gaming machines

The gaming machine uses special game execution and effect means to transition game states to higher advantage levels, enhancing player interest and engagement through varied jackpots and dynamic visual effects.

JP7716091B2Active Publication Date: 2025-07-31KYORAKU IND CO LTD
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Patent Information

Application Number
JP2021193010
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 gaming machines, particularly during time-saving states, where the effects of the game can be more engaging and rewarding.

Method used

The gaming machine incorporates special game execution means, auxiliary game execution means, and effect means, including image display, to enhance game interest through various jackpots that transition the game state to higher advantage levels after special games, with specific background image displays and command-based effects controlled by a main control board and effect control board.

Benefits of technology

The enhanced gaming experience increases player engagement and interest by providing varied and rewarding game states, including higher advantage levels and dynamic visual effects.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007716091000001
    Figure 0007716091000001
  • Figure 0007716091000002
    Figure 0007716091000002
  • Figure 0007716091000003
    Figure 0007716091000003
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: after an end of a special game of a first jackpot, displays a background image of a normal state on the image display unit 31; and, after an end of a special game of a second jackpot, displays the same background image as the normal state on the image display unit 31.SELECTED DRAWING: Figure 61
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Description

Technical Field

[0001] The present invention relates to a gaming machine such as a spring-loaded 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 a liquid crystal display on the game board surface and accessories. 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 the effects of this type of gaming machine in terms of the interest of the effects during time saving.

[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 corresponding 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 causes the effect means to display the background image of the normal state after the end of the special game of the first jackpot, and causes the effect means to display the same background image as the normal state after the end of the special game of the second jackpot.

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

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

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

[0012] The first special pattern display device 20 notifies the result of a jackpot lottery triggered by a game ball entering the first starting hole 14 of the game area 6 (hereinafter referred to as the "starting winning"). The second special pattern display device 21 notifies the result of a jackpot lottery triggered by a game ball entering the second starting hole 15 of the game area 6 (hereinafter referred to as the "starting winning"). The first special pattern display device 20 and the second special pattern display device 21 variably display multiple types of identifiable special patterns. The first special pattern display device 20 and the second special pattern display device 21 are configured with 7-segment LEDs. In the following description, the special pattern variably displayed on the first special pattern display device 20 will be referred to as the "first special pattern" and the special pattern variably displayed on the second special pattern display device 21 will be referred to as the "second special pattern."

[0013] The first special pattern reserved indicator 23 displays the number of reserved variations of the first special pattern. The first special pattern reserved indicator 23 is composed of two LEDs, one on the left and one on the right. To specifically explain the display mode of the reserved number on the first special pattern reserved indicator 23, when the number of reserved variations of the first special pattern is 1, the left LED on the first special pattern reserved indicator 23 lights up. When the number of reserved variations of the first special pattern is 2, the right LED lights up. When the number of reserved variations of the first special pattern is 3, the left LED flashes and the right LED lights up. When the number of reserved variations of the first special pattern is 4, the two LEDs on the left and right flash.

[0014] The normal symbol display device 22 notifies the result of the normal symbol lottery that is held when a gaming ball passes through the normal symbol gate 13. The normal symbol display device 22 displays a variety of normal symbols that can be distinguished from one another. The normal symbol reserve indicator 25 displays the number of reserved normal symbol variations. The normal symbol reserve indicator 25 is made up of two LEDs, one on the left and one on the right. The display mode of the reserved number on the normal symbol reserve indicator 25 is the same as that on the first special symbol reserve indicator 23.

[0015] The game area 6 of the gaming machine 1 is substantially oval. 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 and 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 and 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 that fact.

[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 that fact. When the cross key detection switch 39b detects that the down cursor key 39B has been pressed, it outputs an on signal indicating that fact. When the cross key detection switch 39c detects that the left cursor key 39C has been pressed, it outputs an on signal indicating that fact. When the cross key detection switch 39d detects that the right cursor key 39D has been pressed, it outputs an on signal indicating that fact. When the center key detection switch 39e detects that the center key 39E has been pressed, it outputs an on signal indicating that fact.

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

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

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

[0022] Under the control of the launch control board 160, the ball feed solenoid 4b sends game balls from the tray one by one toward the launching member directly connected to the launch solenoid 4a. The launch solenoid 4a rotates the launching member. The game balls sent from the tray toward the launching member are launched between the rails 5a and 5b by the rotation of the launching member and guided upward along the rails 5a and 5b. After rising between the rails 5a and 5b, the game balls pass through the ball return prevention piece 5c, reach the play area 6, and fall unpredictably within the play area 6. The rotation speed of the launch solenoid 4a is set to approximately 99.9 times per minute based on the frequency based on the output period of the crystal oscillator installed on the launch control board 160. As a result, the number of launches per minute is approximately 99.9 balls per minute, since one ball is launched per rotation of the launch solenoid 4a. In other words, one game ball is launched approximately every 0.6 seconds.

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

[0024] The first performance drive unit 330a, the second performance drive unit 330b, the third performance drive unit 330c, and the fourth performance drive unit 330d perform game performances through the operation of the first movable role unit 33a, the second movable role unit 33b, the third movable role unit 33c, and the fourth movable role unit 33d under the control of the lamp / drive control unit 150 in the performance 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 a position where part or all of the accessory is hidden on the back side of the peripheral edge of the game area 6 (hereinafter, this position is referred to as the initial position), and by moving from the initial position to the side of the game area 6 to expose the accessory, it notifies the development of the effect, the determination of a big win, etc.

[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 substantially 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, voice output devices 32 (speakers) are provided. Under the control of the overall control unit 141 in the effect control board 120, the voice 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 at 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] A first large prize opening 16 is provided below the right area 6R of the game area 6. The first large prize opening 16 has a horizontally long rectangular shape. The first large prize opening 16 is provided with a first large prize opening detection switch 16a that detects the entry of game balls into the first large prize opening 16. When the first large prize opening detection switch 16a detects the entry of game balls, a predetermined number of game balls (for example, 15) are paid out.

[0034] The first large prize opening 16 is provided with a first large prize opening door 16b and a first large prize opening solenoid 16c that switches the first large prize opening door 16b between open and closed states. The first large prize opening door 16b is a rectangular plate with approximately the same dimensions as the first large prize opening 16. The lower edge of the first large prize opening door 16b is pivotally attached to the lower edge of the first large prize opening 16 so that it can swing freely. When the first large prize opening solenoid 16c is turned off, the first large prize opening door 16b stands approximately flush with the surface of the game board in the gaming area 6, entering a closed state that blocks the first large prize opening 16. When the first large prize opening solenoid 16c is turned on, the first large prize opening door 16b enters an open state, tilting forward with the lower edge of the first large prize opening 16 as a fulcrum.

[0035] While first large prize opening door 16b is in the closed state, game balls falling from above first large prize opening 16 pass directly in front of first large prize opening 16. For this reason, game balls will not enter first large prize opening 16 while first large prize opening door 16b is in the closed state. On the other hand, while first large prize opening door 16b is in the open state, most of the game balls falling from above first large prize opening 16 hit the upward-facing tray surface of first large prize opening door 16b and enter first large prize opening 16, which is detected by the first large prize opening detection switch. When the first large prize opening detection switch detects the entry of game balls, a predetermined number of game balls (for example, 15) 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 to close 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, game balls falling from diagonally above the right and 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, 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 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 side 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 start opening 14 and a second start opening 15. The first start opening 14 and the second start opening 15 are arranged vertically. In the first start opening 14, a first start opening detection switch 14a for detecting the passage of game balls in the first start opening 14 is provided. When the first start 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 start opening 15, a second start opening detection switch 15a for detecting the passage of game balls in the second start opening 15 is provided. When the second start 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 start opening 15, a pair of movable pieces 15b and a start opening opening / closing solenoid 15c for switching the opening and closing of the movable pieces 15b are provided. The movable pieces 15b and the start opening opening / closing solenoid 15c serve as auxiliary game execution means. When the start opening opening / closing solenoid 15c is turned off, the pair of movable pieces 15b each stand upright in a closed state. When the start opening opening / closing solenoid 15c is turned on, the pair of movable pieces 15b are inclined in an inverted V shape to be in 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 region 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. In addition, 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 8 types of jackpot, including 5 types of first-class jackpot and 3 types of second-class jackpot. When the special symbol stops at the jackpot symbol, the jackpot game of the first-class jackpot is executed as a special game. When the special symbol stops at the minor jackpot symbol, the minor jackpot game is executed. In the minor jackpot game, when a game ball wins a prize in the specific area 19B, the jackpot game of the second-class jackpot is executed as a special game. The 8 types of jackpot are as follows.

[0048] A1. First-class 10R Jackpot A 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 carried out. 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 (for example, 9 times) or the specified time (for example, 29 seconds) elapses, and then the first big winning opening 16 is closed for 2 seconds.

[0049] Here, the gaming states of the gaming machine 1 include the normal state of playing the game by hitting the ball to the left and the short-time low-base state, and the short-time high-base state of playing the game by hitting the ball to the right. As shown in the game flow of FIG. 8, when it becomes the first-class 10R Jackpot A in the normal state, the gaming state after the special game becomes the normal state again. When it becomes the first-class 10R Jackpot A in the short-time low-base state, the gaming state after the special game becomes the short-time low-base state again. The short-time count (B) when it becomes the short-time low-base state after going through the special game of the first-class 10R Jackpot A is 500 times.

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

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

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

[0053] Here, the difference between the variation time of the normal symbol in the low-base short-time state and the variation time of the normal symbol in the normal state is only 1 second, and the degree of advantage related to the auxiliary game in the low-base short-time state is almost the same as the degree of advantage related to the auxiliary game in the normal state. The variation time of the normal symbol in the high-base short-time state is 50 seconds or more shorter than the variation time of the normal symbol in the normal state and the low-base short-time state, and the degree of advantage related to the auxiliary game in the high-base short-time state is higher than the degree of advantage related to the auxiliary game in the normal state and the low-base short-time state. In this sense, if the normal state is the first normal state, the low-base short-time state can be said to be the second normal state with a higher degree of advantage related to the auxiliary game than the first normal state, and the high-base short-time state can be said to be the short-time state with an even higher degree of advantage related to the auxiliary game than the second normal state.

[0054] B1. B per 2R of the first type 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 second round are conducted. In each round game, the first big winning opening 16 is opened and closed in the opening and closing mode of opening of the first big winning opening 16 until the number of winning times 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.

[0055] As shown in the game flow of FIG. 8, when getting B per 2R of the first type in the normal state, the game state after the special game returns to the normal state again. When getting B per 2R of the first type in the low-base short-time state, the game state after the special game becomes the normal state.

[0056] C1. C per 2R of the first type 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.

[0057] As shown in the game flow in Figure 8, if the game reaches C per Type 1 2R in the normal state, the game state after the special game will be in a high base time-saving state. The number of time-saving times (J) when the game reaches the high base time-saving state after the special game of C per Type 1 2R is 100 times. If the game reaches C per Type 1 2R in the low base time-saving state, the game state after the special game will again be in a low base time-saving state. The number of time-saving times (B) when the game reaches the low base time-saving state after the special game of C per Type 1 2R is 700 times.

[0058] F1. 1st Class 10R F 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, rounds 1 to 10 are played. In each round, 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.

[0059] As shown in the game flow in Figure 8, if the first type 10R per F 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 10R per F special game is played is 100 times.

[0060] G1.G per 2R of the first class 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 conducted. In each round game, the first big winning opening 16 is opened and closed in an 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.

[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 going through 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 conducted. In each round game, the first big winning opening 16 is opened and closed in an 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.

[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 this 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 into the normal state.

[0068] The gaming machine 1 has four types of special misses. The special misses are misses that can only be selected in the jackpot lottery triggered by the establishment of the triggering conditions for the first special symbol. The four types of special misses are as follows:

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

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

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

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

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

[0074] As mentioned above, the low base time-saving state has a higher advantage in terms of auxiliary games than the normal state. However, as shown in the game flow of FIG. 8, in the low base time-saving state, no matter what special symbol stops, the high base time-saving state does not occur. In contrast, in the normal state, if the special symbol stops on the symbol C for a first-type 2R win, the high base time-saving state occurs after the special game ends. If the special symbol stops on the symbol A for a high base time-saving activation special miss, the high base time-saving state occurs immediately. Therefore, in terms of the ease of entering the high base time-saving state, the normal state is more advantageous than the low base time-saving state. Therefore, in this embodiment, the player hopes to remain in the normal state and have more opportunities to advance to the high base time-saving state by winning the symbol C for a first-type 2R win or the symbol A for a high base time-saving activation special miss. Also, during the low base time-saving state, the player hopes to get the B symbol per Type 1 2R as soon as possible, or to consume the fluctuation in the number of low base time-saving times (B) and move on to the normal state.

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

[0076] 9(a), when the left symbol 36L, the center symbol 36C, the right symbol 36R, and the fourth symbol 36Z stop in a winning state to play a special game, the gaming machine 1 performs a special game 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: evening mode, day mode, and night mode. The evening mode is the mode when in a normal state. The day mode is the mode when in a low base time-saving state. The night mode is the mode when in a high base time-saving state. During the evening mode, a background image showing an evening scene is displayed during normal fluctuation. During the day mode, a background image showing a daytime scene is displayed during normal fluctuation. During the night mode, a background image showing a night scene is displayed during normal fluctuation.

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

[0083] As shown in Figure 12, in the effects that correspond to the symbol variation display in the day mode, evening mode, and night mode, there are cases where an effect that progresses from a normal variation effect to a normal reach effect is executed. The reliability of a jackpot when progressing from a normal variation effect to a normal reach effect is higher than when not progressing to a normal reach effect.

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

[0085] As shown in Figures 13 and 14, a roulette effect may be executed in the effects corresponding to the symbol variation display in the daytime mode and evening mode. In the nighttime mode, the roulette effect is not executed. The roulette effect is an effect that suggests which of multiple development options will develop depending on the result 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 preview hold display change effect, the hit reliability 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 game 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 the 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 hit 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 figure and special electric processing data storage area, a stopped symbol data storage area, a normal symbol hold storage area, a normal figure and normal electric 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 low base short time count (B) counter, a high base short time count (J) counter, a variation count (L) counter, an opening count (S) counter, a special electric 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 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 fallen 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 falls below the predetermined value.

[0104] The effect control board 120 is a slave control board that controls effects based on the 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, etc. 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, the effect drive devices 330a, 330b, 330c, 330d, and the 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 supplied with power, 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 transmitted 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 process 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. The sub-RAM 120c is provided with various storage areas such as an effect information storage area, an effect symbol storage area, a symbol variation 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 waiting setting flag storage area, and a special background variation 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 operating clock from a crystal oscillator, reads out a program stored in the overall ROM 141c, performs arithmetic processing using the overall RAM 141b as a work area, and controls the VDP 145 and the audio processor 144 based on the processing.

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

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

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

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

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

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

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

[0118] The lamp / drive control unit 150 receives commands from the performance control board 120 and controls the performance lighting devices 340a, 340b, 340c, and 340d and the performance driving devices 330a, 330b, 330c, and 330d based on the received commands. The lamp / drive control unit 150 includes a lamp CPU 150a, a lamp RAM 150b, a lamp ROM 150c, and 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 capable of two-way communication. 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). Based on the input signals from the payout ball counting switch 132 and the timer, the payout CPU reads out the program stored in the payout ROM, 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. On the output side of the payout control board 130, a payout motor 131 of a payout device for paying out a predetermined number of game balls from the storage section of the game balls is connected. Based on the command transmitted from the main control board 10, the payout CPU reads out a predetermined program from the payout ROM, 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 process of the main control board 10 of the gaming machine 1. The main process starts 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 the power-off occurrence information and checksum stored and backed up in the main RAM 110c in the power-off monitoring process (S20). If it is determined that recovery is not required, the main RAM 110c is cleared. 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 a power-off monitoring process (S20). In the power-off monitoring process, the main CPU 110a monitors whether or not a power outage has occurred in the gaming machine 1. If a power outage has occurred, the main CPU 110a stops the launch of game balls by the launch mechanism (touch sensor 3a, launch volume 3b, launch solenoid 4a, and ball feed solenoid 4b), clears the output port, stops the payout of game balls by the payout device, creates and saves checksums in each storage area of the main RAM 110c, and sets power-off occurrence information. After that, the main CPU 110a prohibits access to the main RAM 110c in preparation for a power outage. Details of the power-off process will be described later.

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

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

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

[0128] Next, the main CPU 110a permits access to the main RAM 110c (S10-2). Next, the main CPU 110a sets the serial communication port (S10-3). Next, the main CPU 110a sets the watchdog timer (S10-4). Here, the watchdog timer monitors whether the one-chip microcomputer 110m of the main control board 110 is operating normally according to the game control program. When an abnormality occurs in the game control program and the currently executing 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 a checksum of the data in 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 compares the checksum calculated in step S10-10 with the checksum calculated from the data in the used area of the main RAM 110c at that time during the power outage monitoring process (S20) at the time of the previous power outage and saved in the main RAM 110c. If the two match, the main CPU 110a determines that the checksum is normal (the backup is valid and data recovery is possible). If the two do not match, the main CPU 110a determines that the checksum is abnormal (the backup is invalid and data recovery is impossible). If the checksum is abnormal (S10-10: No), the main CPU 110a proceeds to step S10-11. If the checksum is normal (S10-10: Yes), the main CPU 110a proceeds to step S10-15.

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

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

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

[0136] After executing step S10-15, the main CPU 110a proceeds to step S10-16. In step S10-16, the main CPU 110a determines whether the game status flag for the normal state is set in the game status flag storage area of the main RAM 110c. If the game status flag for the normal state is set (step S10-16: Yes), the main CPU 110a proceeds to step S10-17, and if the game status flag for 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 sends a power restoration designation command corresponding to the normal state to the performance control board 120, and ends the initialization process.

[0137] In step S10-18, the main CPU 110a 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. When the game state flag for the short low-base state is set (step S10-18: Yes), the main CPU 110a proceeds to step S10-19. When the game state flag for the short low-base state is not set (step S10-18: No), the main CPU 110a proceeds to step S10-24. In step S10-19, the main CPU 110a transmits a power 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 details of the power-off monitoring process. In Figure 20, the main CPU 110a of the main control board 110 sets interrupt inhibition (S20-1). Next, the main CPU 110a determines whether a power-off of the gaming machine 1 has occurred (S20-2). Specifically, when a power-off detection signal indicating that the power supply voltage has dropped below a predetermined value is input from a power supply unit (not shown) of the power supply board 170, the main CPU 110a determines that a power-off has occurred. When the power-off detection signal is not input, the main CPU 110a determines that a power-off has not occurred.

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

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

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

[0143] After executing step S20-7, the main CPU 110a creates a checksum of the data in the use area of the main RAM 110c at that time (special symbol memory area, special symbol special power processing data memory area, stop symbol data memory area, normal symbol reserved memory area, normal symbol normal power processing data memory area, normal symbol data memory area, game status flag memory area, specific area winning flag memory area, game status buffer, number of rounds (R) counter, number of balls entering the large prize slot (C) counter, number of reserved first special symbols (U1) counter, number of reserved normal symbols (G) counter, number of low base time reductions (B) counter, number of high base time reductions (J) counter, number of fluctuations (L) counter, number of openings (S) counter, special power operation number (K) counter, special symbol time counter, special game timer counter, normal symbol time counter, auxiliary game timer counter, transmission data storage area for effects, etc.) and saves the created checksum in the main RAM 110c (S20-8). Here, the checksum saved in main RAM 110c in step S20-8 is compared with the checksum calculated from the data in the used area of main RAM 110c at that time during the initialization process when the power is next turned on, and whether the checksum is normal (whether the backup is valid and data recovery is possible) is determined 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). Then, the main CPU 110a sets the 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 the timer interrupt process every 4 milliseconds, which is the generation cycle of the reset clock pulse signal in the reset clock pulse generation circuit in 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 register of the main CPU 110a at that time to 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 measuring various times in the main RAM 110c. In the time control processing, the main CPU 110a subtracts 1 from each of the special symbol time counter, special game timer counter, normal symbol time counter, and auxiliary game timer counter in the main RAM 110c.

[0147] Next, the main CPU 110a performs random number update processing (S120). In the random number update processing, the main CPU 110a updates the jackpot random number value, normal symbol random number value, and 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 each random number value is newly updated from the initial random number value 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 port detection switch 12a, the first big winning port detection switch 16a, the first start port detection switch 14a, the second start port detection switch 15a, and the gate detection switch 13a. If there is an input, predetermined data is set. The 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 and special electric control process (S300). In the special symbol and special electric control process, the main CPU 110a updates the value of the special symbol and special electric processing 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 and special electric processing data = 0), a special symbol variation process (process when the special symbol and special electric processing data = 1), a special symbol stop process (process when the special symbol and special electric processing data = 2), a jackpot game process (process when the special symbol and special electric processing data = 3), a small win game process (process when the special symbol and special electric processing data = 4), and a jackpot game end process (process when the special symbol and special electric processing data = 5). One of the six processes is selected and executed. The details of the procedure of the special symbol and special electric control process will be described later.

[0151] After the execution of step S300, the main CPU 110a performs a normal symbol and normal electric control process (S400). In the normal symbol and normal electric control process, the main CPU 110a updates the value of the normal symbol and normal electric processing 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 normal symbol variation process (process when the normal symbol and normal electric processing data = 0), and an auxiliary game process (process when the normal symbol and normal electric processing data = 1). One of the two processes is selected and executed. The details of the procedure of the normal symbol and normal electric control process will be described later.

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

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

[0154] After the execution of step S600, the main CPU 110a performs output control processing (S700). In the output control processing, the main CPU 110a performs port output processing for outputting signals of the external output data, start opening / closing solenoid data, first big winning opening / closing solenoid data, and second big winning opening / closing solenoid data created in the data generation processing of step S600. Also, in order to light up each LED of the first special symbol display device 20, the second special symbol display device 21, and the normal symbol display device 22, display device output processing for outputting the special symbol display device data and the normal symbol display device data created in the data generation processing of S600 above is performed. Furthermore, command transmission processing for transmitting the command set in the effect transmission data storage area of the main RAM 110c to the effect control unit 120m is also performed.

[0155] After the execution of step S700, the main CPU 110a restores the information saved in the stack area in step S100 to the registers 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 general prize opening detection switch input processing (S210). In the general prize opening detection switch input processing, the main CPU 110a determines whether or not a detection signal has been input from the general prize opening detection switch 12a. If no detection signal has been input, the process proceeds directly to step S220. If a detection signal has been input, the general prize opening prize ball counter in the main RAM 110c is updated by adding a predetermined number (for example, 10).

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

[0158] After 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 the first special symbol retention count (U1) is less than 4, storing a random value in the special symbol storage area, performing a preliminary big win lottery and setting a start winning designation command according to the determination 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. The 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 retention count (G) counter for counting the normal symbol retention count (G) is less than 4. And if the count value (G) of the normal symbol retention count (G) counter is less than 4, the count value (G) is updated by +1, a normal symbol random number value is acquired, and the acquired normal symbol random number value is stored in the normal symbol retention memory area.

[0162] Figure 23 is a flowchart showing the 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 adds a predetermined number (for example, 3) to the start jackpot ball counter and updates it (S240-2). Then, the main CPU 110a determines whether the count value (U1) of the first special symbol hold count (U1) counter that counts the first special symbol hold count (U1) is less than 4 (S240-3).

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

[0165] After the execution of step S240-4, the main CPU 110a acquires a jackpot random value, and uses, as the storage destination for the data, the storage unit that has no data stored in the first to fourth storage units of the first special symbol storage area in the special symbol storage area and has the smallest number, and stores the acquired jackpot random value in the storage unit that is the storage destination for the data (S240-5).

[0166] FIG. 24(a) is a diagram showing the special symbol storage area. As shown in FIG. 24(a), the special symbol storage area has a 0th storage unit corresponding to the variation, a first special symbol storage area corresponding to the first special symbol, and a second special symbol storage area corresponding to the second special symbol. The first special symbol 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 special symbol storage area has only a first storage unit. This is because there is no hold for the second special symbol in the gaming machine 1 of the present embodiment. As shown in FIG. 24(b), each storage unit in the special symbol hold storage unit is capable of storing a set of a jackpot random value, a special symbol random value, a reach determination random value, and a special figure variation random value.

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

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

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

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

[0171] After 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 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. Thereafter, the main CPU 110a determines the current game state (at the time of winning in the specific area 19B) based on the stored content in the game state flag storage area, 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 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 small 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 a special symbol memory determination process. In FIG. 28, main CPU 110a determines whether or not a special symbol is in a variable display state (S310-1). More specifically, main CPU 110a refers to a special symbol time counter in main RAM 110c, and determines that the special symbol is in a variable display state if the special symbol time counter is not 0, and determines that the special symbol is not in a variable display state if the special symbol time counter is 0. If main CPU 110a determines that the special symbol is in a variable display state (S310-1: Yes), the current special symbol memory determination process ends. Also, if the special symbol is not in a variable display state (S310-1: No), the process proceeds to step S310-2.

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

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

[0180] If main CPU 110a determines that the first special symbol hold count (U1) is 1 or more (S310-4: Yes), it updates the count value (U1) of the first special symbol hold count (U1) counter by subtracting 1 (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 symbol 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), it 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), it 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 count value (J) of the high base short count (J) counter is decremented by 1 and updated (S310-12), and it is determined 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 big win corresponding to 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 small win corresponding to 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, the main CPU 110a determines whether or not the result of the jackpot lottery triggered by the establishment of the current start condition is a jackpot (S311-1), as shown in Figure 29 (a flowchart showing the details of the jackpot determination process). Specifically, the main CPU 110a refers to the jackpot lottery determination table in the main ROM 110b, and determines the result of the lottery based on the jackpot random number value stored in the 0th memory section in step S310-6.

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

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

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

[0191] FIG. 31(a) is a diagram showing a winning symbol determination table. In the winning symbol determination table, a set of a special symbol random value, a type of special symbol (type of winning), stop symbol data, and a symbol designation command is stored separately into that which is referred to when the start condition of the first special symbol in the first special symbol display device 20 is satisfied and that which is 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 winning symbol in the special symbol stop process, when determining the operation mode of the big winning opening in the big winning game process, and when determining the game state in the big winning game end process. Specifically, it will be described later.

[0194] Next, the main CPU 110a generates a symbol designation command for winning 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 big winning 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 big winning lottery is a small win. If the main CPU 110a determines that it is a small win (S311-5: Yes), it proceeds to step S311-6, and if it is not a small win (S311-5: No), it proceeds to step S311-8.

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

[0198] 31(b) is a diagram showing a small win symbol determination table. The small win symbol determination table stores a set of special symbol random number values, special symbol types (big win types determined by winning in the specific area 19B), stop symbol data, and symbol designation commands.

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

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

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

[0202] 32(a) is a diagram showing a special losing symbol determination table. The special losing symbol determination table stores a set of special symbol random number values, special symbol types (special losing types), stopping symbol data, and symbol designation commands.

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

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

[0205] 32(b) is a diagram showing a symbol determination table for normal losses. The symbol determination table for normal losses stores a set of special symbol random number values, special symbol types (types of normal losses), stop symbol data, and symbol designation commands.

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

[0207] Returning to the explanation 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 variation pattern determination table for special symbols in the main ROM 110b, and determines the variation pattern of the variation based on the lottery result of the jackpot lottery in step S311 (jackpot, special miss, or normal miss), the memory contents of the game flag memory area at the time of executing this step S312, the pending number (U1) after update in step S310-5, and the jackpot random number value, reach determination random number value, and special symbol variation random number value stored in the 0th memory section in step S310-6.

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

[0209] The special symbol variation pattern determination table stores a set of the type of special symbol (type of jackpot), game status, number of reserved symbols, random number value for reach determination, random number value for special symbol variation, 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 variable pattern determination table of the first special symbol shown in FIG. 33, the options for variable patterns corresponding to special symbols 09, 0A, 0B, 0C (special losing combinations) are variable patterns 81, 82, 83, 84. The variable time of variable patterns 81, 82, 83, 84 is T11 (18000 ms).

[0215] In the variable 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 variable pattern is variable pattern 89. The variable time of variable pattern 89 is T9 (for example, T9 = 6000 ms).

[0216] In the variable 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 variable pattern are variable patterns 90, 91, 92, 93, 94, and 95. The variable time of variable pattern 90 is T10 (for example, T10 = 10000 ms). The variable time of variable pattern 91 is the same length T11 (18000 ms) as that of variable pattern 11. The variable time of variable pattern 92 is the same length T12 (20000 ms) as that of variable pattern 12. The variable time of variable pattern 93 is the same length T13 (30000 ms) as that of variable pattern 13. The variable time of variable pattern 94 is the same length T14 (40000 ms) as that of variable pattern 14. The variable time of variable pattern 95 is the same length T15 (60000 ms) as that of variable pattern 15. The magnitude relationship of the selection rates of variable patterns 90, 91, 92, 93, 94, and 95 is variable pattern 90 > variable pattern 91 > variable pattern 92 > variable pattern 93 > variable pattern 94 > variable pattern 95.

[0217] Here, comparing the special symbol variation pattern determination tables of Figures 33 and 34 with the previously shown preliminary determination table (Figure 25), the preliminary determination table allows the corresponding data in the table to be searched for without referring to the reserved number (U1) of first special symbol variations. In contrast, the variation pattern determination table allows the corresponding data in the table to be searched for if the result of the jackpot lottery is a miss unless the reserved number (U1) of first special symbol variations is referenced. For this reason, the preliminary determination table can determine the type of development effect after the reach effect, but cannot distinguish between "normal variation" and "shortened variation."

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

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

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

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

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

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

[0224] Fig. 35 is a flowchart showing the 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 yet elapsed if the special symbol time counter is not 0. If 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 if 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 processing to stop the variable display of the special symbol. Specifically, the main CPU 110a clears the variable display data set in step S315 above, and sets in a predetermined processing area stopped symbol data for stopping the special symbol set in step S311-2, S311-6, S311-9, or S311-11 on the first special symbol display device 20 or the second special symbol display device 21 (S320-2). As a result, the special symbol is stopped and displayed on the first special symbol display device 20 or the second special symbol display device 21.

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

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

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

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

[0230] Fig. 36 is a flowchart showing the details of the special symbol stop processing. In Fig. 36, the main CPU 110a determines whether the stop time of the special symbol has elapsed (S330-1). Specifically, the main CPU 110a refers to the special symbol time counter set in step S320-4, and 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. If 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 if 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 the stopped symbol data in the stopped symbol data storage area is for a jackpot. If the stopped symbol data in the stopped symbol data storage area is for a jackpot (S330-3: Yes), the process proceeds to step S330-4. If the stopped symbol data is not for a jackpot (S330-3: No), the process proceeds to step S330-11.

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

[0233] In the next step S330-5, the main CPU 110a resets the low base time-saving count (B) counter and the high base time-saving count (J) counter in the main RAM 110c. In the next step S330-6, the main CPU 110a resets the fluctuation count (L) counter in the main RAM 110c.

[0234] In the next step S330-7, the main CPU 110a performs 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 production transmission data storage area (S330-8).

[0238] Next, the main CPU 110a determines the start interval time according to the type of jackpot, 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 setting table in the main ROM 110b and determines the game state at the stop of the special loss symbol based on the stop symbol data and the stored content in the game state flag storage area.

[0250] Figure 40 is a diagram showing the special loss symbol stop setting table. The special loss symbol stop setting table stores a set of data including stop symbol data, data indicating the game state before the stop of the special loss symbol, data indicating the game state at the stop of the special loss symbol, 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 the 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 the 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 the 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 the special picture special power processing data to 0. After that, the process proceeds to step S330-23.

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

[0258] Here, if 3 is set in the special symbol special power processing data, in the subsequent special symbol special power control processing, processing shifts to jackpot game processing in step S302, and jackpot game processing is performed. If 4 is set in the special symbol special power processing data, in the subsequent special symbol special power control processing, processing shifts to small jackpot game processing in step S302, and small jackpot game processing is performed. If 0 is set in the special symbol special power processing data, in the subsequent special symbol special power control processing, processing shifts to special symbol memory determination processing in step S302, and special symbol memory determination processing is performed.

[0259] Fig. 41 is a flowchart showing the details of the jackpot game processing. In Fig. 41, the main CPU 110a determines whether or not the opening is currently in progress (S340-1). Specifically, the main CPU 110a refers to the count value (R) of the round number (R) counter, and determines that the opening is in progress if the round number (R) is 0, and determines that the opening is not in progress if the round number (R) is not 0. If the opening is in progress (S340-1: Yes), the main CPU 110a proceeds to step S340-2, and if the opening is not in progress (S340-1: No), the main CPU 110a 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 is determined that the start interval time has elapsed. If the special symbol time counter is not 0, it is determined 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 by incrementing the count value (R) of the round number (R) counter 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 and closing door 16b, energization data for energizing the first big winning opening and closing solenoid 16c is set. Also, the main CPU 110a refers to the big winning opening and 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, 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, the main CPU 110a determines that the big winning opening is closed. When the energization data is set in the predetermined area of the main RAM 110c, the main CPU 110a determines that the big winning opening is not closed. If the main CPU 110a determines that the big winning opening is closed (S340-7: Yes), it proceeds to step S340-8. If it determines that 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 the special game timer counter in step S340-10, which will be described later. If the main CPU 110a determines that the closing time has elapsed (S340-8: Yes), it proceeds to the special prize opening process in step S340-4, performs the special prize opening process and the subsequent round start command transmission determination process (S340-5), and ends the current jackpot game process. If the main CPU 110a determines that the closing time has not elapsed (S340-8: No), it ends the current jackpot game process.

[0267] In step S340-9, the main CPU 110a determines whether the opening termination condition for the special prize opening has been met. Specifically, the main CPU 110a determines that the opening termination condition has been met if the count value (C) of the special prize opening ball entry number (C) counter reaches a specified number (9 balls) or the opening time has elapsed. Furthermore, the main CPU 110a determines that the opening termination condition has not been met if the count value (C) of the special prize opening ball entry number (C) counter has not reached the specified number (9 balls) and the opening time has not elapsed. If the main CPU 110a determines that the opening termination condition has been met (S340-9: Yes), it proceeds to step S340-10, and if it determines that the opening termination condition has not been met (S340-9: No), it ends the current jackpot game processing.

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

[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 port ball entry number (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 port ball entry number (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 port opening / closing 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 during 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 transfers to the jackpot game end process in step S302, and the jackpot game end process is performed.

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

[0280] In step S350-2, the main CPU 110a 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 processing, and determines that the start interval time has elapsed if the special symbol time counter is 0, and determines that the start interval time has not yet elapsed if the special symbol time counter is not 0. 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 win game processing.

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

[0282] In step S350-4, the main CPU 110a performs a specific winning opening open / close control process. In this specific winning opening open / close control process, the main CPU 110a controls the energization of the specific area open / close solenoid 18d based on the specific area open / close control table for small win games in 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 a second type of big hit game transition process. The details of the second type of big hit game transition process will be described later.

[0286] In step S350-6, the main CPU 110a determines whether it is currently in an ending. When it is in an ending (S350-6: Yes), the main CPU 110a proceeds to step S350-14. When it is not in an ending (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 the special game timer counter in step S350-10, which will be described later. If the main CPU 110a determines that the closing time has elapsed (S350-8: Yes), it proceeds to the large prize opening opening process in step S350-3, performs the large prize opening opening opening process and the subsequent special prize opening opening / closing control process (S350-4), and ends the current jackpot game process. If the main CPU 110a determines that the closing time has not elapsed (S350-8: No), it ends the current jackpot game process.

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

[0290] In step S350-10, the main CPU 110a performs a special prize opening closing process. In order to close the second special prize opening door 17b, the main CPU 110a stops the energization data that energizes the second special prize opening opening solenoid 17c. The main CPU 110a also references the special prize opening opening control table for small wins and sets the closing time of the second special prize opening 17 in the special game timer counter based on the current special power activation number (K). This causes the second special prize opening 17 to close.

[0291] In step S350-11, the main CPU 110a determines whether the small win game end condition has been met. Specifically, the main CPU 110a determines that the small win game end condition has been met when the special power operation number (K) has reached its maximum value (the number of final operations in the small win large prize opening opening control table). If the special power operation number (K) has not reached its maximum value, the main CPU 110a determines that the small win game end condition has not been met.

[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 drawing 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 drawing special electric control process data (S350-15), and ends the current small hit game process.

[0297] Here, when 0 is set in the special drawing special electric control process data, in the subsequent special drawing 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] FIG. 44 is a flowchart showing details of the second jackpot game transition process. In FIG. 44, the main CPU 110a determines whether it is currently in an ending (S351-1). If the main CPU 110a is not in an ending (S351-1: No), it proceeds to step S351-2. If it is in an ending (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 second large winning opening 17 is open (S351-2: Yes), the main CPU 110a proceeds to step S351-3. If the second large winning opening 17 is not open (S351-2: No), the main CPU 110a proceeds to step S351-4.

[0300] In step S351-3, the main CPU 110a sets 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 drawing stop data, and sets the small win end interval time to the special game timer counter.

[0303] In step S351-6, the main CPU 110a determines whether the end 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 major winning game transition process.

[0305] In step S351-7, the main CPU 110a clears the specific area winning flag storage 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 major winning game preparation process. In the second major winning game preparation process, the main CPU 110a refers to the special game control table in the main ROM 110b, determines the second major winning 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] FIG. 37(b) is a diagram showing the second major winning special game control table. FIG. 38(b) is a diagram showing the second major winning large winning opening / closing control table.

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

[0311] Here, in the second type of jackpot game preparation process, setting 1 to the count value (R) of the round number (R) counter is because the second type of jackpot is executed triggered by entering the specific area 19B during the small win game, and the small win game is regarded as the first round game of the second type of jackpot.

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

[0313] Here, when 3 is set to the special drawing special power supply processing data, in the subsequent special drawing special power supply control process, the process transfers to the jackpot game process in step S302, and the jackpot game process is performed.

[0314] Figure 45 is a flowchart showing the details of the jackpot game end process. In Figure 45, the main CPU 110a loads the stop symbol data set in the stop symbol data storage area and the game state information set in the game state 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 stopped symbol data loaded in step S360-1 and the stored content in 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 stopped 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 number of short times (B) at the low base, and data indicating the number of short times (J) at the high base 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 short state at 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 a big win to occur in the lottery of the first special symbol during the short state at the high base. 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 2R win of the first type or a special loss a, and after entering the short state at the high base, 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 stopped 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 at the high base) is stored.

[0318] Also, since the game is played by hitting the left button 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, 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 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-time 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 details of the general drawing general power control process. In Figure 47, main CPU 110a loads general drawing general power processing data (S401). In the next step S402, main CPU 110a refers to the branch address from the loaded special drawing special power processing data, and if the general drawing general power processing data = 0, the process transfers to the normal symbol variation process (step S410), and if the general drawing general power processing data = 1, the process transfers to the auxiliary game process (step S420).

[0329] Figure 48 is a flowchart showing details of the normal symbol variation process. In Figure 48, main CPU 110a determines in step S410-1 whether the normal symbol is in the process of variable display. More specifically, main CPU 110a refers to the normal symbol time counter in main RAM 110c, and if the normal symbol time counter is not 0, it determines that the normal symbol is in the process of variable display, and if the normal symbol time counter is 0, it determines that the normal symbol is not in the process of variable display. When 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, and when the normal symbol is in the process of variable display (S410-1: Yes), it proceeds to step S410-12.

[0330] In step S410-2, main CPU 110a determines whether the count value (G) of the normal symbol reservation number (G) storage area in main RAM 110c is 1 or more. When the normal symbol reservation number (G) is 1 or more (S410-2: Yes), main CPU 110a proceeds to step S410-3, and 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, main CPU 110a updates the count value (G) of the normal symbol reservation number (G) counter in 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 had 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] FIG. 30(c) is a diagram showing the normal symbol lottery determination table. In the normal symbol lottery determination table, combinations of normal symbol random number values and 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 winning 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 production 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. The normal symbol variation pattern determination table stores 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.

[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 production transmission data storage area.

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

[0342] In step S410-11, the main CPU 110a sets the normal symbol time counter to the normal symbol variation time determined in step S410-8, and ends the normal symbol variation process. 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 normal pattern variation time has elapsed. Specifically, the main CPU 110a refers to the normal pattern time counter set in step S410-11, and if the normal pattern time counter is 0, it determines that the normal pattern variation time has elapsed, and if the normal pattern time counter is not 0, it determines that the normal pattern variation time has not yet elapsed. If the main CPU 110a determines that the normal pattern variation time has elapsed (S410-12: Yes), it proceeds to step S410-13, and if it determines that the normal pattern variation time has not elapsed (S410-12: No), it ends this normal pattern variation process.

[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, in a predetermined processing area, stop normal symbol data for causing the normal symbol of the stop normal symbol data set in step S410-6 to be stopped and displayed. Thereby, the normal symbol of the normal symbol display device 22 is stopped and displayed.

[0345] Next, the main CPU 110a sets a normal symbol determination command in the 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 an auxiliary game movable piece opening control table. The auxiliary game control table stores a set of an opening time, an opening designation command, a table number of the auxiliary game movable piece opening control table, and a pattern designation command for each type of game state. Here, the table number of the auxiliary game movable piece opening control table in the normal state is "11," the table number of the auxiliary game movable piece opening control table in the low base time reduction state is "12," and the table number of the auxiliary game movable piece opening control table in the high base time reduction state is "13." The auxiliary game movable piece opening control table for each table number stores data indicating the opening time of the movable piece 15b and data indicating the closing time of the movable piece 15b.

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

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

[0351] The main CPU 110a generates an opening designation command for the auxiliary game, and sets this opening designation command in the transmission data storage area for effect (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 normal pattern normal electricity processing data and ends the current normal pattern variation process.

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

[0355] FIG. 52 is a flowchart showing details of the auxiliary game process. In FIG. 52, the main CPU 110a determines whether it is currently in the opening (S420-1). When the main CPU 110a is in the opening (S420-1: Yes), it proceeds to step S420-2, and when it is not in 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 normal symbol time counter set in step S410-18 of the normal symbol variation process. If the normal symbol time counter is 0, it determines that the start interval time has elapsed, and if the normal 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 (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 ends.

[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 will be closed. After the execution of step S420-7, the current sub-game process ends.

[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 starting port 15 has elapsed. If the main CPU 110a determines that the closing time of the second starting port 15 has elapsed (S420-9: Yes), it proceeds to step S420-10. If it determines that the closing time of the second starting 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 starting port opening / closing solenoid 14b in order to open the movable piece 15b of the second starting port 15. Also, referring 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 starting port 15 is set in the sub-game timer counter. Thus, the second starting port 15 will open. After the execution of step S420-12, the current sub-game process ends.

[0367] In step S420-13, an auxiliary game end process is performed. In the auxiliary game end process, the main CPU 110a resets the count value (S) of the opening count (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 production transmission data storage area.

[0369] In step S420-15, the main CPU 110a sets 0 in the general drawing special power processing data and ends the current auxiliary game process.

[0370] Here, when 0 is set in the general drawing special power processing data, in the subsequent general drawing general power control process, the process moves to the normal symbol variation process in step S402, and the normal symbol variation process is performed.

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

[0372] In FIG. 53, the sub-CPU 120a performs an initialization process (S1000). In the initialization process, the sub-CPU 120a reads a startup program from the sub-ROM 120b in response to power-on and initializes various flags in the sub-RAM 120c. After the end of the initialization process, the sub-CPU 120a repeats a process (S1100) of updating effect random values and the like. Also, in conjunction with this random value update process, the sub-CPU 120a executes a timer interrupt process each time a reset clock pulse signal is generated by the reset clock pulse generation 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 effect 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] FIGS. 55, 56, 57, and 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 pattern of normal losing during the display of the special background immediately after the power is turned on.

[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 necessary, and when the display of the background image is necessary, 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, and 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 S1640.

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

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

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

[0393] In step S1641, the sub-CPU 120a performs 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 in the first to fourth storage units of the effect information storage area of the sub-RAM 120c where data has not been stored and which has the smallest number, 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 change, 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 read-ahead hold.

[0395] In FIG. 55, after the execution of step S1641, the sub-CPU 120a performs read-ahead hold display change effect selection processing (S1642). In the read-ahead 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 read-ahead hold display change effect with the change of the symbol corresponding to this start winning designation command as the final change. When executing the read-ahead hold display change effect, the sub-CPU 120a determines the scenario of the hold display change effect until the final change is reached, and stores the scenario data for the read-ahead hold display change effect indicating this scenario in the corresponding storage unit in the effect information storage area. After the execution of the read-ahead 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 a symbol determination process and ends the current command analysis process. In the symbol determination process, the sub-CPU 120a analyzes the symbol specification command to determine 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 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 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 zero-th storage unit. By writing the data to the zero-th storage unit, the data that had been stored in the zero-th storage unit until then 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 the pre-read hold display change production scenario data is stored (S1662: Yes), it proceeds to step S1663. If the 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 variable effect pattern that is the flow of effects in the variable. 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 based on the combination of the variable start command in the reception buffer and the effect random number value, determines the symbol variable effect pattern, and stores the information of the determined symbol variable effect pattern in the symbol variable effect pattern storage area in the sub-RAM 120c. Further, the sub-CPU 120a generates an effect pattern designation command for starting the variation of the determined symbol variable 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 variable 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. 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 the 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 one where the game state after the special game becomes the low-base short state is 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 the 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 the 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 the 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, according to the 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 decoration symbol 36.

[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 variable (P) counter in the sub-RAM 120c by decrementing it by 1.

[0415] In step S1674, the sub-CPU 120a determines whether the count value (P) of the special background variable (P) counter is 1 or more. If the special background variable (P) is 0 (S1674: No), the sub-CPU 120a proceeds to step S1675; if the special background variable (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. When the command in the reception buffer is an opening designation command (S1680: Yes), the sub-CPU 120a proceeds to step S1681. When 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 special game effect selection processing. In the special game effect selection processing, the sub-CPU 120a determines an opening effect pattern based on the opening designation command in the reception buffer, stores the information of 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 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 this command, they 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. When the special background image setting flag is set (S1685: Yes), the sub-CPU 120a proceeds to step S1683. When 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 a special game ending production control process. In the special game ending production control process, the sub-CPU 120a determines an ending production pattern, stores information on the determined production pattern in the production pattern storage area of the sub-RAM 120c, generates an ending production pattern designation command, and sets the generated ending production pattern designation command in the transmission buffer.

[0427] The command set in the transmission buffer in the special game ending production control 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 ending 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.

[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 a 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 30, which is the initial value, 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 a 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 designation command, and sets the generated effect pattern designation 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 set 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 low base short state is associated with the daytime background, and the high base short 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 set 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 low base short state are associated with the evening background, and the high base short 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 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 by 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 by 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 (Figs. 55, 56, 57, 58) of the performance control board 120, 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 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 variable (P) counter of the sub-RAM 120c. After that, when the main control board 10 receives a game state 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 in the low base short state, and the background image of the evening background is displayed.

[0442] After that, while the number of fluctuations has not reached 30 times, each time the main control board 10 receives a fluctuation 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 variable (P) counter is counted down. When the number of fluctuations reaches 30 times and the special background variable (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, regardless of whether the gaming machine 1 has recovered power in the normal state or in the low base short state, 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.

[0445] To explain in more detail, 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 that game state designation command.

[0446] As shown in the example of FIG. 61(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 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 identical to 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 jackpot 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 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.

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

[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 per the first type 2R 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 receiving the variation start command of step S313 in FIG. 28 from the main control board 10 at the start of the variation, the process proceeds as step S1660: Yes → step S1661... step S1665: Yes → step S1666: Yes → step S1667: No. When receiving the game state designation command of step S314 in FIG. 28, the process proceeds as step S1620: Yes → step S1621 → step S1622, and the background image display control process is performed. At this point, since no flag is 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 it receives the opening designation command of step S330-8 in FIG. 36, the process proceeds as step S1680: Yes → step S1681 → step S1682: No. When it receives the round start command of step S340-5 in FIG. 41, the process proceeds as step S1685: Yes → step S1686. When it receives the ending designation command of step S340-16 in FIG. 41, 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 the first type 10R per high base or C per first type 2R stops is performed 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 of step S313 in 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 of step S314 in 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 of step S320-3 in 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 of step S330-8 in FIG. 36, the process proceeds as follows: step S1680: Yes → step S1681 → step S1682: No. When receiving the round start command of step S340-5 in FIG. 41, the process proceeds as follows: step S1685: Yes → step S1686.

[0457] When receiving an ending designation command in step S340-16 of FIG. 41 from the main control board 10 at the end of a special game, the process proceeds as follows: 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 in step S360-5 of FIG. 45 from the main control board 10 at the end of a special game, the process proceeds as follows: 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 in the high base short state to the game state information in 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 follows: 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 in 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 winning symbol, a special game is executed. When receiving an opening designation command in step S330-8 of FIG. 36 from the main control board 10 at the opening of this special game, the process proceeds as follows: 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 the second type 2R hit B, which is the first big win, and after the end of the special games of the first type 10R hit A and the first type 2R hit C, which are the second big wins, the production 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 production image common to 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 production control board 120 wins the second type 2R hit B 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, the evening background, which is the original background in the normal state, is selected, and the background image of the evening background is displayed on the image display device 31. After that, the production control board 120 maintains the display of the background image of the evening background until receiving the game state designation command in the low base short state, and when receiving the game state designation command in the low base short state, the background is changed to the daytime background according to the 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 A per 10R of the first type or C per 2R of the first type. 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. Until the special symbol stops again as the jackpot symbol, when receiving the game state designation command for the low-base short state during the display of the background image that is the same as the normal 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 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 corresponding background 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 corresponding background to the low-base short state.

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

[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 mixed machine of the first and second types, 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 losses 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 step S1611A and step S1667A.

[0467] In step S1611A of FIG. 63, the sub-CPU 120a determines whether the power recovery designated command in the reception buffer corresponds to the normal state. When the power recovery designated command corresponds to the normal state (S1611A: Yes), the sub-CPU 120a proceeds to step 1612. When 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, when the variation stops at the symbol of the first type 2R hit B, the determination result of this step is "Yes". When 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". When 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. When 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 state at low base are associated with the daytime background, and the short state at high base 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 a 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 state at low base, as a common effect image for both the normal state and the short state at low base, regardless of whether the gaming machine 1 has recovered power in the normal state or in the short state at low base.

[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 state at low base, 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 variations of the special symbol as a predetermined condition for returning to the original background. During the 30 variations 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 state at low base 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 variations 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 state at low base is received, the background image of the daytime background, which is the background corresponding to the short state at low base, 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 gaming state immediately after the power-on of the gaming 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 gaming state designation command in the normal state. When it receives the gaming state designation command in the normal state, it changes the background to the evening background according to the gaming 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), in the high base short state, the effect control board 120 selects B for every first type 2R. When 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 effect control board 120 sets the winning of the next jackpot as a predetermined condition for returning to the original background. 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, the game state designation command is ignored and the display of the background image of the daytime background is maintained. 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 in the low base short state, the background image of the daytime background which is the corresponding background to the low base short state is displayed, and when receiving the game state designation command in the normal state, the background image of the evening background which is the corresponding background to the normal state is displayed.

[0476] As shown in the example of FIG. 67(b), in the high base short state, the effect control board 120 selects A for every first type 10R or C for every first type 2R. When 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 effect 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. 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 the present embodiment. FIG. 69 is a diagram showing each effect mode, game state, and background image of the gaming machine 1 of the present embodiment. Similar to the first and second embodiments, the gaming machine 1 of the present embodiment is 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 the present 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 the present embodiment has a total of nine types of jackpot, including five types of first-class jackpots and four types of second-class jackpots. The nine types of jackpots 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 played. In each round game, the first big winning port 16 is opened and closed in an opening and closing mode of opening the first big winning port 16 until the number of winning times of the first big winning port 16 reaches the specified number or the specified time elapses → closing the first big winning port 16 for 2 seconds.

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

[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 passing 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 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.

[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 passing 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 passing 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 conducted. In each round game, the first big winning port 16 is opened and closed in the opening and closing mode of the first big winning port 16 being opened until the number of winnings of the first big winning port 16 reaches the specified number or the specified time elapses → the first big winning port 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 conducted. In each round game, the first big winning port 16 is opened and closed in the opening and closing mode of the first big winning port 16 being opened until the number of winnings of the first big winning port 16 reaches the specified number or the specified time elapses → the first big winning port 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 starting conditions for 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 the first big winning opening 16 until the number of winnings at 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 starting conditions for 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 the first big winning opening 16 until the number of winnings at 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 this 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, or 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 or 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 combinations. The five types of special losing combinations are as follows.

[0500] a3. Short-time operation special losing combination a As shown in the game flow of FIG. 68, when this special losing combination 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 combination a is 20 times. When this special losing combination 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 combination a is 100 times.

[0501] b3. Short-time operation special losing combination b As shown in the game flow of FIG. 68, when this special losing combination 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 combination b is 40 times. When this special losing combination 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 combination b is 100 times.

[0502] c3. Short-time operation special losing combination c As shown in the game flow of FIG. 68, when this special losing combination 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 combination c is 60 times. When this special losing combination 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 combination c is 100 times.

[0503] d3. Short-time operation special losing combination d As shown in the game flow of FIG. 68, when this special losing combination 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 combination d is 80 times. When this special losing combination 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 combination d is 100 times.

[0504] e3. Short-time operation special miss e 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, no matter what symbol the special symbol stops at, 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 draw 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 draw 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-judgment table, symbol determination table, variation pattern determination table, special game control table, special miss symbol stop setting table, and special game end setting table in the main ROM 110b of the main control board 10 are replaced with those corresponding to the 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. In this pre-determination table, 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 are stored.

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

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

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

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

[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 losing symbols of 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 of this embodiment, a set of stop symbol data, game state information set in the game state buffer, data indicating the game state at the time of the special game end, 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 a right hit 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 a jackpot to occur 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 by hitting the ball to the left 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, between the normal state and the short low-base state, the release time of the movable piece 15b is only extremely short, and it is possible to start winning the second start port 15 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 state 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 restoration designation command and a game state designation command indicating in which game state the power has been restored 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 the present 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 the present 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 is turned on for 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, for the gaming machine 1, assuming a rarely occurring case where a jackpot 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 per 10R of the first type, "02" corresponding to B per 2R of the first type, and "03" corresponding to C per 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 also stored.

[0525] According to the special game end setting table of Fig. 77, when winning on A per 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 per 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 the 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-type 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 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-kind mixers. The processing of the effect control board 120 in this embodiment is the same as that in the first embodiment. The sub-ROM 120b of the effect control board 120 stores a normal background setting table and a special background setting table.

[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 resumes 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 combination of A for every 10R of the first type or B for every 2R of the first type is selected, 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, the content of the process is also the same as that in the first embodiment.

[0533] Therefore, in this embodiment, after the end of the special game of B for every 2R of the first type, which is the first big win, and after the end of the special game of A for every 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, the fifth embodiment of the present invention will be described. The gaming machine 1 of this embodiment is of a type called a one-kind 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-handed play, a low-base short-time state, and a high-probability short-time-none state, a high-base short-time state in which the game is played with right-handed play, and a high-probability short-time-with state.

[0535] In the high-probability short-time-with 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 in the high-base short-time state, and the release time of the movable piece 15b per winning of the normal symbol lottery becomes 6 seconds, the same as in the high-base short-time state.

[0536] In the high-probability short-time-none 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 in 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 in 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 the mode when it is in the high-probability short-time-with 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 the mode when it is in the high-probability short-time-none state. During the morning mode, a background image showing the morning scene is displayed during normal variation.

[0538] FIG. 80 is a block diagram showing the overall configuration of the gaming machine 1 according to the present embodiment. Since the gaming machine 1 according to the present embodiment is a kind of fixed probability variation 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 reservation for the second special symbol in the gaming machine 1 according to the present embodiment, a second special symbol reservation 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 reservation of the second special symbol, a second storage unit corresponding to the second reservation of the second special symbol, a third storage unit corresponding to the third reservation of the second special symbol, and a fourth storage unit corresponding to the fourth reservation of the second special symbol.

[0539] There are 10 types of jackpot in the gaming machine 1 according to 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 in 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 high probability and short time. The number of short time (J) when it becomes a state with high probability and short time after passing through 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 high probability and short time. When it becomes A when the first special figure hits 10R in the state without high probability and short time, the game state after the special game becomes a state without high probability and short time again.

[0542] B5. B corresponding to the first special symbol 2R This big win is one of the ones that can be selected in the big win lottery triggered by the establishment of the start condition of the first special symbol. In the special game of this big win, 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 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.

[0543] As shown in the game flow of FIG. 78, when it becomes B corresponding to the first special symbol 2R in the normal state, the game state after the special game becomes a state with high probability and short time. The number of short time times (J) when it becomes a state with high probability and short time after passing through the special game of B corresponding to the first special symbol 2R is 800 times. When it becomes B corresponding to the first special symbol 2R in the low base short time state, the game state after the special game becomes a state without high probability and short time. When it becomes B corresponding to the first special symbol 2R in the state without high probability and short time, the game state after the special game becomes a state without high probability and short time again.

[0544] C5. C corresponding to the first special symbol 10R This big win is one of the ones that can be selected in the big win lottery triggered by the establishment of the start condition of the first special symbol. In the special game of this big win, 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 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.

[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 wi...

Claims

Claim 1: having a normal state, a slightly short state with a higher degree of advantage related to auxiliary games than the normal state, and a high base short state with a sufficiently high degree of advantage related to auxiliary games than the normal state and the slightly short state, special game execution means, auxiliary game execution means, effect means including image display means, a main control means for 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 slightly short state after the special game, a second jackpot that becomes the normal state after the special game, and a third jackpot that becomes the slightly short state or the high base short state after the special game, determining the necessity of executing the auxiliary game, causing the auxiliary game execution means to execute the 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 for receiving the commands generated by the main control means and performing an effect by the effect means based on the received commands 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 state, in the slightly short 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 state, the effect control means, after the end of the special game of the first jackpot, causing the effect means to display a background image corresponding to the normal state, and after the end of the special game of the second jackpot, causing the effect means to display the same background image as the background image corresponding to the normal state A gaming machine characterized by the above.

Citation Information

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