the main CPU 110a determines whether the stop symbol data of the normal symbol stored in the normal symbol data storage area of the main RAM 110b is a winning combination. If the stop symbol data of the normal symbol is a winning combination, the main CPU 110a proceeds to step S410-16. If the stop symbol data of the normal symbol is not a winning combination, the main CPU 110a ends the normal symbol variation process.
[0500] In step S410-16, the main CPU 110a executes the opening preparation process for the second start port 15. Specifically, the main CPU 110a refers to the auxiliary game control table (FIG. 24(a)) stored in the main ROM 110c, and based on the stop symbol data of the normal symbol stored in the normal symbol data storage area of the main RAM 110b, determines the table number of the auxiliary game movable piece opening / closing control table. The main CPU 110a refers to the auxiliary game movable piece opening / closing control table (FIG. 24(b)) stored in the main ROM 110c, and based on the determined table number, determines the reference destination of the auxiliary game movable piece opening / closing control table.
[0501] In step S410-17, the main CPU 110a sets the start interval time for the second start port 15. Specifically, the main CPU 110a refers to the auxiliary game control table (FIG. 24(a)) stored in the main ROM 110c, and based on the stop symbol data of the normal symbol stored in the normal symbol data storage area of the main RAM 110b, determines the start interval time for the auxiliary game. The main CPU 110a sets the determined start interval time in the auxiliary game timer counter of the main RAM 110b. Also, the main CPU 110a sets 0 in the count value of the number of openings (S) in the main RAM 110b.
[0502] In step S410-18, the main CPU 110a sets 1 in the general drawing general power processing data of the main RAM 110b and ends the normal symbol variation process.
[0503] (Auxiliary game process of the main control board) FIG. 46 is a diagram showing a flowchart of the auxiliary game process of the main control board 110 of the gaming machine 1.
[0504] In step S420-1, the main CPU 110a determines whether it is during the opening state of the auxiliary game. If the main CPU 110a is during the opening state of the auxiliary game, the process proceeds to step S420-2. If the main CPU 110a is not during the opening state of the auxiliary game, the process proceeds to step S420-4.
[0505] In step S420-2, the main CPU 110a determines whether the opening time has elapsed. Specifically, if the count value of the auxiliary game timer counter in the main RAM 110b is 0, the main CPU 110a determines that the opening time has elapsed. If the main CPU 110a determines that the opening time has elapsed, the process proceeds to step S420-3. If the main CPU 110a determines that the opening time has not elapsed, the auxiliary game process ends.
[0506] In step S420-3, the main CPU 110a executes the release process of the movable piece 15b. Specifically, the main CPU 110a adds 1 to the count value of the release count (S) in the main RAM 110b and sets the energization data for energizing the start port opening / closing solenoid 15c to release the movable piece 15b of the second start port 15. The main CPU 110a reads the release time from the reference destination of the auxiliary game movable piece opening / closing control table (FIG. 24(b)) determined in step S410-16 and sets the read release time in the auxiliary game timer counter of the main RAM 110b.
[0507] In step S420-4, main CPU 110a determines whether it is in the ending state of the sub-game. If main CPU 110a is in the ending state of the sub-game, it proceeds to step S420-12. If main CPU 110a is not in the ending state of the sub-game, it proceeds to step S420-5.
[0508] In step S420-5, main CPU 110a determines whether the movable piece 15b of the second start port 15 is closed. Specifically, if the energization data for energizing the start port opening / closing solenoid 15c is not set, main CPU 110a determines that the movable piece 15b of the second start port 15 is closed. If main CPU 110a determines that the movable piece 15b of the second start port 15 is closed, it proceeds to step S420-6. If main CPU 110a determines that the movable piece 15b of the second start port 15 is not closed, it proceeds to step S420-7.
[0509] In step S420-6, main CPU 110a determines whether the closing time of the movable piece 15b of the second start port 15 has elapsed. Specifically, if the value of the sub-game timer counter is 0, main CPU 110a determines that the closing time of the movable piece 15b of the second start port 15 has elapsed. If main CPU 110a determines that the closing time of the movable piece 15b of the second start port 15 has elapsed, it proceeds to step S420-3. If main CPU 110a determines that the closing time of the movable piece 15b of the second start port 15 has not elapsed, it ends the sub-game process.
[0510] In step S420-7, main CPU 110a determines whether the release end condition of the movable piece 15b of the second start port 15 is satisfied. Specifically, when the count value of the second start port ball entry number (M) counter in main RAM 110b reaches a specified number (for example, 9), or when the auxiliary game timer counter is 0 (when the release time has elapsed), main CPU 110a determines that the release end condition of the movable piece 15b of the second start port 15 is satisfied. When main CPU 110a determines that the release end condition of the movable piece 15b of the second start port 15 is satisfied, the process proceeds to step S420-8. When main CPU 110a determines that the release end condition of the movable piece 15b of the second start port 15 is not satisfied, the auxiliary game process ends.
[0511] In step S420-8, main CPU 110a executes the closing process of the movable piece 15b of the second start port 15. Specifically, main CPU 110a stops the energization data for energizing the second start port opening / closing solenoid 15c. Also, main CPU 110a reads the closing time from the reference destination of the auxiliary game movable piece opening / closing control table (FIG. 24(b)) determined in step S410-16, and sets the read closing time in the auxiliary game timer counter of main RAM 110b.
[0512] In step S420-9, main CPU 110a determines whether to end the auxiliary game. Specifically, when the count value of the number of opening times (S) in main RAM 110b reaches the maximum number of times, or when the count value (M) of the second start port ball entry number (M) counter reaches a specified number (9), main CPU 110a determines to end the auxiliary game. When main CPU 110a determines to end the auxiliary game, the process proceeds to step S420-10. When main CPU 110a determines not to end the auxiliary game, the auxiliary game process ends.
[0513] In step S420-10, main CPU 110a executes the sub-game end process. Specifically, main CPU 110a clears the count value of the open count (S) counter in main RAM 110b and the count value of the second start port ball entry number (M) counter.
[0514] In step S420-11, main CPU 110a sets the ending time. Specifically, main CPU 110a refers to the sub-game control table (Fig. 24(a)) stored in main ROM 110c, determines the ending time of the sub-game based on the stop symbol data of the normal symbol stored in the normal symbol data storage area of main RAM 110b, and sets the determined ending time in the sub-game timer counter.
[0515] In step S420-12, main CPU 110a determines whether the ending time of the sub-game has elapsed. Specifically, when the sub-game timer counter in main RAM 110b is 0, main CPU 110a determines that the ending time has elapsed. When main CPU 110a determines that the ending time has elapsed, it proceeds to step S420-13. When main CPU 110a determines that the ending time has not elapsed, it ends the sub-game process.
[0516] In step S420-13, main CPU 110a sets 0 in the normal symbol normal power processing data in main RAM 110b and ends the sub-game process.
[0517] (Main process of the effect control unit) Fig. 47 is a diagram showing the flowchart of the main process of the effect control unit 120m of the gaming machine 1. The main process of the effect control unit 120m starts when a system reset occurs from the power supply board 170 to the sub-CPU 120a of the effect control unit 120m by a power-on operation.
[0518] The sub-CPU 120a executes an initialization process in step S1000. Specifically, in response to power-on, the sub-CPU 120a reads a program and data for main processing from the sub-ROM 120c into the sub-RAM 120b, and initializes various flags and various data stored in the sub-RAM 120b.
[0519] Note that the initialization process by the sub-CPU 120a is set to have an extremely short processing time compared to the initialization process by the main CPU 110a. Therefore, when the initialization process by the main CPU 110a starts, the effect control unit 120m is in a state where it can receive commands from the main CPU 110a.
[0520] Next, the sub-CPU 120a executes an update process for various effect random values stored in the sub-RAM 120b in step S1100. The sub-CPU 120a then repeatedly executes the process of step S1100 until a predetermined interrupt process is executed.
[0521] (Timer interrupt process of the effect control unit) FIG. 48 is a diagram showing a flowchart of the timer interrupt process of the effect control unit 120m of the gaming machine 1. The sub-CPU 120a periodically executes a timer interrupt process in response to a clock pulse generated every predetermined period (for example, 4 ms) by a reset clock pulse generation circuit (not shown) provided in the effect control unit 120m.
[0522] The sub-CPU 120a saves the information in the register of the sub-CPU 120a in the stack area in step S1300. Next, the sub-CPU 120a executes a process of updating the count values of various timers stored in the sub-RAM 120b in step S1400.
[0523] In step S1500, the sub-CPU 120a executes command analysis processing. The command analysis processing is a process in which the sub-CPU 120a analyzes various commands transmitted from the main control board 110 stored in the reception buffer of the sub-RAM 120b. Details of the command analysis processing will be described later.
[0524] Note that when the effect control unit 120m receives various commands from the main control board 110, command reception interrupt processing by the effect control unit 120m occurs, and the received commands are stored in the reception buffer of the sub-RAM 120b.
[0525] In step S1600, the sub-CPU 120a executes customer waiting effect control processing. Specifically, when the customer waiting effect flag is set in the customer waiting effect flag storage area, and the sub-CPU 120a determines that the count value of the customer waiting effect timer count in the sub-RAM 120b is 0, the sub-CPU 120a sets the customer waiting state execution flag in the customer waiting effect flag area of the sub-RAM 120b, and sets the effect pattern designation command for the customer waiting effect in the transmission buffer of the sub-RAM 120b. Note that the setting of the customer waiting effect standby flag and the setting of the customer waiting effect timer are processes performed in the customer waiting effect preparation processing in step S1512 of the command analysis processing described later.
[0526] Note that when the overall control unit 141 and the lamp / drive control unit 150 receive the effect pattern designation command for the customer waiting effect from the effect control unit 120m, they perform processing for repeatedly executing the customer waiting effect for a predetermined time. Note that the execution processing of the customer waiting effect and the standby processing of the customer waiting effect end when a game state designation command, an effect symbol designation command, a variation pattern designation command, etc. are transmitted from the main CPU 110a.
[0527] In step S1700, the sub-CPU 120a executes production input control processing. Specifically, the sub-CPU 120a performs processing according to input signals from the production button SW35a, the cross key detection SW39a, the cross key detection SW39b, the cross key detection SW39c, the cross key detection SW39d, and the cross key detection SW39e.
[0528] In step S1800, the sub-CPU 120a executes data output processing. Specifically, the sub-CPU 120a transmits various commands stored in the transmission buffer of the sub-RAM 120b to the overall control unit 141 and the lamp / drive control unit 150.
[0529] In step S1900, the sub-CPU 120a restores the information saved in the stack area in step S1300 to the registers of the sub-CPU 120a and ends the timer interrupt processing.
[0530] (Command analysis processing of the production control unit) FIG. 49, FIG. 50, and FIG. 51 are diagrams showing flowcharts of the command analysis processing of the production control unit 120m of the gaming machine 1.
[0531] In step S1501, the sub-CPU 120a refers to the reception buffer of the sub-RAM 120b and checks whether there is a command received from the main control board 110. If there is a command received in the reception buffer, the sub-CPU 120a proceeds to step S1502. If there is no command received in the reception buffer, the sub-CPU 120a ends the command analysis processing.
[0532] In step S1502, the sub-CPU 120a determines whether the command in the reception buffer is a RAM clear designated command. If the command in the reception buffer is a RAM clear designated command, the sub-CPU 120a proceeds to step S1503. If the command in the reception buffer is not a RAM clear designated command, the sub-CPU 120a proceeds to step S1504.
[0533] In step S1503, the sub-CPU 120a executes RAM clear notification processing. Specifically, the sub-CPU 120a sets a RAM clear notification instruction command for starting the RAM clear notification processing in the transmission buffer of the sub-RAM 120b, and ends the command analysis processing.
[0534] Note that the RAM clear notification instruction command set in the transmission buffer of the sub-RAM 120b is transmitted to the overall control unit 141 and the lamp / drive control unit 150. When receiving the RAM clear notification instruction command, the overall control unit 141 and the lamp / drive control unit 150 execute processing for performing the RAM clear notification processing.
[0535] In step S1504, the sub-CPU 120a determines whether the command in the reception buffer is a power-on / power-recovery command. If the command in the reception buffer is a power-on / power-recovery command, the sub-CPU 120a proceeds to step S1505. If the command in the reception buffer is not a power-on / power-recovery command, the sub-CPU 120a proceeds to step S1509.
[0536] In step S1505, the sub-CPU 120a executes power-on notification processing. Specifically, the sub-CPU 120a sets a power-on notification instruction command for starting the power-on notification processing in the transmission buffer of the sub-RAM 120b.
[0537] Note that the power-on notification instruction command set in the transmission buffer of the sub-RAM 120b is transmitted to the overall control unit 141 and the lamp / drive control unit 150. When receiving the power-on notification instruction command, the overall control unit 141 and the lamp / drive control unit 150 execute processing for performing the power-on notification processing.
[0538] In step S1506, the sub-CPU 120a determines whether the command corresponding to the power recovery designation command in the reception buffer is a command corresponding to the low base short state. If the command corresponding to the power recovery designation command in the reception buffer is a command corresponding to the low base short state, the sub-CPU 120a proceeds to step S1507. If the command corresponding to the power recovery designation command in the reception buffer is not a command corresponding to the low base short state, the sub-CPU 120a ends the command analysis process.
[0539] In step S1507, the sub-CPU 120a sets a special background image setting flag in the special background image setting flag storage area of the sub-RAM 120b. The special background image setting flag is a flag set to display a background image different from the actual gaming state on the image display device 31 immediately after power-on or immediately after the end of a big win.
[0540] Next, in step S1508, the sub-CPU 120a sets the count value of the special background variation number (P) counter in the sub-RAM 120b to the initial value of 30 and ends the command analysis process.
[0541] In step S1509, the sub-CPU 120a determines whether the command in the reception buffer is an error-related designation command. If the command in the reception buffer is an error-related designation command, the sub-CPU 120a proceeds to step S1510. If the command in the reception buffer is not an error-related designation command, the sub-CPU 120a proceeds to step S1511.
[0542] The error-related designation commands include a magnetic error designation command, a radio wave error designation command, an illegal winning error designation command, a door opening error start designation command, a door opening error end designation command, a dish full error designation command, a right hit error designation command, and the like.
[0543] The magnetic error designation command is a command transmitted from the main CPU 110a when the main CPU 110a detects a detection signal from the magnetic detection SW41a for a predetermined period. The radio wave error designation command is a command transmitted from the main CPU 110a when the main CPU 110a detects a detection signal from the radio wave detection SW42a for a predetermined period.
[0544] The illegal winning error designation command is a command transmitted from the main CPU 110a when the main CPU 110a detects the winning of a game ball at the second start port 15 when the main CPU 110a is not in the auxiliary game, or the winning of a game ball at the first big winning port 16 or the second big winning port 17 when the main CPU 110a is not in the jackpot game.
[0545] The door open error start designation command is a command transmitted from the main CPU 110a when the payout CPU detects a detection signal from the door open detection SW134 for a predetermined period. The door open error end designation command is a command transmitted from the main CPU 110a when the payout CPU detects that the detection signal from the door open detection SW134 has changed from on to off.
[0546] The dish full error designation command is a command transmitted from the main CPU 110a when the payout CPU detects a detection signal from the full detection SW133 for a predetermined period. The right hitting error designation command is a command transmitted from the main CPU 110a when the main CPU 110a detects the passage of a game ball through the normal symbol gate 13 during a period when left hitting should be performed, such as in the normal state or the short state at a low base.
[0547] The sub CPU 120a executes error notification processing in step S1510. Specifically, the sub CPU 120a sets an error notification instruction command corresponding to the type of the received error system designation command in the transmission buffer of the sub RAM 120b and ends the command analysis processing.
[0548] Note that the error notification instruction command set in the transmission buffer of the sub-RAM 120b is transmitted to the overall control unit 141 and the lamp / drive control unit 150. When receiving the error notification instruction command, the overall control unit 141 and the lamp / drive control unit 150 execute processes for performing error notification processing.
[0549] In step S1511, the sub-CPU 120a determines whether the command in the reception buffer is a customer waiting state designation command. If the command in the reception buffer is a customer waiting state designation command, the sub-CPU 120a proceeds to step S1512. If the command in the reception buffer is not a customer waiting state designation command, the sub-CPU 120a proceeds to step S1513.
[0550] In step S1512, the sub-CPU 120a executes a customer waiting effect preparation process. Specifically, the sub-CPU 120a sets a customer waiting effect standby flag in the customer waiting effect flag storage area of the sub-RAM 120b, sets a waiting time (e.g., 15 seconds) in the customer waiting effect timer count area of the sub-RAM 120b, and ends the command analysis process. Note that the execution process of the customer waiting effect is performed in the customer waiting effect control process of step S1600 described above.
[0551] In step S1513, the sub-CPU 120a determines whether the command in the reception buffer is a game state designation command. If the command in the reception buffer is a game state designation command, the sub-CPU 120a proceeds to step S1514. If the command in the reception buffer is not a game state designation command, the sub-CPU 120a proceeds to step S1516.
[0552] In step S1514, the sub-CPU 120a executes a game state setting process. Specifically, the sub-CPU 120a determines the current game state information from the game state designation command in the reception buffer, and stores the determined game state information in the game state information storage area of the sub-RAM 120b.
[0553] In step S1515, the sub-CPU 120a executes background image display control processing. Specifically, the sub-CPU 120a determines the background image to be displayed based on the special background image setting flag stored in the special background image setting flag storage area of the sub-RAM 120b, the game state information stored in the game state information storage area of the sub-RAM 120b, etc., and sets the production pattern designation command of the determined background image in the transmission buffer of the sub-RAM 120b. Note that the details of the background image display control processing will be described later. After executing the background image display control processing, the sub-CPU 120a ends the command analysis processing.
[0554] In step S1516, the sub-CPU 120a determines whether the command in the reception buffer is a special symbol hold count designation command. If the command in the reception buffer is a special symbol hold count designation command, the sub-CPU 120a proceeds to step S1517. If the command in the reception buffer is not a special symbol hold count designation command, the sub-CPU 120a proceeds to step S1518.
[0555] In step S1517, the sub-CPU 120a executes hold count update processing. Specifically, the sub-CPU 120a executes processing such as setting the hold memory count corresponding to the received special symbol hold count designation command in the hold memory count counter of the sub-RAM 120b. After performing the hold count update processing, the sub-CPU 120a ends the command update processing.
[0556] In step S1518, the sub-CPU 120a determines whether the command in the reception buffer is a start winning designation command. If the command in the reception buffer is a start winning designation command, the sub-CPU 120a proceeds to step S1519. If the command in the reception buffer is not a start winning designation command, the sub-CPU 120a proceeds to step S1520.
[0557] In step 1519, the sub-CPU 120a executes pre-reading effect determination processing. Specifically, the sub-CPU 120a determines whether to execute a pre-reading effect based on the received start winning designation command, the counter value of the hold memory number counter in the sub-RAM 120b, and the game state information stored in the game state information storage area.
[0558] When the sub-CPU 120a executes a pre-reading effect, it determines the type of pre-reading effect to be executed and the pre-reading effect scenario data, stores the determined pre-reading effect scenario data in the pre-reading effect scenario storage area of the sub-RAM 120b, and sets an initial value corresponding to the determined pre-reading effect scenario data in the counter value of the pre-reading effect counter storage area. The sub-CPU 120a sets an effect pattern designation command for starting the pre-reading effect in the transmission buffer of the main RAM 120b.
[0559] The pre-reading effects are composed of multiple types of pre-reading effects, such as a hold change pre-reading effect that changes the display mode of the first hold image 41 and the second hold image 42, a pre-reading zone effect that changes the background image over a plurality of fluctuations, and an effect that displays a pre-reading effect when the decoration symbol 36 temporarily stops. Note that multiple pre-reading effects can be executed alone or in parallel by setting multiple sets of pre-reading scenario data.
[0560] In step S1520, the sub-CPU 120a determines whether the command in the reception buffer is an effect symbol designation command. When the command in the reception buffer is an effect symbol designation command, the sub-CPU 120a proceeds to step S1521. When the command in the reception buffer is not an effect symbol designation command, the sub-CPU 120a proceeds to step S1522.
[0561] In step S1521, the sub-CPU 120a executes a production symbol determination process. Specifically, based on the received production symbol designation command, the sub-CPU 120a determines production symbol data that specifies the symbols to be stopped at the left symbol 36L, the middle symbol 36C, the right symbol 36R, and the fourth symbol 36Z, sets a production pattern designation command corresponding to the determined production symbol data in the transmission buffer of the sub-RAM 120b, and ends the command analysis process.
[0562] In step S1522, the sub-CPU 120a determines whether the command in the reception buffer is a short-time count designation command. If the command in the reception buffer is a short-time count designation command, the sub-CPU 120a proceeds to step S1523. If the command in the reception buffer is not a short-time count designation command, the sub-CPU 120a proceeds to step S1524.
[0563] In step S1523, the sub-CPU 120a executes a short-time count control process. Specifically, based on the received short-time count designation command, the sub-CPU 120a sets the short-time count corresponding to the received short-time count designation command in the low base short-time count (BK) and the high base short-time count (JK) of the sub-RAM 120b, and ends the command analysis process.
[0564] In step S1524, the sub-CPU 120a determines whether the command in the reception buffer is a variation pattern designation command. If the command in the reception buffer is a variation pattern designation command, the sub-CPU 120a proceeds to step S1525. If the command in the reception buffer is not a variation pattern designation command, the sub-CPU 120a proceeds to step S1532.
[0565] In step S1525, the sub-CPU 120a determines whether prefetch rendering scenario data is stored in the prefetch rendering scenario storage area of the sub-RAM 120b. If the prefetch rendering scenario data is stored, the sub-CPU 120a proceeds to step S1526. If the prefetch rendering scenario data is not stored, the sub-CPU 120a proceeds to step S1527.
[0566] In step S1526, the sub-CPU 120a executes prefetch rendering control processing. Specifically, based on the prefetch rendering scenario data stored in the prefetch rendering scenario storage area of the sub-RAM 120b and the counter value in the prefetch rendering counter storage area, the sub-CPU 120a sets an effect pattern specification command corresponding to the prefetch rendering to be executed in the transmission buffer of the main RAM 120b. If the current variable display is a variable display target for prefetching, the sub-CPU 120a resets the prefetch rendering scenario storage area and the counter value in the prefetch rendering counter storage area. If the current variable display is a variable display before the variable display target for prefetching, the sub-CPU 120a decrements the counter value in the prefetch rendering counter storage area by 1.
[0567] Note that the prefetch rendering determination processing in step S1519 and the effect pattern specification command set in the transmission buffer in the above prefetch rendering control processing are transmitted to the overall control unit 141 and the lamp / drive control unit 150 by the output control processing in step S1800. When receiving the effect pattern specification command related to this prefetching, the overall control unit 141 and the lamp / drive control unit 150 perform processing to cause the image display device 31, the audio output device 32, the effect driving devices 330a, 330b, 330c, and the effect lighting devices 340a, 340b, 340c, 340d to execute a prefetch rendering according to the command.
[0568] In step S1527, the sub-CPU 120a executes a variable effect pattern determination process. Specifically, based on the received variable pattern specification command and the effect random number value stored in the sub-RAM 120b, the sub-CPU 120a refers to the variable effect pattern determination table stored in the sub-ROM 120c to determine a variable effect pattern. The sub-CPU 120a sets an effect pattern specification command corresponding to the determined variable effect pattern in the transmission buffer of the sub-RAM 120b. Details of the variable effect pattern determination process will be described later.
[0569] Note that the effect pattern specification command set in the transmission buffer by the above variable effect pattern determination process is transmitted to the overall control unit 141 and the lamp / drive control unit 150 by the output control process in step S1800. When receiving the effect pattern specification command related to this variable effect, the overall control unit 141 and the lamp / drive control unit 150 perform processes for causing the image display device 31, the audio output device 32, the effect drive devices 330a, 330b, 330c, and the effect lighting devices 340a, 340b, 340c, 340d to execute a variable effect according to the command.
[0570] In step S1528, the sub-CPU 120a determines whether the current gaming state is a high-base short state. Specifically, the sub-CPU 120a determines whether the gaming state information stored in the gaming state information storage area of the main RAM 120b is a high-base short state. If the current gaming state is a high-base short state, the sub-CPU 120a ends the command analysis process. If the current gaming state is not a high-base short state, the sub-CPU 120a proceeds to step S1529.
[0571] In step S1529, the sub-CPU 120a determines whether the received variation pattern designation command is a variation pattern designation command corresponding to the variation display of the first special symbol. If the received variation pattern designation command corresponds to the variation display of the first special symbol, the sub-CPU 120a proceeds to step S1530. If the received variation pattern designation command does not correspond to the variation display of the first special symbol, the sub-CPU 120a ends the command analysis process.
[0572] In step S1530, the sub-CPU 120a determines whether the variation display in which the jackpot symbol that becomes the low-base short state after the special game ends stops. The jackpot that becomes the low-base short state after the jackpot ends is the first type 2R per C in the low-base short state and the high-base short state (Fig. 11).
[0573] If the variation display in which the jackpot symbol that becomes the low-base short state after the special game ends stops, the sub-CPU 120a proceeds to step S1531. If the variation display in which the jackpot symbol that becomes the low-base short state after the special game ends does not stop, the sub-CPU 120a ends the command analysis process.
[0574] In step S1531, the sub-CPU 120a sets the special background image waiting setting flag in the special background image waiting setting flag storage area of the sub-RAM 120b and ends the command analysis process.
[0575] In step S1532, the sub-CPU 120a determines whether the command in the reception buffer is a symbol determination command. If the command in the reception buffer is a symbol determination command, the sub-CPU 120a proceeds to step S1533. If the command in the reception buffer is not a symbol determination command, the sub-CPU 120a proceeds to step S1545.
[0576] In step S1533, the sub-CPU 120a executes the symbol determination process. Specifically, the sub-CPU 120a sets an effect pattern designation command for stopping the display of the decorative symbol 36 in the image display device 31 in the transmission buffer of the sub-RAM 120b.
[0577] Note that the effect pattern designation command set in the transmission buffer in the above symbol determination process is transmitted to the overall control unit 141 and the lamp / drive control unit 150 by the output control process in step S1800. When receiving this effect pattern designation command, the overall control unit 141 and the lamp / drive control unit 150 perform processes for causing the image display device 31, the audio output device 32, the effect driving devices 330a, 330b, 330c, and the effect lighting devices 340a, 340b, 340c, 340d to execute an effect related to the stop of the decorative symbol 36.
[0578] In step S1534, the sub-CPU 120a determines whether the training mode setting flag in the sub-RAM 120b is set. If the training mode setting flag in the sub-RAM 120b is set, the sub-CPU 120a proceeds to step S1535. If the training mode setting flag in the sub-RAM 120b is not set, the sub-CPU 120a proceeds to step S1539.
[0579] Note that the training mode setting flag is a flag set in S1527-7 in the variable effect pattern determination process described later (Fig. 57). Specifically, the training mode setting flag is such that when the short number of times (B) at the low base reaches 20 times remaining until the specified number of times and the training mode effect starts, the true training mode setting flag (value of 1) is set, when the training mode effect starts at 220 times or 420 times remaining until the specified number of times, the false training mode setting flag (value of 2) is set, and 0 is set when neither is set. Therefore, when a value of 1 or 2 is set in the training mode setting flag, the sub-CPU 120a determines that the training mode setting flag is set.
[0580] The exercise mode presentation is a presentation that suggests that in the ground mode, which indicates a short state at low base, the digestion of the short number of times (B) at low base is approaching the specified number of times, and that there is a possibility of approaching the transition to the sea mode.
[0581] The exercise mode presentation starts when the remaining number of short times (B) at low base reaches 20 times until the specified number of times, and when it reaches 220 times and 420 times until the specified number of times, and is continuously executed during the 20 - time variable display. In the final variation of the exercise mode presentation (the variation presentation at the 20th rotation from the start of the exercise mode presentation), an exercise mode success presentation or an exercise mode failure presentation is executed.
[0582] The exercise mode success presentation is a presentation that is always executed when the exercise mode presentation starts when the remaining number of times until the short number of times (B) at low base reaches the specified number of times is 20 times. Also, when the exercise mode presentation starts when the remaining number of times until the short number of times (B) at low base reaches the specified number of times is 220 times or 420 times, an exercise mode success presentation or an exercise mode failure presentation is executed according to the value of the presentation random value.
[0583] After the exercise mode success presentation is performed, a presentation notifying the transition to the sea mode is performed, and after the exercise mode failure presentation is performed, a presentation notifying the continuation of the ground mode is performed. After the execution of the exercise mode success presentation or the exercise mode failure presentation, the game presentation is executed in the presentation mode where the transition is notified.
[0584] Therefore, when the ground mode continues after the execution of the exercise mode failure presentation, the game state is determined as the short state at low base. On the other hand, when transitioning to the sea mode after the exercise mode success presentation, the game state becomes either the normal state or the short state at low base. The details of the exercise mode will be described later.
[0585] In step S1535, the sub-CPU 120a subtracts 1 from the number of fluctuations (TM) in the training mode of the sub-RAM 120b. In step S1536, the sub-CPU 120a determines whether the number of fluctuations (TM) in the training mode of the sub-RAM 120b is 1 or more. If the number of fluctuations (TM) in the training mode is 1 or more, the sub-CPU 120a proceeds to step S1537. If the number of fluctuations (TM) in the training mode is not 1 or more, the sub-CPU 120a proceeds to step S1538.
[0586] In step S1537, the sub-CPU 120a sets a training mode continuous effect. Specifically, the sub-CPU 120a sets a display of the remaining number of times in the training mode corresponding to the number of fluctuations (TM) in the training mode subtracted by 1 in step S1535, and a chance-up effect determined by a predetermined lottery based on the effect random value, the training mode setting flag, and the remaining number of times in the training mode, in the transmission buffer of the sub-RAM 120b, and ends the command analysis process.
[0587] Note that the chance-up effect executed during the training mode effect is an effect suggesting the possibility of executing the training mode success effect, and is an effect that is more likely to be executed when the true training mode setting flag is set than when the false training mode setting flag is set.
[0588] In step S1538, the sub-CPU 120a executes a training mode notification effect control process. Specifically, the sub-CPU 120a executes a training mode success notification effect or a training mode failure notification effect based on the value set in the training mode setting flag of the sub-RAM 120b and the effect random value. The details of the training mode notification effect control process will be described later.
[0589] In step S1539, the sub-CPU 120a determines whether a special background image setting flag is set in the special background image setting flag storage area of the sub-RAM 120b. If the special background image setting flag is set, the sub-CPU 120a proceeds to step S1540. If the special background image setting flag is not set, the sub-CPU 120a ends the command analysis process.
[0590] In step S1540, the sub-CPU 120a determines whether to shift to the effect mode. Specifically, by setting the special background image setting flag, the sub-CPU 120a stops the situation where the sea mode is being executed despite being in the low base state, and determines whether to shift to the effect mode to the ground mode according to the low base state.
[0591] More specifically, when the current gaming state is the low base short state and the variable effect pattern is any one of the variable effect patterns 77, 78 (special loss d), variable effect pattern 82 (normal loss), and variable effect pattern 90 (normal loss) shown in FIG. 53, the sub-CPU 120a determines to shift to the effect mode. The details of FIG. 53, which shows the variable effect pattern, will be described later.
[0592] If the sub-CPU 120a determines to shift to the effect mode, it proceeds to step S1541. If it does not determine to shift to the effect mode, it proceeds to step S1542.
[0593] In step S1541, the sub-CPU 120a sets 0 to the counter value of the special background variation number (P) in the sub-RAM 120b, and proceeds to step S1544.
[0594] In step S1542, the sub-CPU 120a decrements the counter value of the special background variable (P) in the sub-RAM 120b. In step S1543, the sub-CPU 120a determines whether the counter value of the special background variable (P) in the sub-RAM 120b is 1 or more. If the special background variable (P) is 1 or more, the sub-CPU 120a ends the command analysis process. If the special background variable (P) is not 1 or more, the sub-CPU 120a proceeds to step S1544.
[0595] In step S1544, the sub-CPU 120a clears the special background image setting flag storage area in the sub-RAM 120b and ends the command analysis process. As shown in the flowchart, the clearing of the special background image setting flag storage area in step S1544 may be executed by two routes, step S1543 or step S1541. Specifically, when the clearing of the special background image setting flag storage area in step S1544 passes through step S1541, it is executed based on the variation pattern, and when it passes through step S1543, it is executed based on the special background variable (P) becoming 0.
[0596] In step S1545, the sub-CPU 120a determines whether the command in the reception buffer is a special game system designated command. If the command in the reception buffer is a special game system designated command, the sub-CPU 120a proceeds to step S1546. If the command in the reception buffer is not a special game system designated command, the sub-CPU 120a ends the command analysis process. Note that the special game system designated command includes a big win opening designated command, a big win round start command, a big win ending designated command, and the like.
[0597] In step S1546, the sub-CPU 120a executes special game effect control processing. Specifically, in the special game effect control processing, the sub-CPU 120a sets, in the transmission buffer of the sub-RAM 120b, an effect pattern designation command for causing a jackpot effect corresponding to the received special game system designation command to be executed by the image display device 31, the audio output device 32, the effect driving devices 330a, 330b, 330c, and the effect lighting devices 340a, 340b, 340c, 340d. Note that the details of the special game effect control processing will be described later. When the sub-CPU 120a executes the special game effect control processing, it ends the command analysis processing.
[0598] (Variable effect pattern determination table) FIGS. 52, 53, 54, and 55 are diagrams showing a variable effect pattern determination table for the first special symbol variation of the gaming machine 1. FIG. 56 is a diagram showing a variable effect pattern determination table for the second special symbol variation of the gaming machine 1.
[0599] The variable effect pattern determination table for the first special symbol variation includes four types of tables: a table (FIG. 52) referred to during the period when variable display in the sea mode in the normal state is performed, a table (FIG. 53) referred to during the period when variable display in the sea mode in the low base short state is performed, a table (FIG. 54) referred to during the period when variable display in the ground mode is performed, and a table (FIG. 55) referred to during the period when variable display in the high base short state is performed.
[0600] The variable effect pattern determination table for the second special symbol variation includes two types of tables: a table (FIG. 56(a)) referred to during the period when variable display is performed from after the end of the jackpot until the 30th rotation, and a table (FIG. 56(b)) referred to during the period when variable display is performed after the next variable display when a special loss a is established and during the period when variable display is performed from after the 31st rotation after the end of the jackpot.
[0601] The variable presentation pattern is a presentation mode of a variable presentation performed using the image display device 31, the audio output device 32, the presentation driving devices 330a, 330b, 330c, and the presentation illumination devices 340a, 340b, 340c, 340d.
[0602] First, each term described in the presentation configuration of the variable presentation pattern determination table shown in FIGS. 52 to 56 will be explained.
[0603] "Normal variation" refers to a variable presentation in which the decorative patterns 36L and 36R stop at different types of patterns, indicating a variable presentation in which a reach state is not formed. "Shortened variation" refers to a variable presentation in which the decorative patterns 36L and 36R stop at different types of patterns, and a variable display in which a reach state is not formed, indicating a variable presentation with a shorter variation time than the normal variation. "Normal reach" refers to a reach variable presentation performed in a state where the same type of pattern is temporarily stopped on the decorative patterns 36L and 36R.
[0604] "SP reach A" and "SP reach B" refer to reach variable presentations that are performed according to the variation of the first special symbol, have a higher jackpot expectation than the normal reach, and result in a 10R win of the first type when winning. "SP reach C" and "SP reach D" refer to reach variable presentations that are performed according to the variation of the first special symbol, have a higher jackpot expectation than the normal reach, and mainly result in a 2R win of the first type when winning. Note that "SP reach C" and "SP reach D" are also executed as part of the variable presentation resulting in a 10R win of the first type (such as variable presentation pattern 4), and in that case, notification (round upgrade notification) of a 10R win during the jackpot is performed. "SP reach G" and "SP reach H" refer to reach variable presentations that are mainly performed according to the variation of the second special symbol, have a higher jackpot expectation than the normal reach, and result in a 10R win of the first type F when winning. "SP reach I" and "SP reach J" refer to reach variable presentations that are mainly performed according to the variation of the second special symbol, have a higher jackpot expectation than the normal reach, and result in a 2R win of the first type G when winning.
[0605] Note that, as shown in FIG. 56(a), "SP Reach G", "SP Reach H", "SP Reach I", and "SP Reach J" are mainly performed in accordance with the variable display of the second special symbol as described above, but may also be performed in accordance with the variable display of the first special symbol in the high-base short state.
[0606] In the high-base short state, since the right-handed game is played, the game ball rarely enters the first starting port 14 and the variable display of the first special symbol is rarely performed, but the variable of the first special symbol may be performed in specific situations. Specifically, the specific situation means that when the player makes a left-handed shot and the game ball enters the first starting port 14 when the second special symbol is not changing in the high-base short state, or when there is a hold number of the first special symbol when the variable display of the second special symbol ends.
[0607] "Full Rotation Reach" is a reach variation effect in which the same type of left symbol 36L, middle symbol 36C, and right symbol 36R are aligned and vary at a low speed. Since the full rotation reach is executed only when a D for each first type 10R or an F for each first type 10R is established, it is an effect that notifies the establishment of a first type 10R per hit and the transition to the high-base short state after the big win ends.
[0608] "Roulette Effect" is an effect that is performed in accordance with the variation of the first special symbol during the execution of the sea mode and is performed in a part of a special loss or a normal loss, and indicates an effect of selectively displaying any of the three types of outcomes of "ground mode", "sea mode", and "underwater temple mode". "Chance Effect" is an effect that is performed in accordance with the variation of the second special symbol and is executed after the normal reach loss effect, and indicates an effect of winning a small win or indicating a normal loss. "Battle Effect" is an effect that is performed in accordance with the variation of the first special symbol during the execution of the sea mode and is an effect that develops from a normal reach, and indicates an effect of notifying a big win, mode transition, or mode continuation.
[0609] The "direct hit effect" is an effect in which the left symbol 36L, the right symbol 36R, and the middle symbol 36C stop in order at high speed without performing an effect that provokes whether a big win will occur due to a reach effect, and the big win symbols are aligned. In the case of the first type of big win (special symbol F, special symbol J), a combination of decorative symbols 36 of the same symbol stops and is displayed. In the case of the second type of big win (special symbol H, special symbol I, special symbol J), after the same decorative symbol 36 stops and is displayed on the left symbol 36L and the right symbol 36R, a special symbol ("V win") indicating a small win is stopped and displayed on the middle symbol 36C.
[0610] The variable effect pattern determination table for the first special symbol shown in FIGS. 52 to 55 will be described below.
[0611] FIG. 52 is a diagram showing a variable effect pattern determination table for the first special symbol variation in the sea mode in the normal state. FIG. 53 is a diagram showing a variable effect pattern determination table for the first special symbol variation in the sea mode in the low base short state. FIG. 54 is a diagram showing a variable effect pattern determination table for the first special symbol variation in the ground mode. FIG. 55 is a diagram showing a variable effect pattern determination table for the first special symbol variation in the high base short state.
[0612] The variable effect patterns for the first special symbol variation shown in FIGS. 52 and 53 are both tables referred to when the effect mode is the sea mode. The battle effect that can be executed only in the sea mode can be executed in any game state of the normal state and the low base short state, but the effect patterns of the battle effect that can be executed are different between the normal state and the low base short state. The difference in the effect patterns of the battle effect in the normal state and the low base short state will be specifically described below.
[0613] As shown in FIG. 52, in the battle effect in the sea mode in the normal state, the effect patterns of winning (variable effect patterns 14, 20, 23), a draw (variable effect patterns 6, 10, 33, 41), and losing (variable effect patterns 25, 27, 29) can be executed.
[0614] In the battle performance in the normal state, the occurrence of the above-mentioned winning performance pattern notifies the transition to the high base short state. Specifically, when the variable performance pattern 14 is performed, C occurs per 2R of the first type, and after the jackpot ends, it transitions to the high base short state. When the variable performance pattern 20 is performed, D occurs per 10R of the first type, and after the jackpot ends, it transitions to the high base short state. When the variable performance pattern 23 is performed, a special loss a occurs, and after the loss stops, it transitions to the high base short state.
[0615] As described in the game flow shown in FIG. 6, the transition to the high base short state due to the establishment of C per 2R of the first type and the special loss a is performed only in the normal state and not in the low base short state. Therefore, the battle victory performances executed in the variable performance pattern 14 and the variable performance pattern 23 are executable in the normal state but not executable in the low base short state.
[0616] Therefore, when C per 2R of the first type is established in the normal state, a battle victory performance (variable performance pattern 14) is performed, but when C per 2R of the first type is established in the low base short state, the battle victory performance is not performed, and for example, an SP reach D is performed as shown in FIG. 53 (variable performance pattern 63).
[0617] Also, when a special loss a is established in the normal state, a battle victory performance is performed, but as shown in FIG. 53, when a special loss a is established in the low base short state, a battle draw B performance is performed to notify the continuation of the performance mode (variable performance pattern 72).
[0618] Note that when a special loss a is established in the low base short state, a battle draw performance (variable performance pattern 72) may not be performed, and a losing performance of the SP reach may be performed instead.
[0619] Also, as shown in FIGS. 16 and 17, the variation time of variation pattern 31 in which a battle victory effect (variation effect pattern 23) is performed when special miss a occurs in the normal state is T31 (50 seconds), and the variation time of variation pattern 64 in which a battle draw effect (variation effect pattern 72) is performed when special miss a occurs in the low base short state is T44 (35 seconds). Therefore, when special miss a occurs in the sea mode, the execution time of the variation effect in the normal state is longer than that in the low base short state.
[0620] On the other hand, the transition to the high base short state after the end of D per 10R of the first type occurs after the end of D per 10R of the first type in both the normal state and the low base short state. Therefore, in both the normal state and the low base short state, a battle victory effect of "normal variation → normal reach → battle effect (victory) → re-drawing (7 symbols)" can be executed (variation effect pattern 20, variation effect pattern 69).
[0621] In the battle effect in the normal state, the transition to the low base short state is notified by the occurrence of a losing effect pattern. Specifically, when special miss b occurs, a battle losing effect by variation effect pattern 25 is executed, when special miss c occurs, a battle losing effect by variation effect pattern 27 is executed, when special miss d occurs, a battle losing effect by variation effect pattern 29 is executed, and after the execution of the losing effect, a transition to the ground mode is performed.
[0622] As described in the game flow shown in FIG. 6, when special miss b, special miss c, or special miss d occurs, the game state transitions to the low base short state if it was in the normal state before the special miss occurred, but remains in the low base short state if it was in the low base short state before the special miss occurred.
[0623] Therefore, even if the battle defeat effect is executed in the low base short state, although the game state does not actually change, since the game state after the occurrence of a special loss is the low base short state, there is no contradiction between the content indicated by the result of the battle effect and the current game state (such as variation effect pattern 78).
[0624] In variation effect patterns 74 (when special loss b occurs) and 76 (when special loss c occurs) shown in FIG. 53, a battle draw effect is executed. On the other hand, in variation effect pattern 78 (when special loss d occurs) shown in FIG. 53, a battle defeat effect is executed.
[0625] This is because, even though it is in the low base short state, the sea mode is executed in order to deliberately give the player a sense of expectation in the normal state. By executing the continuous effect of the sea mode, the purpose is to continue the player's sense of expectation in the normal state. However, in variation effect patterns 74 and 76 as well, it may be notified that a battle defeat effect is executed and the transition to the ground mode is made, similar to variation effect pattern 78.
[0626] Also, when special loss b, special loss c, and special loss d occur in the normal state, a battle defeat effect is always executed to notify the transition to the ground mode. However, similar to the case of the low base short state, by performing a battle draw effect, the sea mode may be continued even if the actual game state is the low base short state.
[0627] Next, the roulette effect can be executed in any sea mode in both the normal state and the low base short state, but the executable effect patterns are different between the normal state and the low base short state. Specifically, the differences in the roulette effect patterns in the normal state and the low base short state will be described below.
[0628] In the roulette effect, when a special loss occurs, depending on the pattern of the outcome selected by the roulette, it notifies the transition to the underwater temple mode, the continuation of the sea mode, or the transition to the ground mode. Specifically, as shown in FIG. 52, when a special loss a occurs in the normal state, the roulette effect notifies the transition to the underwater temple mode (variation effect pattern 22). When special losses b, c, and d occur in the normal state, the roulette effect notifies the transition to the ground mode (variation effect patterns 24, 26, and 28).
[0629] As described in the game flow shown in FIG. 6, the transition to the high base short state due to the occurrence of special loss a is only performed in the normal state and not in the low base short state. Therefore, the notification of the transition to the underwater temple mode when special loss a occurs can be executed in the normal state but not in the low base short state. Thus, as shown in FIG. 53, in the roulette effect when special loss a occurs in the low base short state, it notifies the continuation of the sea mode without notifying the transition to the underwater temple mode (variation effect pattern 71).
[0630] The reason for notifying the continuation of the sea mode without notifying the transition to the ground mode while in the low base short state is the same as the battle effect (variation effect pattern 72) when special loss a occurs in the sea mode in the low base short state. Even though it is in the low base short state, the sea mode is executed in order to deliberately give the player the expectation of the normal state. By executing the continuation effect of the sea mode, the purpose is to continue the player's expectation of staying in the normal state. However, in variation effect pattern 71, it may also notify the transition to the ground mode and notify that the current game state is the low base short state.
[0631] Also, in the roulette effect when special losses b and c occur in the low base short state, both notify the continuation of the sea mode (variation effect patterns 73 and 75), and when special loss d occurs, it notifies the transition to the ground mode (variation effect pattern 77).
[0632] As shown in the game flow of FIG. 6, when special losing b, special losing c, and special losing d occur in the short state at low base, the game state of the short state at low base is maintained. Therefore, it is acceptable to notify the transition to the ground mode in any case. However, since the sea mode is being executed to make the player expect to stay in the normal state, in the roulette effect when special losing b and special losing c occur, the transition to the ground mode is not notified, and the transition to the ground mode is only notified in the roulette effect when special losing d occurs.
[0633] In addition, in the roulette effect in the short state at low base, when special losing b, special losing c, and special losing d occur, it is possible to always notify the transition to the ground mode and notify that the current game state is the short state at low base, or conversely, it is possible to always continue the sea mode.
[0634] Also, in the roulette effect when special losing b, special losing c, and special losing d occur in the normal state, the transition to the ground mode is always notified. However, by notifying the continuation of the sea mode similar to special losing b in the short state at low base, even when the game state transitions to the short state at low base, the sea mode may be continued.
[0635] In the roulette effect when a normal loss occurs in the short state at low base, depending on the value of the random number value for the effect, there are cases where the transition to the ground mode is notified (variation effect pattern 82, variation effect pattern 90) and cases where the continuation of the sea mode is notified (variation effect pattern 81, variation effect pattern 91). In addition, in the roulette effect executed by a normal loss in the short state at low base, it is possible to always notify the continuation of the sea mode or always notify the transition to the ground mode.
[0636] FIG. 54 is a diagram showing a variation effect pattern determination table for the first special symbol variation in the ground mode. Note that the ground mode is an effect mode that can be executed only when in the low base short state. As shown in the column of the effect configuration in FIG. 54, in the ground mode, there is no variation effect pattern that performs a battle effect and a roulette effect.
[0637] FIG. 55 is a diagram showing a variation effect pattern determination table for the first special symbol variation in the high base short state. As described above, in the high base short state, since the right-handed game is played, it is rare for a game ball to enter the first start port 14, and since the situation where the first special symbol varies is rare, the variation effect pattern determination table for the first special symbol variation for the high base short state shown in FIG. 55 is not referred to except in specific situations.
[0638] Note that the specific situations include cases where, in the high base short state, when all the variation displays of the second special symbol have ended while the hold memory for the variation of the first special symbol is stored, or when a game ball enters the first start port 14 in a state where the variation display of the second special symbol is not being performed, etc.
[0639] When a first type jackpot is established as a result of the lottery of the first special symbol in the high base short state, variation effects (variation effect patterns 150 to 163) such as normal reach, SP reach G, SP reach H, SP reach I, SP reach J, and full rotation reach are executed. Note that these variation effects are the same as the effects selected in the variation effect pattern determination table for the second special symbol variation, which will be described later with reference to FIG. 56(a).
[0640] In this embodiment, the SP reach executed in the variation effect of the first special symbol in the high base short state and the SP reach executed in the variation effect of the second special symbol are the same effect, but an SP reach dedicated to the variation effect of the first special symbol in the high base short state may be executed.
[0641] When a special loss and a nor...
Claims
【Claim 1】 a first special symbol display means for variably displaying a first special symbol and stopping the display of the first special symbol as a result of the game; a second special symbol display means for variably displaying a second special symbol and stopping the display of the second special symbol as a result of the game; as a game state, a main control means for controlling the transition of game states including a first normal state, a second normal state, and a specific game state advantageous to the player; Furthermore, it includes at least a plurality of types of special game states that can be generated by the stop of the jackpot symbol of the first special symbol in the first normal state and the second normal state, and a specific special game state that can be generated on the condition of winning in a specific area opened by the stop of the small winning symbol of the second special symbol in the specific game state; When the first special symbol fluctuates and a special symbol stops, the second normal state is more likely to shift to the specific game state than the first normal state; When the first special symbol fluctuates and the jackpot symbol stops and enters the special game state, the game state immediately after the end of the special game state is more likely to shift to the specific game state when the game state when the jackpot symbol stops is the second normal state than when it is the first normal state; In the first normal state, when the first special symbol fluctuates and the special symbol stops, a first special variation time shorter than the first special variation time when the jackpot symbol that causes the special game state stops is more likely to be selected; In the second normal state, when the first special symbol fluctuates and the special symbol stops, a second special variation time shorter than the second special variation time when the jackpot symbol that causes the special game state stops is more likely to be selected; In the second normal state, when the special symbol that shifts to the specific game state stops, a third special variation time longer than the second special variation time when the jackpot symbol that causes the special game state stops can be selected; When the first special symbol fluctuates and the special symbol stops in the specific game state, it is a variation time shorter than the first special variation time, the second special variation time, and the third special variation time. When the first special symbol fluctuates and the special symbol stops in the specific game state, the specific game state is maintained. A gaming machine characterized by this.
Citation Information
Patent Citations
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JP2015006575A
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