gaming machines

The pachinko gaming machine enhances player engagement by introducing specialized game states and effects, including varying jackpots and dynamic image and sound displays, addressing the need for improved interest during time-saving periods.

JP7716090B2Active Publication Date: 2025-07-31KYORAKU IND CO LTD
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Patent Information

Application Number
JP2021193009
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-11-29
Publication Date
2025-07-31
Estimated Expiration
2041-11-29

AI Technical Summary

Technical Problem

There is room for improvement in enhancing the interest of players during the time-saving period in pachinko gaming machines, particularly in terms of the effects and gameplay dynamics.

Method used

The gaming machine incorporates special game execution means, auxiliary game execution means, and effect means, including image display, to enhance player engagement through various jackpots and game states, such as a first jackpot returning to a normal state, a second jackpot with slightly higher advantage, and a third jackpot with significantly higher advantage, along with image and sound effects to maintain player interest.

Benefits of technology

The enhanced gameplay dynamics and effects significantly increase player engagement and interest in the gaming machine, making the time-saving periods more appealing and rewarding.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

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

Technical Field

[0001] The present invention relates to a gaming machine such as a spring-powered pachinko gaming machine.

Background Art

[0002] A pachinko gaming machine includes a main control board that controls the progress of the game and an effect control board that controls the effects of the game through the liquid crystal display and accessories on the game board surface. Some pachinko gaming machines have a normal state and a time-saving state in which the degree of advantage related to the auxiliary game is higher than that in the normal state, and in the time-saving state, it is configured to be easier to start winning. As a document disclosing the technology related to the effects of this type of gaming machine, there is Patent Document 1.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, there was room for improvement in terms of the interest of the effects during the time-saving period in the effects of this type of gaming machine.

[0005] The present invention has been made in view of such problems, and an object thereof is to further enhance the interest of the game of the gaming machine.

Means for Solving the Problems

[0006] In order to solve the above problems, the present invention includes special game execution means, auxiliary game execution means, effect means including image display means, a first jackpot that returns to the normal state after a special game, a second jackpot that enters a slightly short state where the degree of advantage related to the auxiliary game is slightly higher than the normal state after the special game, and a third jackpot that enters a high base short state where the degree of advantage related to the auxiliary game is sufficiently higher than the normal state and the slightly short state after the special game. The special game execution means executes any one of a plurality of types of special games, determines the necessity of executing the auxiliary game, causes the auxiliary game execution means to execute the auxiliary game based on the determination result, and a main control means capable of generating a plurality of types of commands including commands according to the progress of the game, and an effect control means that receives the commands generated by the main control means and performs an effect by the effect means based on the received commands. The effect control means is characterized in that after the end of the special game of the first jackpot and after the end of the special game of the second jackpot, an effect image common to the normal state and the slightly short state is displayed on the effect means.

Advantages of the Invention

[0007] According to the present invention, the interest of the game in 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> FIG. 1 is a front view of a gaming machine 1 according to the first embodiment of the present invention. FIG. 2 is an enlarged view of a second start port 15 in the gaming machine 1. FIG. 3 is a perspective view of the back side of the gaming machine 1. FIG. 4 is a block diagram showing the overall configuration of the gaming machine 1. The gaming machine 1 of the present embodiment is of a type called a one-two mixed machine. As shown in FIG. 1, the housing of the gaming machine 1 has a rectangular outer frame 60 and a glass door 50 that visibly covers the game area 6 of the outer frame 60.

[0010] One end of the glass door 50 (left side facing the gaming machine 1) is connected to the outer frame 60 via a hinge mechanism portion 51. A lock mechanism is provided at the other end of the glass door 50 (right side facing the gaming machine 1). When the lock mechanism of the glass door 50 is unlocked with a dedicated key, the glass door 50 can be swung by the hinge mechanism portion 51 to open the game area 6. A door open switch 19a for detecting the opening of the glass door 50 is provided on the glass door 50.

[0011] On the outside of the portion of the glass door 50 that covers the game area 6, a first special symbol display device 20, a second special symbol display device 21, a first special symbol hold indicator 23, a normal symbol display device 22, and a normal symbol hold indicator 25 are provided.

[0012] The first special symbol display device 20 notifies the lottery result of the jackpot lottery conducted upon the entry of a game ball into the first start port 14 in the game area 6 (hereinafter, appropriately referred to as "start winning"). The second special symbol display device 21 notifies the lottery result of the jackpot lottery conducted upon the entry of a game ball into the second start port 15 in the game area 6 (hereinafter, appropriately referred to as "start winning"). The first special symbol display device 20 and the second special symbol display device 21 variably display a plurality of types of special symbols that can be individually identified. The first special symbol display device 20 and the second special symbol display device 21 are composed of 7-segment LEDs. In the following description, the special symbol variably displayed on the first special symbol display device 20 is appropriately referred to as the "first special symbol", and the special symbol variably displayed on the second special symbol display device 21 is appropriately referred to as the "second special symbol".

[0013] The first special symbol hold indicator 23 displays the number of holds of the variation of the first special symbol. The first special symbol hold indicator 23 is composed of two LEDs on the left and right. Specifically explaining the display mode of the number of holds in the first special symbol hold indicator 23, in the first special symbol hold indicator 23, when the number of holds of the variation of the first special symbol is 1, the left LED lights up. When the number of holds of the variation of the first special symbol is 2, the right LED lights up. When the number of holds of the variation of the first special symbol is 3, the left LED blinks and the right LED lights up. When the number of holds of the variation of the first special symbol is 4, the two LEDs on the left and right blink.

[0014] The normal symbol display device 22 notifies the lottery result of the normal symbol lottery conducted upon the game ball passing through the normal symbol gate 13. The normal symbol display device 22 variably displays a plurality of types of normal symbols that can be individually identified. The normal symbol hold indicator 25 displays the number of holds of the variation of the normal symbol. The normal symbol hold indicator 25 is composed of two LEDs on the left and right. The display mode of the number of holds in the normal symbol hold indicator 25 is the same as that of the first special symbol hold indicator 23.

[0015] The game area 6 of the gaming machine 1 has a substantially oval shape. The game area 6 is divided into a left area 6L on the left side and a right area 6R on the right side with respect to the center in the left - right direction. At the left end of the left area 6L, rails 5a, 5b are provided which extend in an arc shape with a space slightly wider than the game balls between them. At the upper end of the inner rail 5b of these rails 5a, 5b, a ball - return prevention piece 5c is provided.

[0016] Below the portion of the glass door 50 that covers the game area 6, an effect button 35 is provided. The effect button 35 is provided with an effect - button detection switch 35a. When the effect - button detection switch 35a detects that the effect button 35 has been pressed, it outputs an on - signal indicating this.

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

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

[0019] A tray for storing game balls is provided on the back side of the effect button 35 on the glass door 50. An operation handle 3 is provided at the lower right of the effect button 35 on the glass door 50. The player performs a firing operation, which is an operation of gripping the operation handle 3 with his right hand and turning it in the clockwise direction.

[0020] A touch sensor 3a is provided inside the operation handle 3. The touch sensor 3a is composed of a capacitance-type proximity switch that utilizes the change in capacitance due to the player's contact with the operation handle 3. A ball feed solenoid 4b is provided on the tray of the glass door 50. The ball feed solenoid 4b is composed of a linear solenoid. Near the rotating part of the operation handle 3, a firing volume 3b and a firing solenoid 4a are provided. The firing volume 3b is composed of a variable resistor. The firing solenoid 4a is composed of a rotary solenoid.

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

[0022] By energizing the firing control board 160, the ball feed solenoid 4b sends out the game balls on the tray one by one toward the hitting member directly connected to the firing solenoid 4a. The firing solenoid 4a rotates the hitting member. The game balls sent from the tray toward the hitting member are hit between the rails 5a and 5b by the rotation of this hitting member, guided by the rails 5a and 5b, and ascend. The game balls that have ascended between the rails 5a and 5b pass through the ball return prevention piece 5c, reach the game area 6, and drop unpredictably within the game area 6. Here, the rotation speed of the firing solenoid 4a is set to approximately 99.9 (rotations / minute) from the frequency based on the output cycle of the crystal oscillator provided in the firing control board 160. As a result, since one ball is fired each time the firing solenoid 4a makes one rotation, the number of firings per minute is approximately 99.9 (balls / minute). That is, one game ball is fired approximately every 0.6 seconds.

[0023] At the upper part of the game area 6, a decorative member 7 that affects the flow-down of the game balls is provided. At the periphery of the game area 6, a first effect driving device 330a, a second effect driving device 330b, a third effect driving device 330c, and a fourth effect driving device 330d 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. The fourth effect driving device 330d has a fourth movable accessory 33d.

[0024] The first effect driving device 330a, the second effect driving device 330b, the third effect driving device 330c, and the fourth effect driving device 330d perform game effects by the operations of the first movable accessory 33a, the second movable accessory 33b, the third movable accessory 33c, and the fourth movable accessory 33d under the control of the lamp / drive control unit 150 in the effect control board 120.

[0025] The first movable accessory 33a, the second movable accessory 33b, the third movable accessory 33c, and the fourth movable accessory 33d are located at positions where part or all of the accessories are hidden on the back side of the peripheral edge of the game area 6 (hereinafter, this position is referred to as the initial position). By moving from the initial position to the side of the game area 6 to expose the accessories, it notifies the development of the effect, the determination of a big win, and the like.

[0026] More specifically, as shown in FIG. 5, in the effect during the symbol variation display, when developing into an effect with a higher probability of a big win, the third movable accessory 33c falls toward the side of the game area 6.

[0027] As shown in FIG. 6, in the effect during the symbol variation display, when promoting or notifying the development into an effect with a higher probability of a big win, the third movable accessory 33c falls toward the side of the game area 6, and the fourth movable accessory 33d repeats a fanning motion of moving to a position where approximately half of the width direction of the fourth movable accessory 33d is exposed inside the decorative member 7 and then returning to the initial position a plurality of times.

[0028] As shown in FIG. 7, in the effect during the symbol variation display, when notifying the determination of a big win, the third movable accessory 33c falls toward the side of the game area 6, the fourth movable accessory 33d moves to a position where the inner edges of the left and right fourth movable accessories 33d are connected in an oval shape at the center of the game area 6, and the first movable accessory 33a falls to a position inside the inner edges of the left and right fourth movable accessories 33d.

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

[0030] Under the control of the lamp / drive control unit 150 in the effect control board 120, the first effect lighting device 340a, the second effect lighting device 340b, the third effect lighting device 340c, and the fourth effect lighting device 340d perform game effects by the light emission of the first lamp 34a, the second lamp 34b, the third lamp 34c, and the fourth lamp 34d.

[0031] On the left and right of the second effect lighting device 340b at the upper part of the gaming machine 1, audio output devices 32 (speakers) are provided. Under the control of the overall control unit 141 in the effect control board 120, the audio output devices 32 perform game effects by effect sound effects.

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

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

[0034] In the first large winning opening 16, a first large winning opening opening / closing door 16b and a first large winning opening opening / closing solenoid 16c for switching the opening and closing of the first large winning opening opening / closing door 16b are provided. The first large winning opening opening / closing door 16b has a rectangular plate shape with substantially the same dimensions as the first large winning opening 16. The lower edge of the first large winning opening opening / closing door 16b is pivotally attached to the lower edge of the first large winning opening 16 so as to be swingable. When the first large winning opening opening / closing solenoid 16c is turned off, the first large winning opening opening / closing door 16b stands upright substantially flush with the game board surface of the gaming area 6 to close the first large winning opening 16. When the first large winning opening opening / closing solenoid 16c is turned on, the first large winning opening opening / closing door 16b tilts forward with the lower edge of the first large winning opening 16 as a fulcrum to be in an open state.

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

[0036] At the lower center of the game area 6, a second large winning opening 17 is provided. The second large winning opening 17 is provided with a second large winning opening opening / closing door 17b and a second large winning opening opening / closing solenoid 17c for switching the opening and closing of the second large winning opening opening / closing door 17b. The second large winning opening opening / closing door 17b is in the shape of a rectangular plate having substantially the same dimensions as the second large winning opening 17. The lower edge of the second large winning opening opening / closing door 17b is pivotally attached to the lower edge of the second large winning opening 17 so as to be swingable. When the second large winning opening opening / closing solenoid 17c is turned off, the second large winning opening opening / closing door 17b stands upright substantially flush with the game board surface of the game area 6 and closes the second large winning opening 17. When the second large winning opening opening / closing solenoid 17c is turned on, the second large winning opening opening / closing door 17b is in an open state tilted forward with the lower edge of the second large winning opening 17 as a fulcrum.

[0037] While the second large winning opening opening / closing door 17b is in the closed state, the game balls falling from the upper right and upper left of the second large winning opening 17 pass right in front of the second large winning opening 17. Therefore, while the second large winning opening opening / closing door 17b is in the closed state, the game balls do not enter the second large winning opening 17. On the other hand, while the second large winning opening opening / closing door 17b is in the open state, most of the game balls falling from above the second large winning opening 17 hit the tray surface facing upward of the second large winning opening opening / closing door 17b and are guided into the second large winning opening 17.

[0038] As shown in FIG. 2, inside the second large winning opening 19, a specific area 19B (V winning opening) is provided. A slide member 19c is provided in the specific area 19B. The slide member 19c serves as a sorting device that sorts the game balls passing over the specific area 19B into those that are allowed to enter the specific area 19B and those that are not.

[0039] When the specific area opening / closing solenoid 18d (see FIG. 4) is turned off, the slide member 19c advances forward to close the specific area 19B. When the specific area opening / closing solenoid 18d (see FIG. 4) is turned on, the slide member 19c retracts to the rear to release the specific area 19B. While the specific area 19B is in the open state, game balls enter the specific area 19B, and this is detected by the specific area detection switch 18a. While the specific area 19B is in the closed state, the game balls pass over the specific area 19B and are discharged from the opening 19e.

[0040] Above the second large winning opening 17 in the lower center of the game area 6, there are a first starting opening 14 and a second starting opening 15. The first starting opening 14 and the second starting opening 15 are arranged vertically. In the first starting opening 14, a first starting opening detection switch 14a for detecting the passage of game balls in the first starting opening 14 is provided. When the first starting opening detection switch 14a detects the passage of game balls, a predetermined number (for example, 3) of prize balls are paid out.

[0041] In the second starting opening 15, a second starting opening detection switch 15a for detecting the passage of game balls in the second starting opening 15 is provided. When the second starting opening detection switch 15a detects the passage of game balls, a predetermined number (for example, 3) of prize balls are paid out.

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

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

[0044] A normal symbol gate 13 is provided at a position slightly above the first large winning port 16 in the right area 6R of the game area 6. The normal symbol gate 13 is provided with a gate detection switch 13a for detecting the passage of game balls through the normal symbol gate 13.

[0045] In FIG. 1, an out port 11 is provided at the center of the bottom side of the game area 6. Game balls that reach the bottom side of the game area 6 without entering any of the general winning port 12, the first starting port 14, the second starting port 15, the first large winning port 16, and the second large winning port 17 are discharged through this out port 11.

[0046] In the gaming machine 1, a jackpot lottery is executed on the occasion of the establishment of the starting conditions for the first special symbol by the starting win of the first starting port 14 and the establishment of the starting conditions for the second special symbol by the starting win of the second starting port 15. When the lottery result is a jackpot, the special symbol stops in the jackpot stop mode after a variable display for a predetermined time. When it is a minor win, the special symbol stops in the minor win stop mode after a variable display for a predetermined time. When it is a loss, the special symbol stops in the loss stop mode after a variable display for a predetermined time. Also, a normal symbol lottery is executed on the occasion of the establishment of the starting conditions for the normal symbol by the passage of game balls through the normal symbol gate 13. When the lottery result of the normal symbol lottery is a win, the normal symbol stops in the win stop mode after a variable display for a predetermined period, and the movable piece 15b is opened in the win open mode. When it is a loss, the normal symbol stops in the loss stop mode after a variable display for a predetermined time.

[0047] The gaming machine 1 has a total of eight types of jackpots: five types of Type 1 jackpots and three types of Type 2 jackpots. When the special symbol stops on a jackpot symbol, a Type 1 jackpot game is executed as a special game. When the special symbol stops on a small jackpot symbol, a small jackpot game is executed, and when the gaming ball lands in the specific area 19B during the small jackpot game, a Type 2 jackpot game is executed as a special game. The eight types of jackpots are as follows:

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

[0049] Here, the gaming state of the gaming machine 1 includes a normal state and a low base time-saving state in which play is performed by hitting the left side, and a high base time-saving state in which play is performed by hitting the right side. As shown in the gaming flow of Figure 8, if the first type 10R per A is achieved in the normal state, the gaming state after the special game will return to the normal state. If the first type 10R per A is achieved in the low base time-saving state, the gaming state after the special game will return to the low base time-saving state. The number of time-saving times (B) when the low base time-saving state is achieved after the special game of the first type 10R per A is achieved is 500.

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

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

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

[0053] Here, the difference between the normal symbol change time in the low base time-saving state and the normal symbol change time in the normal state is only one second, and the advantage in auxiliary play in the low base time-saving state is roughly the same as the advantage in auxiliary play in the normal state. The normal symbol change time in the high base time-saving state is more than 50 seconds shorter than the normal symbol change time in the normal state and the low base time-saving state, and the advantage in auxiliary play in the high base time-saving state is higher than the advantage in auxiliary play in the normal state and the low base time-saving state. In this sense, if the normal state is the first normal state, the low base time-saving state can be said to be the second normal state, which has a higher advantage in auxiliary play than the first normal state, and the high base time-saving state can be said to be the time-saving state, which has an even higher advantage in auxiliary play than the second normal state.

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

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

[0056] C1. 1st Class 2R C This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the first special symbol. In the special game of this jackpot, round games from the first round to the second round are conducted. In each round game, the first big winning opening 16 is opened and closed in the opening and closing pattern of the first big winning opening 16 being opened until the number of winning times of the first big winning opening 16 reaches the specified number or the specified time elapses → the first big winning opening 16 is closed for 2 seconds.

[0057] As shown in the game flow of FIG. 8, when it becomes C for the first type 2R per hit in the normal state, the game state after the special game becomes the high base short state. The short time count (J) when it becomes the high base short state after the special game of the first type 2R per hit is 100 times. When it becomes C for the first type 2R per hit in the low base short state, the game state after the special game becomes the low base short state again. The short time count (B) when it becomes the low base short state after the special game of the first type 2R per hit is 700 times.

[0058] F1. First type 10R per hit F This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the second special symbol. In the special game of this jackpot, round games from the first round to the tenth round are conducted. In each round game, the first big winning opening 16 is opened and closed in the opening and closing pattern of the first big winning opening 16 being opened until the number of winning times of the first big winning opening 16 reaches the specified number or the specified time elapses → the first big winning opening 16 is closed for 2 seconds.

[0059] As shown in the game flow of FIG. 8, when it becomes F for the first type 10R per hit in the high base short state, the game state after the special game becomes the high base short state again. The short time count (J) when it becomes the high base short state after the special game of the first type 10R per hit is 100 times.

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

[0061] As shown in the game flow in Figure 8, if the first type 2R per G is played in the high base time-saving state, the game state after the special game will return to the high base time-saving state. The number of time-saving times (J) when the high base time-saving state is reached after the first type 2R per G special game is reached is 100.

[0062] H1. Type 2 actual 9R per H This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the activation conditions for the second special symbol. In this jackpot special game, after the small jackpot game, which is essentially the first round, and winning in the specific area 19B, round games from round 2 to round 10 are played. In each round game, first large prize opening 16 is opened until the number of winning balls in first large prize opening 16 reaches a specified number or a specified time has elapsed, and then first large prize opening 16 is closed for two seconds.

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

[0064] I1. Type 2 Actual 2R per I This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the second special symbol. In the special game of this jackpot, after the small win game, which is the substantial first round, and winning in the specific area 19B, round games from the second round to the third round are played. In each round game, the first big winning opening 16 is opened and closed in the opening and closing pattern of opening of the first big winning opening 16 until the number of winnings of the first big winning opening 16 reaches the specified number or the specified time elapses → closing of the first big winning opening 16 for 2 seconds.

[0065] As shown in the game flow of FIG. 8, when it becomes the second type substantial 2R win I in the high base short state, the game state after the special game becomes the high base short state again. The short time count (J) when it becomes the high base short state after the special game of the second type substantial 2R win I is 100 times.

[0066] J1. Second type substantial 9R win J This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the second special symbol. In the special game of this jackpot, after the small win game, which is the substantial first round, and winning in the specific area 19B, round games from the second round to the tenth round are played. In each round game, the first big winning opening 16 is opened and closed in the opening and closing pattern of opening of the first big winning opening 16 until the number of winnings of the first big winning opening 16 reaches the specified number or the specified time elapses → closing of the first big winning opening 16 for 2 seconds.

[0067] As shown in the game flow of FIG. 8, when it becomes the second type substantial 9R win J in the high base short state, the game state after the special game becomes the normal state. That is, in the gaming machine 1 of the present embodiment, during the high base short state, if it becomes the first type 10R win F, the first type 10R win G, the second type substantial 9R win H, or the second type substantial 2R win I, the most advantageous high base short state continues, but if it becomes the second type substantial 9R win J, it falls to the normal state.

[0068] The gaming machine 1 has four types of special losing outcomes. The special losing outcomes are losing outcomes that can only be selected in the jackpot lottery triggered by the establishment of the start condition of the first special symbol. The four types of special losing outcomes are as follows.

[0069] a1. Special losing outcome a with short operation at high base As shown in the game flow of FIG. 8, when this special losing outcome a occurs in the normal state, it enters the short state at high base. The number of short times (J) when it enters the short state at high base after going through special losing outcome a is 100 times.

[0070] b1. Special losing outcome b with short operation at low base As shown in the game flow of FIG. 8, when this special losing outcome b occurs in the normal state, it enters the short state at low base. The number of short times (B) when it enters the short state at low base after going through special losing outcome b is 700 times.

[0071] c1. Special losing outcome c with short operation at low base As shown in the game flow of FIG. 8, when this special losing outcome c occurs in the normal state, it enters the short state at low base. The number of short times (B) when it enters the short state at low base after going through special losing outcome c is 500 times.

[0072] d1. Special losing outcome d with short operation at low base As shown in the game flow of FIG. 8, when this special losing outcome d occurs in the normal state, it enters the short state at low base. The number of short times (B) when it enters the short state at low base after going through special losing outcome d is 300 times.

[0073] Losing outcomes other than the above four types of special losing outcomes are normal losing outcomes. Just stopping at the symbol of a normal losing outcome itself does not trigger a change in the game state. However, as shown in the game flow of FIG. 8, during a game state that is not the short state at high base, if the variable display that stops at the symbol of a normal losing outcome continues for 900 consecutive times, after the 900th symbol stops, the game state becomes the short state at high base. The number of short times (J) when it enters the short state at high base after going through 900 normal losing outcomes is 100 times.

[0074] As described above, in the low-base short state, the degree of advantage related to the sub-game is higher than that in the normal state. However, as shown in the game flow of FIG. 8, in the low-base short state, no matter what symbol the special symbol stops at, it will not enter the high-base short state. On the other hand, in the normal state, when the special symbol stops at the symbol of the first type 2R hit C, after the end of the special game, it will enter the high-base short state. When it stops at the symbol of the high-base short operation special loss a, it will immediately enter the high-base short state. Therefore, in terms of the ease of transitioning to the high-base short state, the normal state is more advantageous than the low-base short state. Thus, in this embodiment, the player hopes to stay in the normal state during which they can obtain more opportunities to draw the symbols of the first type 2R hit C or the high-base short operation special loss a and enter the high-base short state. Also, during the low-base short state, the player hopes to draw the symbol of the first type 2R hit B as soon as possible or consume the variation of the low-base short count (B) to enter the normal state.

[0075] In FIG. 1, an image display device 31 is fitted between the decorative member 7 and the first start port 14 in the game area 6. The image display device 31 performs the game presentation by the presentation image under the control of the overall control unit 141 in the presentation control board 120. More specifically, the image display device 31 performs a symbol variation presentation as a presentation in accordance with the symbol variation display of the special symbol. As shown in FIG. 9(a), in the symbol variation presentation, the left symbol 36L, the middle symbol 36C, the right symbol 36R, and the fourth symbol 36Z (hereinafter, these symbols 36L, 36C, 36R, 36Z are appropriately referred to as "decorative symbols 36") are displayed. The left symbol 36L, the middle symbol 36C, the right symbol 36R, and the fourth symbol 36Z notify the same big hit determination result as that indicated by the special symbols of the first special symbol display device 20 and the second special symbol display device 21 due to the variation synchronized with the first special symbol display device 20 and the second special symbol display device 21.

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

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

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

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

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

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

[0082] As shown in FIG. 11, in the gaming machine 1, in the daytime mode, the evening mode, and the night mode, at the beginning of the effect according to the symbol variation display, a normal variation image in which the left symbol 36L, the middle symbol 36C, and the right symbol 36R are displayed one by one in a scattered manner is displayed on the background image corresponding to the current mode.

[0083] As shown in FIG. 12, in the effect according to the symbol variation display in the daytime mode, the evening mode, and the night mode, there is a case where an effect that progresses from the normal variation effect to the normal reach is executed. The probability of a big win when progressing from the normal variation effect to the normal reach effect is higher than when not progressing to the normal reach effect.

[0084] When progressing from the normal variation effect to the normal reach effect, one of the left symbol 36L and the right symbol 36R (the left symbol 36L in the example of FIG. 12) temporarily stops, and after the one-round display of the two symbols excluding the temporarily stopped one continues for a while, the other of the left symbol 36L and the right symbol 36R (the right symbol 36R in the example of FIG. 12) temporarily stops with the same type of symbol as the one that has stopped first.

[0085] As shown in FIGS. 13 and 14, in the effect according to the symbol variation display in the daytime mode and the evening mode, there is a case where a roulette effect is executed. In the night mode, the roulette effect is not executed. The roulette effect is an effect that suggests which of a plurality of development destination candidates will develop according to the outcome of the roulette.

[0086] The roulette numbers that come up are "Day", "Evening", and "Loss". A "Day" number suggests that the game will be in daytime mode. A "Evening" number suggests that the game will be in evening mode. A "Loss" number suggests that the game will stop on a symbol that normally does not come up.

[0087] As shown in Figure 13(a), in the roulette presentation in the evening mode, if the roulette result is "Evening," the left symbol 36L, the center symbol 36C, and the right symbol 36R are confirmed as "212," and the words "Evening mode continues" appear. After that, while the background image of the evening mode remains the same, the left symbol 36L, the center symbol 36C, and the right symbol 36R begin their next change.

[0088] As shown in Figure 13(b), in the roulette presentation in the evening mode, if the roulette result is "daytime," the left symbol 36L, the center symbol 36C, and the right symbol 36R are confirmed as "232," and the words "Entering daytime mode" appear. After that, the background image changes to that of the daytime mode, and the left symbol 36L, the center symbol 36C, and the right symbol 36R begin their next fluctuations.

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

[0090] As shown in Figure 14(a), in the roulette effect during daytime mode, if the roulette result is "daytime," the left symbol 36L, the center symbol 36C, and the right symbol 36R are confirmed as "232," and the words "daytime mode continues" appear. After that, while the background image of daytime mode remains the same, the left symbol 36L, the center symbol 36C, and the right symbol 36R begin their next change.

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

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

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

[0094] When the normal reach effect changes to the SP reach effect, the middle symbol 36C slows down and appears to stop, then spins at high speed, and the left symbol 36L and the right symbol 36R move away from the left and right corners of the screen. At the same time, the image changes to the SP reach animation.

[0095] As shown in FIG. 16, when a pre-reading hold display change effect is executed in which the change corresponding to the hold (in the example of FIG. 16(a) and FIG. 16(b)), which is the third hold of the first special symbol, is the final change, the timing t immediately after the start of each change from the start winning to the final change HH (In the examples of FIGS. 16(a) and 16(b), the timing t HH (2) The timing t immediately after the start of the fluctuation before the final fluctuationHH (1) Timing t immediately after the start of the final change HH (0), the display mode of the hold display image corresponding to the final change changes to any of blue, green, and red. In the pre-reading hold display change effect, the confidence level of a big win increases in the order of blue < green < red.

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

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

[0098] Connected to the input port of the main control board 10 are a payout control board 130, a general winning port detection switch 12a, a gate detection switch 13a, a first start port detection switch 14a, a second start port detection switch 15a, a first big winning port detection switch 16a, a specific area detection switch 18a, and a door open switch 19a.

[0099] The output ports of the main control board 10 are connected to the payout control board 130, the start opening / closing solenoid 15c, the first large prize opening / closing solenoid 16c, the second large prize opening / closing solenoid 17c, the specific area opening / closing solenoid 18d, the first special symbol display device 20, the second special symbol display device 21, the normal symbol display device 22, the first special symbol reserved indicator 23, the normal symbol reserved indicator 25, and the game information output terminal board 30. The game information output terminal board 30 is used to output external output signals generated by the main control board 10 to a hall computer or the like of an amusement parlor. The game information output terminal board 30 is provided with a connector for connecting to a hall computer or the like of an amusement parlor.

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

[0101] In the main ROM 110b of the main control board 10, data such as game control programs is stored. In the main ROM 110b, there are stored various tables such as a jackpot determination table for the special symbol display devices 20 and 21, a winning determination table for the normal symbol display device 22, a symbol determination table, a variation pattern determination table, a pre-determination table, a special game control table, a big winning opening opening / closing control table, a special game end setting table, a special losing symbol stop setting table, an auxiliary game control table, a movable piece release control table, etc. Details of these tables will be described later.

[0102] The main RAM 110c of the main control board 10 functions as a work area for data during the arithmetic processing of the main CPU 110a. In the main RAM 110c, there are provided various storage areas such as a special symbol storage area, a special symbol special power processing data storage area, a stopped symbol data storage area, a normal symbol hold storage area, a normal symbol normal power processing data storage area, a normal symbol data storage area, a game state flag storage area, a specific area winning flag storage area, a game state buffer, a round number (R) counter, a big winning opening ball entry number (C) counter, a first special symbol hold number (U1) counter, a normal symbol hold number (G) counter, a short time count number (B) counter at low base, a short time count number (J) counter at high base, a variation number (L) counter, an opening number (S) counter, a special power operation number (K) counter, a special symbol time counter, a special game timer counter, a normal symbol time counter, an auxiliary game timer counter, an effect transmission data storage area, etc. Here, when the power is turned off, the data in the used area of the main RAM 110c is backed up by the backup power supply after adding a checksum, and when the power is restored, the data backed up by the backup power supply can be restored through data check by the checksum.

[0103] The power supply board 170 supplies a power supply voltage to the gaming machine 1 and supplies a power-off detection signal indicating whether the power supply voltage has dropped below a predetermined value to the main control board 10 and the effect control board 120. The power supply board 170 has a backup power supply composed of a capacitor. The power supply board 170 sets the power-off detection signal at a high level while the power supply voltage exceeds the predetermined value, and sets the power-off detection signal at a low level when the power supply voltage drops below the predetermined value.

[0104] The effect control board 120 serves as a slave control board that controls effects based on reception of effect commands from the main control board 10. The effect control board 120 is connected to the main control board 10 so as to be communicable in one direction from the main control board 10 to the effect control board 120. The effect control board 120 includes an overall control unit 141, a display / audio control unit 140, a lamp / drive control unit 150, input ports and output ports for effect control, and the like. An effect button detection switch 35a, key detection switches 39a, 39b, 39c, 39d, etc. are connected to the input ports of the effect control board 120.

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

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

[0107] Based on the commands sent from the main control board 10 and the input signals from the timer, the sub-CPU 120a receives the operating clock from the crystal oscillator, reads out the program stored in the sub-ROM 120b, performs arithmetic processing using the sub-RAM 120c as a work area, and transmits the commands generated in the said processing to the overall control unit 141 and the lamp / drive control unit 150. When a startup operation is performed, the sub-CPU 120a performs initialization processing, and after the initialization processing is completed and the game becomes playable, it controls the effects according to the progress of the game.

[0108] Data such as an effect control program is stored in the sub-ROM 120b of the effect control unit 120m. Various tables such as a variable effect pattern determination table, a normal background setting table, and a special background setting table are stored in the sub-ROM 120b. The sub-RAM 120c of the effect control unit 120m functions as a work area for data during the arithmetic processing of the sub-CPU 120a. Various storage areas are provided in the sub-RAM 120c, such as an effect information storage area, an effect symbol storage area, a symbol variable effect pattern storage area, a game state information storage area, an effect pattern storage area, a special background image setting flag storage area, a special background image standby setting flag storage area, and a special background variable number (P) counter.

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

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

[0111] The overall ROM 141c stores an image / audio control program for performing image display and audio control, a display list generation program for generating a display list composed of a drawing control command group, an animation pattern for displaying an animation of an effect pattern, animation scene information, a sound list generation program for generating a sound list composed of a sound control command group, and the like.

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

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

[0114] The first frame buffer area and the second frame buffer area are areas for image drawing and display. The first frame buffer area and the second frame buffer area alternate between being used for drawing and display every time drawing starts.

[0115] VDP145 stores the display list transmitted from the overall control unit 141 in the display list storage area of VRAM147, reads out the image data indicated by the display list in CGROM146, draws one frame of drawing data on the drawing frame buffer of VRAM147 based on this image data, and outputs one frame of drawing data in the display frame buffer of VRAM147 as a video signal (such as an RGB signal) to the image display device 31.

[0116] Note that an operation clock is supplied to VDP145 from a crystal oscillator. By dividing this operation clock, a synchronization signal (horizontal synchronization signal and vertical synchronization signal) for synchronizing with the image display device 31 is generated and output to the image display device 31. In this embodiment, the frame rate of the image control unit 155 is 30fps (1 / 30 second = approximately 33ms) so that drawing (image display) is performed 30 times per second, but it may also be set to 60fps (1 / 60 second = approximately 16.6ms) so that drawing (image display) is performed 60 times per second.

[0117] The audio processor 144 is connected to the audio ROM148. The audio ROM148 stores compressed audio data. The audio processor 144 reads out the audio data indicated by the sound list transmitted from the overall control unit 141 from the audio ROM148, decodes this audio data, performs acoustic processing on the signal obtained by the decoding, and outputs the signal subjected to the acoustic processing as an audio signal of the effect sound to the audio output device 32.

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

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

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

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

[0122] Next, the operation of the gaming machine 1 according to the present embodiment will be described. FIG. 17 is a flowchart showing the main processing of the main control board 10 of the gaming machine 1. The main processing is started when power is supplied from the power supply board 170 to the main control board 10 by a startup operation and a system reset occurs in the main CPU 110a of the main control board 10.

[0123] In FIG. 17, the main CPU 110a performs initialization processing (S10). In the initialization processing, the main CPU 110a reads and executes a game control program from the main ROM 110b in response to power-on. In the initialization processing, the main CPU 110a determines the necessity of data recovery based on the on / off state of a RAM clear switch (not shown) on the back of the gaming machine 1 at the time of power-on and the contents of power-off occurrence information and checksum stored and backed up in the main RAM 110c in the power-off monitoring process (S20) at the time of the previous power-off. If it is determined that recovery is not required, the main RAM 110c is cleared, and if it is determined that recovery is required, the data in the main RAM 110c is recovered. Details of the initialization processing will be described later.

[0124] Next, the main CPU 110a performs power-off monitoring processing (S20). In the power-off monitoring processing, the main CPU 110a monitors whether a power-off of the gaming machine 1 has occurred. When a power-off has occurred, after performing a series of processes including stopping the launch of game balls by the launch mechanism (touch sensor 3a, launch volume 3b, launch solenoid 4a, and ball feed solenoid 4b), clearing the output port, stopping the payout of game balls by the payout device, creating and saving checksum in each storage area of the main RAM 110c, and setting power-off occurrence information, the main CPU 110a sets the access to the main RAM 110c to be prohibited to prepare for a power-off. Details of the power-off processing will be described later.

[0125] Next, the main CPU 110a performs game random value update processing (S30). In the game random value update processing, the main CPU 110a updates the reach determination random value and the special figure variation random value. Next, the main CPU 110a performs initial random value update processing (S40). In the initial random value update processing, the main CPU 110a updates the jackpot initial random value, the normal symbol initial random value, and the special symbol initial random value.

[0126] Thereafter, the main CPU 110a repeats the loop processing of steps S20 to S40. Also, in conjunction with this loop processing, the main CPU 110a executes timer interrupt processing each time a reset clock pulse signal is generated by the reset clock pulse generation circuit.

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

[0128] Next, the main CPU 110a permits access to the main RAM 110c (S10-2). Next, the main CPU 110a sets the serial communication port (S10-3). Next, the main CPU 110a sets the watchdog timer (S10-4). Here, the watchdog timer monitors whether the one-chip microcomputer 110m of the main control board 110 is operating normally according to the game control program. When an abnormality occurs in the game control program and the running game control program is interrupted or stopped, or when only loop processing is repeatedly executed so that no other game processing is executed after the interruption of the program execution, if the timer count section of the watchdog timer counts up during the stopped state or the standby state due to the loop processing, the one-chip microcomputer 110m of the main control board 110 is forcibly initialized.

[0129] Next, the main CPU 110a transmits a power-on designated command to the effect control board 120 (S10-5). Thereafter, the main CPU 110a outputs a firing permission signal to the firing control board 160, thereby enabling the firing of the game ball by the firing mechanism (the firing mechanism including the touch sensor 3a, the firing volume 3b, the solenoid 4a for firing, and the solenoid 4b for ball feeding) (S10-6).

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

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

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

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

[0134] After the execution of step S10-11, the main CPU 110a configures the main RAM 110c when the backup is not valid (S10-12). Then, the main CPU 110a clears the watchdog timer (S10-13). Then, the main CPU 110a transmits a RAM clear designation command to the effect control board 120 (S10-14). Then, it proceeds to step S10-17.

[0135] In steps S10 - 15, the main CPU 110a sets the main RAM 110c when the backup is valid. Specifically, based on the power - off occurrence information, the main CPU 110a restores the data in the used area of the main RAM 110c (data such as the special symbol storage area, the special figure special power - processing data storage area, the stop symbol data storage area, the normal symbol reservation storage area, the normal figure normal power - processing data storage area, the normal symbol data storage area, the game state flag storage area, the specific area winning flag storage area, the game state buffer, the round number (R) counter, the big winning hole ball - in number (C) counter, the first special symbol reservation number (U1) 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 opening 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 production transmission data storage area, etc.).

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

[0137] In step S10-18, the main CPU 110a determines whether a game state flag for the short low-base state is set in the game state flag storage area of the main RAM 110c. If the main CPU 110a determines that the game state flag for the short low-base state is set (step S10-18: Yes), it proceeds to step S10-19. If the game state flag for the short low-base state is not set (step S10-18: No), it proceeds to step S10-24. In step S10-19, the main CPU 110a transmits a power recovery specified command corresponding to the short low-base state to the effect control board 120 and ends the initialization process.

[0138] In step S10-24, the main CPU 110a transmits a power recovery specified command corresponding to the short high-base state to the effect control board 120. Thereafter, the main CPU 110a transmits a game state specified command corresponding to the game state after recovery to the effect control board 120 (S10-25) and ends the initialization process.

[0139] Figure 20 is a flowchart showing the details of the power-off monitoring process. In Figure 20, the main CPU 110a of the main control board 110 sets the interrupt prohibition (S20-1). Next, the main CPU 110a determines whether a power-off of the gaming machine 1 has occurred (S20-2). Specifically, the main CPU 110a determines that a power-off has occurred when a power-off detection signal indicating that the power supply voltage has dropped below a predetermined value is input from the power supply unit (not shown) of the power supply board 170, and determines that a power-off has not occurred when the power-off detection signal is not input.

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

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

[0142] In step S20-4, the main CPU 110a sets the stop of the launch of the game balls by the launch mechanism by outputting a launch stop signal to the launch control board 160. Next, the main CPU 110a clears the output port (S20-5). Then, the main CPU 110a transmits a power-off designation command to the payout control board 130 (S20-6). When the payout control board 130 receives the power-off designation command, it returns a command related to the output of external information. The main CPU 110a receives this command related to the output of external information and stores it in the main RAM 110c (S20-7).

[0143] After executing step S20-7, the main CPU 110a creates a checksum of the data (special symbol storage area, special figure special power processing data storage area, stop symbol data storage area, normal symbol reservation storage area, normal figure normal power processing data storage area, normal symbol data storage area, game state flag storage area, specific area winning flag storage area, game state buffer, round number (R) counter, large winning opening ball entry number (C) counter, first special symbol reservation number (U1) counter, normal symbol reservation number (G) counter, low base short time number (B) counter, high base short time number (J) counter, variation number (L) counter, opening number (S) counter, special power operation number (K) counter, special symbol time counter, special game timer counter, normal symbol time counter, auxiliary game timer counter, production transmission data storage area, etc.) within the used area of the main RAM 110c at that time, and stores the created checksum in the main RAM 110c (S20-8). Here, the checksum stored in the main RAM 110c in this step S20-8 is compared with the checksum calculated from the data within the used area of the main RAM 110c at that time during the initialization process at the next power-on, and it is determined whether the checksum is normal (whether the backup is valid and data recovery is possible) based on whether the two match.

[0144] After the execution of step S20-8, the main CPU 110a sets power-off occurrence information (S20-9). Thereafter, the main CPU 110a sets access to the main RAM 110c to be prohibited (S20-10). After the execution of step S20-10, the main CPU 110a enters an infinite loop to prepare for power-off.

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

[0146] In FIG. 21, when the reset clock pulse signal is generated, the main CPU 110a saves the information in the registers of the main CPU 110a at that time in the stack area (S100). Next, the main CPU 110a performs time control processing (S110). The time control processing is a process of updating the counters used for counting various times in the main RAM 110c. In the time control processing, the main CPU 110a subtracts 1 from the special symbol time counter, the special game timer counter, the normal symbol time counter, and the auxiliary game timer counter in the main RAM 110c one by one.

[0147] Next, the main CPU 110a performs random number update processing (S120). In the random number update processing, the main CPU 110a updates the jackpot random number value, the normal symbol random number value, and the special symbol random number value. More specifically, the main CPU 110a updates each random number counter by adding 1. When the added random number counter exceeds the maximum value of the random number range (when the random number counter makes one full cycle), the random number counter is reset to 0, and the respective random number values are newly updated from the initial random number values at that time.

[0148] After the execution of step S120, the main CPU 110a performs an initial random number value update process (S130). In the initial random number value update process, the main CPU 110a updates the jackpot initial random number value, the normal symbol initial random number value, and the special symbol initial random number value.

[0149] Next, the main CPU 110a performs an input control process (S200). In the input control process, the main CPU 110a determines whether there is an input to various switches such as the general winning opening detection switch 12a, the first big winning opening detection switch 16a, the first start opening detection switch 14a, the second start opening detection switch 15a, and the gate detection switch 13a. If there is an input, predetermined data is set. Details of the procedure of the input control process will be described later.

[0150] After the execution of step S200, the main CPU 110a performs a special symbol special electric control process (S300). In the special symbol special electric control process, the main CPU 110a updates the value of the special symbol special electric process data provided in the main RAM 110c according to the progress of the game in the gaming machine 1, and at the same time, performs a special symbol storage determination process (process when the special symbol special electric process data = 0), a special symbol variation process (process when the special symbol special electric process data = 1), a special symbol stop process (process when the special symbol special electric process data = 2), a jackpot game process (process when the special symbol special electric process data = 3), a small win game process (process when the special symbol special electric process data = 4), and a jackpot game end process (process when the special symbol special electric process data = 5). One of the six processes is selected and executed. Details of the procedure of the special symbol special electric control process will be described later.

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

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

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

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

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

[0156] FIG. 22 is a flowchart showing details of the input control process. In FIG. 22, the main CPU 110a performs a general winning opening detection switch input process (S210). In the general winning opening detection switch input process, the main CPU 110a determines whether there is an input of a detection signal from the general winning opening detection switch 12a. If there is no input of the detection signal, the process proceeds directly to step S220. If there is an input of the detection signal, a predetermined number (for example, 10) is added to and updated in the general winning opening prize ball counter in the main RAM 110c.

[0157] After the execution of step S210, the main CPU 110a performs a first major winning opening detection switch input process (S220). In the first major winning opening detection switch input process, the main CPU 110a determines whether there is an input of a detection signal from the first major winning opening detection switch 16a. If the main CPU 110a determines that there is no input of the detection signal from the first major winning opening detection switch 16a, the process proceeds directly to step S240. If there is an input of the detection signal from the first major winning opening detection switch 16a, a predetermined number (for example, 15) is added to and updated in the major winning opening prize ball counter in the main RAM 110c, and the count value (C) of the major winning opening ball entry number (C) counter in the main RAM 110c is incremented by 1 and updated.

[0158] After the execution of step S220, the main CPU 110a performs a first start port detection switch input process (S240). In the first start port detection switch input process, the main CPU 110a determines whether there is an input of a detection signal from the first start port detection switch 14a. If there is no input of a detection signal from the first start port detection switch 14a, the main CPU 110a proceeds directly to step S250. If there is an input of a detection signal from the first start port detection switch 14a, a series of processes are performed, such as updating the bonus ball counter, determining whether the first special symbol retention count (U1) is less than 4, updating the first special symbol retention count (U1) when it is less than 4, storing a random value in the special symbol storage area, performing a preliminary big win lottery, setting a start winning designation command according to the lottery result, setting a special symbol retention count designation command according to the first special symbol retention count (U1), etc. The details of the procedure of the first start port detection switch input process will be described later.

[0159] After the execution of step S240, the main CPU 110a performs a second start port detection switch input process (S250). In the second start port detection switch input process, the main CPU 110a determines whether there is an input of a detection signal from the second start port detection switch 15a. If there is no input of a detection signal from the second start port detection switch 15a, the main CPU 110a proceeds directly to step S260. If there is an input of a detection signal from the second start port detection switch 15a, a series of processes are performed, such as updating the bonus ball counter and storing a random value in the special symbol storage area.

[0160] After the execution of step S250, the main CPU 110a performs specific area detection switch input processing (S260). In the specific area detection switch input processing, the main CPU 110a determines whether there is an input of a detection signal from the specific area detection switch 18a. If there is no input of a detection signal from the specific area detection switch 18a, the main CPU 110a proceeds directly to step S260. If there is an input of a detection signal from the specific area detection switch 18a, a series of processes such as setting the specific area winning flag and setting the specific area winning designation command are performed. Details of the specific area detection switch input processing will be described later.

[0161] Next, the main CPU 110a performs gate detection switch input processing (S270). In the gate detection switch input processing, the main CPU 110a determines whether there is an input of a detection signal from the gate detection switch 13a. If there is no input of a detection signal from the gate detection switch 13a, the main CPU 110a ends the current input control processing as it is. If there is an input of a detection signal from the gate detection switch 13a, the main CPU 110a generates a gate passage designation command and sets the generated gate passage designation command in the production transmission data storage area of the main RAM 110c. Also, in this case, the main CPU 110a determines whether the count value (G) of the normal symbol hold count (G) counter that counts the normal symbol hold count (G) is less than 4. And if the count value (G) of the normal symbol hold count (G) counter is less than 4, the count value (G) is updated by adding 1, a normal symbol random number value is acquired, and the acquired normal symbol random number value is stored in the normal symbol hold memory area.

[0162] Figure 23 is a flowchart showing details of the first start port detection switch input processing. In Figure 23, when there is an input of a detection signal from the first start port detection switch 14a (S240-1: Yes), the main CPU 110a proceeds to step S240-2. When there is no input of a detection signal from the first start port detection switch 14a (S240-1: No), the current first start port detection switch input processing is ended.

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

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

[0165] After executing step S240-4, the main CPU 110a acquires the jackpot random number value, and stores the acquired jackpot random number value in the storage location of the data, in the first to fourth storage locations of the first special symbol storage area of the special symbol storage area, in the storage location of the smallest numbered storage location where no data is stored (S240-5).

[0166] FIG. 24(a) is a diagram showing a special symbol storage area. As shown in FIG. 24(a), the special symbol storage area includes a 0th storage section corresponding to the corresponding variation, a 1st special symbol storage area corresponding to the 1st special symbol, and a 2nd special symbol storage area corresponding to the 2nd special symbol. The 1st special symbol storage area includes a 1st storage section corresponding to the 1st reserved symbol, a 2nd storage section corresponding to the 2nd reserved symbol, a 3rd storage section corresponding to the 3rd reserved symbol, and a 4th storage section corresponding to the 4th reserved symbol. The 2nd special symbol storage area includes only the 1st storage section. This is because the gaming machine 1 of this embodiment does not have a 2nd special symbol reserved. As shown in FIG. 24(b), each storage section in the special symbol storage area can store a set of jackpot random number values, special symbol random number values, reach determination random number values, and special symbol variation random number values.

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

[0168] After the execution of step S240-6, the main CPU 110a acquires a special figure variation random number value and a reach determination random number value, and stores the acquired special figure variation random number value and reach determination random number value in the storage unit at the data storage destination in the first special symbol storage area (S240-7).

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

[0170] FIG. 25 is a diagram showing a preliminary determination table for preliminarily determining the result of a jackpot lottery. In the preliminary determination table, combinations of a jackpot random number value, a special symbol random number value, a game state (normal state, short state at low base, or short state at high base), a reach determination random number value, a special figure variation random number value, winning information, and a start winning designation command are stored.

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

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

[0173] In the second start port detection switch input process, only the processes corresponding to steps S240-1 to S240-2 and steps S240-5 to S240-7 in FIG. 23 are executed. In the second start port detection switch input process, when there is an input of a detection signal from the second start port detection switch 15a, the jackpot random value, the special symbol random value, the special figure variation random value, and the reach determination random value are acquired, and these random values are stored in the first storage unit of the second special symbol storage area.

[0174] FIG. 26 is a flowchart showing the details of the specific area detection switch input process. In FIG. 26, when there is an input of a detection signal from the specific area detection switch 18a (S260-1: Yes), the main CPU 110a proceeds to step S260-2. When there is no input of a detection signal from the specific area detection switch 18a (S260-1: No), the current specific area detection switch input process is terminated.

[0175] In step S260-2, the main CPU 110a sets a specific area winning flag in the specific area winning flag storage area of the main RAM 110c. The specific area winning flag is a flag indicating that a win has occurred in the specific area 19B (V winning port). Winning in the specific area 19B (V winning port) triggers a special game of the second major jackpot. In the next step S260-3, the main CPU 110a generates a specific area winning designation command and sets this specific area winning designation command in the production transmission data storage area. Then, based on the stored content in the game state flag storage area, the main CPU 110a determines the current game state (at the time of winning in the specific area 19B), stores game state information indicating the determined game state in the game state buffer (S260-4), and ends the current specific area detection switch input process.

[0176] Figure 27 is a flowchart showing the details of the special figure special electric control process. In Figure 27, the main CPU 110a loads the special figure special electric process data (S301). In the next step S302, the main CPU 110a refers to the branch address from the loaded special figure special electric process data. If the special figure special electric process data = 0, the process transfers to the special symbol storage determination process (step S310). If the special figure special electric process data = 1, the process transfers to the special symbol variation process (step S320). If the special figure special electric process data = 2, the process transfers to the special symbol stop process (step S330). If the special figure special electric process data = 3, the process transfers to the jackpot game process (step S340). If the special figure special electric process data = 4, the process transfers to the minor win game process (step S350). If the special figure special electric process data = 5, the process transfers to the jackpot game end process (step S360).

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

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

[0179] In step S310-4, the main CPU 110a refers to the count value (U1) of the first special symbol reservation number (U1) counter in the main RAM 110c, and determines whether or not the first special symbol reservation number (U1) is 1 or more. When the first special symbol reservation number (U1) is not 1 or more (S310-4: No), the main CPU 110a ends the current special symbol memory determination process.

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

[0181] After the execution of step S310-5, the main CPU 110a performs a memory area shift process (S310-6). In this memory area shift process, when data is stored in the first storage unit of the second special symbol storage area, the main CPU 110a writes the data into the zero-th storage unit which is the determination information storage area. Also, when no data is stored in the first storage unit of the second special symbol storage area, the main CPU 110a shifts the data in the second to fourth storage units of the first special symbol storage area to the previous storage unit respectively, and writes the data in the first storage unit of the first special symbol storage area into the zero-th storage unit. By writing the data into this zero-th storage unit, the random number values (big win random number value, special symbol random number value, reach determination random number value, special figure variation random number value) that have been stored in the zero-th storage unit until then are erased.

[0182] After the execution of step S310-6, the main CPU 110a generates a special symbol hold count designation command for notifying the production control unit 120m of the first special symbol hold count (U1), sets this special symbol hold count designation command in the production transmission data storage area (S310-7), and proceeds to step S310-8.

[0183] In step S310-8, the main CPU 110a refers to the count value (B) of the low base short count (B) counter, and determines whether the low base short count (B) is 1 or more. When the low base short count (B) is 0 (S310-8: No), the process proceeds to step S310-11. When the low base short count (B) is 1 or more (S310-8: Yes), the main CPU 110a decrements the count value (B) of the low base short count (B) counter by 1 and updates it (S310-9), and determines whether the updated count value (B) has become 0 (S310-10). When the low base short count (B) is 0 (S310-10: Yes), the main CPU 110a proceeds to step S310-17. When the low base short count (B) is not 0 (S310-10: No), the process proceeds to step S311.

[0184] In step S310-11, the main CPU 110a refers to the count value (J) of the high base short count (J) counter and determines whether the high base short count (J) is 1 or more. If the high base short count (J) is 0 (S310-11: No), the process proceeds to step S311. If the high base short count (J) is 1 or more (S310-11: Yes), the main CPU 110a subtracts 1 from the count value (J) of the high base short count (J) counter for update (S310-12), and determines whether the updated count value (J) has become 0 (S310-13). When the high base short count (J) is 0 (S310-13: Yes), the main CPU 110a proceeds to step S310-17. When the high base short count (J) is not 0 (S310-13: No), the process proceeds to step S311.

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

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

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

[0188] FIG. 30(a) is a diagram showing a jackpot lottery determination table for the first special symbol display device. FIG. 30(b) is a diagram showing a jackpot lottery determination table for the second special symbol display device. The jackpot lottery determination table stores pairs of jackpot random number values and the lottery results of the jackpot lottery (jackpot, special loss, or normal loss).

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

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

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

[0192] The symbol designation command is a command for notifying the effect control unit 120m of the type of special symbol that is stopped and displayed after going through variations.

[0193] The stop symbol data stored in the stop symbol data storage area in this step S311-2 is referred to when determining the jackpot symbol in the special symbol stop process, when determining the operation mode of the big winning opening in the jackpot game process, and when determining the game state in the jackpot game end process. Specifically, it will be described later.

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

[0195] Next, the main CPU 110a obtains the current game state (at the time of jackpot lottery) based on the stored content of the game state flag storage area, and stores game state information indicating the obtained game state in the game state buffer (S311-4).

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

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

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

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

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

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

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

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

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

[0205] FIG. 32(b) is a diagram showing a symbol determination table for normal losing. In the symbol determination table for normal losing, a set of a special symbol random value, a type of special symbol (type of normal losing), stop symbol data, and a symbol designation command is stored.

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

[0207] Return to the description of FIG. 28. After executing the jackpot determination process (S311), the main CPU 110a performs a variation pattern determination process (S312). In the variation pattern determination process, the main CPU 110a refers to the special symbol variation pattern determination table in the main ROM 110b, and based on the lottery result of the jackpot lottery in step S311 (jackpot, special loss, or normal loss), the stored content of the game flag storage area at the time of execution of this step S312, the updated number of holds (U1) in step S310-5, the jackpot random number value stored in the 0th storage unit in step S310-6, the reach determination random number value, and the combination of the special symbol variation random number values, determines the variation pattern of the variation.

[0208] There are two types of special symbol variation pattern determination tables: one for reference during the variation of the first special symbol and the other for reference during the variation of the second special symbol. FIG. 33 is a diagram showing the variation pattern determination table referred to during the variation of the first special symbol. FIG. 34 is a diagram showing the variation pattern determination table referred to during the variation of the second special symbol.

[0209] The special symbol variation pattern determination table stores a set of the type of special symbol (type of jackpot), game state, number of holds, reach determination random number value, special symbol variation random number value, type of special symbol variation pattern, variation time, and variation start command.

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

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

[0212] The options for the fluctuation pattern corresponding to the special pattern 02 (B per Type 1 2R) in the fluctuation pattern determination table for the first special pattern shown in Figure 33 include fluctuation patterns 22, 23, 24, and 25. The fluctuation time of fluctuation pattern 22 is T12 (20,000 ms). The fluctuation time of fluctuation pattern 23 is T13 (30,000 ms). The fluctuation time of fluctuation pattern 24 is T14 (40,000 ms). The fluctuation time of fluctuation pattern 25 is T15 (60,000 ms). The magnitude relationship of the selection rates of fluctuation patterns 22, 23, 24, and 25 is fluctuation pattern 22 < fluctuation pattern 23 < fluctuation pattern 24 < fluctuation pattern 25.

[0213] The options for the fluctuation pattern corresponding to special pattern 03 (C per Type 1 2R) in the fluctuation pattern determination table for the first special pattern shown in Figure 33 include fluctuation patterns 32, 33, 34, and 35. The fluctuation time of fluctuation pattern 32 is T12 (20,000 ms). The fluctuation time of fluctuation pattern 33 is T13 (30,000 ms). The fluctuation time of fluctuation pattern 34 is T14 (40,000 ms). The fluctuation time of fluctuation pattern 35 is T15 (60,000 ms). The magnitude relationship of the selection rates of fluctuation patterns 32, 33, 34, and 35 is fluctuation pattern 32 < fluctuation pattern 33 < fluctuation pattern 34 < fluctuation pattern 35.

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

[0215] In the variation pattern determination table of the first special symbol shown in FIG. 33, for the combination of special symbol 20 (ordinary losing combination), hold count 0 to 2, and no reach (reach determination random value is "0 to 69"), the option for the variation pattern is variation pattern 89. The variation time of variation pattern 89 is T9 (for example, T9 = 6000 ms).

[0216] In the variation pattern determination table of the first special symbol shown in FIG. 33, for the combination of special symbol 20 (ordinary losing combination), hold count 0 to 2, and reach (reach determination random value is "70 to 99"), the options for the variation pattern are variation patterns 90, 91, 92, 93, 94, and 95. The variation time of variation pattern 90 is T10 (for example, T10 = 10000 ms). The variation time of variation pattern 91 is the same length T11 (18000 ms) as that of variation pattern 11. The variation time of variation pattern 92 is the same length T12 (20000 ms) as that of variation pattern 12. The variation time of variation pattern 93 is the same length T13 (30000 ms) as that of variation pattern 13. The variation time of variation pattern 94 is the same length T14 (40000 ms) as that of variation pattern 14. The variation time of variation pattern 95 is the same length T15 (60000 ms) as that of variation pattern 15. The magnitude relationship of the selection rates of variation patterns 90, 91, 92, 93, 94, and 95 is variation pattern 90 > variation pattern 91 > variation pattern 92 > variation pattern 93 > variation pattern 94 > variation pattern 95.

[0217] Here, when comparing the variation pattern determination table of the special symbols in FIGS. 33 and 34 with the pre-determination table (FIG. 25) shown above, in the pre-determination table, it is possible to search for the corresponding data in the table without referring to the number of holds (U1) of the variation of the first special symbol. In contrast, in the variation pattern determination table, when the lottery result of the big win lottery is a miss, it is not possible to search for the corresponding data in the table unless the number of holds (U1) of the variation of the first special symbol is referred to. For this reason, in the pre-determination table, although it is possible to determine the type of the subsequent effect after the reach effect, it is not possible to distinguish between "normal variation" and "shortened variation".

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

[0219] Next, the main CPU 110a obtains the current gaming state based on the stored content of the gaming state flag storage area, generates a gaming state designation command corresponding to the obtained gaming state, and sets this gaming state designation command in the effect transmission data storage area (S314).

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

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

[0222] Next, the main CPU 110a sets the special drawing special power processing data = 1 (S317), and ends the current special symbol storage determination process.

[0223] Here, when 1 is set in the special drawing special power processing data, in the subsequent special drawing special power control process, the process moves to the special symbol variation process in step S302, and the special symbol variation process is performed.

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

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

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

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

[0228] Next, the main CPU 110a sets 2 in the special drawing special power processing data (S320-5), and ends the current special symbol variable process.

[0229] Here, when 2 is set in the special drawing special power processing data, in the subsequent special drawing special power control process, the process proceeds to the special symbol stop process in step S302, and the special symbol stop process is performed.

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

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

[0232] 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 110c.

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

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

[0235] FIG. 37(a) is a diagram showing the first type jackpot special game control table. FIG. 38(a) is a diagram showing the first type jackpot big winning opening / closing control table.

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

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

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

[0239] In step S330-10, the main CPU 110a sets 3 in the special symbol special power processing data. Then, it proceeds to step S330-23.

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

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

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

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

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

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

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

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

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

[0249] In the next step S330-19, the main CPU 110a performs game state setting processing. In this game state setting processing, the main CPU 110a refers to the special loss symbol stop time setting table in the main ROM 110b and determines the game state at the time of the special loss symbol stop based on the stop symbol data and the stored contents of the game state flag storage area.

[0250] Figure 40 is a diagram showing the special loss symbol stop time setting table. The special loss symbol stop time setting table stores a set of data including stop symbol data, data indicating the game state before the special loss symbol stop, data indicating the game state at the time of the special loss symbol stop, data indicating the short number of times (B) at the low base, and data indicating the short number of times (J) at the high base.

[0251] Specifically explaining the game state setting process in step S330-19, when the stop symbol data is "09", if the game state flag in the game state flag storage area is in the normal state, the high base short state is set as the game state at the time of special losing symbol stop. If it is in the low base short state or the high base short state, the game state before the special losing symbol stop is maintained even after the symbol stop.

[0252] When the stop symbol data is "10", "11", or "12", if the game state flag in the game state flag storage area is in the normal state, the low base short state is set as the game state at the time of special losing symbol stop. If it is in the low base short state or the high base short state, the game state before the special losing symbol stop is maintained even after the symbol stop.

[0253] When the stop symbol data is "20", regardless of whether the game state flag in the game state flag storage area is in the normal state or the low base short state, the high base short state is set as the game state at the time of special losing symbol stop.

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

[0255] In the next step S330-21, the main CPU 110a generates a number specification command indicating the low base short number (B) and the high base short number (J), and sets this number specification command in the production transmission data storage area.

[0256] In the next step S330-22, the main CPU 110a sets 0 in the special drawing and special electric processing data. Then, it proceeds to step S330-23.

[0257] In step S330-23, the main CPU 110a obtains the current game state based on the stored content in the game state flag storage area, generates a game state designation command corresponding to the obtained game state, and sets this game state designation command in the production transmission data storage area. Then, it ends the current special symbol stop process.

[0258] Here, when 3 is set in the special drawing and special electric processing data, in the subsequent special drawing and special electric control process, the process transfers to the big win game process in step S302, and the big win game process is performed. When 4 is set in the special drawing and special electric processing data, in the subsequent special drawing and special electric control process, the process transfers to the small win game process in step S302, and the small win game process is performed. When 0 is set in the special drawing and special electric processing data, in the subsequent special drawing and special electric control process, the process transfers to the special symbol storage determination process in step S302, and the special symbol storage determination process is performed.

[0259] Figure 41 is a flowchart showing the details of the big win game process. In Figure 41, the main CPU 110a determines whether it is currently in the opening (S340-1). Specifically, the main CPU 110a refers to the count value (R) of the round number (R) counter. If the round number (R) is 0, it determines that it is in the opening. If the round number (R) is not 0, it determines that it is not in the opening. When the main CPU 110a is in the opening (S340-1: Yes), it proceeds to step S340-2. When it is not in the opening (S340-1: No), it proceeds to step S340-6.

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

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

[0262] After the execution of step S340-3, the main CPU 110a performs a big winning opening process (S340-4). In this big winning opening process, in order to open the first big winning opening door 16b, energization data for energizing the first big winning opening solenoid 16c is set. Also, the main CPU 110a refers to the big winning opening / closing control table of the reference destination, obtains the opening time of the first big winning opening 16 at the current round number (R), and sets this opening time in the special game timer counter.

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

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

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

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

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

[0268] In step S340-10, the main CPU 110a performs the big winning opening closing process. In the big winning opening closing process, the main CPU 110a stops the energization data for energizing the first big winning opening opening / closing solenoid 16c in order to close the first big winning opening opening / closing door 16b. Also, the main CPU 110a refers to the big win big winning opening opening / closing control table and sets the closing time of the first big winning opening 16 in the special game timer counter based on the current round number (R). As a result, the first big winning opening 16 will be closed.

[0269] After the execution of step S340-10, the main CPU 110a determines whether one round of the game has ended (S340-11). Specifically, when the count value (C) of the big winning opening ball count (C) counter reaches the specified number (9), the main CPU 110a determines that one round of the game has ended. Also, when the count value (C) of the big winning opening ball count (C) counter has not reached the specified number (9), the main CPU 110a determines that one round of the game has not ended. If the main CPU 110a determines that one round of the game has ended (S340-11: Yes), it proceeds to step S340-12. If it determines that one round of the game has not ended (S340-11: No), it ends the current jackpot game process.

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

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

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

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

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

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

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

[0277] If the main CPU 110a determines that the ending interval time has elapsed (S340-18: Yes), it sets 5 in the special drawing special electric processing data (S340-19), and ends the current jackpot game process.

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

[0279] Figure 42 is a flowchart showing details of the small hit game process. In Figure 42, the main CPU 110a determines whether it is currently during the opening (S350-1). If the main CPU 110a is during the opening (S350-1: Yes), it proceeds to step S350-2, and if it is not during the opening (S350-1: No), it proceeds to step S350-5.

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

[0281] In step S350-3, the main CPU 110a performs the big winning opening release process. In this big winning opening release process, first, the count value (K) of the main RAM 110c special power operation number (K) counter is updated by adding 1. Then, in order to open the second big winning opening and closing door 17b, energization data for energizing the second big winning opening and closing solenoid 17c is set. Also, the main CPU 110a refers to the small hit game big winning opening and closing control table, obtains the opening time of the second big winning opening 17 at the current special power operation number (K), and sets this opening time in the special game timer counter.

[0282] In step S350-4, the main CPU 110a performs the specific winning opening and closing control process. In this specific winning opening and closing control process, the main CPU 110a performs energization control of the specific area opening and closing solenoid 18d based on the specific area opening and closing control table in the small hit game specific area of the main ROM 110b.

[0283] FIG. 43 is a diagram showing a specific area opening / closing control table for a small hit game. In the specific area opening / closing control table for a small hit game, a set of data indicating the elapsed time from the opening of the second large winning opening, data indicating the opening time of the specific area 19B, and data indicating the closing time of the specific area 19B are stored.

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

[0285] In step S351, the main CPU 110a performs the second type big hit game transition process. The details of the second type big hit game transition process will be described later.

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

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

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

[0289] In step S350-9, the main CPU 110a determines whether the opening end condition of the big winning opening is satisfied. When the main CPU 110a determines that the opening end condition is satisfied (S350-9: Yes), it proceeds to step S350-10. When it determines that the opening end condition is not satisfied (S350-9: No), it ends the current small win game process.

[0290] In step S350-10, the main CPU 110a performs the big winning opening closing process. To close the second big winning opening closing door 17b, it stops the energization data for energizing the second big winning opening closing solenoid 17c. Also, the main CPU 110a refers to the small win big winning opening opening / closing control table and sets the closing time of the second big winning opening 17 in the special game timer counter based on the current special power operation number (K). As a result, the second big winning opening 17 will be closed.

[0291] In step S350-11, the main CPU 110a determines whether the small win game end condition is satisfied. Specifically, when the special power operation number (K) reaches the maximum value (the number of the final operation in the small win big winning opening opening / closing control table), the main CPU 110a determines that the small win game end condition is satisfied. When the special power operation number (K) has not reached the maximum value, it determines that the small win game end condition is not satisfied.

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

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

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

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

[0296] If the main CPU 110a determines that the end interval time has elapsed (S350-14: Yes), it sets 0 in the special figure special electric processing data (S350-15) and ends the current small hit game process.

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

[0298] Figure 44 is a flowchart showing details of the second jackpot game transition process. In Figure 44, the main CPU 110a determines whether the ending is currently in progress (S351-1). If the main CPU 110a determines that the ending is not in progress (S351-1: No), it proceeds to step S351-2. If the main CPU 110a determines that the ending is in progress (S351-1: Yes), it proceeds to step S351-6.

[0299] In step S351-2, the main CPU 110a determines whether the second large winning opening 17 is open. If the main CPU 110a determines that the second large winning opening 17 is open (S351-2: Yes), it proceeds to step S351-3. If the main CPU 110a determines that the second large winning opening 17 is not open (S351-2: No), it proceeds to step S351-4.

[0300] In step S351-3, the main CPU 110a sets the power-off stop data of the second large winning opening solenoid 19b to close the second large winning opening 17.

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

[0302] In step S351-5, the main CPU 110a performs the ending process. In this ending process, the main CPU 110a sets the small win ending designation command to the production transmission data storage area based on the special figure stop data, and sets the small win ending interval time to the special game timer counter.

[0303] In step S351-6, the main CPU 110a determines whether the ending interval time has elapsed.

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

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

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

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

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

[0309] Figure 37(b) is a diagram showing the second-type jackpot special game control table. Figure 38(b) is a diagram showing the second-type jackpot large winning opening / closing control table.

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

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

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

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

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

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

[0316] FIG. 46 is a diagram showing the special game end setting table. In the special game end setting table, a set of stop symbol data, game state information set in the game state buffer, data indicating the game state at the end of the special game, data indicating the low base short count (B), and data indicating the high base short count (J) is stored.

[0317] Here, as shown in the game flow of FIG. 8, in this embodiment, since the game is played with a right hit during the high base short state, it is almost impossible for the first start port 14 to start winning and the first special symbol display device 20 to vary and a big win to occur in the lottery of the first special symbol during the high base short state. However, although it is a rare case, during the normal state, one or more holds of the first special symbol are left, resulting in a first type 2R win C or a special loss a, and after entering the high base short state, a big win may occur in the variation corresponding to the hold of the first special symbol. Therefore, in the special game end setting table, for the stop symbol data "01", "02", "03" corresponding to the first special symbol display device 20, data indicating the transition destination game state when the game state information in the game state buffer is 02H (high base short state) is stored.

[0318] Also, since the game is played with left-handed hits between the normal state and the short low-base state, it is almost impossible for the second start port 15 to start winning and the second special symbol display device 21 to vary, resulting in a big win in the lottery of the second special symbol during the normal state or the short low-base state. However, between the normal state and the short low-base state, it is only that the release time of the movable piece 15b is extremely short, and it is possible to start winning the second start port 15 itself. It is possible to get a big win with the variation of the second special symbol during the normal state or the short low-base state. For this reason, in the special game end setting table, for the stop symbol data "04", "05", "06", "07", "08" corresponding to the second special symbol display device 21, data indicating the transition destination game state when the game state information in the game state buffer is 00H (normal state) and when it is 01H (short low-base state) is stored.

[0319] Specifically explaining the game state setting process in step S360-2, when the stop symbol data is "01", if the game state information in the game state buffer is 00H (normal state), the main CPU 110a sets the normal state as the game state at the end of the special game. If the game state information in the game state buffer is 01H (short low-base state) or 02H (short high-base state), the main CPU 110a sets the short low-base state as the game state at the end of the special game.

[0320] Also, when the stop symbol data is "02", regardless of whether the game state information in the game state buffer is 00H (normal state), 01H (short low-base state), or 02H (short high-base state), the main CPU 110a sets the normal state as the game state at the end of the special game.

[0321] Also, when the stop symbol data is "03", if the game state information in the game state buffer is 00H (normal state), the main CPU 110a sets the short high-base state as the game state at the end of the special game. If the game state information in the game state buffer is 01H (short low-base state) or 02H (short high-base state), the main CPU 110a sets the short low-base state as the game state at the end of the special game.

[0322] Also, when the stop symbol data is "04", "05", "06", or "07", regardless of whether the game state information in the game state buffer is 00H (normal state), 01H (short state at low base), or 02H (short state at high base), the short state at high base is set as the game state at the end of the special game.

[0323] Also, when the stop symbol data is "08", if the game state information in the game state buffer is 00H (normal state), the short state at high base is set as the game state at the end of the special game, and if the game state information in the game state buffer is 01H (short state at low base) or 02H (short state at high base), the normal state is set as the game state at the end of the special game.

[0324] After the execution of step S360-2, the main CPU 110a performs remaining count setting processing (S360-3). In the remaining count setting processing, the main CPU 110a refers to the special game end setting table in the main ROM 110b, and based on the stop symbol data loaded in step S360-1 and the stored content in the game state flag storage area, determines the short count at low base (B) and the short count at high base (J) at the end of the special game, sets the short count at low base (B) in the short count at low base (B) counter, and sets the short count at high base (J) in the short count at high base (J) counter.

[0325] After the execution of step S360-3, the main CPU 110a obtains the current game state based on the stored content in the game state flag storage area, generates a game state designation command corresponding to the current game state, and sets this game state designation command in the production transmission data storage area (S360-4).

[0326] After the execution of step S360-4, the main CPU 110a sets 0 in the special symbol special power supply processing data (S360-5) and ends the big win game end processing.

[0327] Here, when 0 is set in the special symbol special power supply processing data, in the subsequent special symbol special power supply control processing, the process moves to the special symbol storage determination processing in step S302, and the special symbol storage determination processing is performed.

[0328] Figure 47 is a flowchart showing the details of the general drawing general power control process. In Figure 47, the main CPU 110a loads the general drawing general power processing data (S401). In the next step S402, the main CPU 110a refers to the branch address from the loaded special drawing special power processing data. If the general drawing general power processing data = 0, the process moves to the normal symbol variation process (step S410). If the general drawing general power processing data = 1, the process moves to the auxiliary game process (step S420).

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

[0330] In step S410-2, the main CPU 110a determines whether the count value (G) of the normal symbol reservation number (G) storage area in the main RAM 110c is 1 or more. When the normal symbol reservation number (G) is 1 or more (S410-2: Yes), the main CPU 110a proceeds to step S410-3. When the normal symbol reservation number (G) is not 1 or more (S410-2: No), the current normal symbol variation process ends.

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

[0332] In step S410-4, the main CPU 110a performs a memory area shift process. In this memory area shift process, the main CPU 110a shifts the data in the second to fourth storage units of the normal symbol hold memory area of the main RAM 110c to the previous storage unit respectively, and writes the data in the first storage unit of the normal symbol hold memory area to the zeroeth storage unit. By writing the data to the zeroeth storage unit, the random number value (normal symbol random number value) that has been stored in the zeroeth storage unit until then is erased.

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

[0334] Figure 30(c) is a diagram showing the normal symbol lottery determination table. In the normal symbol lottery determination table, the combinations of normal symbol random number values and the lottery results (win or loss) of the normal symbol lottery are stored separately for those to be referred to in the normal state, those to be referred to in the low base short state, and those to be referred to in the high base short state.

[0335] In this normal symbol lottery determination table, the random number values for winning determination of the normal symbol in the normal state, the random number values for winning determination of the normal symbol in the low base short state, and the random number values for winning determination of the normal symbol in the high base short state are all 65,535 (0 to 65,534) in common. The random number range of the random number values for winning determination of the normal symbol is 0 to 65,535. Therefore, the winning probability of winning in the normal state, the winning probability of winning in the low base short state, and the winning probability of winning in the high base short state are 65,535 / 65,536 = 1 / 1.00002.

[0336] In step S410-6, the main CPU 110a performs normal symbol determination processing. In the normal symbol determination processing, the main CPU 110a determines stop normal symbol data corresponding to the result of the hit determination, and sets the determined stop normal symbol data in the stop normal symbol data storage area in the main RAM 110c.

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

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

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

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

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

[0342] In step S410-11, the main CPU 110a sets the variable time based on the variable pattern of the normal symbol determined in step S410-8 in the normal symbol time counter, and ends the current normal symbol variable processing. The normal symbol time counter is decremented every 4 milliseconds in step S110.

[0343] In step S410-12, the main CPU 110a determines whether the variable time of the normal symbol has elapsed. Specifically, the main CPU 110a refers to the normal symbol time counter set in step S410-11, and determines that the variable time of the normal symbol has elapsed if the normal symbol time counter is 0, and determines that the variable time of the normal symbol has not yet elapsed if the normal symbol time counter is not 0. When the main CPU 110a determines that the variable time of the normal symbol has elapsed (S410-12: Yes), it proceeds to step S410-13, and when it determines that the variable time of the normal symbol has not elapsed (S410-12: No), it ends the current normal symbol variable processing.

[0344] In step S410-13, the main CPU 110a performs processing to stop the variable display of the normal symbol. Specifically, the main CPU 110a clears the normal symbol variable display data set in step S410-10, and sets the stop normal symbol data for stopping the display of the normal symbol of the stop normal symbol data set in step S410-6 in a predetermined processing area. Thereby, the normal symbol of the normal symbol display device 22 is stopped from being displayed.

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

[0346] In step S410-15, the main CPU 110a determines whether the stop normal symbol data is a winning one. If the stop normal symbol data is a winning one (S410-15: Yes), the process proceeds to step S410-16; if it is a losing one (S410-15: No), the current normal symbol variation process ends.

[0347] In step S410-16, the main CPU 110a performs release preparation processing. In the release preparation processing, the main CPU 110a refers to the auxiliary game control table in the main ROM 110b and determines the reference destination auxiliary game movable piece release control table based on the current game state.

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

[0349] In the movable piece release control table for auxiliary games with the table number "11" corresponding to the normal state, the opening time is 0.1 second. On the other hand, in the movable piece release control table for auxiliary games with the table number "12" corresponding to the short low base state, the opening time is 0.11 second. The opening time of the movable piece 15b in the short low base state is only 0.01 second longer than the opening time of the movable piece 15b in the normal state. In this sense, the short low base state can be said to be a slightly high-favorability short-time state in which the favorability related to the auxiliary game is slightly higher than that in the normal state.

[0350] Also, in the movable piece release control table for auxiliary games with the table number "13" corresponding to the short high base state, the opening time is 6 seconds. The opening time of the movable piece 15b in the short high base state is 5 seconds or more longer than the opening times of the movable piece 15b in the normal state and the short low base state. In this sense, the short high base state can be said to be a short-time state in which the favorability related to the auxiliary game is sufficiently higher than that in the normal state and the short low base state.

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

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

[0353] In step S410-19, the main CPU 110a sets 1 in the general pattern general power processing data and ends the current general pattern variation process.

[0354] Here, when 1 is set in the general pattern general power processing data, in the subsequent general pattern general power control process, the process moves to the auxiliary game process in step S402, and the auxiliary game process is performed.

[0355] FIG. 52 is a flowchart showing the details of the auxiliary game process. In FIG. 52, the main CPU 110a determines whether it is currently during the opening (S420-1). When the main CPU 110a is during the opening (S420-1: Yes), it proceeds to step S420-2, and when it is not during the opening (S420-1: No), it proceeds to step S420-5.

[0356] In step S420-2, the main CPU 110a determines whether the start interval time has elapsed. Specifically, the main CPU 110a refers to the general pattern time counter set in step S410-18 of the general pattern variation process. If the general pattern time counter is 0, it determines that the start interval time has elapsed, and if the general pattern time counter is not 0, it determines that the start interval time has not yet elapsed. When the main CPU 110a determines that the start interval time has elapsed (S420-2: Yes), it proceeds to step S420-3, and when the start interval time has not elapsed (S420-2: No), it ends the current auxiliary game process.

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

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

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

[0360] In step S420-6, the main CPU 110a determines whether the release end condition of the second start port 15 is satisfied. Specifically, when the release time has elapsed, the main CPU 110a determines that the release end condition is satisfied. When the release time has not elapsed, the main CPU 110a determines that the release end condition is not satisfied. If the main CPU 110a determines that the release end condition is satisfied (S420-6: Yes), the main CPU 110a proceeds to step S420-7. If the main CPU 110a determines that the release end condition is not satisfied (S420-6: No), the current sub-game process is terminated.

[0361] In step S420-7, the main CPU 110a performs a movable piece closing process. In the movable piece closing process, the main CPU 110a stops the energization data for energizing the second start port opening / closing solenoid 14b in order to convert the movable piece 15b of the second start port 15 to the closed state. Also, the main CPU 110a refers to the sub-game movable piece release control table and sets the closing time of the second start port 15 in the sub-game timer counter based on the current number of release times (S). As a result, the second start port 15 is closed. After the execution of step S420-7, the current sub-game process is terminated.

[0362] In step S420-8, the main CPU 110a determines whether the movable piece 15b is in the closed state. If the main CPU 110a determines that the movable piece 15b is in the closed state (S420-8: Yes), it proceeds to step S420-9. If the movable piece 15b is not in the closed state (S420-8: No), the current sub-game process ends.

[0363] In step S420-9, the main CPU 110a determines whether the closing time of the second start port 15 has elapsed. If the main CPU 110a determines that the closing time of the second start port 15 has elapsed (S420-9: Yes), it proceeds to step S420-10. If it determines that the closing time of the second start port 15 has not elapsed (S420-9: No), the current sub-game process ends.

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

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

[0366] In step S420-12, movable piece release processing is performed. In the movable piece release processing, the main CPU 110a sets energization data for energizing the second start port opening / closing solenoid 14b in order to release the movable piece 15b of the second start port 15. Also, with reference to the sub-game movable piece release control table determined in step S410-16, based on the current opening count (S), the opening time of the second start port 15 is set in the sub-game timer counter. Thus, the second start port 15 will be opened. After the execution of step S420-12, the current sub-game process ends.

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

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

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

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

[0371] 53 is a flowchart showing the main processing of the performance control unit 120m of the gaming machine 1. The main processing is started when a system reset occurs in the sub-CPU 120a of the performance control unit 120m from the power supply board 170 due to a startup operation.

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

[0373] Here, the time required for the initialization process of the sub-CPU 120a is sufficiently shorter than the time required for the initialization process of the main CPU 110a. Therefore, at the start of the initialization process of the main CPU 110a, the sub-CPU 120a has completed the initialization process and is in a state where it can store commands from the main CPU 110a in the reception buffer.

[0374] FIG. 54 is a flowchart showing the timer interrupt process of the effect control unit 120m. After the initialization process of the sub-CPU 120a of the effect control unit 120m is completed and the game becomes possible, the sub-CPU 120a of the effect control unit 120m executes a series of processes shown in FIG. 54 every 2 milliseconds, which is the generation cycle of the reset clock pulse generator in the effect control unit 120m.

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

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

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

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

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

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

[0381] FIG. 55, FIG. 56, FIG. 57, and FIG. 58 are flowcharts showing the details of the command analysis processing. In FIG. 55, the sub-CPU 120a checks whether there is a command received from the main control board 10 in the reception buffer (S1601). If there is a command in the reception buffer (S1601: Yes), the sub-CPU 120a proceeds to step S1610. If there is no command in the reception buffer (S1601: No), the current command analysis processing ends.

[0382] In step S1610, the sub-CPU 120a determines whether the command in the reception buffer is a power recovery specified command. If the command in the reception buffer is a power recovery specified command (S1610: Yes), the sub-CPU 120a proceeds to step S1611. If the command in the reception buffer is not a power recovery specified command (S1610: No), the sub-CPU 120a proceeds to step 1620.

[0383] In step S1611, the sub-CPU 120a determines whether the power recovery specified command in the reception buffer corresponds to the low base short state. If the power recovery specified command corresponds to the low base short state (S1611: Yes), the sub-CPU 120a proceeds to step 1612. If it does not correspond to the low base short state (S1611: No), the sub-CPU 120a proceeds to step 1620.

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

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

[0386] In step S1620, the sub-CPU 120a determines whether the command in the reception buffer is a game state designation command. If the command in the reception buffer is a game state designation command (S1620: Yes), the sub-CPU 120a proceeds to step S1621; if the command in the reception buffer is not a game state designation command (S1620: No), the sub-CPU 120a proceeds to step 1630.

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

[0388] In step S1622, the sub-CPU 120a performs background image display control processing and ends the current command analysis process. In the background image display control processing, the sub-CPU 120a determines whether the display of the background image is required. When the display of the background image is required, the sub-CPU 120a determines which background image of the evening mode, daytime mode, and night mode is to be displayed, generates an effect pattern designation command for the determined background image, and sets the generated effect pattern designation command in the transmission buffer. Details of the background image display control processing will be described later.

[0389] In step S1630, the sub-CPU 120a determines whether the command in the reception buffer is a special symbol reservation number designation command. If the command in the reception buffer is a special symbol reservation number designation command (S1630: Yes), the sub-CPU 120a proceeds to step S1631. If the command in the reception buffer is not a special symbol reservation number designation command (S1630: No), the sub-CPU 120a proceeds to step 1640.

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

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

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

[0393] In step S1641, the sub-CPU 120a performs start winning designation command storage processing. In the start winning designation command storage processing, the sub-CPU 120a uses, as the storage destination for data, the storage unit that has not stored data and has the smallest number among the first to fourth storage units in the effect information storage area of the sub-RAM 120c, and stores the start winning designation command in the reception buffer in the storage unit serving as the storage destination for data.

[0394] FIG. 24(c) is a diagram showing the effect information storage area. As shown in FIG. 24(c), the effect information storage area has a 0th storage unit corresponding to the variation, a first effect information storage area corresponding to the hold of the first special symbol, and a second effect information storage area corresponding to the hold of the second special symbol. The first effect information storage area has a first storage unit corresponding to the first hold, a second storage unit corresponding to the second hold, a third storage unit corresponding to the third hold, and a fourth storage unit corresponding to the fourth hold. The second effect information storage area has only the first storage unit. As shown in FIG. 24(d), each storage unit in the effect information storage area is capable of storing a start winning designation command and a scenario data for a hold display change effect for a lead hold display change effect.

[0395] In FIG. 55, after the execution of step S1641, the sub-CPU 120a performs lead hold display change effect selection processing (S1642). In the lead hold display change effect selection processing, the sub-CPU 120a determines, for the start winning designation command stored in the effect information storage area in step S1641, whether it is necessary to execute a lead hold display change effect with the variation of the symbol corresponding to this start winning designation command as the final variation. When executing the lead hold display change effect, the sub-CPU 120a determines the scenario of the hold display change effect until the final variation is reached, and stores the scenario data for the lead hold display change effect indicating this scenario in the corresponding storage unit in the effect information storage area. After the execution of the lead hold display change effect selection processing, the current command analysis processing is terminated.

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

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

[0398] The command set in the transmission buffer in the symbol determination processing is transmitted to the overall control unit 141 and the lamp / drive control unit 150 in the data output processing of step S1800. When receiving this command, the overall control unit 141 and the lamp / drive control unit 150 determine the symbol combination at the time of variable stop in the said variation.

[0399] In step S1660, the sub-CPU 120a determines whether the command in the reception buffer is a variation start command. If the command in the reception buffer is a variation start command (S1660: Yes), the sub-CPU 120a proceeds to step S1661. If the command in the reception buffer is not a variation start command (S1660: No), the sub-CPU 120a proceeds to step S1670.

[0400] In the next step S1661, the sub-CPU 120a performs a memory area shift process. In the memory area shift process, when data is stored in one or more of the first to fourth storage units of the production information storage area, the sub-CPU 120a shifts the data in the second to fourth storage units of the production information storage area to the previous storage unit, and writes the data in the first storage unit of the production information storage area to the zeroeth storage unit. By writing the data to the zeroeth storage unit, the data that was previously stored in the zeroeth storage unit is erased.

[0401] Next, the sub-CPU 120a determines whether pre-read hold display change production scenario data is stored in the production information storage area (S1662). If the sub-CPU 120a determines that pre-read hold display change production scenario data is stored (S1662: Yes), it proceeds to step S1663. If pre-read hold display change production scenario data is not stored (S1662: No), it proceeds to step S1664.

[0402] In step S1663, the sub-CPU 120a performs pre-read production control processing. In the pre-read production control processing, the sub-CPU 120a refers to the pre-read hold display change production scenario data in the production information storage area, determines whether there is a change in the display mode of the hold display image in the change, and if the display mode of the hold display image is to be changed in the change, generates a production pattern specification command instructing the change in the display mode of the hold display image, and sets the generated production pattern specification command in the transmission buffer.

[0403] The command set in the transmission buffer in the pre-read production control processing is transmitted to the overall control unit 141 and the lamp / drive control unit 150 in the data output processing of step S1800. When the overall control unit 141 and the lamp / drive control unit 150 receive a production pattern specification command instructing a change in the display mode of the hold display image, they cause the image display device 31, the audio output device 32, and the production lighting devices 340a, 340b, 340c, 340d to execute a production for changing the display mode of the hold display image.

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

[0405] The command set in the transmission buffer in the variable effect pattern determination processing is transmitted to the overall control unit 141 and the lamp / drive control unit 150 in the data output processing of step S1800. When receiving this command, the overall control unit 141 and the lamp / drive control unit 150 cause the image display device 31, the audio output device 32, the effect drive devices 330a, 330b, 330c, 330d, and the effect illumination devices 340a, 340b, 340c, 340d to execute effects in accordance with the symbol variation effect pattern indicated by the command in accordance with the symbol variation.

[0406] In the next step S1665, the sub-CPU 120a refers to the game state information storage area in the sub-RAM 120c and determines whether the current game state is a high base short state. If the sub-CPU 120a is in the high base short state (S1665: Yes), it proceeds to step S1666, and if it is not in the high base short state (S1665: No), it ends the current command analysis processing.

[0407] In step S1666, the sub-CPU 120a determines whether the variation is a variation of the first special symbol. If the sub-CPU 120a determines that it is a variation of the first special symbol (S1666: Yes), it proceeds to step S1667. If it is not a variation of the first special symbol (S1666: No), it ends the current command analysis process.

[0408] In step S1667, the sub-CPU 120a determines whether the variation stops at a jackpot symbol where the game state after a special game becomes the low-base short state. As shown in the special game end setting table of FIG. 46, among the three types of jackpots of the first special symbol, the game state after a special game becomes the low-base short state in the case of the first type 2R win B. Therefore, if the variation stops at the symbol of the first type 2R win B, the determination result of this step is "Yes". If it stops at the symbol of the first type 10R win A, the first type 2R win C, or a losing symbol, the determination result of this step is "No". If the sub-CPU 120a determines that the variation stops at a jackpot symbol where the game state after a special game becomes the low-base short state (S1667: Yes), it proceeds to step S1668. If the variation stops at a symbol that is not a jackpot symbol where the game state after a special game becomes the low-base short state (S1667: No), it ends the current command analysis process.

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

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

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

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

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

[0414] In step S1673, the sub-CPU 120a updates the count value (P) of the special background variation number (P) counter in the sub-RAM 120c by subtracting 1.

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

[0416] In step S1675, the sub-CPU 120a clears the special background image waiting setting flag storage area in the sub-RAM 120c and ends the current command analysis process.

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

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

[0419] The command set in the transmission buffer in the special game effect selection process is transmitted to the overall control unit 141 and the lamp / drive control unit 150 in the data output process of step S1800. When receiving this command, the overall control unit 141 and the lamp / drive control unit 150 cause the opening effect of the special game to be executed on the image display device 31, the audio output device 32, and the effect lighting devices 340a, 340b, 340c, 340d according to the command.

[0420] In step S1682, the sub-CPU 120a determines whether a special background image setting flag is set in the special background image setting flag storage area of the sub-RAM 120c. If the special background image setting flag is set (S1685: Yes), the sub-CPU 120a proceeds to step S1683. If the special background image setting flag is not set (S1685: No), the sub-CPU 120a proceeds to step S1685.

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

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

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

[0424] The command set in the transmission buffer in the round production control processing is transmitted to the overall control unit 141 and the lamp / drive control unit 150 in the data output processing of step S1800. When receiving this command, the overall control unit 141 and the lamp / drive control unit 150 cause the round production of the special game to be executed on the image display device 31, the audio output device 32, and the production lighting devices 340a, 340b, 340c, 340d according to the command.

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

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

[0427] The command set in the transmission buffer in the special game ending effect control processing is transmitted to the overall control unit 141 and the lamp / drive control unit 150 in the data output processing of step S1800. When receiving this command, the overall control unit 141 and the lamp / drive control unit 150 cause the image display device 31, the audio output device 32, and the effect lighting devices 340a, 340b, 340c, 340d to execute the ending effect of the special game according to the command.

[0428] In step S1692, the sub-CPU 120a determines whether a special background image waiting flag is set in the special background image waiting setting flag storage area of the sub-RAM 120c. If the special background image waiting flag is set (S1692: Yes), the sub-CPU 120a proceeds to step 1693. If the special background image waiting flag is not set (S1692: No), the current command analysis process ends.

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

[0430] Figure 59 is a flowchart showing the details of the background image display control process. In Figure 59, the sub-CPU 120a determines whether a special game is being executed. If the sub-CPU 120a determines that a special game is not being executed (S1622-1: No), it proceeds to step S1622-2. If the sub-CPU 120a determines that a special game is being executed (S1622-1: Yes), it ends the current background image display control process.

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

[0432] In step S1622-3, the sub-CPU 120a refers to the normal background setting table in the sub-ROM 120b, determines the type of background to be displayed as the normal background based on the game state information in the game state information storage area of the sub-RAM 120c, generates a background effect pattern specification command, and sets the generated effect pattern specification command in the transmission buffer. Then, it ends the current background image display control process.

[0433] FIG. 60(a) is a diagram showing a normal background setting table. In the normal background setting table, a pair of data indicating the game state and data indicating the type of background image is stored. Specifically, in the normal background setting table, the normal state is associated with the evening background, the short low-base state is associated with the daytime background, and the short high-base state is associated with the night background.

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

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

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

[0437] Here, in the store where the gaming machine 1 is installed, the operation of turning off the power of the gaming machine 1 before closing the store and then turning on the power of the gaming machine 1 again before opening the store the next day is carried out daily. When the power of the gaming machine 1 is turned off, the main control board 10 backs up the information indicating the gaming state of the main RAM 110c through the power-off monitoring process shown in FIG. 20 (step S20-9 in FIG. 20). When the power of the gaming machine 1 is turned on again, the main control board 10 restores the gaming state at the time of the power-off the previous day through the initialization processes shown in FIGS. 18 and 19 (step S10-15 in FIG. 19), and transmits a power restoration designation command and a gaming state designation command indicating in which gaming state the power was restored to the effect control board 120 (steps S10-16 to S10-25 in FIG. 19).

[0438] If the gaming state at the time of the power-off before closing the store the previous day was the normal state, immediately after the power-on the next day, the power is restored in the normal state. If the gaming state at the time of the power-off before closing the store the previous day was the low-base short state, immediately after the power-on the next day, the power is restored in the low-base short state.

[0439] In the initialization process of the main control board 10, when the power is restored in the normal state, a power restoration designation command and a gaming state designation command corresponding to the normal state are transmitted to the effect control board 120 (steps S10-17, S10-25 in FIG. 19). When the power is restored in the low-base short state, a gaming state designation command corresponding to the low-base short state is transmitted to the effect control board 120 (steps S10-19, S10-25 in FIG. 19).

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

[0441] On the other hand, the processing when power is restored in the low base short state is as follows. When the main control board 10 receives a power restoration designation command corresponding to the low base short state, the process proceeds as step S1610: Yes → step S1611: Yes → step S1612 in FIG. 55, and a special background image setting flag is set in the special background image setting flag storage area of the sub-RAM 120c. In step S1613, the initial value 30 is set in the special background variation number (P) counter of the sub-RAM 120c. After that, when the main control board 10 receives a game state designation command corresponding to the low base short state, the process proceeds as step S1620: Yes → step S1621 → step S1622, and background image display control processing is performed. At this point, since the flag is set in the special background image setting flag storage area of the sub-RAM 120c, in the background image display control processing (FIG. 59), the process proceeds as step S1622-1: No → step S1622-2: Yes → step S1622-3. As shown in FIG. 60(b), since the evening background is associated with the low base short state in the special background setting table, in step S1622-3, the evening background is selected as the special background instead of the daytime background which is the original background of the low base short state, and the background image of the evening background is displayed.

[0442] After that, while the number of variations has not reached 30 times, each time the main control board 10 receives a variation start command, the process proceeds as step S1670: Yes → step S1671 → step S1672: Yes → step S1673 → step S1674: No, and in step S1673, the special background variation number (P) counter is counted down. When the number of variations reaches 30 times and the special background variation number (P) counter becomes 0, the process proceeds as step S1674: No → step S1675, and the special background image setting flag storage area is cleared.

[0443] After this, when the main control board 10 receives a game state designation command, in the background image display control process (Fig. 59), the process proceeds from step S1622-1: No → step S1622-2: No → step S1622-3, and when the game state is the low base short state, the daytime background, which is the original background of the low base short state, is selected.

[0444] In this way, immediately after the power of the gaming machine 1 is turned on, the effect control board 120 causes the image display device 31 to display the background image of the evening background, which is the background of the normal state, as a common effect image for both the normal state and the low base short state, regardless of whether the gaming machine 1 has recovered power in the normal state or in the low base short state.

[0445] More specifically, as shown in the example of Fig. 61(a), when the game state immediately after the power of the gaming machine 1 is turned on is the normal state, the effect control board 120 selects the evening background, which is the original background of the normal state, and causes the image display device 31 to display the background image of the evening background. After that, the effect control board 120 maintains the display of the background image of the evening background until it receives a game state designation command for the low base short state, and when it receives a game state designation command for the low base short state, it changes the background to the daytime background according to the game state designation command.

[0446] As shown in the example of FIG. 61(b), when the gaming state immediately after the power-on of the game machine 1 is the low base short state, the effect control board 120 selects the evening background, which has the same background as the normal state, and causes the image display device 31 to display the background image of the evening background. After that, the effect control board 120 sets 30 variations of the special symbol as a predetermined condition for returning to the original background, and while the 30 variations of the special symbol are in progress, when a game state designation command for the low base short state is received during the display of the background image that is the same as the normal state, the display of the background image ignores the game state designation command and maintains the display of the background image of the evening background. When the 30 variations of the special symbol are completed and the predetermined condition is satisfied, the background is returned to the original one. When a game state designation command for the normal state is received, the background image of the evening background, which is the background corresponding to the normal state, is displayed. When a game state designation command for the low base short state is received, the background image of the daytime background, which is the background corresponding to the low base short state, is displayed.

[0447] Here, as shown in the special game end setting table of FIG. 46, in the game machine 1, assuming a rarely occurring case where a big win occurs in the variation corresponding to the hold of the first special symbol during the high base short state, for the stop symbol data "01" corresponding to A for the first type 10R win, "02" corresponding to B for the first type 2R win, and "03" corresponding to C for the first type 2R win, data indicating the transition destination game state when the game state information in the game state buffer is 02H (high base short state) is stored.

[0448] According to the special game end setting table of FIG. 46, when winning on the first type 10R win corresponding to A or the first type 2R win corresponding to C in the high base short state, the low base short state is entered after the end of the special game. When winning on the first type 2R win corresponding to B in the high base short state, the normal state is entered after the end of the special game.

[0449] In the special drawing control process of the main control board 10, at the start of the variation of the special symbol, a variation start command and a game state designation command are transmitted (steps S313 and S314 in FIG. 28). At the end of the variation of the special symbol, a symbol determination command and a game state designation command are transmitted (steps S320-3 in FIG. 35 and step S330-23 in FIG. 36). When a big win occurs, an opening designation command is transmitted at the start of the special game (step S330-8 in FIG. 36), a round start command is transmitted at the start of a round of the special game (step S340-5 in FIG. 41), an ending designation command is transmitted at the ending of the special game (step S340-16 in FIG. 41), and a game state designation command is transmitted at the end of the special game (step S360-4 in FIG. 45).

[0450] In the command analysis process (FIGS. 55, 56, 57, 58) of the effect control board 120, when a variation that stops with the symbol of B for the first type 2R hit occurs in the high base short state, the process from the start of the variation to the start of the next variation through the special game is as follows.

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

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

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

[0454] On the other hand, when a variation in which it stops at the symbol of A per first type 10R or C per first type 2R occurs in the high base short state, the process from the start of the variation until the start of the next variation through the special game is as follows.

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

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

[0457] When receiving an ending designation command of step S340-16 in FIG. 41 from the main control board 10 at the end of a special game, the process proceeds as step S1690: Yes → step S1691 → step S1692: Yes → step S1693. In step S1693, a special background image setting flag is set in the special background image setting flag storage area of the sub-RAM 120c.

[0458] When receiving a game state designation command of step S360-5 in FIG. 45 from the main control board 10 at the end of a special game, the process proceeds as step S1620: Yes → step S1621. In step S1621, the game state information storage area of the sub-RAM 120c is rewritten from the game state information of the high base short state to the game state information of the normal state. In the next step S1622, background image display control processing is performed. At this point, since a flag is set in the special background image setting flag storage area of the sub-RAM 120c, in the background image display control processing (FIG. 59), the process proceeds as step S1622-1: No → step S1622-2: Yes → step S1622-4. As shown in FIG. 60(b), since the evening background is associated with the low base short state in the special background setting table, in step S1622-4, the evening background is selected as the special background instead of the daytime background which is the original background of the low base short state, and the background image of the evening background is displayed.

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

[0460] After this, when the main control board 10 receives a game state designation command, in the background image display control process (Fig. 59), the process proceeds from step S1622-1: No → step S1622-2: No → step S1622-3, and when the game state is the low base short state, the daytime background, which is the original background of the low base short state, is selected.

[0461] In this way, after the end of the special game of Type 1 2R per B, which is the first big win, and after the end of the special games of Type 1 10R per A and Type 1 2R per C, which are the second big wins, the effect control board 120 causes the image display device 31 to display the background image of the evening background, which is the background in the normal state, as a common effect image for both the normal state and the low base short state.

[0462] To explain in more detail, as shown in the example of Fig. 62(a), when the effect control board 120 wins in Type 1 2R per B in the high base short state and the game state after the special game becomes the normal state, when it receives the game state designation command in the normal state along with the end of the special game, it selects the evening background, which is the original background in the normal state, and causes the image display device 31 to display the background image of the evening background. After that, the effect control board 120 maintains the display of the background image of the evening background until it receives the game state designation command in the low base short state, and when it receives the game state designation command in the low base short state, it changes the background to the daytime background according to that game state designation command.

[0463] As shown in the example of FIG. 62(b), in the high base short state, the effect control board 120 wins either A per first type 10R or C per first type 2R. When the game state after the special game becomes the low base short state, when receiving the game state designation command for the low base short state along with the end of the special game, it selects the evening background which is the same background as the normal state, and causes the image display device 31 to display the background image of the evening background. After that, the effect control board 120 sets the winning of the next jackpot as a predetermined condition for returning to the original background. During the period until the special symbol stops again as the jackpot symbol, when receiving the game state designation command for the low base short state while the background image of the same as the normal state is being displayed, regarding the display of the background image, it ignores the game state designation command and maintains the display of the background image of the evening background. When the special symbol stops as the jackpot symbol, the special game is executed, and when the predetermined condition is satisfied, the background is returned to the original one. When receiving the game state designation command for the normal state, it displays the background image of the evening background which is the background corresponding to the normal state, and when receiving the game state designation command for the low base short state, it displays the background image of the daytime background which is the background corresponding to the low base short state.

[0464] The above is the detail of the first embodiment. According to the first embodiment, the interest of the gaming machine 1 having the normal state and the game state with a higher degree of advantage related to the auxiliary game than the normal state can be enhanced.

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

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

[0467] In step S1611A of FIG. 63, the sub-CPU 120a determines whether the power recovery specified command in the reception buffer corresponds to the normal state. If the power recovery specified command corresponds to the normal state (S1611A: Yes), the sub-CPU 120a proceeds to step 1612; if it does not correspond to the normal state (S1611A: No), the sub-CPU 120a proceeds to step 1620.

[0468] In step S1667A of FIG. 64, the sub-CPU 120a determines whether the variation stops at a jackpot symbol where the game state after the special game becomes the normal state. As shown in the special game end setting table of FIG. 46, among the three types of jackpots of the first special symbol, the game state after the special game becomes the normal state is the first type 2R hit B. Therefore, if the variation stops at the symbol of the first type 2R hit B, the determination result of this step is "Yes"; if it stops at the symbol of the first type 10R hit A, the first type 2R hit C, or a losing symbol, the determination result of this step is "No". If the variation stops at a jackpot symbol where the game state after the special game becomes the normal state (S1667A: Yes), the sub-CPU 120a proceeds to step S1668. If the variation stops at a symbol that is not a jackpot symbol where the game state after the special game becomes the normal state (S1667A: No), the sub-CPU 120a proceeds to step S1670.

[0469] Also, in this embodiment, the content of the special background setting table referred to in step S1622-4 of the background image display control process (FIG. 59) is different from that of the first embodiment.

[0470] FIG. 65(b) is a diagram showing the special background setting table of the present embodiment. In this special background setting table, the normal state and the short low base state are associated with the daytime background, and the short high base state is associated with the nighttime background.

[0471] In the present embodiment, when the power recovery designated command corresponds to the normal state, the process proceeds from step S1611A: Yes in FIG. 63 to step 1612, and the special background image setting flag is set in the special background image setting flag storage area of the sub-RAM 120c. Therefore, immediately after the power-on of the gaming machine 1, the effect control board 120 causes the image display device 31 to display the background image of the daytime background, which is the background of the short low base state, as a common effect image for both the normal state and the short low base state, regardless of whether the gaming machine 1 has recovered power in the normal state or the short low base state.

[0472] More specifically, in the present embodiment, as shown in the example of FIG. 66(a), when the gaming state immediately after the power-on of the gaming machine 1 is the normal state, the effect control board 120 selects the daytime background, which is the same background as the short low base state, and causes the image display device 31 to display the background image of the daytime background. After that, the effect control board 120 sets 30 fluctuations of the special symbol as a predetermined condition for returning to the original background. During the 30 fluctuations of the special symbol, when a gaming state designated command in the normal state is received while the background image of the same background as the short low base state is being displayed, the display of the background image ignores the gaming state designated command and maintains the display of the background image of the daytime background. When the 30 fluctuations of the special symbol are completed and the predetermined condition is satisfied, the background is returned to the original one. When a gaming state designated command in the short low base state is received, the background image of the daytime background, which is the background corresponding to the short low base state, is displayed. When a gaming state designated command in the normal state is received, the background image of the evening background, which is the background corresponding to the normal state, is displayed.

[0473] As shown in the example of FIG. 66(b), when the game state immediately after the power-on of the game machine 1 is the low-base short state, the effect control board 120 selects the daytime background, which is the original background of the low-base short state, and causes the image display device 31 to display the background image of the daytime background. After that, the effect control board 120 maintains the display of the background image of the daytime background until it receives the game state designation command in the normal state. When it receives the game state designation command in the normal state, it changes the background to the evening background according to the game state designation command.

[0474] Also, in the present embodiment, when the variation stops at the symbol of B per first-kind 2R, the process proceeds from step S1667A: Yes in FIG. 64 to step S1668, and the special background image waiting setting flag is set in the special background image waiting setting flag storage area of the sub-RAM 120c. Therefore, after the end of the special game of first-kind 2R per B, which is the first big win, and after the end of the special games of first-kind 10R per A and first-kind 2R per C, which are the second big wins, the effect control board 120 causes the image display device 31 to display the background image of the daytime background, which is the background of the low-base short state, as an effect image common to the normal state and the low-base short state.

[0475] More specifically, as shown in the example of FIG. 67(a), when the production control board 120 wins B per 2R of the first type in the high base short state and the game state after the special game becomes the normal state, when receiving the game state designation command in the normal state along with the end of the special game, it selects the daytime background which is the same background as the low base short state, and causes the image display device 31 to display the background image of the daytime background. After that, the production control board 120 sets the winning of the next jackpot as a predetermined condition for returning to the original background, and while the special symbol stops again as the jackpot symbol, when receiving the game state designation command in the normal state during the display of the same background image as the low base short state, regarding the display of the background image, it ignores the game state designation command and maintains the display of the background image of the daytime background. When the special symbol stops as the jackpot symbol and the special game is executed and the predetermined condition is satisfied, the background is returned to the original one. When receiving the game state designation command in the low base short state, it displays the background image of the daytime background which is the background corresponding to the low base short state, and when receiving the game state designation command in the normal state, it displays the background image of the evening background which is the background corresponding to the normal state.

[0476] As shown in the example of FIG. 67(b), when the production control board 120 wins A per 10R of the first type or C per 2R of the first type in the high base short state and the game state after the special game becomes the low base short state, when receiving the game state designation command in the low base short state along with the end of the special game, it selects the daytime background which is the original background of the low base short state, and causes the image display device 31 to display the background image of the daytime background. After that, the production control board 120 maintains the display of the background image of the daytime background until receiving the game state designation command in the normal state, and when receiving the game state designation command in the normal state, it changes the background to the evening background according to the game state designation command.

[0477] The above is the detail of the second embodiment. Also by the second embodiment, the same effects as the first embodiment can be achieved.

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

[0479] The gaming machine 1 of this embodiment has a total of nine types of jackpot, including five types of first-class jackpot and four types of second-class jackpot. The nine types of jackpot are as follows.

[0480] A3. First-class 10R win A This jackpot is one of those that can be selected in the jackpot lottery triggered by the establishment of the start condition of the first special symbol. In the special game of this jackpot, round games from the first round to the tenth round are conducted. In each round game, the first big winning opening 16 is opened and closed in the following opening and closing pattern: the first big winning opening 16 is opened until the number of winning times at the first big winning opening 16 reaches the specified number or the specified time elapses, and then the first big winning opening 16 is closed for 2 seconds.

[0481] As shown in the game flow of FIG. 68, when it becomes first-class 10R win A in the normal state, the game state after the special game returns to the normal state. When it becomes first-class 10R win A in the short low-base state, the game state after the special game returns to the short low-base state. The short-time count (B) when it becomes the short low-base state after going through the special game of first-class 10R win A is 100 times.

[0482] B3. First-class 2R win B This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the first special symbol. In the special game of this jackpot, round games from the first round to the second round are played. In each round game, the first big winning opening 16 is opened and closed in the opening and closing mode of the first big winning opening 16 being opened until the number of winning times of the first big winning opening 16 reaches the specified number or the specified time elapses → the first big winning opening 16 is closed for 2 seconds.

[0483] As shown in the game flow of FIG. 68, when it becomes B for the first type 2R hit in the normal state, the game state after the special game returns to the normal state. When it becomes B for the first type 2R hit in the low base short state, the game state after the special game becomes the low base short state again. The number of short time counts (B) when it becomes the low base short state after going through the special game of the first type 2R hit is 100 times.

[0484] C3. C for the first type 2R hit This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the first special symbol. In the special game of this jackpot, round games from the first round to the second round are played. In each round game, the first big winning opening 16 is opened and closed in the opening and closing mode of the first big winning opening 16 being opened until the number of winning times of the first big winning opening 16 reaches the specified number or the specified time elapses → the first big winning opening 16 is closed for 2 seconds.

[0485] As shown in the game flow of FIG. 68, when it becomes C for the first type 2R hit in the normal state, the game state after the special game becomes the low base short state. The number of short time counts (B) when it becomes the low base short state after going through the special game of the first type 2R hit is 100 times. When it becomes C for the first type 2R hit in the low base short state, the game state after the special game becomes the high base short state. The number of short time counts (J) when it becomes the high base short state after going through the special game of the first type 2R hit is 100 times.

[0486] F3. F for the first type 10R hit This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the starting conditions of the second special symbol. In the special game of this jackpot, round games from the first round to the tenth round are played. In each round game, the first big winning opening 16 is opened and closed in the following opening and closing pattern: the first big winning opening 16 is opened until the number of winning times of the first big winning opening 16 reaches the specified number or the specified time elapses → the first big winning opening 16 is closed for 2 seconds.

[0487] As shown in the game flow of Fig. 68, when it becomes F for the first type 10R hit in the high base short state, the game state after the special game becomes the high base short state again. The short time count (J) when it becomes the high base short state after the special game of the first type 10R hit F is 100 times.

[0488] G3. G for the first type 2R hit This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the starting conditions of the second special symbol. In the special game of this jackpot, round games from the first round to the second round are played. In each round game, the first big winning opening 16 is opened and closed in the following opening and closing pattern: the first big winning opening 16 is opened until the number of winning times of the first big winning opening 16 reaches the specified number or the specified time elapses → the first big winning opening 16 is closed for 2 seconds.

[0489] As shown in the game flow of Fig. 68, when it becomes G for the first type 10R hit in the high base short state, the game state after the special game becomes the high base short state again. The short time count (J) when it becomes the high base short state after the special game of the first type 10R hit G is 100 times.

[0490] H3. H for the second type substantial 9R hit This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the second special symbol. In the special game of this jackpot, after the small win game which is the substantial first round and winning in the specific area 19B, round games from the second round to the tenth round are played. In each round game, the first big winning opening 16 is opened and closed in the opening and closing pattern of the first big winning opening 16 being opened until the number of winnings of the first big winning opening 16 reaches the specified number or the specified time elapses → the first big winning opening 16 is closed for 2 seconds.

[0491] As shown in the game flow of FIG. 68, when it becomes the second type substantial 9R win H in the high base short state, the game state after the special game becomes the high base short state again. The short time count (J) when it becomes the high base short state after the special game of the second type substantial 9R win H is 100 times.

[0492] I3. Second type substantial 2R win I This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the second special symbol. In the special game of this jackpot, after the small win game which is the substantial first round and winning in the specific area 19B, round games from the second round to the third round are played. In each round game, the first big winning opening 16 is opened and closed in the opening and closing pattern of the first big winning opening 16 being opened until the number of winnings of the first big winning opening 16 reaches the specified number or the specified time elapses → the first big winning opening 16 is closed for 2 seconds.

[0493] As shown in the game flow of FIG. 68, when it becomes the second type substantial 2R win I in the high base short state, the game state after the special game becomes the high base short state again. The short time count (J) when it becomes the high base short state after the special game of the second type substantial 2R win I is 100 times.

[0494] J3. Second type substantial 2R win J This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the second special symbol. In the special game of this jackpot, after the small win game, which is the substantial first round, and winning in the specific area 19B, round games from the second round to the third round are conducted. In each round game, the first big winning opening 16 is opened and closed in the opening and closing pattern of opening the first big winning opening 16 until the number of winnings in the first big winning opening 16 reaches the specified number or the specified time elapses → closing the first big winning opening 16 for 2 seconds.

[0495] As shown in the game flow of FIG. 68, when it becomes the second type substantial 2R win J in the high base short state, the game state after the special game becomes the normal state.

[0496] K3. Second type substantial 2R win K This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the second special symbol. In the special game of this jackpot, after the small win game, which is the substantial first round, and winning in the specific area 19B, round games from the second round to the third round are conducted. In each round game, the first big winning opening 16 is opened and closed in the opening and closing pattern of opening the first big winning opening 16 until the number of winnings in the first big winning opening 16 reaches the specified number or the specified time elapses → closing the first big winning opening 16 for 2 seconds.

[0497] As shown in the game flow of FIG. 68, when it becomes the second type substantial 2R win K in the high base short state, the game state after the special game becomes the low base short state. The short time count (B) when it becomes the low base short state after going through the special game of the second type substantial 2R win K is 20 times.

[0498] In the gaming machine 1 of the present embodiment, during the high base short state, if it becomes the first type 10R win F, the first type 2R win G, the second type substantial 9R win H, the second type substantial 2R win I, the most advantageous high base short state continues, but if it becomes the second type substantial 2R win J, the second type substantial 2R win K, it falls into the normal state or the low base short state.

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

[0500] a3. Short-time operation special losing outcome a As shown in the game flow of FIG. 68, when this special losing outcome a occurs in the normal state, the low-base short-time state is entered. The number of short-time operations (B) when entering the low-base short-time state via the special losing outcome a is 20 times. When this special losing outcome a occurs in the low-base short-time state, the high-base short-time state is entered. The number of short-time operations (J) when entering the high-base short-time state via the special losing outcome a is 100 times.

[0501] b3. Short-time operation special losing outcome b As shown in the game flow of FIG. 68, when this special losing outcome b occurs in the normal state, the low-base short-time state is entered. The number of short-time operations (B) when entering the low-base short-time state via the special losing outcome b is 40 times. When this special losing outcome b occurs in the low-base short-time state, the high-base short-time state is entered. The number of short-time operations (J) when entering the high-base short-time state via the special losing outcome b is 100 times.

[0502] c3. Short-time operation special losing outcome c As shown in the game flow of FIG. 68, when this special losing outcome c occurs in the normal state, the low-base short-time state is entered. The number of short-time operations (B) when entering the low-base short-time state via the special losing outcome c is 60 times. When this special losing outcome c occurs in the low-base short-time state, the high-base short-time state is entered. The number of short-time operations (J) when entering the high-base short-time state via the special losing outcome c is 100 times.

[0503] d3. Short-time operation special losing outcome d As shown in the game flow of FIG. 68, when this special losing outcome d occurs in the normal state, the low-base short-time state is entered. The number of short-time operations (B) when entering the low-base short-time state via the special losing outcome d is 80 times. When this special losing outcome d occurs in the low-base short-time state, the high-base short-time state is entered. The number of short-time operations (J) when entering the high-base short-time state via the special losing outcome d is 100 times.

[0504] e3. Short-time operation special miss As shown in the game flow of FIG. 68, when this special miss e occurs in the normal state, it enters the low-base short-time state. The number of short-time operations (B) when entering the low-base short-time state after passing through the special miss e is 100 times. When this special miss e occurs in the low-base short-time state, it enters the high-base short-time state. The number of short-time operations (J) when entering the high-base short-time state after passing through the special miss e is 100 times.

[0505] As described above, in the low-base short-time state, the degree of advantage related to the auxiliary game is higher than that in the normal state. Further, as shown in the game flow of FIG. 68, in the normal state, regardless of the special symbol that stops, it does not enter the high-base short-time state. In contrast, in the low-base short-time state, when the special symbol stops at the symbol of the first type 2R per C, after the end of the special game, it enters the high-base short-time state. When it stops at the symbols of the short-time operation special misses a, b, c, d, e, it immediately enters the high-base short-time state. Therefore, in terms of the ease of entering the high-base short-time state, the low-base short-time state is more advantageous than the normal state. Thus, in this embodiment, the player hopes to stay in the low-base short-time state and have more opportunities to obtain the symbols of the first type 2R per C and the short-time operation special misses a, b, c, d, e to enter the high-base short-time state. Also, the player hopes to obtain the symbols of the first type 2R per C and the short-time operation special misses a, b, c, d, e as soon as possible during the normal state to enter the low-base short-time state.

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

[0507] FIG. 70 is a diagram showing a pre-determination table referred to in step S240-8 of FIG. 23. This pre-determination table stores combinations of jackpot random values, special symbol random values, game states (normal state, short state at low base, or short state at high base), reach determination random values, special symbol variation random values, winning information, and start winning designation commands.

[0508] FIG. 71(a) is a diagram showing a jackpot symbol determination table referred to in step S311-2 of FIG. 29. This jackpot symbol determination table stores combinations of special symbol random values, special symbol types (jackpot types), stop symbol data, and symbol designation commands for the five types of first-class jackpots in this embodiment.

[0509] FIG. 71(b) is a diagram showing a minor win symbol determination table referred to in step S311-6 of FIG. 29. This minor win symbol determination table stores combinations of special symbol random values, special symbol types (jackpot types determined by winning in specific area 19B), stop symbol data, and symbol designation commands for the four types of minor wins that trigger second-class jackpots in this embodiment.

[0510] FIG. 72(a) is a diagram showing a special loss symbol determination table referred to in step S311-9 of FIG. 29. This special loss symbol determination table stores combinations of special symbol random values, special symbol types (special loss types), stop symbol data, and symbol designation commands for the five types of special losses in this embodiment.

[0511] FIG. 72(b) is a diagram showing a normal loss symbol determination table referred to in step S311-11 of FIG. 29. This normal loss symbol determination table stores combinations of special symbol random values, special symbol types (normal loss types), stop symbol data, and symbol designation commands for normal losses.

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

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

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

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

[0516] FIG. 76 is a diagram showing a special losing symbol stop setting table referred to in steps S330-19 and S330-20 of FIG. 36. In this special losing symbol stop setting table, for the five types of special losses in this embodiment, a set of stop symbol data, data indicating the game state before the special losing symbol stops, data indicating the game state at the time of the special losing symbol stop, data indicating the short number of times (B) in the low base state, and data indicating the short number of times (J) in the high base state is stored.

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

[0518] Here, as shown in the game flow of FIG. 68, since the game is played with right hits during the short state in the high base, it is almost impossible for the first start port 14 to start winning and the first special symbol display device 20 to vary and result in a jackpot in the lottery of the first special symbol during the short state in the high base. However, although it is a rare case, during the short state in the low base, one or more holds of the first special symbol are left, resulting in a first type 2R win C or special losses a, b, c, d, e, and after entering the short state in the high base, a jackpot may occur in the variation corresponding to the hold of the first special symbol. Therefore, in the special game end setting table, for the stop symbol data "01", "02", "03" corresponding to the first special symbol display device 20, data indicating the transition destination game state when the game state information in the game state buffer is 02H (short state in the high base) is stored.

[0519] Also, since the game is played with left-handed strikes between the normal state and the short low-base state, it is almost impossible for the second start port 15 to start winning and the second special symbol display device 21 to vary, resulting in a big win in the lottery of the second special symbol in the normal state or the short low-base state. However, during the normal state or the short low-base state, it is only that the release time of the movable piece 15b is extremely short, and it is possible to make the second start port 15 start winning itself. In the normal state or the short low-base state, it is possible to get a big win with the variation of the second special symbol. For this reason, in the end-of-special-game setting table, for the stop symbol data "04", "05", "06", "07", "08", "09" corresponding to the second special symbol display device 21, data indicating the transition destination game states when the game state information in the game state buffer is 00H (normal state) and 01H (short low-base state) is stored.

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

[0521] Here, in this embodiment, when the power of the gaming machine 1 is turned off, the main control board 10 backs up the information indicating the game state in the main RAM 110c by the power-off monitoring process in FIG. 20 (step S20-9 in FIG. 20). When the power of the gaming machine 1 is turned on again, the main control board 10 restores the game state at the time of the previous day's power-off by the initialization processes in FIGS. 18 and 19 (step S10-15 in FIG. 19), and transmits a power recovery designation command and a game state designation command indicating in which game state the power recovery has occurred to the effect control board 120 (steps S10-16 to S10-25 in FIG. 19).

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

[0523] In this embodiment, unlike the first embodiment, in terms of the ease of transitioning to the high base short state, the low base short state is more advantageous than the normal state. Therefore, as shown in Fig. 60(c), contrary to the first embodiment, in the normal background setting table, the normal state corresponds to the daytime background and the low base short state corresponds to the evening background. Also, the content of the special background setting table is the same as that of Fig. 60(b) of the first embodiment. Immediately after the power-on of the gaming machine 1, the effect control board 120 causes the image display device 31 to display, as a common effect image for the normal state and the low base short state, the background image of the evening background, which is the background of the low base short state, regardless of whether the gaming machine 1 has been restored from power in the normal state or in the low base short state.

[0524] Here, as shown in the special game end setting table of Fig. 77, in the gaming machine 1, assuming a rarely occurring case where a big win occurs during the variation corresponding to the hold of the first special symbol during the high base short state, for the stop symbol data "01" corresponding to A for every 10R of the first type, "02" corresponding to B for every 2R of the first type, and "03" corresponding to C for every 2R of the first type, data indicating the transition destination game state when the game state information in the game state buffer is 02H (high base short state) is stored.

[0525] According to the special game end setting table of Fig. 77, when winning on A for every 10R of the first type in the high base short state, the low base short state is entered after the end of the special game, and when winning on B for every 2R of the first type in the high base short state, the normal state is entered after the end of the special game.

[0526] In the special drawing control process of the main control board 10, at the start of the variation of the special symbol, a variation start command and a game state designation command are transmitted (steps S313 and S314 in FIG. 28). At the end of the variation of the special symbol, a symbol determination command and a game state designation command are transmitted (steps S320-3 in FIG. 35 and step S330-23 in FIG. 36). When a big win occurs, an opening designation command is transmitted at the start of the special game (step S330-8 in FIG. 36), a round start command is transmitted at the start of a round of the special game (step S340-5 in FIG. 41), an ending designation command is transmitted at the ending of the special game (step S340-16 in FIG. 41), and a game state designation command is transmitted at the end of the special game (step S360-4 in FIG. 45).

[0527] On the other hand, the command analysis process of the effect control board 120 in the present embodiment is the same as the command analysis process of the second embodiment (FIGS. 63, 64, 57, 58). Therefore, in each case where the first type 10R wins A and the first type 2R wins B, the content of the process when the effect control board 120 receives a variation start command, a game state designation command, a symbol determination command, an opening designation command, and an ending designation command from the main control board 10 is also the same as that of the second embodiment.

[0528] Therefore, in the present embodiment, after the end of the special game of the first type 2R winning B which is the first big win and after the end of the special game of the first type 10R winning A which is the second big win, the effect control board 120 causes the image display device 31 to display a background image of the evening background which is the background in the low base short state as a common effect image for the normal state and the low base short state.

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

[0530] The processing of the main control board 10 in this embodiment is the same as that in the first to third embodiments, which are one-kind-two-species mixers. The processing of the effect control board 120 in this embodiment is the same as that in the first embodiment. In the sub-ROM 120b of the effect control board 120, a normal background setting table and a special background setting table are stored.

[0531] In this embodiment, different from the second embodiment, even when considering the ease of transitioning to the high-base short state, the low-base short state is more advantageous than the normal state. Therefore, as shown in FIG. 65(c), contrary to the second embodiment, in the normal background setting table, the normal state corresponds to the daytime background, and the low-base short state corresponds to the evening background. Also, the content of the special background setting table is the same as that of FIG. 65(b) in the second embodiment. Immediately after the power of the gaming machine 1 is turned on, the effect control board 120 causes the image display device 31 to display the background image of the daytime background, which is the background of the normal state, as a common effect image for both the normal state and the low-base short state, regardless of whether the gaming machine 1 has recovered power in the normal state or the low-base short state.

[0532] Also, the command analysis process of the effect control board 120 in this embodiment is the same as the command analysis process (FIGS. 55, 56, 57, 58) of the first embodiment. Therefore, in each case where a winning of A per 10R of the first type or a winning of B per 2R of the first type occurs, the content of the process when the effect control board 120 receives a variation start command, a game state designation command, a symbol determination command, an opening designation command, and an ending designation command from the main control board 10 is also the same as that in the first embodiment.

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

[0534] <Fifth Embodiment> Next, a fifth embodiment of the present invention will be described. The gaming machine 1 of this embodiment is of a type called a certain probability variable machine. FIG. 78 is a diagram showing the game flow of the gaming machine 1 of this embodiment. The gaming machine 1 of this embodiment has five game states: a normal state in which the game is played with left hits, a low base short state, and a high probability shortless state, a high base short state in which the game is played with right hits, and a high probability short state.

[0535] In the high probability short state, the big win winning probability becomes 1 / 30 of a higher probability than the normal state, the variation time of the normal symbol becomes 5 seconds, the same as the high base short state, and the release time of the movable piece 15b per winning of the normal symbol lottery becomes 6 seconds, the same as the high base short state.

[0536] In the high probability shortless state, the big win winning probability becomes 1 / 30 of a higher probability than the normal state, the variation time of the normal symbol becomes 60 seconds, the same as the normal state, and the release time of the movable piece 15b per winning of the normal symbol lottery becomes 0.1 seconds, the same as the normal state.

[0537] As shown in FIG. 79, the gaming machine 1 has an evening mode, a daytime mode, a night mode, a maze mode, and a morning mode. The maze mode is a mode when it is in the high probability short state. During the maze mode, a background image showing a state of wandering inside the maze is displayed during normal variation. The morning mode is a mode when it is in the high probability shortless state. During the morning mode, a background image showing a morning scene is displayed during normal variation.

[0538] FIG. 80 is a block diagram showing the overall configuration of the gaming machine 1 of the present embodiment. Since the gaming machine 1 of the present embodiment is a type of certain probability variable machine, a specific area opening / closing solenoid 18d for opening and closing the specific area 19B (V winning opening) and a specific area detection switch 18a for detecting its winning are not provided, and a second large winning opening detection switch 17a for detecting the entry of a game ball into the second large winning opening 17 is provided. Further, since there is a hold of the second special symbol in the gaming machine 1 of the present embodiment, a second special symbol hold indicator 24 is provided. Further, as shown in FIGS. 81(a) and 81(c), the second special symbol storage area of the main RAM 110c and the second effect information storage area of the sub RAM 120c of the gaming machine 1 have a first storage unit corresponding to the first hold of the second special symbol, a second storage unit corresponding to the second hold of the second special symbol, a third storage unit corresponding to the third hold of the second special symbol, and a fourth storage unit corresponding to the fourth hold of the second special symbol.

[0539] There are 10 types of jackpot in the gaming machine 1 of the present embodiment. The 10 types of jackpot are as follows.

[0540] A5. A when the first special figure hits 10R This jackpot is one of those that can be selected in the jackpot lottery triggered by the establishment of the start condition of the first special symbol. In the special game of this jackpot, round games from the first round to the tenth round are played. In each round game, the first large winning opening 16 is opened and closed in an opening / closing mode of opening the first large winning opening 16 until the number of winning times of the first large winning opening 16 reaches the specified number or the specified time elapses → closing the first large winning opening 16 for 2 seconds.

[0541] As shown in the game flow of FIG. 78, when it becomes A when the first special figure hits 10R in the normal state, the game state after the special game becomes a state with a high probability and short time. The short time count (J) when it becomes a state with a high probability and short time after the special game of A when the first special figure hits 10R is 800 times. When it becomes A when the first special figure hits 10R in the low base short time state, the game state after the special game becomes a state without a high probability and short time. When it becomes A when the first special figure hits 10R in the state without a high probability and short time, the game state after the special game becomes a state without a high probability and short time again.

[0542] B5. B per 2R of the First Special Symbol This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the first special symbol. In the special game of this jackpot, round games from the first round to the second round are played. In each round game, the first big winning opening 16 is opened and closed in the opening and closing pattern of the first big winning opening 16 being opened until the number of winning times of the first big winning opening 16 reaches the specified number or the specified time elapses → the first big winning opening 16 is closed for 2 seconds.

[0543] As shown in the game flow of Figure 78, when it becomes B per 2R of the First Special Symbol in the normal state, the game state after the special game becomes the high-probability short-time state. The short-time count (J) when it becomes the high-probability short-time state after going through the special game of B per 2R of the First Special Symbol is 800 times. When it becomes B per 2R of the First Special Symbol in the low-base short-time state, the game state after the special game becomes the high-probability no-short-time state. When it becomes B per 2R of the First Special Symbol in the high-probability no-short-time state, the game state after the special game becomes the high-probability no-short-time state again.

[0544] C5. C per 10R of the First Special Symbol This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the first special symbol. In the special game of this jackpot, round games from the first round to the tenth round are played. In each round game, the first big winning opening 16 is opened and closed in the opening and closing pattern of the first big winning opening 16 being opened until the number of winning times of the first big winning opening 16 reaches the specified number or the specified time elapses → the first big winning opening 16 is closed for 2 seconds.

[0545] As shown in the game flow of FIG. 78, when a C occurs per 10R of the first special symbol in the normal state, the game state after the special game becomes a state with a high probability and short time limit. Even when a C occurs per 10R of the first special symbol in the low base short time limit state, the game state after the special game becomes a state with a high probability and short time limit. Even when a C occurs per 10R of the first special symbol in the state without a high probability and short time limit, the game state after the special game becomes a state with a high probability and short time limit. The number of short time limit times (J) when it becomes a state with a high probability and short time limit after passing through the special game of C per 10R of the first special symbol is 800 times. 【0546...

Claims

Claim 1: having a normal state, a short-term state with a higher degree of advantage related to auxiliary games than the normal state, and a high-base short-term state with a sufficiently high degree of advantage related to auxiliary games than the normal state and the short-term state, special game execution means, auxiliary game execution means, effect means including image display means, a main control means capable of causing the special game execution means to execute any one of a plurality of types of special games including a first jackpot that becomes the normal state or the short-term state after a special game, a second jackpot that becomes the normal state after a special game, and a third jackpot that becomes the short-term state or the high-base short-term state after a special game, determining the necessity of executing an auxiliary game, causing the auxiliary game execution means to execute an auxiliary game based on the determination result, and generating a plurality of types of commands including commands corresponding to the progress of the game, an effect control means that receives the commands generated by the main control means and performs an effect by the effect means based on the received commands and comprising, the main control means, in the normal state, when a predetermined special game among the third jackpots is executed, setting the game state after the execution of the special game to the high-base short-term state, in the short-term state, when the predetermined special game is executed, setting the game state after the execution of the special game to a game state that is not the high-base short-term state, the effect control means, after the end of the special game of the first jackpot and after the end of the special game of the second jackpot, causing the effect means to display an effect image common to the normal state and the short-term state A gaming machine characterized by the above.

Citation Information

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