Pachinko machine

The gaming machine enhances player engagement by using player-owned game values and dynamic production modes to create varied and exciting game experiences, addressing the lack of interest in time-saving states.

JP7712687B2Active Publication Date: 2025-07-24KYORAKU IND CO LTD
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Patent Information

Application Number
JP2023057354
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-03-31
Publication Date
2025-07-24
Estimated Expiration
2043-03-31

AI Technical Summary

Technical Problem

Conventional gaming machines lack mechanisms to enhance player interest in time-saving gaming states, particularly in terms of game dynamics and value manipulation.

Method used

A gaming machine that utilizes game values owned by players, incorporating a determination mechanism for special games, update control for game values, and production modes that include normal and predetermined modes, with variable productions offering different outcomes and transition probabilities to special game modes.

Benefits of technology

Enhances player engagement by providing varied and dynamic game experiences, increasing the interest and excitement through controlled game value manipulation and mode transitions.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine which improves the amusement of a game compared to the conventional one.SOLUTION: A game machine according to the invention has a case of displaying a first result and a case of displaying a second result in a specific variation performance which can execute a specific performance. In both cases of displaying the results, a transition to a specific game mode advantageous for a player is realized. A time from the display of the second result to an execution of a special game is longer than a time from the display of the first result to the execution of the special game.SELECTED DRAWING: Figure 11
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Description

Technical Field

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

Background Art

[0002] Some conventional gaming machines are provided with a normal gaming state and a time-saving gaming state in which a start winning is easier than in the normal gaming state, and a technique for performing a game effect 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 time-saving gaming state.

[0005] In view of the above problems, an object of the present invention is to provide a gaming machine capable of further enhancing 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 provides a gaming machine capable of playing games using game values owned by a player, comprising: a determination means for determining whether to execute a special game advantageous to the player; a special game execution means for executing the special game when the determination result by the determination means is a determination result to execute the special game; an update control means for storing the game values owned by the player and performing update control of the game values; and a production control means for performing production based on the determination by the determination means. The update control means is capable of controlling to clear the game values. As production modes controlled by the production control means, there are a normal mode and a predetermined mode that is more advantageous to the player than the normal mode, and the predetermined specific game mode that is more advantageous to the player than the mode, and a specific variable production capable of executing a specific production suggesting the possibility of executing the special game. the In the specific variable production, based on the determination by the determination means, executing the special game there are cases where a first result is displayed and cases where a second result different from the first result is displayed. Whether the first result is displayed or the second result is displayed, it is possible to shift to the specific game mode thereafter. not executing the special game When the first result is displayed in the specific variable production, the time from the end of the specific variable production to the execution of the special game is shorter than the time from the end of the specific variable production to the execution of the special game when the second result is displayed in the specific variable production. when the first result is displayed in the normal mode, the ratio of becoming the specific game mode after the execution of the special game is higher than when the first result is displayed in the predetermined mode, It is characterized in that.

Effect of the Invention

[0007] According to the present invention, the interest of the game of the gaming machine can be further enhanced.

Brief Description of the Drawings

[0008]

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Embodiments for Carrying Out the Invention

[0009] <First Embodiment> Hereinafter, the first embodiment of the present invention will be specifically described with reference to the drawings.

[0010] (Overview of the gaming machine 1) Unlike well-known pachinko gaming machines, the gaming machine 1 does not use a game ball supply mechanism or a game ball discharge mechanism for island facilities. It accommodates a predetermined number of game balls, launches the accommodated game balls into the game area to play the game, collects the game balls that have finished the game, and launches the collected game balls again to play the game. It is an enclosed gaming machine.

[0011] (Basic configuration of the gaming machine 1) First, with reference to FIGS. 1 to 4, the basic configuration of the gaming machine 1 will be described. FIG. 1 is a front view of the gaming machine 1 and the card unit 9 of the present invention. FIG. 2 is an enlarged view of the second large winning opening 17 of the gaming machine 1. FIG. 3 is a perspective view of the back side of the gaming machine 1 and the card unit 9. FIG. 4 is a view showing the main control board 110 and the frame control board 160 on the back of the gaming machine 1, and the covers 110c and 160c covering them.

[0012] As shown in FIGS. 1 and 3, 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 where 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.

[0013] One end of the glass frame 50 is connected to the outer frame 60 via a hinge mechanism portion 51, and a locking mechanism is provided at the other end of the glass frame 50. The locking mechanism of the glass frame 50 can be unlocked with a dedicated key, and by unlocking it, it can be swung by the hinge mechanism portion 51 to open the game area 6. A door opening detection SW81c (not shown) is provided on the glass frame 50.

[0014] An effect button 35 that can be pressed is provided on the glass frame 50, and an effect button detection SW35a is provided on the effect button 35. When the effect button detection SW35a detects the operation of the effect button 35 by the player, it outputs predetermined information to the gaming machine 1. Therefore, the player can input predetermined information to the gaming machine 1 by operating the effect button 35.

[0015] A cross key 39 that can be pressed is provided on the left side of the effect button 35. 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 a cross key detection SW39a, a cross key detection SW39b, a cross key detection SW39c, a cross key detection SW39d, and a cross key detection SW39e are provided respectively. When each cross key detection SW detects the operation of the cross key 39 by the player, it outputs predetermined information to the gaming machine 1. Therefore, the player can input predetermined information to the gaming machine 1 by operating the cross key 39.

[0016] An operation handle 3 for launching a game ball into the game area 6 by a rotating operation is provided on the glass frame 50. A touch sensor 3a is provided on the operation handle 3. The touch sensor 3a detects that the player is touching the operation handle 3. When the player rotates the operation handle 3, a launch volume 3b provided in the vicinity of the operation handle 3 also rotates, and a hitting member directly connected to the launch solenoid 4a rotates with a launch intensity corresponding to the rotation amount of the launch volume 3b.

[0017] The ball-feeding solenoid 4b provided near the operation handle 3 feeds the game balls stored in the gaming machine 1 one by one to the hitting member directly connected to the firing solenoid 4a. These touch sensors 3a, firing volume 3b, firing solenoid 4a, and ball-feeding solenoid 4b perform operations related to the above-mentioned firing operation under the control of the firing control unit 170 in the frame control board 160.

[0018] The game balls fed 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. Between the rails 5a and 5b, a fired ball sensor 2a, a foul ball sensor 2b, a small ball sensor 81a, and an iron ball sensor 81b are provided (all not shown in the figure).

[0019] When the fired ball sensor 2a detects that the game ball hit between the rails 5a and 5b has exceeded the firing detection point at the upper end of the rail 5b, it outputs a firing signal. When the foul ball sensor 2b detects that the game ball hit between the rails 5a and 5b has returned without reaching the game area 6, it outputs a foul signal. When the small ball sensor 81a detects that a small ball has been hit between the rails 5a and 5b, it outputs a small ball detection signal. When the iron ball sensor 81b detects that an iron ball has been hit between the rails 5a and 5b, it outputs an iron ball detection signal.

[0020] On the glass frame 50, audio output devices 32, which are speakers, are provided on the left and right. The audio output devices 32 perform performances such as music and sound effects according to the progress of the game. Near the two audio output devices 32, a fourth performance lighting device 340d and two fifth performance lighting devices 340e are provided. The fourth performance lighting device 340d and the fifth performance lighting device 340e each have a fourth lamp 34d and a fifth lamp 34e, which are full-color LEDs. The fourth performance lighting device 340d and the fifth performance lighting device 340e perform 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 performance control board 120 to perform game performances.

[0021] 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.

[0022] 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 winning of a game ball into the general winning opening 12 is detected by the general winning opening detection SW12a, a predetermined number of game balls are given to the player.

[0023] A first start opening 14 is provided at the lower center of the game area 6 of the game board 2. A second start opening 15 is provided on the right part of the game area 6 of the game board 2. When a game ball is launched (hit to the left) toward the left area 6L of the game area 6, the game ball can win in the first start opening 14, but it is difficult to win in the second start opening 15. When a game ball is launched (hit to the right) toward the right area 6R of the game area 6, the game ball can win in the second start opening 15, but it is difficult to win in the first start opening 14.

[0024] A first start opening detection SW14a is provided at the first start opening 14. When the winning of a game ball into the first start opening 14 is detected by the first start opening detection SW14a, a predetermined number of game balls are given to the player. A second start opening detection SW15a is provided at the second start opening 15. When the winning of a game ball into the second start opening 15 is detected by the second start opening detection SW15a, a predetermined number of game balls are given to the player. Note that the number of game balls given for the winning of a game ball into the first start opening 14 and the second start opening 15 may be the same or different. Also, although details will be described later, when the winning of a game ball into the first start opening 14 or the second start opening 15 is detected, various random values used for various processes related to games including jackpot lotteries are acquired.

[0025] 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 permitted. 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 permitted.

[0026] In addition, the second start port 15 can also vary the ease of winning of a game ball 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 increases, so the ease of winning becomes higher.

[0027] At the upper right part of the game area 6 of the game board 2, a normal symbol gate 13 is provided. The normal symbol gate 13 is provided with a gate detection SW 13a. When the passage of a game ball through the normal symbol gate 13 is detected by the gate detection SW 13a, a determination random value or the like for performing a normal symbol lottery described later is acquired.

[0028] At the lower right area of the game area 6 of the game board 2, a first big winning port 16 is provided. The first big winning port 16 is provided with a first big winning port detection SW 16a, a first big winning port opening / closing door 16b, and a first big winning port opening / closing solenoid 16c. The first big winning port 16 changes between two states: a closed state in which winning of a game ball is restricted by the operation of the first big winning port opening / closing solenoid 16c, and an open state in which winning of a game ball is permitted.

[0029] More specifically, the first big winning port 16 becomes a closed state in which it is difficult for a game ball to win when the first big winning port opening / closing door 16b becomes substantially parallel to the surface of the game board 2 by the off operation of the first big winning port opening / closing solenoid 16c. Also, the first big winning port 16 becomes an open state in which it is easy for a game ball to win when the first big winning port opening / closing door 16b becomes substantially perpendicular to the surface of the game board 2 by the on operation of the first big winning port opening / closing solenoid 16c.

[0030] When the winning of a game ball into the first major winning opening 16 is detected by the first major winning opening detection SW16a, a predetermined number of game balls are given to the player. Note that the open state of the first major winning opening 16 changes to a closed state when a winning of a predetermined number of game balls occurs, or when a predetermined opening time has elapsed, as will be described later.

[0031] A second major winning opening 17 is provided in the area on the right side of the game area 6 of the game board 2. The second major winning opening 17 is provided with a second major winning opening detection SW17a, a second major winning opening opening / closing door 17b, and a second major winning opening opening / closing solenoid 17c. The second major winning opening 17 changes between two states: a closed state in which the winning of a game ball is restricted by the second major winning opening opening / closing door 17b and an open state in which the winning of a game ball is permitted, by the operation of the second major winning opening opening / closing solenoid 17c.

[0032] Specifically, the second major winning opening 17 becomes a closed state in which it is difficult for a game ball to win by the off operation of the second major winning opening opening / closing solenoid 17c, causing the second major winning opening opening / closing door 17b to be substantially parallel to the surface of the game board 2. Also, the second major winning opening 17 becomes an open state in which it is easy for a game ball to win by the on operation of the second major winning opening opening / closing solenoid 17c, causing the second major winning opening opening / closing door 17b to be substantially perpendicular to the surface of the game board 2.

[0033] As shown in FIG. 2, inside the second major winning opening 17, a specific area 19B, a slide member 19C, and a second major winning opening discharge port 19E are provided. The slide member 19C changes between two states: a retracted state in which it is stored deep in a gap provided in the inner wall 19 of the second major winning opening and a forward state in which it advances in front of the gap, by the operation of the specific area opening / closing solenoid 18d.

[0034] Specifically, when the specific area opening / closing solenoid 18d is turned on, the slide member 19C is in the forward state, and when the specific area opening / closing solenoid 18d is turned off, the slide member 19C is in the backward state. When the slide member 19C is in the forward state, the specific area 19B is in the closed state where it is difficult for the game balls to win, and when the slide member 19C is in the backward state, the specific area 19B is in the open state where it is easy for the game balls to win.

[0035] Game balls passing over the specific area 19B are discharged only through the second large winning port 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 backward state. Game balls discharged through the second large winning port discharge port 19E are detected by the second large winning port detection SW17a. Game balls discharged through the specific area 19B are detected by the specific area detection SW18a. Regardless of which detection SW detects, a predetermined number of game balls are given to the player.

[0036] An out port 11 is provided at the lower center of the game area 6 of the game board 2. Game balls launched into the game area 6 are discharged from the game area 6 through the out port 11 when they do not enter any of the general winning port 12, the first start port 14, the second start port 15, the first large winning port 16, and the second large winning port 17.

[0037] 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 customer waiting production images during the standby period when the game is not being played. As the display of production images 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 win determination result indicated by the special symbols of the first special symbol display device 20 and the second special symbol display device 21.

[0038] In addition, a radio wave detection switch SW19a (not shown) is provided at the lower center of the game area 6. When the radio wave detection switch SW19a detects a radio wave, it outputs a radio wave detection signal.

[0039] 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.

[0040] 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 jackpot 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 jackpot 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".

[0041] When a new variation of the first special symbol or the second special symbol cannot be started, such as during the variation of the special symbol or during the jackpot game (special game), the variable display of the special symbol is waited for under predetermined conditions. The first special symbol hold indicator 22 displays the number of variable displays waited for in the first special symbol (hereinafter referred to as the "hold number"). The first special symbol hold indicator 22 is composed of two left and right LEDs, 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.

[0042] Similarly, the second special symbol hold indicator 23 displays the number of holds 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 number of holds in the second special symbol according to their display modes. Specifically, when the number of holds in the second special symbol is 1, only the left LED lights up; when the number of holds in the second special symbol is 2, only the right LED lights up; when the number of holds in the second special symbol is 3, the left LED blinks and the right LED lights up; when the number of holds in the second special symbol is 4, the two LEDs on the left and right blink.

[0043] 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 variable display of the normal symbol and a stop display indicating the lottery result. When a new variable display of the normal symbol cannot be started as in the case of the normal symbol being in a variable state, the variable display of the normal symbol is waited for under predetermined conditions.

[0044] The normal symbol hold indicator 25 is composed of two LEDs on the left and right, and displays the number of holds in the normal symbol according to their display modes. Specifically, when the number of holds in the normal symbol is 1, only the left LED lights up; when the number of holds in the normal symbol is 2, only the right LED lights up; when the number of holds in the normal symbol is 3, the left LED blinks and the right LED lights up; when the number of holds in the normal symbol is 4, the two LEDs on the left and right blink.

[0045] At 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.

[0046] The first performance driving device 330a, the second performance driving device 330b, and the third performance 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 performance control board 120 to conduct game performances.

[0047] The first movable accessory 33a executes a pre-announcement performance indicating a performance with a high jackpot expectation level by performing a swinging motion near the origin position or a falling movement toward the center of the game area 6. The second movable accessory 33b executes a pre-announcement performance indicating a performance with a high jackpot expectation level by performing a swinging motion near the origin position or a sliding movement to the left toward the center of the game area 6. The third movable accessory 33c executes a pre-announcement performance indicating a performance with a high jackpot expectation level by performing a swinging motion near the origin position or a sliding movement in the lower right direction toward the center of the game area 6. These swinging motions, falling movements, and sliding movements may be performed alone or in combination, and the more they are combined, the higher the jackpot expectation level becomes. Also, there are multiple timings for the falling movement and the sliding movement, and the jackpot expectation level varies depending on the movement timing.

[0048] As shown in FIG. 1, a first performance lighting device 340a is provided at the center of the first movable accessory 33a. A second performance lighting device 340b is provided at the center of the second movable accessory 33b. A third performance lighting device 340c is provided at the center of the third movable accessory 33c. The first performance lighting device 340a, the second performance lighting device 340b, and the third performance lighting device 330c perform the light-emitting operations of the first lamp 34a, the second lamp 34b, and the third lamp 34c under the control of the lamp / drive control unit 150 of the performance control board 120 to conduct game performances. The first lamp 34a, the second lamp 34b, and the third lamp 34c are respectively full-color LEDs.

[0049] The first performance lighting device 340a, the second performance lighting device 340b, and the third performance lighting device 330c perform the light-emitting operations of the first lamp 34a, the second lamp 34b, and the third lamp 34c under the control of the lamp / drive control unit 150 of the performance control board 120 to conduct game performances.

[0050] Outside the game area 6 of the game board 2, a game ball number display 84 is provided. The game ball number display 84 is composed of six-digit 7-segment LEDs. The game ball number display 84 displays information such as the number of game balls and error messages based on the display data transmitted from the frame control board 160.

[0051] Specifically, the number of game balls currently held by the gaming machine 1 as held balls is displayed on the game ball number display 84. In the cases shown below, the game ball number obtained by adding or subtracting a predetermined value to the currently displayed game ball number is displayed on the game ball number display 84.

[0052] The cases where the game ball number obtained by subtracting a predetermined value from the currently displayed game ball number is displayed on the game ball number display 84 are when a game ball is launched and when the number of balls held by the gaming machine 1 is transferred to the card unit 9. Specifically, each time one game ball is launched, the game ball number obtained by subtracting 1 from the displayed number of game balls is displayed on the game ball number display 84. Also, when the number of balls held by the gaming machine 1 is transferred to the card unit 9, the game ball number obtained by subtracting the number of transferred balls to the card unit 9 from the displayed number of game balls is displayed on the game ball number display 84.

[0053] The cases where the game ball number obtained by adding a predetermined value to the currently displayed game ball number is displayed on the game ball number display 84 are when a bonus ball is obtained by the game and when lending notification data indicating the number of lent balls is received from the card unit 9. Note that the case where a bonus ball is obtained by the game is when a game ball wins at the general winning opening 12, the first start opening 14, the second start opening 15, the first big winning opening 16, or the second big winning opening 17.

[0054] An annular game notification lamp 86 is provided around the game ball number display 84. The game notification lamp 86 emits predetermined light according to the display data transmitted from the frame control board 160.

[0055] On the left side of the performance button 35, a count button 82 is provided. By operating the count button 82, it becomes possible to transfer the number of balls in possession data stored in the gaming machine 1 to the card unit 9.

[0056] On the left side of the gaming machine 1, a card unit 9 connected to the gaming machine 1 is provided. On the upper side of the card unit 9, a bill insertion slot 91 equipped with a bill discriminator 91a is provided. Below the bill insertion slot 91, an amount display 93 is provided. The amount display 93 is composed of two-digit 7-segment LEDs.

[0057] Below the amount display 93, a lending button 98 equipped with a lending button detection SW98a is provided. Below the lending button 98, a number of balls in possession display 94 is provided. The number of balls in possession display 94 is composed of six-digit 7-segment LEDs.

[0058] Below the number of balls in possession display 94, a card insertion slot 92 equipped with a card reader / writer 92a is provided. Below the card insertion slot 92, a discharge button 99 equipped with a discharge button detection SW99a is provided.

[0059] As shown in FIG. 3, on the back surface of the gaming machine 1, a main control board 110, a performance control board 120, a frame control board 160, a power supply board 175, a power plug 176, and a power switch 177 are provided.

[0060] As shown in FIGS. 3 and 4, the main control board 110 is covered by a cover 110c. As shown in FIG. 4, the main control board 110 is provided with a RAM clear SW111a, and even when the cover 110c is attached to the main control board 110, the RAM clear SW111a protruding from the hole 110e can be pressed.

[0061] As shown in FIGS. 3 and 4, the frame control board 160 is covered by a cover 160c. As shown in FIG. 4, the frame control board 160 is provided with a frame control display 85 and a game ball count clear SW 180e. The frame control display 85 is composed of six-digit 7-segment LEDs and displays information such as the number of game balls and error messages based on the display data transmitted from the frame control board 160. Even when the cover 160c is attached to the frame control board 160, the game ball count clear SW 180e protruding from the hole 160e can be pressed.

[0062] (Block diagram of the entire gaming machine) Next, each control means for controlling the progress of the game will be described using the block diagram of the entire gaming machine 1. FIG. 5 is a block diagram showing the configuration of the gaming machine 1.

[0063] The gaming machine 1 includes a main control board 110 that comprehensively controls the progress of the game, an effect control board 120 that controls the effects related to the game, a frame control board 160 that performs count control and launch control of game balls, and a power supply board 175. The power supply board 175 supplies power to the main control board 110, the effect control board 120, and the frame control board 160.

[0064] The main control board 110 is a one-chip microcomputer main control unit 110m including a main CPU 110a that performs arithmetic processing, a main RAM 110b that serves as a work area for performing arithmetic processing, and a main ROM 110c in which a game control program and the like are stored, an input / output port, and a RAM clear SW 111a.

[0065] Connected to the input / output ports of the main control board 110 are an effect control board 120, a frame control board 160, a general winning opening detection switch 12a, a gate detection switch 13a, a first start opening detection switch 14a, a second start opening detection switch 15a, a first big winning opening detection switch 16a, a second big winning opening detection switch 17a, a specific area detection switch 18a, a start opening / closing solenoid 15c, a first big winning opening / closing solenoid 16c, a second big winning opening / closing solenoid 17c, a specific area opening / closing solenoid 18d, a first special symbol display device 20, a second special symbol display device 21, a first special symbol hold display 22, a second special symbol hold display 23, a normal symbol display device 24, and a normal symbol hold display 25.

[0066] Note that communication between the main control board 110 and the frame control board 160 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.

[0067] The main CPU 110a of the main control board 110 receives an operation clock from a crystal oscillator, reads out a game control program stored in the main ROM 110c, and performs arithmetic processing related to the game using the main RAM 110b as a work area. The main CPU 110a performs control processing according to detection signals from each input device (such as detection switches), control processing of each output device (such as display devices), and control processing for transmitting and receiving control commands.

[0068] In the main RAM 110b of the main control board 110, although details will be described later, various data storage areas required for game control and storage areas for storing various counters are provided. Data within the used area of the main RAM 110b is backed up by a backup power supply after adding a checksum during power-off. The data backed up by the backup power supply is restored through data checking 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.

[0069] Based on the performance control commands received from the main control board 110, the performance control board 120 controls the image display device 31, the audio output device 32, the performance driving devices 330a, 330b, 330c, and the performance lighting devices 340a, 340b, 340c, 340d, 340e.

[0070] The performance control board 120 includes a performance control unit 120m that controls the progress of the performance based on the reception of performance control commands from the main control board 110, a display / audio control unit 140 that performs control processing for image display and audio output based on the reception of performance control commands from the performance control unit 120m, a lamp / drive control unit 150 that performs control processing for light emission performance and prop movement performance based on the performance control commands from the performance control unit 120m, and input / output ports for performance control.

[0071] The performance control unit 120m includes a sub CPU 120a that performs arithmetic processing, a sub RAM 120b that serves as a work area when performing arithmetic processing, a sub ROM 120c that stores a performance control program and the like, and an RTC 120d. 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 when the power is not supplied to the gaming machine 1. The input ports of the performance control base unit 120m are connected to a performance button detection SW 35a and cross key detection SWs 39a, 39b, 39c, 39d, 39e.

[0072] Based on the commands transmitted from the main control means 110 and the input signals from the performance button detection SW 35a and the like, 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, performs arithmetic processing related to the 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.

[0073] In the sub-RAM 120b of the production control unit 120m, various data storage areas required for performing production control and storage areas for storing various counters are provided, details of which will be described later. In the sub-ROM 120c of the production control unit 120m, production control programs and data are stored, details of which will be described later.

[0074] The display / audio control unit 140 controls the image display device 31 and the audio output device 32 based on the production control commands received from the production control unit 120m and the frame control board 160. The display / audio control unit 140 includes a general control unit 141 that comprehensively controls image display and audio output based on the production control commands from the production control unit 120m and the frame control board 160, a VDP 145 that controls the image display device 31 based on receiving display control commands (such as a display list) from the general control unit 141, a CGROM 146 in which image data and the like are stored, an audio processor 144 that controls the audio output device 32 based on receiving audio control commands from the general control unit 141, and an audio ROM 148 in which audio data and the like are 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.

[0075] The general control unit 141 includes a general CPU 141a that performs arithmetic processing, a general RAM 141b used as a work area when performing arithmetic processing, a general ROM 141c in which a general control program and the like are stored, and an input / output port to which the image display device 31 and the audio output device 32 are connected.

[0076] Based on the commands transmitted from the production control unit 120m, the overall CPU 141a of the overall control unit 141 receives the operating clock from the crystal oscillator, reads out the overall control program and data stored in the overall ROM 141c, and performs arithmetic processing related to image display and audio output using the overall RAM 141b as a work area. The overall CPU 141a outputs a voice control command instructing 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) instructing the production image to be displayed on the image display device 31 to the VDP 145.

[0077] 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 voice data from the voice ROM 148 based on the voice control command received from the overall control unit 141, and outputs voice from the voice output device 32 using the multiplexed data.

[0078] The VDP 145 is connected to the CGROM 146. The CGROM 146 stores compressed image data, non-compressed palette data, etc. The image data is composed of pixel information about sprite images and movie images to be displayed on the image display device 31. The pixel information of the image data is composed of color number information and transparency (α value) for each pixel. The palette data is data in which color number information and display colors are associated.

[0079] 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 decompressed image data read from the CGROM 146.

[0080] 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 is being performed on the image display device 31, 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.

[0081] VDP145 stores the display list output from the overall control unit 141, reads out the image data corresponding to the display list from the CGROM146, performs drawing processing using this image data in the frame buffer for drawing, 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.

[0082] 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.

[0083] Based on the commands transmitted from the effect control unit 120m and the frame control board 160, the lamp CPU 150a of the lamp / drive control unit 150 receives the operation clock from the crystal oscillator, reads out the programs and data related to light emission control and accessory driving 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 driving 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.

[0084] The frame control board 160 performs functions such as counting control and launch control of game balls. The frame control board 160 is connected to the main control board 110 so as to be capable of two-way communication. The frame control board 160 includes a launch control unit 170, a game ball count control unit 180, an input port, an output port, and a game ball count clear switch 180e.

[0085] Connected to the input port of the frame control board 160 are a launch ball sensor 2a, a foul ball sensor 2b, a touch sensor 3a, a launch volume 3b, a small ball sensor 81a, an iron ball sensor 81b, a door open detection switch 81c, a count button detection switch 82a, a card unit input terminal board 83a, and a radio wave detection switch 19a.

[0086] Connected to the output port of the frame control board 160 are a solenoid for launch 4a, a ball feed solenoid 4b, a card unit output terminal board 83b, a game ball count display 84, a frame control display 85, and a game notification lamp 86.

[0087] The launch control unit 170 includes a launch CPU 170a, a launch RAM 170b, and a launch ROM 170c. The launch CPU 170a reads programs and data stored in the launch ROM 170c and performs arithmetic processing using the launch RAM 170b as a work area. When a power-on operation is performed, the launch CPU 170a performs initial setting processing and then performs launch control of game balls and the like.

[0088] The game ball count control unit 180 includes a game ball count CPU 180a, a game ball count RAM 180b, and a game ball count ROM 180c. The game ball count CPU 180a reads programs and data stored in the game ball count ROM 180c and performs arithmetic processing using the game ball count RAM 180b as a work area.

[0089] When a power-on operation is performed, the game ball count CPU 180a performs initial setting processing and then performs processing related to subtraction and addition of the number of game balls available for play according to the progress of the game, and control related to the operation of the count button detection switch 82a according to the progress of the game.

[0090] The game ball number RAM 180c is provided with various storage areas such as an error 1 occurrence information storage area, an error 2 occurrence information storage area, an error 3 occurrence information storage area, an error 4 occurrence information storage area, a counting button operation valid flag storage area, a counting button operation invalid flag storage area, a game state flag storage area, a game machine information notification standby flag storage area, an absence flag storage area, a game interruption determination flag storage area, a counting notification standby flag storage area, a communication failure determination counter, a game machine information notification standby timer counter, a counting notification standby timer counter, a game interruption determination timer counter, a game ball number counter, a launched ball number counter, a total prize ball number counter, and a counted ball number counter.

[0091] Here, at the time of power-off, the data in the used area of the game ball number RAM 180c is backed up by a backup power supply (not shown) after adding a checksum, and at the time of power recovery, this backup information is recovered through data check by the checksum.

[0092] The power supply board 175 generates the main power supply necessary for the operation of the gaming machine from the power supply supplied from the outside of the gaming machine via the power plug 176, and supplies the generated main power supply to the main control board 110, the effect control board 120, the frame control board 160, etc. of the gaming machine 1. The power supply board 175 detects whether or not the voltage of the power supply supplied from the outside has dropped, and outputs a voltage drop signal to the main control board 110 and the frame control board 160 based on the voltage drop, and a backup power supply circuit (not shown) for supplying a backup power supply to the main control board 110 and the frame control board 160 at the time of power failure.

[0093] (Block diagram of the entire card unit) As shown in FIG. 6, the card unit 9 is provided with a card unit control board 90, a card unit SC board 95, a power supply board 97, etc. When a power-on operation is performed on the card unit 9, power is supplied from the power supply board 97 to the card unit control board 90 and the card unit SC board 95, and these boards start operating.

[0094] The card unit control board 90 controls the basic operations of the card unit 9. Specifically, the card unit control board 90 performs analysis and processing of data received from the gaming machine 1, processing according to inserted bills and cards, processing related to buttons and displays provided on the card unit 9, generation processing of data to be transmitted to the gaming machine 1, the hall computer, etc.

[0095] The card unit SC board 95 controls communication between the card unit 9 and the outside. Specifically, it controls communication between the card unit 9 and the gaming machine 1, the server of the management center (not shown), and the hall computer (not shown).

[0096] As shown in FIG. 6, the card unit control board 90 includes a one-chip microcomputer 910m having a unit CPU 910a, a unit RAM 910b, and a unit ROM 910c, an input port, an output port, etc.

[0097] Connected to the input port of the card unit control board 90 are a card reader / writer 92a, a lending button detection SW 98a, a discharge button detection SW 99a, and a bill discriminator 91a. The lending button detection SW 98a outputs a signal indicating that the lending button has been pressed. The discharge button detection SW 99a outputs a signal indicating that the discharge button has been pressed.

[0098] Connected to the output port of the card unit control board 90 are a card reader / writer 92a, an amount display 93, and a number of held balls display 94.

[0099] The card unit control board 90 includes a unit CPU 910a, a unit RAM 910b, and a unit ROM 910c. The unit CPU 910a reads programs and data stored in the unit ROM 910c and performs arithmetic processing using the unit RAM 910b as a work area.

[0100] In the unit RAM 910b of the card unit control board 90, various storage areas are provided, such as an amount information storage area, a number of balls in hand information storage area, a lending receipt result response waiting flag storage area, a game state flag storage area, a discharge button operation invalid flag storage area, a lending button operation invalid flag storage area, and a lending receipt result response waiting timer counter. In the unit ROM 910c of the card unit control board 90, programs and various data for controlling the card unit 9 are stored.

[0101] (Flow of lending operation, counting operation, card insertion operation, and card ejection operation) Next, with reference to FIG. 7, the flow of the game ball lending operation performed by the card unit 9 will be described. When a bill 200 is inserted into the bill insertion slot 91 of the card unit 9 (FIG. 7(a)), a number indicating the amount of the inserted bill (in the example of FIG. 7, "5" indicating 5000 yen) is displayed on the amount display 93 (FIG. 7(b)).

[0102] When the lending button 98 is pressed once in this state (FIG. 7(c)), on the amount display 93 of the card unit 9, a "4" indicating that the amount data (5000 yen) stored in the card unit 9 has decreased by 1000 yen to 4000 yen is displayed, and "250" is displayed on the game ball number display 84 of the gaming machine 1 (FIG. 7(d)). It should be noted that the reason why the amount of 1000 yen decreases and 250 game balls are lent out is that the lending is made at 4 yen per shot.

[0103] Also, when the player presses the lending button 98 once again in the state shown in FIG. 7(d) by the card unit 9 and the gaming machine 1, a lending operation of game balls for another 1000 yen is possible. Specifically, when the lending button 98 is pressed once again in the state of FIG. 7(d), a "3" is displayed on the amount display 93 of the card unit 9, and "500" is displayed on the game ball number display 84 of the gaming machine 1.

[0104] However, when the lending button 98 is pressed while the card 201 storing the number of balls in hand data is inserted into the card unit 9, lending by subtracting the amount data is not performed, and lending by subtracting the number of balls in hand data is preferentially performed.

[0105] Next, with reference to FIG. 8, the flow of the counting operation performed on the gaming machine 1 will be described. When the counting button 82 is briefly pressed once while the number of gaming balls is displayed on the gaming ball display 84 of the gaming machine 1, the number of gaming balls displayed on the gaming ball display 84 is decremented by 1 and displayed, and at the same time, the display of the number of balls in hand display 94 of the card unit 9 is incremented by 1 and displayed.

[0106] For example, when the counting button 82 is briefly pressed once while "12345" is displayed on the gaming ball display 84 of the gaming machine 1 (FIG. 8(a-1)), "12344" is displayed on the gaming ball display 84, and the display of the number of balls in hand display 94 of the card unit 9 is updated from "0" to "1" and displayed (FIG. 8(a-2)).

[0107] Also, when the counting button 82 is long-pressed once while the number of gaming balls is displayed on the gaming ball display 84 of the gaming machine 1, the number of gaming balls displayed on the gaming ball display 84 is decremented by 250 and displayed, and at the same time, the display of the number of balls in hand display 94 of the card unit 9 is incremented by 250 and displayed.

[0108] For example, when the counting button 82 is long-pressed once while "12345" is displayed on the gaming ball display 84 of the gaming machine 1 (FIG. 8(b-1)), "12095" is displayed on the gaming ball display 84, and the display of the number of balls in hand display 94 of the card unit 9 is updated from "0" to "250" and displayed (FIG. 8(b-2)).

[0109] Next, the process of the ejection operation and insertion operation of the card 201 will be described with reference to FIG. 9. When the ejection button 99 of the card unit 9 is pressed, the amount data displayed on the amount display 93 and the number of balls in hand data displayed on the number of balls in hand display 94 at that time are written onto the card 201, and the card 201 with the amount data and the number of balls in hand data written thereon is ejected from the card insertion slot 92.

[0110] For example, when the ejection button 99 is pressed while "4" is displayed on the amount display 93 of the card unit 9 and "1234" is displayed on the number of balls in hand display 94 (FIG. 9(a-1)), the card 201 storing the amount data of 4000 yen and the number of balls in hand data of 1234 is ejected from the card insertion slot 92 (FIG. 9(a-2)).

[0111] Note that when the ejection button of the card unit 9 is pressed while the number of balls in hand is displayed on the number of balls in hand display 84 of the gaming machine 1, the writing of the amount data and the number of balls in hand data onto the card 201 and the ejection of the card 201 are not performed. Therefore, when the player wishes to eject the card 201 in the above state, the player performs a counting operation of pressing the counting button 82 of the gaming machine 1 to transfer all the number of balls in hand data stored in the gaming machine 1 to the card unit 9, and then presses the ejection button 99 of the card unit 9 to eject the card 201.

[0112] When the player inserts the card 201 storing the amount data and the number of balls in hand data into the card insertion slot, the card 201 is stored in the card unit 9, the amount data stored in the card 201 is displayed on the amount display 93, and the number of balls in hand data stored in the card 201 is displayed on the number of balls in hand display 94.

[0113] For example, when the card 201 storing the amount data of 4000 yen and the number of balls in hand data of 1234 is inserted into the card insertion slot 92 (FIG. 9(b-1)), the card 201 is stored in the card unit 9, "4" is displayed on the amount display 93, and "1234" is displayed on the number of balls in hand display 94.

[0114] However, when an amount is displayed on the amount display 93 or when the number of balls remaining is displayed on the number of balls remaining display 94, the card unit 9 will not accept the insertion of the card 201 into the card insertion slot.

[0115] (Game status of gaming machine 1) The gaming machine 1 has a normal state and a low base time-saving state in which the game is played by hitting from the left, and a high base time-saving state in which the game is played by hitting from the right. In these gaming states, the ease of winning the game ball into the second starting hole 15 is different.

[0116] The gaming machine 1 executes a normal pattern lottery when the starting condition for the normal pattern is met based on the passage of the gaming ball through the normal pattern gate 13. If the result of the normal pattern lottery is a win, the normal pattern is displayed in a variable manner for a predetermined time, then stops in a winning manner, and the movable piece 15b is controlled to open in a predetermined manner. If the result of the normal pattern lottery is a loss, the normal pattern is displayed in a variable manner for a predetermined time, then stops in a losing manner.

[0117] As shown in Fig. 10, the normal symbol variation time is 90 seconds in the normal state, 89 seconds in the low base time-saving state, and 4 seconds in the high base time-saving state. In addition, the opening control time of the movable piece 15b when the result of the normal symbol lottery is a win is 0.1 seconds in the normal state, 0.11 seconds in the low base time-saving state, and 8 seconds in the high base time-saving state.

[0118] The shorter the normal symbol fluctuation time, the more opportunities there are for the normal symbol to be drawn, and the longer the opening time of the movable piece 15b when the normal symbol lottery result is a winning symbol, the more opportunities there are for the game ball to win, and the higher the likelihood of the game ball winning. Therefore, in the high base time-saving state, the normal symbol fluctuation time is significantly shorter than in the normal state and the low base time-saving state, and the opening time of the second start hole 15 is also significantly longer, so that the ease of the game ball winning in the second start hole 15 is higher than in the normal state and the low base time-saving state.

[0119] On the one hand, in the short state at the low base, compared with the normal state, the variation time of the normal symbol is slightly shorter, and the opening time of the second start port 15 is also slightly longer. Therefore, the winning probability of the game balls entering the second start port 15 is higher than that in the normal state.

[0120] Therefore, the winning probability of the game balls entering the second start port 15 increases in the order of the short state at the high base, the short state at the low base, and the normal state. Therefore, if the game state is more advantageous to the player as the winning probability of the game balls entering the second start port 15 is higher, the game state is more advantageous to the player in the order of the short state at the high base, the short state at the low base, and the normal state.

[0121] Also, as shown in FIG. 10, in the game state of the gaming machine 1, in addition to the three game states (normal state, short state at the low base, short state at the high base) with different winning probabilities of the game balls entering the second start port 15 described above, there are a non-playable state 1 and a non-playable state 2.

[0122] The non-playable state 1 is a game state in which the game is not executed due to a complete function activation error occurring in the main control board 110. The complete function activation error is an error that occurs to limit the execution of further games when the maximum number of game balls that can be won in the gaming machine 1 exceeds 95,000, which is the upper limit value for one day.

[0123] The non-playable state 2 is a game state in which the game is not executed due to a specific error occurring in the frame control board 160. The specific errors in the frame control board 160 include a small ball detection error, an iron ball detection error, and a radio wave detection error.

[0124] In this embodiment, since non-magnetic game balls are used, an iron ball error is detected. However, when magnetic game balls are used, a magnet error may be detected instead of the iron ball error.

[0125] (Game flow) Next, the game flow of the gaming machine 1 will be described using the game flow of the gaming machine 1. FIG. 11 is a diagram showing the game flow of the gaming machine 1.

[0126] In the gaming machine 1, a jackpot lottery is executed when the start condition of the first special symbol based on the entry of a game ball into the first start hole 14 is established and the start condition of the second special symbol based on the entry of a game ball into the second start hole 15 is established. If the special symbol lottery result is a jackpot, the special symbol stops in a jackpot stop mode after a predetermined period of time of variable display, and the first large prize winning hole 16 is controlled to open in a predetermined mode. If the special symbol lottery result is a small prize, the special symbol stops in a small prize stop mode after a predetermined period of time of variable display, and the second large prize winning hole 17 is controlled to open in a predetermined mode. If the special symbol lottery result is a miss, the special symbol stops in a miss stop mode after a predetermined period of time of variable display. There are two types of misses: normal misses and special misses.

[0127] The special miss is a miss that is selected only by the big win lottery that is held when the start conditions of the first special game are met, and consists of four types: special miss a, special miss b, special miss c, and special miss d. When a special miss is met in the normal state, the game state transitions to the low base time-saving state or the high base time-saving state.

[0128] The gaming machine 1 has six types of first-class jackpots and three types of second-class jackpots. The first-class jackpot is a special game in which the first large prize opening 16 is controlled to open in a predetermined manner after the special symbol stops as a jackpot symbol. The second-class jackpot is a special game that is played on the condition that the game ball passes through the specific area 19B when the special symbol stops as a small prize symbol and the second large prize opening 17 is controlled to open in a predetermined manner.

[0129] For the Type 1 jackpot, there are four types of special games that are executed when the first special symbol stops on a jackpot symbol (A for Type 1 10R, B for Type 1 2R, C for Type 1 2R, D for Type 1 10R), and two types of special games that are executed when the second special symbol stops on a jackpot symbol (F for Type 1 10R, G for Type 1 2R).

[0130] For every 10 rotations of the first type, A, D, and F per 10R, a round game in which the first major winning opening 16 is controlled in an open state where a game ball can win is played 10 times. In each round game, until a predetermined number of game balls (for example, 9 balls) win the first major winning opening 16 or the opening time of the first major winning opening 16 reaches a predetermined time (for example, 29 seconds), the first major winning opening 16 is controlled to be open.

[0131] For every 2 rotations of the first type, B, C, and G per 2R, a round game in which the first major 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 major winning opening 16 or the opening time of the first major winning opening 16 reaches a predetermined time (for example, 29 seconds), the first major winning opening 16 is controlled to be open.

[0132] For the second type jackpot, there are three types of special games (H for every 9 rotations of the second type per 9R, I for every 2 rotations of the second type per 2R, J for every 9 rotations of the second type per 9R) that are executed when the second special symbol stops as a minor winning symbol and a game ball passes through the specific area 19B during the minor win.

[0133] For H for every 9 rotations of the second type per 9R and J for every 9 rotations of the second type per 9R, a round game in which the first major 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 major winning opening 16 or the opening time of the first major winning opening 16 reaches a predetermined time (for example, 29 seconds), the first major winning opening 16 is controlled to be open.

[0134] For I for every 2 rotations of the second type per 2R, a round game in which the first major 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 major winning opening 16 or the opening time of the first major winning opening 16 reaches a predetermined time (for example, 29 seconds), the first major winning opening 16 is controlled to be open.

[0135] Hereinafter, the game flow of the gaming machine 1 will be described with reference to FIG. 11. When a first type 10R win A or a first type 2R win B is achieved in the normal state, the game state after the special game ends returns to the normal state. When a first type 2R win C or a first type 10R win D is achieved in the normal state, the game state after the special game ends becomes a high base short state where the upper limit of the high base short count (J) is 100 times.

[0136] When a special loss a is achieved in the normal state, the game state becomes a high base short state where the upper limit of the high base short count (J) is 100 times. When a special loss b, a special loss c, or a special loss d is achieved in the normal state, the game state becomes a low base short state. The upper limits of the low base short count (B) for the low base short states transitioned by the occurrence of the above three types of special losses are 600 times (special loss b), 400 times (special loss c), and 200 times (special loss d), respectively. In the case of a normal loss, which is a loss other than the above four types of special losses, there is no transition in the game state (except when the variable count (L) described later reaches 800 times).

[0137] When a first type 2R win C is achieved in the low base short state, the game state after the special game ends becomes a low base short state where the upper limit of the low base short count (B) is 100 times. When a first type 10R win A or a first type 2R win B is achieved in the low base short state, the game state after the special game ends returns to the normal state. When a first type 10R win D is achieved in the low base short state, the game state after the special game ends becomes a high base short state where the upper limit of the high base short count (J) is 100 times.

[0138] When a special loss or a normal loss occurs in the low base short state and the low base short count (B) reaches a predetermined number of times (100 times, 200 times, 400 times, 600 times), the game state returns to the normal state.

[0139] In either the normal state or the short low-base state, if a special loss or a normal loss occurs and the number of fluctuations (L) reaches 800, the gaming state will change to the short high-base state where the upper limit of the number of short high-base times (J) is 100 times.

[0140] In the short high-base state, if F occurs for every 10R of the first type, G occurs for every 2R of the first type, H occurs for every 9R of the second type, or I occurs for every 2R of the second type, the gaming state after the special game ends will again become the short high-base state where the upper limit of the number of short high-base times (J) is 100 times. In the short high-base state, if J occurs for every 9R of the second type, the gaming state after the special game ends will become the normal state. In the short high-base state, if a special loss or a normal loss occurs and the number of short high-base times (J) reaches 100, the gaming state will become the normal state.

[0141] As shown in the above game flow, the short low-base state is a gaming state where it is more difficult to transition to the short high-base state than the normal state. Specifically, the conditions for transitioning from the short low-base state to the short high-base state are that the number of fluctuations (L) reaches 800 and winning D for every 10R of the first type. However, the conditions for transitioning from the normal state to the short high-base state also include the occurrence of a special loss a and the occurrence of C for every 2R of the first type in addition to the above two conditions.

[0142] Therefore, in terms of the ease of winning a game ball into the second start port 15, the short low-base state is higher than the normal state, but in terms of the ease of transitioning to the most advantageous short high-base state, the normal state is higher than the short low-base state. Therefore, when the player is in the short low-base state, the player will play the game aiming to transition to the normal state. Specifically, when the player is in the short low-base state, the player plays the game aiming to achieve the occurrence of A for every 10R of the first type or B for every 2R of the first type, or aiming to complete the specified number of short low-base times (B).

[0143] As a route to transition to the high-base short state, in addition to the route of transitioning from the normal state, a route of directly transitioning from the low-base short state to the high-base short state is also provided. Specifically, when D is established per 10R of the first type or the number of fluctuations (L) reaches 800 times in the low-base short state, it transitions from the low-base short state to the high-base short state. Therefore, even when the player is staying in the low-base short state, if D is established per 10R of the first type, they will transition to the high-base short state, so it becomes possible to play the game with a constant expectation of transitioning to the high-base short state.

[0144] Furthermore, even when the player is staying in the low-base short state, when the remaining number of fluctuations (L) is only a few times until it reaches 800 rotations, by consuming the remaining few fluctuation displays, the number of fluctuations (L) reaches 800 times and they can surely transition to the high-base short state, so it becomes possible to play the game with a very high expectation.

[0145] Also, when transitioning to the high-base short state, if F per 10R of the first type, G per 2R of the first type, H per 9R of the second type, and I per 2R of the second type continue to be established until J per 9R of the second type is established, the high-base short state 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 per 9R of the second type is established and the high-base short state is exited transitions to the normal state where it is easy to transition to the high-base short state, so it can be expected to return to the high-base short state in a short period of time.

[0146] (Mode background image) Next, the background image of the production mode according to the game state of the gaming machine 1 will be described. FIG. 12 is a diagram showing the mode background image of the gaming machine 1.

[0147] As shown in FIG. 12, 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 state at the low base. The sea mode is a production mode corresponding to the normal state. The underwater temple mode is a production mode corresponding to the short state at the high base. However, although details will be described later, the production mode and the gaming state generally have the corresponding relationship described above, but there are also exceptions where they do not have the above corresponding relationship.

[0148] In the ground mode, a ground background image (rural background, urban background, desert background) is displayed. In the sea mode, an underwater background image (shallow sea background, deep sea background) is displayed. In the underwater temple mode, an underwater temple background image is displayed.

[0149] From the perspective of the game flow, since the gaming state becomes a more advantageous gaming state in the order of the short state at the high base, the normal state, and the short state at the low base as described above, the background image of the production mode is set to be a more advantageous background image as it approaches the seabed.

[0150] 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 displayed may be changed according to the progress of the number of times of the short state at the low base (B). For example, the closer the remaining number of times until the specified consumption of the short state at the low base is, the easier it is to display the desert background image, the urban background image, and the rural background image in that order.

[0151] Also, as will be described later, when shifting to the sea mode in any gaming state of the short state at the low base and the normal state under predetermined conditions, the player may be suggested which gaming state it is according to the length of the stay period of the display of the shallow sea background image and the deep sea background image and the transition state. In that case, for example, it may be suggested that the higher the possibility of the normal state is as the deep sea background image is more frequently displayed.

[0152] (Command transmission and reception between the frame control board, the main control board, and the card unit) The main control board 110 of the gaming machine 1 generates a gaming machine information notification command and transmits the generated gaming machine information notification command to the frame control board 160. The gaming machine information notification command is a command that includes information indicating the gaming state of the gaming machine 1 and the status of the progress and stop of the game.

[0153] Specifically, the gaming machine information notification command is a command that includes information indicating the presence or absence of a complete function activation error, information indicating that a game ball has won a prize at the start port, information indicating that a game ball has won a prize at the big prize port, and the like.

[0154] When the frame control board 160 receives the gaming machine information notification command from the main control board 110, it transmits a response command to the main control board 110. The main control board 110 confirms whether the response command has been received and determines whether a communication failure has occurred according to the reception status of the response command.

[0155] FIG. 13 is a diagram showing an example of the transmission and reception of the gaming machine information notification command and the response command between the main control board 110 and the frame control board 160. As shown in FIG. 13, the main control board 110 transmits the gaming machine information notification command to the frame control board 160 every 108 ms. When a situation where the response command is not transmitted from the frame control board 160 within 10 ms after the main control board 110 transmits the gaming machine information notification command occurs continuously 10 times, it is determined that a communication failure has occurred, and a communication failure occurrence notification is displayed on the image display device 31. The details of the gaming machine information notification process of the main control board 110 will be described later.

[0156] As shown in FIG. 14, the frame control board 160 of the gaming machine 1 transmits the gaming machine information notification data to the card unit 9 every 300 ms. The details of the gaming machine information notification process of the frame control board 160 will be described later.

[0157] Note that the gaming machine information notification data includes information indicating the gaming state of gaming machine 1, information indicating whether gaming machine 1 is in a big win, information indicating the presence or absence of a complete function activation error, information indicating the occurrence or non-occurrence of a small ball detection error, information indicating the occurrence or non-occurrence of an iron ball detection error, information indicating the occurrence or non-occurrence of a radio wave detection error, information indicating the number of gaming balls, information indicating the number of launched balls, information indicating the total number of prize balls, information indicating winning at the start port, and information indicating winning at the big winning port, etc.

[0158] As shown in FIG. 15, the frame control board 160 transmits counting notification data to the card unit 9 100 ms after transmitting the gaming machine information notification data to the card unit 9. Note that the counting notification data is data indicating the number of gaming balls transferred from gaming machine 1 to the card unit 9. Details of the counting notification process of the card unit control board 90 will be described later.

[0159] As shown in FIG. 16, when the card unit 9 receives a lending operation by operating the lending button 98, it transmits lending notification data to the frame control board 160. The lending notification data is data indicating the number of gaming balls that can be used in gaming machine 1 transferred from the card unit 9 to gaming machine 1.

[0160] When the frame control board 160 receives the lending notification data from the card unit 9, it transmits lending receipt result response data to the card unit 9. If the card unit 9 does not receive the lending receipt result response data from the frame control board 160 within 10 ms after transmitting the lending notification data, it re-transmits the lending notification data. Details of the lending process and the response confirmation process of the card unit 9 will be described later.

[0161] (Regarding the power-on operation of the gaming machine) When a power-on operation is performed by operating the power switch 177 provided on the back surface of gaming machine 1, power is supplied from the power board 175 to the main control board 110, the effect control board 120, and the frame control board 160, and each board starts operating.

[0162] The power-on operation of the gaming machine 1 has four types: normal power-on operation, main control board RAM clear power-on operation, frame control board RAM clear power-on operation, and all RAM clear power-on operation. The following will explain the above four types of power-on operations with reference to FIG. 17.

[0163] The normal power-on operation is executed by turning on the power switch SW177 without pressing the RAM clear switch SW111a and the game ball count clear switch SW180e (FIG. 17(a-1)) (FIG. 17(a-2)).

[0164] The main control board RAM clear power-on operation is executed by turning on the power switch SW177 while pressing the RAM clear switch SW111a and not pressing the game ball count clear switch SW180e (FIG. 17(b-1)) (FIG. 17(b-2)). When power-on is performed by the main control board RAM clear power-on operation, an initialization process involving clearing all areas of the main RAM 110b of the main control board 110 is performed. Details of the initialization process of the main control board 110 will be described later.

[0165] The frame control board RAM clear power-on operation is executed by turning on the power switch SW177 while not pressing the RAM clear switch SW111a and pressing the game ball count clear switch SW180e (FIG. 17(c-1)) (FIG. 17(c-2)). When power-on is performed by the frame control board RAM clear power-on operation, an initialization process involving clearing all areas of the game ball count RAM 180b of the frame control board 160 is performed. Details of the initial setting process of the frame control board 160 will be described later.

[0166] The all RAM clear power-on operation is executed by turning on the power switch SW177 while pressing the RAM clear switch SW111a and the game ball count clear switch SW180e (FIG. 17(d-1)) (FIG. 17(d-2)). When power-on is performed by the all RAM clear power-on operation, an initialization process of each board involving clearing all areas of the main RAM 110b of the main control board 110 and all areas of the game ball count RAM 180b of the frame control board 160 is performed.

[0167] Next, various tables stored in the main ROM 110c will be described. FIG. 18 is a diagram showing the winning / losing lottery determination tables for the special symbols and the normal symbols of the gaming machine 1.

[0168] (Winning / Losing Lottery Determination Table) Specifically, FIG. 18(a) is the jackpot lottery determination table for the first special symbol display device, FIG. 18(b) is the jackpot lottery determination table for the second special symbol display device, and FIG. 18(c) is the winning lottery determination table for the normal symbol display device.

[0169] As shown in FIG. 18(a), the lottery results by the first special symbol are of three types: jackpot, special loss, and normal loss. As shown in FIG. 18(b), the lottery results by the second special symbol are of three types: jackpot, small win, and normal loss. The main CPU 110a refers to the jackpot lottery determination tables shown in FIGS. 18(a) and 18(b), and determines the lottery result based on the obtained jackpot random number value.

[0170] As shown in FIG. 18(c), the lottery result by the normal symbol is either a win or a loss. The main CPU 110a refers to the winning lottery determination table shown in FIG. 18(c), and determines the lottery result based on the obtained normal symbol random number value. As shown in FIG. 18(c), the winning probability by the normal symbol lottery is the same in the normal state, the short low-base state, and the short high-base state. However, the winning probability by the normal symbol lottery may be changed according to the gaming state.

[0171] (Symbol Determination Table) FIG. 19 is a diagram showing the jackpot and small win symbol determination tables of the gaming machine 1. Specifically, FIG. 19(a) is the symbol determination table for the jackpot. In the symbol determination table for the jackpot, the type of the special symbol display device, the special symbol random number value, the type of the special symbol (type of the jackpot), the stopped symbol data, and the symbol designation command are associated with each other.

[0172] FIG. 19(b) is a symbol determination table for small wins. In the symbol determination table for small wins, a special symbol random value, the type of special symbol (the type of jackpot executed by winning in the specific area 19B), stop symbol data, and a symbol designation command are associated. In the gaming machine 1, a small win is established only by the lottery of the second special symbol, but a small win may be established depending on the lottery result of the first special game.

[0173] 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, even for a control command (for example, a variable pattern designation command, etc.) transmitted from another main control board 110 to the effect control unit 120m described later, the data configuration of the command is the same as that of the symbol designation command.

[0174] FIG. 20 is a diagram showing a symbol determination table for losing symbols of the gaming machine 1. Specifically, FIG. 20(a) is a symbol determination table for special losses. FIG. 20(b) is a symbol determination table for normal losses.

[0175] As shown in FIG. 18, since a special loss is selected only in the win / loss lottery by the first special symbol, the symbol determination table for special losses shown in FIG. 20(a) describes only the data associated with the first special symbol display device 20. In the symbol determination table for special losses, a special symbol random value, the type of special symbol (the type of special loss), stop symbol data, and a symbol designation command are associated. In the symbol determination table for normal losses shown in FIG. 20(b), the type of special symbol display device, a special symbol random value, the type of special symbol (the type of normal loss), and stop symbol data are associated.

[0176] When starting the variation of the special symbol, the main CPU 110a determines a symbol designation command based on the symbol determination tables shown in FIGS. 19 and 20 and the acquired special symbol random value, and transmits the determined symbol designation command to the effect control unit 120m.

[0177] (Special game end setting table) FIG. 21 is a special game end setting table for determining the game state after the special game of the gaming machine 1 ends.

[0178] In the special game end setting table, the type of the special symbol display device, the type of the special symbol, the stop symbol data, the game state information set in the game state buffer, the game state at the end of the special game, the number of short rotations in the low base (B), and the short state in the high base (J) are associated.

[0179] 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 jackpot 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, and a short state in the high base.

[0180] When the game state during the variation when a jackpot is won, 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 in the low base, and if the game state information in the game state buffer is "02H", it becomes the short state in the high base.

[0181] The main CPU 110a refers to the special game end setting table shown in FIG. 21, and determines the game state after the special game, the number of short rotations in the low base (B), and the number of short rotations in the high base (J) based on the stop data of the special symbol and the game state information in the game state buffer.

[0182] Although it partially overlaps with the game flow described with reference to FIG. 11 below, the change in the game state when each jackpot symbol stops as a special symbol will be described.

[0183] When the special symbol A stops (when A is selected for the first type 10R hit), and when the special symbol B stops (when B is selected for the first type 2R hit), the game state after the special game ends becomes the normal state regardless of the game state information in the game state buffer.

[0184] When the special symbol C stops (when C is selected for the first type of 2R hit), the game state after the special game ends is a high-base short state where the upper limit of the number of high-base short times (J) is 100 if the game state information in the game state buffer is in the normal state, and a low-base short state where the upper limit of the number of low-base short times (B) is 100 if the game state information in the game state buffer is in the low-base short state or the high-base short state.

[0185] When the special symbol D stops (when D is selected for the first type of 10R hit), the game state after the special game ends is a high-base short state where the upper limit of the number of high-base short times (J) is 100 regardless of the game state information in the game state buffer.

[0186] When the special symbol F stops (when F is selected for the first type of 10R hit), when the special symbol G stops (when G is selected for the first type of 2R hit), when the special symbol H stops (when H is selected for the second type of 9R hit), and when the special symbol I stops (when I is selected for the second type of 2R hit), the game state after the special game ends is a high-base short state where the upper limit of the number of high-base short times (J) is 100 regardless of the game state information in the game state buffer.

[0187] When the special symbol J stops (when J is selected for the second type of 9R hit), the game state after the special game ends is the normal state regardless of the game state information in the game state buffer.

[0188] In this embodiment, as the 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 of 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 the 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 per 2 types, it may be provided per 1 type.

[0189] In this embodiment, when shifting from the normal state to the high-base short-time state triggered by a big win, the upper limit of the number of high-base short-time occurrences (J) is set to the same 100 times for any big win. However, the upper limit of the number of high-base short-time occurrences (J) may be made different according to the type of the established big win.

[0190] In this embodiment, when shifting from the normal state to the high-base short-time state triggered by a big win, and when shifting to the high-base short-time state triggered by a special loss or a normal loss being established and the number of variation occurrences (L) reaching 800, the upper limit of the number of high-base short-time occurrences (J) is set to the same 100 times. However, different upper limits may be set respectively.

[0191] (Special loss symbol and normal loss symbol stop setting table) FIG. 22 is a diagram showing a special loss symbol stop setting table for determining the game state after the special loss symbol of the gaming machine 1 stops.

[0192] In the special loss 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 symbol stop, the number of low-base short-time occurrences (B), and the number of high-base short-time occurrences (J) are associated.

[0193] Although partially overlapping with the game flow described with reference to FIG. 11 below, the change in the game state when each loss symbol stops as a special symbol will be described.

[0194] When the special symbol a stops (when the special loss a is selected), if the game state before the symbol stops is the normal state, the game state becomes the high-base short-time state where the upper limit of the number of high-base short-time occurrences (J) is 100 times. If the game state before the symbol stops is the low-base short-time state, the game state and the number of low-base short-time occurrences (B) are maintained. If the game state before the symbol stops is the high-base short-time state, the game state and the number of high-base short-time occurrences (J) are maintained.

[0195] When the special symbol b stops (when the special losing b 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 number of times of the low-base short count (B) is 600 times; if the gaming state before the symbol stop is the low-base short state, the gaming state and the low-base short count (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 count (J) are maintained.

[0196] When the special symbol c stops (when the special losing 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 number of times of the low-base short count (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 count (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 count (J) are maintained.

[0197] When the special symbol d stops (when the special losing 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 number of times of the low-base short count (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 count (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 count (J) are maintained.

[0198] Although not described in the table shown in FIG. 22, when the special symbol y stops (when the normal losing is selected by the lottery of the first special symbol) and when the special symbol z stops (when the normal losing is selected by the lottery of the second special symbol), the gaming state is different from the case where the special losing is selected, and the transition of the gaming state does not occur.

[0199] When special losing and normal losing are selected, the gaming state at the stop of the symbols 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 fluctuations (L) reaches 800 times in the normal state or the short low-base state, the gaming state, regardless of the type of losing symbol, becomes the short high-base state where the upper limit of the number of short high-base times (J) is 100 times. Also, when the number of short high-base times (J) reaches 100 times in the short high-base state, the gaming state, regardless of the type of losing symbol, becomes the normal state.

[0200] In this embodiment, only one special losing a is provided as the special losing that transitions to the short high-base state in the normal state, but multiple types of special losing that transition to the short high-base state may be provided. Also, in that case, the upper limit of the number of short high-base times (J) may be set to different numbers according to the type of special losing that has occurred.

[0201] (Special game control table) FIG. 23 is a diagram showing a special game control table referred to when controlling the special game of the gaming machine 1. FIG. 23(a) is a diagram showing a special game control table for the first type of jackpot. In the special game control table for the first 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 of the six types of the first type of jackpot.

[0202] The main CPU 110a, which will be described in detail later, refers to the special game control table for the first type of jackpot and controls the opening game, round game, and ending game of the first type of jackpot based on the stop symbol data.

[0203] 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 that is played from the start of the special game until the first major winning opening 16 or the second major winning opening 17 is controlled to open for the first time. The round game is a game that is controlled to close after the first major winning opening 16 or the second major winning opening 17 is controlled to open for a predetermined period. The ending game is a game that is played from the end of the last round game until the end of the special game. The opening time is the time from the start of the special game until the start of the first round game, and the ending time is the time from the end of the last round game until the end of the special game.

[0204] 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 the opening designation command or the ending designation command, it performs effect control for the opening game effect and the ending game effect, although details will be described later.

[0205] FIG. 23(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 major winning opening opening / closing control table, ending time, and ending designation command are associated.

[0206] The main CPU 110a, although details will be described 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.

[0207] FIG. 23(c) is a diagram showing a special game control table for the minor jackpot. In the special game control table for the minor jackpot, stop symbol data, opening time, opening designation command, table number of the major winning opening opening / closing control table, ending time, and ending designation command are associated.

[0208] The main CPU 110a, which will be described in detail later, refers to the special small hit game control table and controls the opening game, round game, and ending game of small hits based on the stop symbol data.

[0209] (Big winning opening / closing control table) FIG. 24 is a diagram showing the big winning opening / closing control table of the gaming machine 1. FIG. 24(a) is a diagram showing the big winning opening / closing control table for the first type of big hit. In the big winning opening / closing control table for the first type of big hit, the table number, round number, type of big winning opening, 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.

[0210] As described above, the first type of big hit includes a 10R big hit and a 2R big hit. The opening control of the big winning opening in each round game is performed by referring to the table number "01" and the table number "02".

[0211] The main CPU 110a, which will be described in detail later, refers to the big winning opening / closing control table for the first type of big hit and performs the opening control and closing control of the first big winning opening 16 based on the table number when performing the round game in the first type of big hit.

[0212] FIG. 24(b) is a diagram showing the big winning opening / closing control table for the second type of big hit. In the big winning opening / closing control table for the second type of big hit, the table number, round number, type of big winning opening, 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.

[0213] As described above, the second type of big hit includes a 9R big hit and a 2R big hit. The opening control of the big winning opening in each round game is performed by referring to the table number "03" and the table number "04".

[0214] The main CPU 110a, which will be described in detail later, refers to the second jackpot large winning opening / closing control table and performs the opening control and closing control of the first large winning opening 16 based on the table number when conducting a round game in the second jackpot.

[0215] FIG. 25 is a diagram showing the small winning large winning opening / closing control table and the small winning specific area opening / closing control table of the gaming machine 1. FIG. 25(a) is a diagram showing the small winning large winning opening / closing control table. In the small winning large winning opening / closing control table, the table number, the round number, the type of the large winning opening, the special electric operation number, and the opening time and closing time of the large winning opening are associated with each other.

[0216] The main CPU 110a, which will be described in detail later, refers to the small winning large winning opening / closing control table and performs the opening control and closing control of the second large winning opening 17 when conducting a small winning game. Note that the opening / closing control of the large winning opening in the small winning is only one type of opening / closing control that repeats the 0.1-second opening and 0.05-second closing of the second large winning opening 17 ten times.

[0217] In this embodiment, the pattern of the opening control and closing control of the second large winning opening 17 in the small winning 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 large winning opening 17 with different ease of entry of the game balls into the specific area 19B during the small winning game, the ease of occurrence of the second jackpot based on the entry of the game balls into the specific area 19B may be made different according to the type of the small winning. Also, among the plurality of types of opening / closing control patterns of the second large winning opening 17, a pattern in which the game balls can easily enter the specific area 19B during normal gaming and a pattern in which it is difficult for the game balls to enter the specific area 19B may be provided to change the ease of occurrence of the second jackpot.

[0218] FIG. 25(b) is a diagram showing a specific area opening / closing control table for small wins. In the specific area opening / closing control table for small wins, the elapsed time since the second large winning opening 17 was opened, the opening time during which the specific area 19B is opened when the slide member 19C is in the retracted state, and the closing time during which the specific area 19B is closed when the slide member 19C is in the advanced state are associated with each other.

[0219] In this embodiment, although there is one pattern for the opening control and closing control of the specific area 19B in the small win game, a plurality of types of patterns may be provided. In that case, by providing a plurality of types of opening / closing control patterns for the specific area 19B with different ease of entry of game balls into the specific area 19B during the small win game, the ease of occurrence of the second type of big win based on the entry of game balls into the specific area 19B may be made different. Further, among the plurality of types of opening / closing control patterns for the specific area 19B, by providing a pattern in which game balls can easily enter the specific area 19B during normal games 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 of big win may be changed.

[0220] The main CPU 110a, which will be described in detail later, refers to the specific area opening / closing control table for small wins and performs the opening control and closing control of the specific area 19B when conducting a small win game.

[0221] (Special symbol variation pattern determination table) FIGS. 26, 27, 28, and 29 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.

[0222] 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. 26), a table for the short state at low base (FIG. 27), and a table for the short state at high base (FIG. 28).

[0223] In addition, the special symbol variation pattern determination table for the second special symbol is composed of two types of tables: one for the period from after the end of the jackpot until the variation at the 30th rotation ends in the high-base short state started with the jackpot (Fig. 29(a)), and the other for the entire period in the high-base short state started with a special loss or for the period after the 31st rotation after the end of the jackpot in the high-base short state started with the jackpot (Fig. 29(b)).

[0224] 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.

[0225] In the special symbol variation pattern determination tables for the first special symbol in the normal state (Fig. 26), the first special symbol in the low-base short state (Fig. 27), and the second special symbol (Fig. 29), the special symbol, the number of holds, the random number value for reach determination, the random number value for special symbol variation, the variation pattern of the special symbol, the variation time of the special symbol, and the variation pattern designation command are associated. Note that the variation pattern determination table shown for the first special symbol in the high-base short state (Fig. 28) is not associated with the number of holds and the random number value for reach determination, and 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 are associated.

[0226] The random number value for reach determination is a random number 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 jackpot, the random number value for reach determination is not referenced in the case of the special symbol corresponding to the jackpot.

[0227] Also, since the reach determination random value always triggers a reach effect during special losses in the normal state and the short state at low base, and always triggers a shortening variation during special losses in the short state at high base, it is not referenced even in the case of special symbols corresponding to special losses. Therefore, the reach determination random value is only referenced in the case of special symbols corresponding to normal losses (special symbol y and special symbol z).

[0228] Hereinafter, with reference to FIG. 26, the variation pattern determination table of the first special symbol referenced in the normal state will be described. In the variation pattern determination table of the first special symbol referenced in the normal state, in the case of the variation display where special symbol A (A per 10R of the first type) stops, depending on the value of the special symbol variation random value, one of the variation patterns 10, 11, and 12 is associated.

[0229] The special symbol variation random value is a random value composed of 100 values with a random number range from 0 to 99. The allocation of the variation patterns for special symbol A increases in the order of variation pattern 12, variation pattern 11, and variation pattern 10. Also, the variation times T10, T11, and T12 of variation patterns 10, 11, and 12 are 20 seconds, 30 seconds, and 50 seconds, respectively.

[0230] In the variation pattern determination table of the first special symbol referenced in the normal state, regarding the variation patterns and variation times of special symbol B (B per 2R of the first type), special symbol C (C per 2R of the first type), and special symbol D (D per 10R of the first type) when they stop, similar to the case of special symbol A, a plurality of types of variation patterns are associated according to the special symbol variation random value.

[0231] In the variation pattern determination table of the first special symbol that is referred to in the normal state, as the variation pattern when the special symbol a (special losing a) stops, variation pattern 30 and variation pattern 31 are associated according to the value of the random number value for special symbol variation. Also, regarding the variation patterns when the special symbol b (special losing b), the special symbol c (special losing c), and the special symbol d (special losing d) stop, similar to the special symbol a, two variation patterns are associated for each special symbol according to the value of the random number value for special symbol variation.

[0232] For variation pattern 30, variation pattern 32, variation pattern 34, and variation pattern 36 corresponding to special losing in the normal state, the variation time is all the same T30 (30 seconds). Also, for variation pattern 33, variation pattern 35, and variation pattern 37 corresponding to special losing in the normal state, the variation time is all the same T32 (40 seconds).

[0233] 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 losing) stops are allocated according to the first special symbol retention number (U1), the reach determination random number value, and the random number value for special symbol variation.

[0234] Specifically, when the first special symbol retention number (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, one of variation patterns 41, 42, 43, 44 is associated according to the value of the random number value for special symbol variation. Similarly, when the first special symbol retention number 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, one of variation patterns 46, 47, 48, 49 is associated according to the value of the random number value for special symbol variation.

[0235] Note that although a maximum of 4 may be stored as the number of special symbols on hold, the variation pattern of the special symbols is determined by subtracting 1 from the number of special symbols on hold. Therefore, when referring to the special symbol variation pattern determination table, since there is no situation where the number of symbols on hold is 4, the case where the number of symbols on hold is 4 is not included in the special symbol variation pattern determination table.

[0236] 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 symbols when a normal loss stops is set to be longer when the first special symbol hold number (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 number as the hold number decreases by setting the variation time to be longer as the hold number decreases, and to enable the high-speed digestion of loss variations when the hold number is large and to allow the game to proceed smoothly.

[0237] Also, for variation patterns 42 and 47 in which the special symbol variation random value is selected from 50 to 69 when the special symbol y stops, the variation time in both cases is 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 special losses stop. Although it will be described in detail later, in the case of the above variation patterns, since the same roulette effect is performed in all cases, the variation time is the same.

[0238] Next, the special symbol variation pattern determination table referred to in the low-base short state using FIG. 27 will be described. Similar to the table referred to in the normal state, in the case of a big win and a special loss, the variation pattern is allocated according to the type of special symbol and the value of the special symbol variation random value, and in the case of a normal loss, the variation pattern is allocated according to the hold number, the reach determination random value, and the special symbol variation random value. And in any case, the allocated variation pattern has a variation time and a variation pattern designation command associated with it.

[0239] The variation pattern determination table of the first special symbol, which is referred to in the normal state and the low-base short state, has the same number of variation patterns assigned to each special symbol except for the special symbol d, and the values assigned to the hold number, the random number value for reach determination, and the random number value for special symbol variation are also the same.

[0240] Note that for the special symbol d, in the normal state, two types of variation patterns can be determined by the random number value for special symbol variation, but in the low-base short state, one type of variation pattern is determined regardless of the random number for special symbol variation.

[0241] Also, when comparing the variation times of the variation pattern determination tables in the normal state and the low-base short state, for all variation patterns except variation pattern 31 (normal state) and variation pattern 64 (low-base short state) where the random number value for special symbol variation is "20 to 99" when the special symbol is special loss a, the variation times are the same.

[0242] Note that the variation time T31 of variation pattern 31, which is special loss a in the normal state, is 50 seconds, and the variation time T44 of variation pattern 64, which is special loss a in the low-base short state, is 35 seconds.

[0243] Next, the variation pattern determination table of the first special symbol, which is referred to in the high-base short state, will be described with reference to FIG. 28. As described above, the variation pattern determination table for the first special symbol in the high-base short state is not associated with the hold number and the random number value for reach determination, but is associated with the special symbol, the random number value for special symbol variation, the variation pattern of the special symbol, the variation time of the special symbol, and the variation pattern designation command.

[0244] In the variation pattern determination table of the first special symbol in the high-base short-time state, in the case of a big win, the variation patterns are allocated according to the type of 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 high-base short-time state, 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.

[0245] Next, the variation pattern determination table of the second special symbol will be described with reference to FIG. 29. 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 from after the end of the big win until the 30th rotation when the variation display is performed. In the variation pattern determination table of the second special symbol shown in FIG. 29(a), when the special symbol F (F for the first type 10R win) and the special symbol G (G for the first type 2R win) stop, similar to the variation pattern determination table of 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.

[0246] In the variation pattern determination table of the second special symbol shown in FIG. 29(a), when the special symbols H, I, and J corresponding to small wins stop, the variation patterns 210, 211, and 212 are respectively associated. Also, the variation patterns 210, 211, and 212 all have the same variation time of T55 (50 seconds).

[0247] In the variation pattern determination table of the second special symbol shown in FIG. 29(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 hold count (U2), the reach determination random number value, and the random number value for special symbol variation, similar to the case when the special symbol y (normal loss) in the variation pattern determination table of the first special symbol stops.

[0248] Also, when the special symbol z stops, the variation patterns 222 and 226 in which the random value for special symbol variation is selected from 40 to 89 both have a variation time of T55 (50 seconds), which is the same as the variation time when the variation patterns 210 (special symbol H), 211 (special symbol I), and 212 (special symbol J) corresponding to small wins stop. Although it will be described in detail later, in the case of the above variation patterns, the variation time is the same because the same chance effect is performed for all of them.

[0249] FIG. 29(b) is a diagram showing a variation pattern determination table for the second special symbol variation that is referred to in periods other than those in which the variation display from the end of the big win to the 30th rotation is performed. Specifically, it is a diagram showing a 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 transitioning to the high-base short state after the end of the big win.

[0250] The variation pattern determination table for the second special symbol variation shown in FIG. 29(b) has fewer types of variation pattern designation commands than the variation pattern determination table for the second special symbol variation shown in FIG. 29(a). Specifically, in FIG. 29(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 value for special symbol variation, but in FIG. 29(b), only one type of variation pattern designation command is associated with special symbols other than the special symbol z.

[0251] Also, the variation time of the jackpot variation selected in FIG. 29(b) is set to be shorter than the variation time of the jackpot variation selected in FIG. 29(a). Specifically, the variation times selected by the special symbol F in FIG. 29(a) are T52 (60 seconds), T51 (40 seconds), and T50 (20 seconds), whereas the variation time selected by the special symbol F in FIG. 29(b) is T60 (5 seconds). Also, the variation times selected in the special symbol G, the special symbol H, the special symbol I, and the special symbol J are, similar to the special symbol F, such that the variation time T60 selected in FIG. 29(b) is shorter than each of the variation times selected in FIG. 29(a).

[0252] Furthermore, the variation time of the losing variation selected in FIG. 29(b) is set to be shorter than the variation time of the losing variation selected in FIG. 29(a). Specifically, the variation times selected by the special symbol z, which is a normal loss in FIG. 29(a), are T58 (60 seconds), T55 (50 seconds), T57 (20 seconds), T56 (6 seconds), and T59 (3 seconds). On the other hand, the variation times selected by the special symbol z, which is a normal loss in FIG. 29(b), are T61 (2 seconds) and T62 (1 second).

[0253] 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. 29(b) than from the variation pattern determination table in FIG. 29(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 than for the variation display up to the 30th rotation after the end of the jackpot.

[0254] 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 jackpot end to the 30th rotation. Although details will be described 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 jackpot end to the 30th rotation".

[0255] Although details will be described later, the main CPU 110a refers to the variable pattern determination table of the special symbol shown in FIGS. 26, 27, 28, or 29, 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.

[0256] Also, although details will be described 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 FIGS. 26, 27, 28, or 29, an example of the production executed by the production control board 120 according to each variable pattern designation command is described.

[0257] The following describes each production content described in the production contents of FIGS. 26, 27, 28, or 29. "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 last middle symbol 36C that temporarily stops is the same type as the left symbol 36L and the right symbol 36R that temporarily stopped earlier, it becomes a combination of decorative symbols 36 indicating a jackpot. Also, when the last middle symbol 36C that temporarily stops is a different type from the left symbol 36L and the right symbol 36R that temporarily stopped earlier, it becomes a combination of decorative symbols 36 indicating a loss.

[0258] "Normal Variation" and "Shortened Variation" refer to variations in which, during the variation of a plurality of decorative symbols 36, they do not reach a reach state and instead lose in a scattered variety of decorative symbols 36. Also, the "Normal Variation" has a longer variation time than the "Shortened Variation".

[0259] However, when the combination of decorative symbols 36 that results in a loss is a specific combination, it may also be regarded as a combination of decorative symbols 36 indicating a specific jackpot (for example, "0", "0", "7", etc.). Also, by temporarily stopping a type of decorative symbol 36 that indicates a specific jackpot in the middle symbol 36C in a reach loss, it may be made into a combination of decorative symbols 36 indicating a specific jackpot (for example, "1", "2R win", "1", etc.).

[0260] "Normal Reach" is a reach effect with a low jackpot expectation in which the middle symbol 36C varies while the left symbol 36L and the right symbol 36R of the same type are in a temporarily stopped state. "SP Reach" is a reach with a higher jackpot expectation than a Normal Reach, and is an effect that incites which type of decorative symbol 36 will temporarily stop on the middle symbol 36C using a character or the like on a background different from that in the case of a Normal Reach. "Full Rotation Reach" is a reach in which the jackpot is determined, and is a reach in which three decorative symbols 36 of the same type are combined and vary at a low speed.

[0261] "Roulette Effect" is an effect that is executed after a symbol combination of decorative symbols 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.

[0262] As shown in FIGS. 26 and 27, the roulette effect is an effect executed when the first special symbol is a special loss or part of a normal loss. The outcomes constituting the roulette effect are three types of images corresponding to the "ground mode", "sea mode", and "undersea temple mode". Although details will be described later, the image corresponding to the "ground mode" is an image with the character "ground", the image corresponding to the "sea mode" is an image with the character "sea", and the image corresponding to the "undersea temple mode" is an image with the character "temple".

[0263] The roulette effect notifies the change or continuation of the effect mode according to the final outcome of the roulette corresponding to the decision according to the flow of the game flow described above. Note that the roulette effect is an effect 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.

[0264] 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. 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.).

[0265] 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 victory or defeat result (victory, defeat, draw) of the battle, and is an effect that can be executed only when the effect mode is the sea mode.

[0266] The victory effect of the battle is executed when the first type 2R win C or 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 low base short state and the normal state of the sea mode. In any case, the game state transitions to the high base short state.

[0267] The battle loss effect is executed when special miss b, special miss c, or special miss d is established in the sea mode in the normal state (when the game state transitions to the low base short state). Also, the battle loss effect is executed when some special misses are established in the sea mode in the low base short state (when the game state maintains the low base short state).

[0268] The battle draw effect is executed when the first type 10R per win A, the first type 2R per win B, or a normal miss is established 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 are established 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.

[0269] 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.

[0270] The chance effect is executed when the second special symbol is a small win or a part of a normal miss. Note that the chance effect is executed only when the second special symbol is in variable display, and is not executed when the first special symbol is in variable display.

[0271] In the chance effect, one of the three types of images of "per 9R win", "per 2R win", 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 by the appearing image.

[0272] The image that appears from the treasure chest image is an image of "per 9R win" when the second special symbol is the second type per 9R win H or the second type per 9R win J, an image of "per 2R win" when the second special symbol is the second type per 2R win I, and an image of "miss" when the second special symbol is a normal miss.

[0273] The treasure chest image is composed of three types of images with different designs, and the jackpot expectation degree varies according to the type of treasure chest image. In the case of a poor-looking 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, an image with a 9R hit or a 2R hit is likely to appear.

[0274] 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 hit") indicating a small win is stopped and displayed on the middle symbol 36C.

[0275] As described above, after the special game of the second type of 9R hit H ends, the game state becomes a high-base short state, and after the special game of the second type of 9R hit J ends, it becomes a normal state. When a notification image notifying the second type of 9R hit is displayed in the chance effect, it is difficult to identify which second type of 9R hit has been won, and the effect during the jackpot notifies which hit it is. The details of the effect during the jackpot that notifies which jackpot it is will be described later.

[0276] Specifically, although it will be described later 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.

[0277] (Pre-judgment table for jackpot lottery) FIG. 30 and FIG. 31 are diagrams showing a preliminary determination table referred to for preliminarily determining the result of the jackpot lottery of the gaming machine 1. FIG. 30 is a diagram showing the preliminary determination table for the jackpot lottery in the first special symbol. FIG. 31 is a diagram showing the preliminary determination table for the jackpot lottery in the second special symbol.

[0278] Specifically, FIG. 31(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 in which the variable display is performed from the end of the jackpot until the 30th rotation. FIG. 31(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 in which the special loss a is established and during the variable display after the 31st rotation from the end of the jackpot.

[0279] As shown in FIGS. 30 and 31, the preliminary determination table for the jackpot lottery has the special symbol random value, the reach determination random value, the special symbol variation random value, the winning information, and the start winning designation command associated therewith.

[0280] Although it will be described in detail later, when a game ball wins a prize at the first start port 14 or the second start port 15, the special symbol random value, the reach determination random value, and the special symbol variation random value for the said winning are acquired. By using each of 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 said winning before the variable display based on the said winning is started.

[0281] The preliminary determination table for the jackpot lottery shown in FIGS. 30 and 31 and the variable pattern determination table for the special symbol shown in FIG. 26, FIG. 27, or FIG. 29 are similar tables. However, the preliminary determination table for the jackpot lottery is referred to when a game ball wins a prize at the start port, whereas the variable pattern determination table for the special symbol is referred to at the start of the variation of the special symbol, which is different.

[0282] The common part between the pre-determination table in the jackpot lottery and the special symbol variation pattern determination table is the allocation of variation patterns for jackpot, minor win, and special loss lottery results. Therefore, for variations resulting in jackpot, minor win, and special loss, at the pre-determination stage, the planned variation patterns and production contents can be grasped, enabling the performance of productions (preview productions) for the planned variations before the start of variation display. Note that the preview productions will be described later.

[0283] The different part between the pre-determination table in the jackpot lottery and the special symbol variation pattern determination table is the allocation of variation patterns for normal loss. Specifically, in the pre-determination table in the jackpot lottery, there is no allocation of variation patterns according to the number of holds, while in the special symbol variation pattern determination table, there is an allocation of variation patterns according to the number of holds.

[0284] Specifically, the allocation of random numbers for reach determination in the case of normal loss in Fig. 30 ("0 to 89", "90 to 99") is different from the allocation of random numbers for reach determination in the case of normal loss (number of holds "0, 1") in Figs. 26 and 27 ("0 to 69", "70 to 99"), and is the same as the allocation of random numbers for reach determination in the case of normal loss (number of holds "2, 3") in Figs. 26 and 27 ("0 to 89", "90 to 99").

[0285] That is, even when the first special symbol is a normal loss, when the random number for reach determination is "70 to 89", there are cases where it becomes a reach loss (number of holds "0, 1") and non-reach loss (number of holds "2, 3") according to the number of holds at the start of variation. At the pre-determination stage, it is impossible to grasp the number of holds at the start of variation. Therefore, in pre-determination, only the random numbers for reach determination "90 to 99" that result in a reach regardless of the number of holds are pre-determined as reach variation productions.

[0286] 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.

[0287] Similarly, since the number of holds at the start of 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 normal variation or shortened variation will occur. Note that in the case of a normal loss in the second special symbol, there may be a situation similar to that in the case of a normal loss in the first special symbol described above.

[0288] (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. 32.

[0289] FIG. 32 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.

[0290] 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 special symbol's first hold (the hold with the first waiting for variation) and a first hold image 41(2) of the first special symbol's second hold (the hold with the second waiting for variation) 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 first special symbol's third hold (the hold with the third waiting for variation) and a first hold image 41(4) of the first special symbol's fourth hold (the hold with the fourth waiting for variation) are displayed on the left side of the first hold image (2).

[0291] 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 special symbol's second hold (the hold with the second waiting for variation), a second hold image 42(3) of the second special symbol's third hold (the hold with the third waiting for variation), and a second hold image 42(4) of the second special symbol's fourth hold (the hold with the fourth waiting for variation) are displayed on the right side of the second hold image (1).

[0292] 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.

[0293] 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, the first hold image 41 and the 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, the second hold image 42 and the second hold number image 44 corresponding to the increased number of holds are displayed.

[0294] When the number of hold counts of the first special symbol decreases due to the start of the variation of the first special symbol, the first hold image 41 and the first hold numeric image 43 corresponding to the number of hold counts after the decrease are displayed. When the number of hold counts of the second special symbol decreases due to the start of the variation of the second special symbol, the second hold image 42 and the second hold numeric image 44 corresponding to the number of hold counts after the decrease are displayed.

[0295] Note that the display change of the first hold image 41 corresponding to the increase / decrease in the number of hold counts 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 numeric image 43 is a change effect not accompanied by an animation shorter than the predetermined time.

[0296] Therefore, the execution time of the display change effect of the first hold image 41 corresponding to the increase / decrease in the number of hold counts of the first special symbol is longer than the execution time of the display change effect of the first hold numeric image 43 corresponding to the increase / decrease in the number of hold counts 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 hold counts of the second special symbol is longer than the execution time of the display change effect of the second hold numeric image 44 corresponding to the increase / decrease in the number of hold counts of the second special symbol.

[0297] 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.

[0298] 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 level for the variable display of the hold according to the display color. The jackpot expectation level of the first hold image 41 according to the display color 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 level than the current display color.

[0299] The display color of the first hold image 41 to be displayed is determined based on the pre - determination of the jackpot lottery described above. Thus, the effect performed based on the pre - determination of the jackpot lottery will be hereinafter referred to as the "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 the "preview hold change effect".

[0300] 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 as determined by the pre - 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.

[0301] 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 pre - determination of the jackpot lottery, the preview effect may be performed.

[0302] Also, without being based on the pre - determination of the jackpot lottery, a preview effect may be performed according to the remaining number of times of the low base short number of times (B). 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.

[0303] (Normal symbol determination table) Returning again to the description of the table stored in the main ROM 110c. FIG. 33 is a diagram showing various determination tables for the normal symbols of the gaming machine 1. FIG. 33(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.

[0304] Based on the hit lottery determination table shown in FIG. 18(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 a 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.

[0305] FIG. 33(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. Although the variation time is the same both at the time of a hit determination and at the time of a miss determination in each game state, the variation time may be made different according to the win / loss determination.

[0306] Based on the hit lottery determination table shown in FIG. 18(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. 33(b) and determines the variation pattern of the normal symbol. The main CPU 110a determines a 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.

[0307] (Auxiliary game control table) FIG. 34 is a diagram showing the auxiliary game table of the gaming machine 1. FIG. 34(a) is a diagram showing the auxiliary game control table. In the auxiliary game control table, a game state, stop symbol data, an opening time, a table number of the movable piece opening / closing control table for auxiliary games, and an ending time are associated with each other.

[0308] 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.

[0309] (Movable piece opening / closing control table for auxiliary games) FIG. 34(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.

[0310] 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.

[0311] (Various memory areas) FIG. 35 is a diagram showing various memory areas set in the main RAM 110b of the gaming machine 1. FIG. 35(a) is a diagram showing the special symbol memory area. The special symbol memory area has a 0th memory unit corresponding to the variation, a 1st special symbol memory area in which determination information acquired when a game ball enters the 1st start port 14 is stored, and a 2nd special symbol memory area in which determination information acquired when a game ball enters the 2nd start port 15 is stored.

[0312] 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.

[0313] 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).

[0314] FIG. 35(b) is a diagram showing each memory unit of the special symbol memory area. As shown in FIG. 35(b), in each memory unit of the first special symbol memory area and the second special symbol memory area, areas for storing a jackpot random value, a special symbol random value, a special symbol variation random value, and a reach determination random value are provided.

[0315] 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.

[0316] 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.

[0317] FIG. 35(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.

[0318] FIG. 35(d) is a diagram showing each storage unit of the normal symbol storage area. As shown in FIG. 35(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, a random value for normal symbol variation for distributing the variation patterns of the normal symbol is not provided.

[0319] 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.

[0320] 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.

[0321] 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.

[0322] (Main process of the main control board) FIG. 36 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 175.

[0323] As shown in FIG. 36, 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 restore data based on the on / off state of the RAM clear SW 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 (S30) at the time of the previous power-off. If it is determined to restore the data, the data in the main RAM 110b is restored. If it is determined not to restore the data, the main RAM 110b is cleared (RAM clear). Details of the initialization processing will be described later.

[0324] In step S20, the main CPU 110a executes game machine information notification processing. In the game machine information notification processing, the main CPU 110a generates a game machine information notification command for notifying the frame control board 160 of the game state of the gaming machine 1 including the progress and stop status of the game, and transmits the generated game machine information notification command to the frame control board 160. Details of the game machine information notification processing of the main control board 110 will be described later.

[0325] Next, in step S30, the main CPU 110a executes power-off monitoring processing. In the power-off monitoring processing, 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 transmits a firing prohibition command to the firing control unit 170, stops the energization of the firing solenoid 4a and the ball feed solenoid 4b to the firing CPU 170a, and stops the firing of the game balls. Further, the main CPU 110a clears the output port, creates and saves the checksum of the main RAM 110b, and sets the power-off occurrence information. After that, the main CPU 110a sets the access to the main RAM 110b to be prohibited to prepare for a power-off. Details of the power-off monitoring processing will be described later.

[0326] Next, the main CPU 110a performs a game random value update process in step S40. In the game random value update process, the main CPU 110a updates the reach determination random value and the special symbol variation random value. Next, the main CPU 110a performs an initial random value update process in step S50. In the initial random value update process, the main CPU 110a updates the jackpot initial random value, the normal symbol initial random value, and the special symbol initial random value.

[0327] The main CPU 110a repeats the loop process from step S20 to step S50 hereafter. During this loop process, the main CPU 110a executes a timer interrupt process described later by having a clock pulse generated every predetermined period (for example, 2 ms) by a reset clock pulse generation circuit provided on the main control board 110.

[0328] (Initialization Process of Main Control Board) FIG. 37 and FIG. 38 are diagrams showing a flowchart of the initialization process of the gaming machine 1 in step S10 in FIG. 36.

[0329] In step S10-1, the main CPU 110a performs a security check of the main CPU 110a and waits for processing for 2000 ms.

[0330] 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.

[0331] Next, in step S10-4, the main CPU 110a sets a watchdog timer. The watchdog timer monitors whether the main control unit 110m of the main control board 110 is operating normally. The main CPU 110a periodically sends a signal 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 has stopped or when an infinite loop process of a specific process is being performed, the watchdog timer counts up without clearing, and when the timer value reaches a predetermined count value, the main control unit 110m is reset.

[0332] Next, in step S10-5, the main CPU 110a transmits a power-on designation command to the effect control board 120 and the frame control board 160. Next, in step S10-6, the main CPU 110a transmits a firing permission command to the firing control unit 170.

[0333] Note that when the firing CPU 170a receives the firing permission command, it sets a firing permission flag in the firing permission flag storage area of the firing RAM 170b. When the firing permission flag is set in the firing permission flag storage area of the firing RAM 170b, the firing CPU 170 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.

[0334] Next, in step S10-7, the main CPU 110a determines whether the RAM clear SW 111a is on. When the RAM clear SW 111a is on, the main CPU 110a proceeds to step S10-14 (Figure 38), and when the RAM clear SW 111a is off, the main CPU 110a proceeds to step S10-8.

[0335] Next, in step S10-8, main CPU 110a determines whether the power-off occurrence information stored in main RAM 110b is normal. If the power-off occurrence information is normal, main CPU 110a proceeds to step S10-9; if the power-off occurrence information is not normal, main CPU 110a proceeds to step S10-11.

[0336] Next, in step S10-9, main CPU 110a calculates the checksum of main RAM 110b. Next, in step S10-10, main CPU 110a determines whether the calculated checksum is normal. If the calculated checksum is normal, main CPU 110a proceeds to step S10-19; if the calculated checksum is not normal, main CPU 110a proceeds to step S10-11.

[0337] Whether the calculated checksum is normal is determined as normal if the checksum calculated at the previous power-off and stored in main RAM 110b matches the newly calculated checksum in step S10-9, and determined as not normal if they do not match.

[0338] In step S10-11, main CPU 110a sends an irreparable designation command to effect control board 120. When effect control board 120 receives the irreparable designation command, it executes processing for displaying an irreparable notification on image display device 31.

[0339] The "irreparable notification" is processing such as displaying an image notifying that the game cannot be restored on image display device 31, specific light emission of effect lighting devices such as first effect lighting device 340a, and specific voice output by voice output device 32 ("The game cannot be restored. Please perform a RAM clear").

[0340] In step S10-12, main CPU 110a sends a firing prohibition command to firing control unit 170 to prohibit the firing of game balls.

[0341] In step S10-13, the main CPU 110a prohibits access to the main RAM 110b and then executes an infinite loop process.

[0342] In step S10-14, the main CPU 110a clears the used area of the main RAM 110b. Next, in step S10-15, the main CPU 110a sets the RAM when the backup is not valid. Next, in step S10-16, the main CPU 110a clears the watchdog timer.

[0343] Next, in step S10-17, the main CPU 110a sends a RAM clear designation command to the effect control board 120 and proceeds to step S10-18. When the effect control board 120 receives the RAM clear designation command, it executes a process for performing a RAM clear preparation notification.

[0344] The "RAM clear preparation notification" is a process such as displaying an image notifying that the RAM clear will be executed on the image display device 31, specific light emission of an effect lighting device such as the first effect lighting device 340a, or specific voice output ( "The RAM clear is in progress") from the voice output device 32.

[0345] Next, in step S10-18, the main CPU 110a performs initial settings for the devices around the CPU and proceeds to step S10-22. Specifically, the main CPU 110a sets the output settings to the effect control board 120, the settings of the CTC (counter Timer Circuit) to be used, and the interrupt timer (2ms) of the CTC to be used.

[0346] In step S10-19, the main CPU 110a sets the RAM when the backup is valid. Specifically, after clearing the backup flag and checksum stored in the main RAM 110b, the main CPU 110a restores the data in each used area of the main RAM 110b based on the power-off occurrence information.

[0347] The data restored based on the power-off occurrence information refers to 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 complete information 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 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 count (B) counter, the high base short count (J) counter, the variation count (L) counter, the open count (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 game machine information transmission waiting timer counter, the response reception waiting timer counter, the communication failure determination counter, the maximum acquired game ball number counter, the production transmission data storage area, and so on.

[0348] Next, in step S10-20, the main CPU 110a performs initial settings for the devices around the CPU. Specifically, it sets the output settings to the effect control board 120, the settings of the CTC (counter timer circuit) to be used, and the interrupt timer (2 ms) of the CTC to be used, and so on.

[0349] Next, in step S10-21, 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 S10-22. 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 S10-21.

[0350] In step S10-22, the main CPU 110a transmits a power recovery designation command corresponding to the normal state to the effect control board 120 and the frame control board 160, and proceeds to step S10-26. The reason why the process of step S10-22 is performed after step S10-18 is that the normal state is set in the game state flag storage area of the main RAM 110b in step S10-15.

[0351] In step S10-23, the main CPU 110a determines whether the game state stored in the game state flag storage area of the main RAM 110b is the low base short state. If the game state stored in the game state flag storage area of the main RAM 110b is the low base short state, the main CPU 110a proceeds to step S10-24. If the game state stored in the game state flag storage area of the main RAM 110b is not the low base short state, the main CPU 110a proceeds to step S10-25.

[0352] In step S10-24, the main CPU 110a transmits a power recovery designation command corresponding to the low base short state to the effect control board 120 and the frame control board 160, and proceeds to step S10-23.

[0353] In step S10-25, the main CPU 110a transmits a power recovery designation command corresponding to the high base short state to the effect control board 120 and the frame control board 160, and proceeds to step S10-24.

[0354] In step S10-26, the main CPU 110a transmits a game state designation command corresponding to the game state after power recovery to the effect control board 120, and ends the initialization process.

[0355] In addition, when the power is turned off in the short low-base state among the five gaming states shown in FIG. 10, in the main control board 110, the game state flag in the game state flag storage area of the main RAM 110b and the count value of the game ball counter for the short low-base state are backed up. In the game ball number control unit 180 of the frame control board 160, the game state flag in the game state flag storage area of the game ball number RAM 180b and the count value of the game ball counter are backed up.

[0356] Also, when the normal power-on operation shown in FIG. 17(a) or the main control board RAM clear power-on operation shown in FIG. 17(b) is performed, in the initial setting process performed by the game ball number control unit 180 of the frame control board 160 described later, a game ball number recovery designation command for the recovered game ball number is transmitted to the main control board 110. However, when the frame control board RAM clear power-on operation shown in FIG. 17(c) or the all RAM clear power-on operation shown in FIG. 17(d) is performed, the game ball number recovery designation command is not transmitted to the main control board 110.

[0357] (Game machine information notification process of main control board) FIG. 39 is a diagram showing the process of the game machine information notification process of the main control board 110 shown in step S20 of FIG. 36.

[0358] The main CPU 110a determines in step S20-1 whether the value of the game machine information transmission standby timer counter stored in the main RAM 110b is greater than 0. When the value of the game machine information transmission standby timer counter is greater than 0, the main CPU 110a proceeds to step S20-2. When the value is not greater than 0 (i.e., 0), the main CPU 110a proceeds to step S20-5.

[0359] The game machine information transmission standby timer counter is a counter used to measure 108 ms, which is the transmission cycle of the game machine information notification command from the main control board 110 to the frame control board 160 as shown in FIG. 13.

[0360] The update of the counter value of the game machine information transmission waiting timer counter is performed in the counter update process of the timer interrupt process of the main control board 110 described later. Specifically, the counter value of the game machine information transmission waiting timer counter is updated by subtracting 2 each time the timer update process in the timer interrupt process is executed every 2 ms and the counter update process in the timer interrupt process is performed once.

[0361] In step S20-2, the main CPU 110a determines whether a response command has been received from the frame control board 160. If the main CPU 110a has received a response command, the process proceeds to step S20-3. If the main CPU 110a has not received a response command, the process proceeds to step S20-8.

[0362] In step S20-3, the main CPU 110a clears the communication failure determination counter in the main RAM 110b. The communication failure determination counter is a counter used to determine that no response command has been received from the frame control board 160 for the transmission of the game machine information notification command 10 times in a row.

[0363] In step S20-4, the main CPU 110a clears the response reception waiting timer counter in the main RAM 110b and proceeds to step S20-12.

[0364] In step S20-5, the main CPU 110a transmits a game machine information notification command to the frame control board 160. In step S20-6, the main CPU 110a sets "108" in the game machine information transmission waiting timer counter.

[0365] In step S20-7, the main CPU 110a sets the value of "10" in the communication failure determination counter in the main RAM 110b and proceeds to step S20-11.

[0366] In step S20-8, main CPU 110a determines whether the value of the response reception standby timer counter in main RAM 110b is greater than 0. If the value of the response reception standby timer counter is greater than 0, main CPU 110a proceeds to step S20-12. If the value of the response reception standby timer counter is not greater than 0 (i.e., 0), main CPU 110a proceeds to step S20-9.

[0367] In step S20-9, main CPU 110a decrements the value of the communication failure determination counter in main RAM 110b by 1. In step S20-10, main CPU 110a determines whether the value of the communication failure determination counter in main RAM 110b is greater than 0. If the value of the communication failure determination counter is greater than 0, main CPU 110a proceeds to step S20-11. If the value of the communication failure determination counter is not greater than 0 (i.e., 0), main CPU 110a proceeds to step S20-14.

[0368] In step S20-11, main CPU 110a sets "10" in the response reception standby timer counter of main RAM 110b. The response reception standby timer counter is used to measure 10 ms, which is the standby time for receiving a response command from frame control board 160 after transmitting the current gaming machine information notification command.

[0369] The update of the counter value of the response reception standby timer counter is performed in the counter update process of the timer interrupt process of main control board 110, which will be described later. Specifically, since the timer update process in the timer interrupt process is executed every 2 ms, the counter value of the response reception standby timer counter is updated by subtracting 2 each time the counter update process of the timer interrupt process is performed.

[0370] In step S20-12, main CPU 110a determines whether it has received a game ball number specification command from frame control board 160. If main CPU 110a has received the game ball number specification command, it proceeds to step S20-13. If it has not received the game ball number specification command, the gaming machine information notification process ends.

[0371] The game ball number designation command, which will be described in detail later, is a command transmitted from the game ball number control unit 180 of the frame control board 160 to the main control unit 110 when the game ball number counter in the game ball number RAM 180b of the game ball number control unit 180 is updated.

[0372] In step S20-13, the main CPU 110a performs an update process of adding or subtracting the number of game balls indicated by the received game ball number designation command to / from the maximum acquired game ball number counter in the main RAM 110b, and then ends the game machine information notification process. Note that the value of the maximum acquired game ball number counter in the main RAM 110b updated by the above update process is a value different from the game ball number counter in the game ball number RAM 180b.

[0373] In step S20-14, the main CPU 110a transmits a communication failure command to the effect control board 120. When the effect control board 120 receives the communication failure command, it performs a process to cause the image display device 31 to display a communication failure occurrence notification.

[0374] In step S20-15, the main CPU 110a sets the interrupt disable. In step S20-16, the main CPU 110a transmits a firing prohibition command to the firing control unit 170. The firing control unit 170, which will be described in detail later, clears the firing permission flag when it receives the firing prohibition command and stops the energization to the firing solenoid 4a and the ball feed solenoid 4b.

[0375] In step S20-17, the main CPU 110a prohibits access to the main RAM 110b and then performs a standby process.

[0376] (Power-off monitoring process of the main control board) Figure 40 is a diagram showing a flowchart of the power-off monitoring process of the main control board 110.

[0377] The main CPU 110a sets interrupt inhibition in step S30-1. Next, the main CPU 110a determines in step S30-2 whether or not a power-off of the gaming machine 1 has occurred. Specifically, when a power-off detection signal is input from a power-off detection circuit (not shown) provided on the power supply board 175, the main CPU 110a determines that a power-off has occurred.

[0378] If the main CPU 110a determines that a power-off has occurred, it proceeds to step S30-4, and if it determines that a power-off has not occurred, it proceeds to step S30-3.

[0379] In step S30-3, the main CPU 110a sets interrupt permission and ends the power-off monitoring process.

[0380] In step S30-4, the main CPU 110a transmits a firing inhibition command to the firing control unit 170. Next, in step S30-5, the main CPU 110a clears the output port. Next, in step S30-6, the main CPU 110a transmits a power-off designation command to the firing control unit 170 and the game ball number control unit 180 of the frame control board 160.

[0381] In step S30-7, the main CPU 110a calculates a checksum of data within the used area of the main RAM 110b and sets it in a predetermined area of the main RAM 110b.

[0382] Incidentally, the data targeted when the main CPU 110a calculates the checksum includes data stored in data storage areas such as the special symbol storage area, the special drawing special power processing data storage area, the stop symbol data storage area, the normal symbol reservation storage area, the normal drawing normal power processing data storage area, the normal symbol data storage area, the complete information 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 opening 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 count (B) counter, the high base short time count (J) counter, the variation count (L) counter, the open count (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 game machine information transmission waiting timer counter, the response reception waiting timer counter, the communication failure determination counter, the maximum acquired game ball number counter, and the production transmission data storage area.

[0383] Next, in step S30-8, the main CPU 110a sets a backup flag to be referred to at the time of recovery from the power-off source in a predetermined area of the main RAM 110b. Next, in step S30-9, the main CPU 110a prohibits access to the main RAM 110b. After that, the main CPU 110a performs an infinite loop process and waits until the supply of the power voltage completely disappears.

[0384] (Timer interrupt processing of the main control board) FIG. 41 is a diagram showing a flowchart of the timer interrupt processing of the main control board 110 of the gaming machine 1. The main CPU 110a executes the timer interrupt processing every generation cycle (for example, 2 ms) in which a clock pulse signal is generated by a reset clock pulse generation circuit provided in the main control board 110, except for special cases such as when the power is turned on or off.

[0385] 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.

[0386] Next, in step S110, the main CPU 110a performs counter update processing. Specifically, the main CPU 110a updates the special symbol time counter, special game timer counter, normal symbol time counter, sub-game timer counter, gaming machine information transmission waiting timer counter, and response reception waiting timer counter stored in the main RAM 110b. In the counter update processing, each counter is decremented by 2. The reason for decrementing each counter by 2 in the counter update processing is that these counters are counters indicating time, and since the timer interrupt processing is executed every 2 ms, the counter update processing within the timer interrupt processing is performed every 2 ms.

[0387] The special symbol time counter is a counter used when the main CPU 110a determines whether the variation of the special symbol has elapsed the variation time or whether the stop of the special symbol has elapsed the stop time. The special game timer counter is a counter used when the main CPU 110a controls the opening and closing of the first large winning port 16 and the second large winning port 17. The normal symbol time counter is a counter used when determining whether the variation of the normal symbol has elapsed the variation time or whether the stop of the normal symbol has elapsed the stop time. The sub-game timer counter is a counter used when the main CPU 110a controls the opening and closing of the second start port 15. Details of the control using these counters will be described later.

[0388] As described in the gaming machine information notification processing of the main control board 110 shown in FIG. 39, the gaming machine information transmission waiting timer counter is a counter used when the main CPU 110a transmits a gaming machine information notification command from the main control board 110 to the frame control board 160. Also, the response reception waiting timer counter is a counter used when the main CPU 110a determines whether the communication between the main control board 110 and the frame control board 160 is being performed normally.

[0389] Next, in step S120, the main CPU 110a updates the jackpot random value, the normal symbol random value, and the special symbol random value. Specifically, the main CPU 110a adds 1 to each random value and the random counter. When the added random counter exceeds the maximum value of the random range (when the random counter makes one 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.

[0390] 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, the normal symbol random value, and the special symbol initial random value.

[0391] 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, the gate detection SW13a, the first start port detection SW14a, the second start port detection SW15a, the first big winning port detection SW16a, the second big winning port detection SW17a, and the specific area detection SW18a, and executes predetermined processing when there is an input. Details of the input control processing will be described later.

[0392] Next, in step S300, the main CPU 110a executes special figure and special electric control processing. Specifically, the main CPU 110a updates the value of the special figure and special electric processing data stored in the main RAM 110b according to the progress of the game, and executes predetermined processing based on the updated value of the special figure and special electric processing data. Details of the special figure and special electric control processing will be described later.

[0393] Next, in step S400, the main CPU 110a executes normal figure and normal electric control processing. Specifically, the main CPU 110a updates the value of the normal figure and normal electric processing data stored in the main RAM 110b according to the progress of the game, and executes predetermined processing based on the updated value of the normal figure and normal electric processing data. Details of the normal figure and normal electric control processing will be described later.

[0394] Next, the main CPU 110a executes a prize ball control process in step S500. Specifically, the main CPU 110a refers to the general winning opening prize ball counter, the first start opening prize ball counter, the second start opening 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 prize ball number designation command for instructing the awarding of the number of game balls indicated by each counter to the frame control board 160.

[0395] Next, the main CPU 110a executes a completion determination process in step S600. The completion determination process is a process for determining whether or not to activate a function (completion function) that restricts the execution of further games when the maximum number of game balls obtained in the gaming machine 1 exceeds 95,000, which is the upper limit value for one day.

[0396] Specifically, the main CPU 110a determines whether or not the maximum number of game balls obtained counter in the main RAM 110b exceeds 95,000. When the maximum number of game balls obtained counter exceeds 95,000, the main CPU 110a stores completion information in the completion information storage area of the main RAM 110b, stores an error type designation command indicating error 1 in the production transmission data storage area, and sets a firing prohibition command for stopping the firing of game balls in the transmission buffer to the firing control unit 170.

[0397] Note that the maximum number of game balls obtained counter is a counter that is incremented by the number indicated by each prize ball counter when a game ball is awarded, and is decremented by 1 when a game ball is fired when the counter value is 1 or more, and has a minimum value of 0.

[0398] Next, the main CPU 110a executes data generation processing in step S700. Specifically, the main CPU 110a performs a process of creating drive data for the start port opening / closing solenoid 15c, drive data for the first large winning port opening / closing solenoid 16c, drive data for the second large winning port opening / closing solenoid 17c, drive data for the specific area opening / closing solenoid 18d, display data for the first special symbol display device 20, display data for the second special symbol display device 21, display data for the normal symbol display device 24, display data for the first special symbol hold display 22, display data for the second special symbol display 23, and display data for the normal symbol hold display 25.

[0399] Next, the main CPU 110a executes output control processing in step S800. 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 S700. Further, the main CPU 110a also executes a process for transmitting the commands set in the effect transmission data storage area and the transmission buffer of the main RAM 110b to the effect control board 120 and the frame control board 160.

[0400] Next, the main CPU 110a restores the information saved in the stack area in step S100 to the registers of the main CPU 110a in step S900, and ends the timer interrupt processing.

[0401] (Input control processing of the main control board) FIG. 42 is a diagram showing a flowchart of the input control processing of the main control board 110 of the gaming machine 1.

[0402] 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 for processing. When there is no detection signal from general winning port detection SW 12a, main CPU 110a directly proceeds to step S220 for processing.

[0403] 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 for processing. 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 for processing.

[0404] Next, in step S230, main CPU 110a executes first start port detection SW input processing. Specifically, main CPU 110a determines whether there is an input of a detection signal from the first start port detection SW 14a. When there is no input of a detection signal from the first start port detection SW 14a, main CPU 110a directly proceeds to step S240 for processing. When there is an input of a detection signal from the first start port detection SW 14a, main CPU 110a executes an update process of the prize ball counter, acquisition of various random number values, pre-determination processing, and setting of various commands, etc., and proceeds to step S240 for processing. Details of the first start port detection SW input processing will be described later.

[0405] 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 preliminary determination processing, and setting various commands, and then proceeds to step S250.

[0406] 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, the items provided for the first 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", are replaced with the items provided for the second start port.

[0407] Next, in step S250, the main CPU 110a executes the specific area detection SW input process. Specifically, the main CPU 110a determines whether there is a detection signal from the specific area detection SW 18a. If there is no input of a detection signal from the specific area detection SW 18a, the main CPU 110a proceeds directly to step S260. If there is an input of a detection signal from the specific area detection SW 18a, the main CPU 110a executes a predetermined process and then proceeds to step S260. The details of the specific area detection SW input process will be described later.

[0408] 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 a detection signal from the gate detection SW 13a and the number of ordinary symbol holds (G) is 3 or less, the main CPU 110a adds 1 to the number of ordinary symbol holds (G), 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.

[0409] Even when there is an input of a 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 a detection signal from the gate detection SW 13a, the main CPU 110a ends the input control processing as it is.

[0410] (First start port detection SW input processing of the main control board) FIG. 43 is a diagram showing a flowchart of the first start port detection SW input processing of the main control board 110 of the gaming machine 1.

[0411] In step S230-1, the 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, the main CPU 110a proceeds to step S230-2. When there is no detection signal from the first start port detection SW 14a, the main CPU 110a ends the first start port detection SW input processing.

[0412] Next, in step S230-2, the main CPU 110a performs an update process of adding a predetermined number (for example, 3) to the start port prize ball counter.

[0413] Next, in step S230-3, the main CPU 110a determines whether the count value of the first special symbol retention number (U1) counter is less than 4. If the count value of the first special symbol retention number (U1) counter is less than 4, the main CPU 110a proceeds to step S230-4. If the count value of the first special symbol retention number (U1) counter is not less than 4, the main CPU 110a ends the first start port detection SW input process.

[0414] Next, in step S230-4, the main CPU 110a reads out the count value of the first special symbol retention number (U1) stored in the storage area of the main RAM 110b, adds 1 to the read count value of the first special symbol retention number (U1), and stores the result in the storage area of the main RAM 110b.

[0415] Next, in step S230-5, the main CPU 110a acquires a jackpot random value and stores the acquired jackpot random value in the smallest numbered storage unit among the first to fourth storage units in the first special symbol storage area provided in the main RAM 110b where the jackpot random value is not stored.

[0416] Next, in step S230-6, the main CPU 110a acquires a special symbol random value and stores the acquired special symbol random value in the smallest numbered storage unit 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.

[0417] Next, in step S230-7, the main CPU 110a acquires a reach determination random value and stores the acquired reach determination random value in the smallest numbered storage unit 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.

[0418] Next, in step S230-8, the main CPU 110a acquires a special symbol variation random value, and stores the acquired 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.

[0419] 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 (FIG. 30) 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 acquired this time.

[0420] 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 production transmission data storage area of the main RAM 110b.

[0421] Note that, based on the start winning designation command received from the main CPU 110a, the production control board 120 can execute a preview production that suggests the possibility of a jackpot or a special loss before the start of the variation of the special symbol based on the winning in the first start port 14 this time. Examples of the preview production include those that occur over multiple variations such as changes in the display mode (e.g., color, design, etc.) of the first held image 41 displayed on the image display device 31 or the display of a special background image, those that use a special winning sound as the winning sound output at the time of a start winning, and those that occur at the time of winning such as causing special light emission in the production lighting device.

[0422] In step S230-11, the main CPU 110a sets a special symbol storage number designation command indicating the first special symbol retention number (U1) determined in step S230-4 in the production transmission data storage area of the main RAM 110b, and ends the first start port detection SW input process. Note that the production control board 120 performs processes such as causing the image display device 31 to additionally display the first retention image 41 and causing the audio output device 32 to output a winning sound based on the special symbol storage number designation command received from the main CPU 110a.

[0423] (Specific area detection SW input process of the main control board) FIG. 44 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.

[0424] 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.

[0425] Next, in step S250-2, the main CPU 110a sets a specific area winning flag in the storage area of the specific area winning flag in the main RAM 110b. The specific area winning flag is a flag indicating that a game ball has won in the specific area 19B provided in the second large winning port 17. As described above, the second type of hit is a big hit that occurs when a game ball enters the specific area 19B provided in the second large winning port 17.

[0426] Next, in step S250-3, the main CPU 110a sets a specific area winning designation command in the production transmission data storage area of the main RAM 110b.

[0427] Next, in step S250-4, the main CPU 110a stores the game state (the game state when a game ball wins a prize 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.

[0428] (Special drawing special power control process of the main control board) FIG. 45 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.

[0429] In step S301, the main CPU 110a loads the special drawing special power process data stored in the main RAM 110b.

[0430] In step S302, the main CPU 110a executes the process corresponding to the loaded special drawing special power process data. Specifically, when the special drawing special power process data is 0, the special symbol storage determination process in step S310 is executed; when the special drawing special power process data is 1, the special symbol variation process in step S320 is executed; when the special power process data is 2, the special symbol stop process in step S330 is executed; when the special drawing special power process data is 3, the big win game process in step S340 is executed; when the special drawing special power process data is 4, the small win game process in step S350 is executed; when the special drawing special power process data is 5, the big win game end process in step S360 is executed. Then, after executing any of the processes, the main CPU 110a ends the special drawing special power control process. The details of each control process will be described later.

[0431] (Special symbol storage determination process of the main control board) FIGS. 46 and 47 are diagrams showing a flowchart of the special symbol storage determination process of the gaming machine 1.

[0432] In step S310-1, main CPU 110a determines whether the special symbol is in the process of changing. 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 changing; if the counter value is not 0, it determines that the special symbol is in the process of changing. When the special symbol is in the process of changing, main CPU 110a ends the special symbol storage determination process. When the special symbol is not in the process of changing, main CPU 110a proceeds to step S310-2.

[0433] In step S310-2, main CPU 110a determines whether the second special symbol reservation count (U2) stored in main RAM 110b is 0. When the second special symbol reservation count (U2) is 0, main CPU 110a proceeds to step S310-4. When the second special symbol reservation count (U2) is not 0, main CPU 110a proceeds to step S310-3.

[0434] 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.

[0435] In step S310-4, main CPU 110a determines whether the first special symbol reservation count (U1) stored in main RAM 110b is 0. When the first special symbol reservation count (U1) is 0, main CPU 110a proceeds to step S310-6. When the first special symbol reservation count (U1) is not 0, main CPU 110a proceeds to step S310-5.

[0436] 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.

[0437] 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 is in a state where variable display is not being performed with a hold count of 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, main CPU 110a ends the special symbol memory determination process.

[0438] 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.

[0439] In step S310-8, main CPU 110a sets a customer waiting state designation command indicating that the gaming machine 1 is in the customer waiting state in the production transmission data storage area of main RAM 110b, and ends the special symbol memory determination process.

[0440] 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 hold count is decremented by 1 in step S310-3, the data stored in the first storage unit of the second special symbol memory area of main RAM 110b is written to the zero-th storage unit of the special symbol memory area, and the data stored in the second to fourth storage units is written to the previous storage unit respectively. Also, when the first special symbol hold count is decremented by 1 in step S310-5, the data stored in the first storage unit of the first special symbol memory area of main RAM 110b is written to the zero-th storage unit of the special symbol memory area, and the data stored in the second to fourth storage units is written to the previous storage unit respectively.

[0441] Note that the data already stored in the zero-th storage unit of the special symbol memory area before the shift process of the current storage area is overwritten by the new data due to the shift process of the current storage area, and thus will be erased.

[0442] In addition, 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 display of the first special symbol and the variable display of the second special symbol 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).

[0443] In step S310-10, the main CPU 110a sets a special symbol hold count designation command in the production transmission data storage area of the main RAM 110b. Specifically, when the main CPU 110a subtracts 1 from the second special symbol hold count (U2) in step S310-3, the main CPU 110a sets a special symbol hold count designation command indicating the subtracted second special symbol hold count in the production transmission data storage area of the main RAM 110b. Further, when the main CPU 110a subtracts 1 from the first special symbol hold count (U1) in step S310-5, the main CPU 110a sets a special symbol hold count designation command indicating the subtracted first special symbol hold count in the production transmission data storage area of the main RAM 110b.

[0444] The effect control board 120 performs processing for causing the image display device 31 to display a new variable image 40, to decrease the display of the first hold image 41 and the second hold image 42, and to update and display the images of the first hold numeric image 43 and the second hold numeric image 44, with reference to the special symbol storage count designation command based on the shift processing of the current storage area received from the main CPU 110a.

[0445] In step S310-11, the main CPU 110a determines whether or not the low base short count (B) stored in the main RAM 110b is 1 or more. When 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. When 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.

[0446] 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 the result.

[0447] 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.

[0448] In step S310-14, the main CPU 110a determines whether the high base short count (J) stored in the main RAM 110b is 1 or more. If the high base short count (J) stored in the main RAM 110b is 1 or more, the main CPU 110a proceeds to step S310-15. If the high base short count (J) stored in the main RAM 110b is not 1 or more, the main CPU 110a proceeds to step S311.

[0449] In step S310-15, the main CPU 110a subtracts 1 from the high base short count (J) stored in the main RAM 110b and stores the result.

[0450] In step S310-16, the 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, the main CPU 110a proceeds to step S310-20. If the high base short count (J) after subtracting 1 is not 0, the main CPU 110a proceeds to step S311.

[0451] In step S310-20, the main CPU 110a sets the normal game state in the game state flag storage area of the main RAM 110b and proceeds to step S311.

[0452] In this embodiment, one of the conditions for transitioning from the high-base short state to the normal state is that the number of short occurrences during high base (J) becomes 0 (at the end of the 100th losing variation in the high-base short state, "YES" in step S310-16 of FIG. 46, S310-20). However, as described above, after a special game that transitions to the normal state after the end of a special game (for example, the second type 9R win J), or during a small win that triggers a transition to a special game that transitions to the high-base short state after the end of a special game (for example, the second type 9R win H), if the game ball does not win in the specific area 19B, etc., this also becomes a condition.

[0453] In this embodiment, the conditions for transitioning from the high-base short state to the normal state are as described above, but conditions based on the number of variations of the normal symbol, conditions based on the number of openings of the second start port 15 triggered by winning the normal symbol, or conditions based on the number of winning times of the normal symbol may also be used.

[0454] That is, the conditions for transitioning from the high-base short state to the normal state may be, for example, that the variation display of the normal symbol has ended for the first time or a predetermined number of times in the high-base short state, or that the second start port 15 has been opened once or a predetermined number of times due to winning the normal symbol, or that the winning determination of the normal symbol has been made once or a predetermined number of times, etc.

[0455] In step S311, the main CPU 110a executes the jackpot determination process. Specifically, the main CPU 110a refers to various tables stored in the main ROM 110c shown in FIGS. 18, 19, and 20 based on the jackpot random number value newly stored in the 0th storage unit, the special symbol random number value, 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.

[0456] 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 number and the second special symbol reservation number, the main CPU 110a refers to the variation pattern determination table for the first special symbol (FIG. 26 (in the normal state), FIG. 27 (in the short state at low base), FIG. 28 (in the short state at high base)) and the variation pattern determination table for the second special symbol (FIG. 29) stored in the main ROM 110c, and determines the variation pattern of the special symbol at the start of variation.

[0457] 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.

[0458] 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.

[0459] 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.

[0460] 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.

[0461] 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 the variable display of the special symbol in a predetermined area of the main RAM 110b.

[0462] 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 decremented every 2 ms in the counter update process within the timer interrupt process of step S110 (FIG. 41) described above.

[0463] Next, in step S318, the main CPU 110a sets 1 in the special figure special power processing data storage area of the main RAM 110b and ends the special symbol storage determination process.

[0464] Note that in the data generation process within the timer interrupt process of step S600 (FIG. 41) described above, the main CPU 110a creates the lighting and extinguishing data of the LEDs of the first special symbol display device 20 or the second special symbol display device 21 based on the display data set in step S316. Then, in the output control process within the timer interrupt process of step S700 (FIG. 41) described above, the main CPU 110a outputs the lighting and extinguishing data of the LEDs 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.

[0465] (Jackpot determination process of the main control board) FIG. 48 is a diagram showing a flowchart of the jackpot determination process of the gaming machine 1.

[0466] In step S311-1, the main CPU 110a determines whether the special symbol that starts the variable display is a big win. 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 based on the big win random value newly stored in the 0th storage unit of the special symbol storage area, the main CPU 110a refers to the big win lottery determination table (Fig. 18(a)) for the 1st special symbol display device 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 big win lottery determination table (Fig. 18(b)) for the 2nd special symbol display device stored in the main ROM 110c, and determines whether the special symbol that starts the variable display is a big win.

[0467] If the special symbol that starts the variable display is a big win, the main CPU 110a proceeds to step S311-2. If the special symbol that starts the variable display is not a big win, the main CPU 110a proceeds to step S311-5.

[0468] In step S311-2, the main CPU 110a executes the big win 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 big win symbol determination table (Fig. 19(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.

[0469] 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.

[0470] Next, in step S311-4, the main CPU 110a stores the game state information stored in the game state flag of the main RAM 110b (the game state information at the time of executing the jackpot determination process) in the game state buffer of the main RAM 110b, and ends the jackpot determination process.

[0471] 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. 18(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.

[0472] 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. 18(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.

[0473] 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.

[0474] 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.

[0475] Next, in step S311-6, 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, main CPU 110a refers to the small hit symbol determination table (Fig. 19(b)) stored in main ROM 110c, determines the type of special symbol to start the variable display and the stop symbol data, and stores the determined stop symbol data in the stop symbol data area of main RAM 110b.

[0476] Next, in step S311-7, 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 main RAM 110b, and ends the big hit determination process.

[0477] In step S311-8, main CPU 110a determines whether the special symbol to start 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, based on the big hit random number value newly stored in the 0th storage unit, main CPU 110a refers to the big hit lottery determination table (Fig. 18(a)) for the 1st special symbol display device stored in main ROM 110c, and determines whether the special symbol to start the variable display is a special loss.

[0478] 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. 18). Therefore, when the data newly stored in the 0th storage unit is shifted from the 2nd special symbol storage area, main CPU 110a determines that the special symbol to start the variable display is not a special loss.

[0479] Then, when the special symbol for starting the variable display is a special loss, the main CPU 110a proceeds to the process in step S311-9. When the special symbol for starting the variable display is not a special loss, the main CPU 110a proceeds to the process in step S311-11.

[0480] 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. 20(a)) 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.

[0481] 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.

[0482] 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 for starting 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. 20(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.

[0483] 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.

[0484] (Special symbol variable processing of the main control board) FIG. 49 is a diagram showing a flowchart of the special symbol variation process of the main control board 110 of the gaming machine 1.

[0485] 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.

[0486] In step S320-2, the main CPU 110a executes a process for performing a 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.

[0487] 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.

[0488] 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.

[0489] Next, in step S320-5, the main CPU 110a sets 2 in the special feature special power processing data storage area of the main RAM 110b, and ends the special symbol variation process.

[0490] (Special Symbol Stop Processing of Main Control Board) FIG. 50 is a diagram showing a flowchart of the special symbol stop processing of the main control board 110 of the gaming machine 1.

[0491] 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 processing.

[0492] In step S330-2, the main CPU 110a adds 1 to the variation count (L) counter in the main RAM 110b.

[0493] 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.

[0494] 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.

[0495] Next, in step S330-7, the main CPU 110a executes the first type jackpot game preparation process. Specifically, the main CPU 110a determines the reference destination of the first type jackpot special game control table (Figure 23(a)) stored in the main ROM 110c based on the symbol stop data stored in the stop symbol data storage area of the main RAM 110b.

[0496] 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 type 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.

[0497] 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.

[0498] 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 type 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.

[0499] Next, in step S330-10, the main CPU 110a sets 3 in the special drawing special electric processing data storage area of the main RAM 110b, and proceeds to the processing in step S330-24.

[0500] 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.

[0501] 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. 23(c)) stored in main ROM 110c. Also, main CPU 110a resets the value of the special power operation number (K) counter.

[0502] In step S330-13, main CPU 110a sets the 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.

[0503] 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.

[0504] Next, in step S330-15, main CPU 110a sets 4 in the special figure and special power processing data storage area of main RAM 110b, and proceeds to step S330-24.

[0505] 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.

[0506] In step S330-17, main CPU 110a resets the low base short count (B) counter and the number of fluctuations (L) counter of main RAM 110b, and proceeds with the process to step S330-18.

[0507] 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 with the process to step S330-22.

[0508] 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 with the process to step S330-20. If the stop symbol data is not a special loss, main CPU 110a proceeds with the process to step S330-22.

[0509] In step S330-20, the main CPU 110a executes game state setting processing. Specifically, based on the stop symbol data stored in the stop symbol data storage area of the main RAM 110b and the game state flag stored in the game state flag storage area, the main CPU 110a refers to the special losing symbol stop setting table (FIG. 22) stored in the 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 the main RAM 110b.

[0510] Next, in step S330-21, the main CPU 110a executes remaining count setting processing. Specifically, based on the stop symbol data stored in the stop symbol data storage area of the main RAM 110b and the game state flag stored in the game state flag storage area, the main CPU 110a refers to the special losing symbol stop setting table (FIG. 22) stored in the main ROM 110c, determines the low base short count (B) and the 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 the high base short count (J) counter of the main RAM 110b.

[0511] Next, in step S330-22, the main CPU 110a generates the count specification command indicated by the low base short count (B) counter of the main RAM 110b and generates the count specification command indicated by the high base short count (J) counter of the main RAM 110b, and sets the generated count specification commands in the production transmission data storage area.

[0512] In step S330-23, the main CPU 110a sets 0 in the special symbol special power processing data storage area of the main RAM 110b and proceeds to step S330-24.

[0513] In step S330-24, 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 production transmission data storage area, and ends the special symbol stop process.

[0514] (Jackpot game process of the main control board) FIG. 51 is a diagram showing a flowchart of the jackpot game process of the main control board 110 of the gaming machine 1.

[0515] 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.

[0516] In step S340-2, the main CPU 110a determines whether the start interval time has elapsed. Specifically, if the special game timer counter stored in the main RAM 110b is 0, the main CPU 110a determines that the start interval time has elapsed and proceeds to step S340-3. If the special symbol time counter stored in the main RAM 110b is not 0, the main CPU 110a determines that the start interval time has not elapsed and ends the current jackpot game process.

[0517] 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.

[0518] In step S340-4, main CPU 110a executes the big winning opening process. Specifically, main CPU 110a reads out 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. 23(a)) determined in step S330-7 and the reference destination of the second type jackpot special game control table (Fig. 23(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. 24(a)) or the second type jackpot big winning opening / closing control table (Fig. 24(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 in order 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.

[0519] 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.

[0520] 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.

[0521] In step S340-7, main CPU 110a determines whether the first major winning opening 16 is closed. Specifically, when the energization data is not 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 main CPU 110a determines that the first major winning opening 16 is closed, the process proceeds to step S340-8. If main CPU 110a determines that the first major winning opening 16 is not closed, the process proceeds to step S340-9.

[0522] 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, the process proceeds to step S340-4. If main CPU 110a determines that the closing time of the first major winning opening 16 has not elapsed, the jackpot game process ends.

[0523] 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 main CPU 110a determines that the release end condition of the first major winning opening 16 is satisfied, the process proceeds to step S340-10. If main CPU 110a determines that the release end condition of the first major winning opening 16 is not satisfied, the jackpot game process ends.

[0524] In step S340-10, main CPU 110a executes the closing process of the first major winning opening 16. Specifically, in order to close the first major winning opening and closing door 16b, main CPU 110a stops the energization data that was energizing the first major winning opening solenoid 16c. Also, main CPU 110a refers to the first major jackpot winning opening opening / closing control table (Fig. 24(a)), determines the closing time of the first major 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.

[0525] 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.

[0526] 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.

[0527] 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.

[0528] In step S340-14, main CPU 110a resets the count value of the round number (R) in main RAM 110b.

[0529] In step S340-15, the main CPU 110a sets an ending specification command. Specifically, the main CPU 110a reads the ending specification command from the reference destination of the first type jackpot special game control table (Fig. 23(a)) determined in step S330-7 and the reference destination of the second type jackpot special game control table (Fig. 23(b)) determined in step S351-5 described later, and sets the read ending specification command in the production transmission data storage area.

[0530] In step S340-16, the main CPU 110a reads the ending time from the reference destination of the first type jackpot special game control table (Fig. 23(a)) determined in step S330-7 and the reference destination of the second type jackpot special game control table (Fig. 23(b)) determined in step S351-5 described later, and sets the read ending time in the special game timer counter.

[0531] 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.

[0532] 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.

[0533] (Low jackpot game process on the main control board) Fig. 52 is a diagram showing a flowchart of the low jackpot game process on the main control board 110 of the gaming machine 1.

[0534] The main CPU 110a determines, in step S350-1, whether the current process is during a small win opening. If the main CPU 110a is during the opening, it proceeds with the process to step S350-2. If the main CPU 110a is not during the opening, it proceeds with the process to step S350-5.

[0535] In step S350-2, the main CPU 110a determines whether the start interval time has elapsed. Specifically, if the special game timer counter in the main RAM 110b is 0, the main CPU 110a determines that the start interval time has elapsed and proceeds with the process to step S350-3. If the special game timer counter in the main RAM 110b is not 0, the main CPU 110a determines that the start interval time has not elapsed and ends the small win game process.

[0536] In step S350-3, the main CPU 110a executes the big winning opening process. Specifically, the main CPU 110a increments the value of the special power operation number (K) counter in the main RAM 110b by 1. The main CPU 110a refers to the big winning opening / closing control table for small wins (Figure 25(a)) stored in the main ROM 110c, determines the opening time based on the current value of the special power operation number (K) counter, and sets the determined opening time in the special game timer counter of the main RAM 110b. Then, the 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.

[0537] 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 (Fig. 25(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 hit game process. Note that the movement control of the slide member 19C is executed based on the values of these set predetermined counters.

[0538] In step S350-5, the main CPU 110a determines whether the current process is during the ending of a small hit. 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.

[0539] In step 350-6, the main CPU 110a determines whether the second largest winning opening 17 is open. Specifically, if energization data is set in the second largest winning opening / closing solenoid 17c, the main CPU 110a determines that the second largest winning opening 17 is open. 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.

[0540] In step S350-7, the main CPU 110a determines whether the closing time of the second largest winning opening 17 has elapsed. Specifically, if the value of the special game timer counter is 0, the main CPU 110a determines that the closing time of the second largest winning opening 17 has elapsed. 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 hit game process ends.

[0541] 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.

[0542] In step S350-9, the main CPU 110a executes the closing process of the second largest winning opening 17. Specifically, the main CPU 110a stops the energization data that was energizing the second largest winning opening solenoid 17c in order to close the second largest winning opening closing door 17b. Also, the main CPU 110a refers to the closing time in the small win 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.

[0543] 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 has reached 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.

[0544] 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 electric operation number (K) counter and the value of the big winning port ball entry number (C) counter in the main RAM 110b.

[0545] 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.

[0546] 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.

[0547] 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.

[0548] 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.

[0549] In step S350-16, the main CPU 110a sets 0 in the special figure special electric process data of the main RAM 110b and ends the small hit game process.

[0550] In step S351, the 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.

[0551] As shown in the description of the above flowchart, if no game ball enters 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 achieved, if no game ball enters the specific area 19B during the small win game, not only can the second type jackpot not be obtained, but the game state will transition to a normal state that is more disadvantageous than the high base short state after the end of the small win game.

[0552] However, if in all small wins, just once no game ball enters the specific area 19B during the game and the game state 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 this is too harsh on the player.

[0553] Therefore, even if no game ball enters 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.

[0554] Specifically, it may be possible to transition to the normal state only when no game ball enters the specific area 19B only in the small win that triggers the second type jackpot (second type 9R win J) which transitions to the normal state after the end. Also, even for the small win that triggers the second type jackpot which transitions to the high base short state after the end, it may be possible to transition to the normal state when no game ball enters the specific area 19B only for a specific small win (for example, the small win that triggers the second type 2R win I).

[0555] Also, according to the number of minor winning times when no game ball enters 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 minor winning games where no game ball enters the specific area 19B can be counted, and after the minor winning game when the count value reaches the third time, it may be shifted from the high base short state to the normal state.

[0556] Furthermore, according to both the number of minor winning times when no game ball enters the specific area 19B during the game and the type of minor winning, it may be possible to shift from the high base short state to the normal state after the minor winning game.

[0557] Also, during the low base short state, since the release time of the movable piece 15b is 0.11 seconds, it is extremely difficult for a game ball to enter the second start port 15 compared to the high base short state. However, depending on the firing intensity and firing timing of the game ball, in extremely rare cases, a game ball may enter the second start port 15 even during the low base short state, and it may also be possible to win a minor winning in the winning or losing lottery according to such an entry.

[0558] In such a situation, if the player deliberately stops firing the game ball during the minor winning game and no game ball enters the specific area 19B during the minor winning game, it is possible to shift from the low base short state to the normal state, thus intentionally shifting to a normal state that is more advantageous than the low base short state.

[0559] Therefore, in the case of a minor winning that occurs during the low base short state, even if no game ball enters the specific area 19B during the minor winning game, it may be possible to continue the low base short state without shifting to the normal state after the minor winning game.

[0560] (Second type big winning game transition process of the main control board) FIG. 53 is a diagram showing a flowchart of the second type big winning game transition process of the main control board 110 of the gaming machine 1.

[0561] In step S351-1, main CPU 110a clears the specific area winning flag storage area in main RAM 110b. Next, in step S351-2, main CPU 110a sets the normal state flag in the game state flag storage area of main RAM 110b.

[0562] 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.

[0563] 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. 23(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.

[0564] Next, in step S351-6, main CPU 110a sets 3 in the special symbol special power processing data of main RAM 110b and ends the second type jackpot game transition process.

[0565] (Jackpot game end process of main control board) FIG. 54 is a diagram showing a flowchart of the jackpot game end process of main control board 110 of gaming machine 1.

[0566] In step S360-1, main CPU 110a loads the stop symbol data stored in the stop symbol data storage area of main RAM 110b and the game state information stored in the game state buffer.

[0567] Next, in step S360-2, main CPU 110a executes the remaining count setting process. Specifically, based on the loaded stop symbol data and game state information, main CPU 110a refers to the special game end setting table (FIG. 21) stored in main ROM 110c, and determines the low base short count (B) and the high base short count (J) at the end of the special game. Main CPU 110a sets the determined low base short count (B) and high base short count (J) in the low base short count (B) counter and the high base short count (J) counter of main RAM 110b, respectively.

[0568] Next, in step 360-3, main CPU 110a executes the game state setting process. Specifically, based on the loaded stop symbol data and game state information, main CPU 110a refers to the special game end setting table (FIG. 21) stored in main ROM 110c, and determines the game state at the end of the special game. Main CPU 110a sets the determined game state at the end of the special game in the game state flag storage area of main RAM 110b.

[0569] Next, in step S360-4, main CPU 110a sets the game state designation command corresponding to the game state stored in the game state flag storage area of main RAM 110b in the effect transmission data storage area.

[0570] Next, in step S360-5, main CPU 110a sets 0 in the special symbol special power processing data of main RAM 110b, and ends the big win game end process.

[0571] (General diagram and general power control process of the main control board) FIG. 55 is a diagram showing a flowchart of the normal pattern and power control process of the main control board 110 of the gaming machine 1.

[0572] In step S401, the main CPU 110a loads the normal pattern and power processing data in the main RAM 110b. In step S402, the main CPU 110a refers to the branch destination address from the loaded normal pattern and power processing data.

[0573] After that, the main CPU 110a executes the process of the branch destination address referred to in step S402. Specifically, when the value of the loaded normal pattern and power processing data is 0, the main CPU 110a proceeds to step S410, and when the value of the loaded normal pattern and power processing data is 1, the main CPU 110a proceeds to step S420.

[0574] In step S410, the main CPU 110a executes the normal symbol variation process and ends the normal pattern and power control process. In step S420, the main CPU 110a executes the auxiliary game process and ends the normal pattern and power control process. The details of the normal symbol variation process and the auxiliary game process will be described later.

[0575] (Normal Symbol Variation Process of the Main Control Board) FIG. 56 is a diagram showing a flowchart of the normal symbol variation process of the main control board 110 of the gaming machine 1.

[0576] 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 proceeds to step S410-12. When the normal symbol is not in the process of variable display, the main CPU 110a proceeds to step S410-2.

[0577] 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. If the counter value of the normal symbol retention number (G) counter is 0, main CPU 110a ends the normal symbol variation process. If the counter value of the normal symbol retention number (G) counter is not 0, main CPU 110a proceeds to step S410-3.

[0578] 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.

[0579] 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. 35(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.

[0580] 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. 18(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.

[0581] 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. 33(a)) stored in the main ROM 110c, and based on the current game state and the pass / fail determination result obtained 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.

[0582] 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.

[0583] 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. 33(b)) stored in the main ROM 110c, and based on the pass / fail determination result determined in step S410-5 and the current game state, determines the normal symbol variation pattern.

[0584] 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.

[0585] 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.

[0586] 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 in the data generation process within the timer interrupt process of step S600 (Fig. 41). Then, in the output control process within the timer interrupt process of step S700 (Fig. 41) 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.

[0587] 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.

[0588] 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 is ended.

[0589] 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 described above is cleared. Then, the main CPU 110a sets, in the predetermined area of the main RAM 110b, the display data for stopping the display of the normal symbol corresponding to the stop symbol data determined in step 410-6.

[0590] 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.

[0591] 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.

[0592] 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. 34(a)) stored in the main ROM 110c, and determines the table number of the movable piece opening / closing control table for auxiliary games based on the stop symbol data of the normal symbol stored in the normal symbol data storage area of the main RAM 110b. The main CPU 110a refers to the movable piece opening / closing control table for auxiliary games (FIG. 34(b)) stored in the main ROM 110c, and determines the reference destination of the movable piece opening / closing control table for auxiliary games based on the determined table number.

[0593] 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. 34(a)) stored in the main ROM 110c, and determines the start interval time for the auxiliary game based on the stop symbol data of the normal symbol stored in the normal symbol data storage area of the main RAM 110b. The main CPU 110a sets the determined start interval time in the auxiliary game timer counter of the main RAM 110b. Also, the main CPU 110a sets 0 in the count value of the number of openings (S) in the main RAM 110b.

[0594] In step S410-18, main CPU 110a sets 1 in the general drawing general power processing data in main RAM 110b and ends the normal symbol variation process.

[0595] (Auxiliary game process of main control board) FIG. 57 is a diagram showing a flowchart of the auxiliary game process of main control board 110 of gaming machine 1.

[0596] In step S420-1, main CPU 110a determines whether it is during the opening state of the auxiliary game. If main CPU 110a is during the opening state of the auxiliary game, it proceeds to step S420-2. If main CPU 110a is not during the opening state of the auxiliary game, it proceeds to step S420-4.

[0597] In step S420-2, main CPU 110a determines whether the opening time has elapsed. Specifically, if the count value of the auxiliary game timer counter in main RAM 110b is 0, main CPU 110a determines that the opening time has elapsed. If main CPU 110a determines that the opening time has elapsed, it proceeds to step S420-3. If main CPU 110a determines that the opening time has not elapsed, it ends the auxiliary game process.

[0598] In step S420-3, main CPU 110a executes the release process of movable piece 15b. Specifically, main CPU 110a adds 1 to the count value of the release count (S) in main RAM 110b, and sets the energization data for energizing start port opening / closing solenoid 15c to release movable piece 15b of second start port 15. Main CPU 110a reads the release time from the reference destination of the auxiliary game movable piece opening / closing control table (FIG. 34(b)) determined in step S410-16, and sets the read release time in the auxiliary game timer counter of main RAM 110b.

[0599] 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.

[0600] 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.

[0601] 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.

[0602] 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.

[0603] 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. 34(b)) determined in step S410-16, and sets the read closing time in the auxiliary game timer counter of main RAM 110b.

[0604] In step S420-9, main CPU 110a determines whether to end the auxiliary game. Specifically, when the count value of the number of openings (S) in main RAM 110b reaches the maximum number, 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.

[0605] In step S420-10, main CPU 110a executes the sub-game end process. Specifically, main CPU 110a clears the count value of the opening count (S) counter in main RAM 110b and the count value of the second start port ball entry number (M) counter.

[0606] In step S420-11, main CPU 110a sets the ending time. Specifically, main CPU 110a refers to the sub-game control table (Fig. 34(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.

[0607] 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. If main CPU 110a determines that the ending time has elapsed, it proceeds to step S420-13. If main CPU 110a determines that the ending time has not elapsed, it ends the sub-game process.

[0608] 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.

[0609] (Main process of the game ball number control unit) Next, the control of the game ball number control unit 180 on the frame control board 160 will be described. Fig. 58 is a diagram showing the flowchart of the main process of the game ball number control unit 180.

[0610] In step S701, the game ball number CPU 180a executes initial setting processing. Specifically, the game ball number CPU 180a determines whether to perform data backup. If it determines to perform backup, it backs up predetermined data to the game ball number RAM 180b based on the backup information. If it determines not to perform backup, it clears the game ball number RAM 180b. Details of the initial setting information will be described later.

[0611] In step S702, the game ball number CPU 180a determines whether a power-off detection signal, which is detected when a voltage drop equal to or less than a predetermined value occurs, is input from a power detection circuit (not shown) provided on the power supply board 175. When the power-off detection signal is input, the game ball number CPU 180a proceeds to step S703. When the power-off detection signal is not input, the game ball number CPU 180a returns to the process in step S702.

[0612] In step S703, the game ball number CPU 180a determines whether the power-off detection signal is continuously input from the power detection circuit (not shown) provided on the power supply board 175 for a predetermined period (for example, 10 ms). When the power-off detection signal is continuously input for the predetermined period, the game ball number CPU 180a proceeds to step S704. When the power-off detection signal is not continuously input for the predetermined period, the game ball number CPU 180a returns the process to step S702.

[0613] In step S704, the game ball number CPU 180a sets interrupt prohibition. Next, in step S705, in order to prohibit the launch of game balls, the game ball number CPU 180a transmits a launch prohibition command to the launch control unit 170. Next, in step S706, the game ball number CPU 180a creates a checksum of the data within the usage area of the game ball number RAM 180b and saves the created checksum to the game ball number RAM 180b. Next, in step S707, the game ball number CPU 180a saves the backup flag. Next, in step S708, the game ball number CPU 180a prohibits access to the game ball number RAM 180b, and then enters an infinite loop to prepare for a power failure.

[0614] (Initial setting process of game ball number control unit) FIG. 59 is a diagram showing a flowchart of the initial setting process of the game ball number control unit 180. The game ball number CPU 180a performs initial settings of the CPU, such as initial settings of the built-in registers, in step S701-1. The game ball number CPU 180a permits access to the game ball number RAM 180b in step S701-2. The game ball number CPU 180a transmits a firing permission command to the firing control unit 170 in order to permit the firing of game balls in step S701-3.

[0615] In step S701-4, the game ball number CPU 180a determines whether the game ball number clear SW 180e is pressed based on the presence or absence of an input of a detection signal from the game ball number clear SW 180e. When the game ball number CPU 180a determines that the game ball number clear 180e is pressed, the process proceeds to step S701-5, and when the game ball number CPU 180a determines that the game ball number clear 180e is not pressed, the process proceeds to step S701-6.

[0616] Note that the case where the game ball number clear SW 180e is pressed is the case of the frame control board RAM clear operation shown in FIGS. 17(c-1)(c-2) and the all RAM clear operation shown in FIGS. 17(d-1)(d-2). Also, the case where the game ball number clear SW 180e is not pressed is the case of the normal power-on operation shown in FIGS. 17(a-1)(a-2) and the main control board RAM clear operation shown in FIGS. 17(b-1)(b-2).

[0617] In step S701-5, the game ball number CPU 180a clears all areas of the game ball number RAM 180b and proceeds to step S701-13.

[0618] In step S701-6, the game ball number CPU 180a determines whether a backup flag is saved in the game ball number RAM 180b. If the backup flag is saved, the game ball number CPU 180a proceeds to step S701-7; if not, it proceeds to step S701-5.

[0619] In step S701-7, the game ball number CPU 180a calculates the checksum of the backup information in the game ball number RAM 180b. In step S701-8, the game ball number CPU 180a determines whether the checksum is normal.

[0620] Specifically, the game ball number CPU 180a determines whether the checksum calculated in step S701-7 matches the checksum saved in the game ball number RAM 180b. If they match, it determines that the checksum is normal; if not, it determines that the checksum is abnormal. If the checksum is normal, the game ball number CPU 180a proceeds to step S701-9; if the checksum is abnormal, it proceeds to step S701-11.

[0621] In step S701-9, the game ball number CPU 180a clears the backup flag and checksum stored in the game ball number RAM 180b and restores the backup information in the game ball number RAM 180b.

[0622] In step S701-10, the game ball number CPU 180a transmits a game ball number restoration designated command associated with the restored game ball number to the main control board 110.

[0623] In step S701-11, the game ball number CPU 180a transmits an irreparable command to the effect control board 120. When the effect control board 120 receives the irreparable command, it executes control to cause the image display device 31 to perform irreparable notification.

[0624] In step S701-12, the game ball number CPU 180a prohibits access to the game ball number RAM 180b and performs standby processing by performing an infinite loop process thereafter.

[0625] In step S701-13, the game ball number CPU 180a sets the count button operation enable flag in the count button operation enable flag storage area of the game ball number RAM 180b.

[0626] In step S701-14, the game ball number CPU 180a performs initial interrupt setting. This determines the interrupt period of the timer interrupt process of the game ball number control unit 180 described later, and is set to 2 ms in this embodiment.

[0627] In step S701-15, the game ball number CPU 180a performs interrupt permission setting and ends the initial setting process. With this interrupt permission setting, the timer interrupt process is executed in the game ball number control unit 180 every 2 ms thereafter.

[0628] (Timer interrupt process of game ball number control unit) FIG. 60 is a diagram showing a flowchart of the timer interrupt process of the game ball number control unit 180. When a clock pulse signal is generated, in step S801, the game ball number CPU 180a saves the information stored in the register of the game ball number CPU 180a in the stack area.

[0629] In step S810, the game ball number CPU 180a performs timer update processing. The timer update processing is processing for updating the values of the game machine information notification standby timer counter, the count notification standby timer counter, and the game interruption determination timer counter. Details of the timer update processing will be described later.

[0630] As described with reference to FIG. 15, the gaming machine information notification data is transmitted from the frame control board 160 to the card unit 9 every 300 ms, and the count notification data is transmitted from the frame control board 160 to the card unit 9 100 ms after the gaming machine information notification data is transmitted. Therefore, the next gaming machine information notification data is transmitted 200 ms after the count notification data is transmitted.

[0631] The gaming machine information notification waiting timer counter is a timer counter used to measure the time (200 ms) from the transmission of the above count notification data until the next gaming machine information notification data is transmitted. Also, the count notification waiting timer counter is a timer counter used to measure the time from the transmission of the above gaming machine information notification data until the transmission of the count notification data 100 ms later. Furthermore, the game interruption determination timer counter is a timer counter used to determine whether the player is away from the seat. Details of various controls using these timer counters will be described later.

[0632] The game ball number CPU 180a performs error determination processing in step S820. In the error determination processing, the game ball number CPU 180a determines the presence or absence of a complete function activation error in the main control board 110 and the presence or absence of a small ball detection error, a steel ball detection error, and a radio wave detection error in the frame control board 160. Details of the error determination...

Claims

【Claim 1】 In a gaming machine capable of playing a game using gaming values owned by a player, judgment means for judging whether to execute a special game advantageous to the player; special game execution means for executing the special game when the judgment result by the judgment means is a judgment result of executing the special game; update control means for storing the gaming values owned by the player and performing update control of the gaming values; production control means for performing production based on the judgment by the judgment means; having the update control means is capable of controlling to clear the gaming values; as production modes controlled by the production control means, there are a normal mode, a predetermined mode more advantageous to the player than the normal mode, and a specific game mode more advantageous to the player than the predetermined mode; it is possible to execute a specific variation production capable of executing a specific production suggesting the possibility of executing the special game; in the specific variation production, there are a case of displaying a first result of executing the special game based on the judgment by the judgment means and a case of displaying a second result of not executing the special game different from the first result; it is possible to shift to the specific game mode thereafter both when the first result is displayed and when the second result is displayed; the ratio of becoming the specific game mode after execution of the special game is higher when the first result is displayed in the normal mode than when the first result is displayed in the predetermined mode; the time from the end of the specific variation production until the special game is executed when the second result is displayed in the specific variation production is longer than the time from the end of the specific variation production until the special game is executed when the first result is displayed in the specific variation production; A gaming machine characterized by the above.

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