gaming machines

The pachinko gaming machine enhances player interest through a special game execution mechanism, auxiliary games, and varied jackpots with different advantage levels, improving the time-saving period experience.

JP7716092B2Active Publication Date: 2025-07-31KYORAKU IND CO LTD
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Patent Information

Application Number
JP2021193011
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-11-29
Publication Date
2025-07-31
Estimated Expiration
2041-11-29

AI Technical Summary

Technical Problem

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

Method used

The gaming machine incorporates a special game execution mechanism, auxiliary game execution, and various jackpots with different levels of advantage, along with image display means to enhance gameplay interest. These include a first jackpot returning to a normal state, a second jackpot entering a slightly higher advantage state, and a third jackpot entering a high advantage state after special games, with a main control system managing game progression and effect control to display background images accordingly.

Benefits of technology

The enhanced gameplay dynamics and varied jackpot systems significantly increase player engagement and interest in the gaming machine.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

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

Technical Field

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

Background Art

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

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

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

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

Means for Solving the Problems

[0006] In order to solve the above problems, the present invention includes a special game execution means, an auxiliary game execution means, an effect means including an 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 with a slightly higher degree of advantage related to the auxiliary game than the normal state after the special game, and a third jackpot that enters a high base short state with a sufficiently high degree of advantage related to the auxiliary game than the normal state and the slightly short state after the special game. The special game execution means executes any one of the special games of a plurality of types of jackpots, determines the necessity of executing the auxiliary game, and based on this determination result, causes the auxiliary game execution means to execute the auxiliary game. 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. When a game state designation command in the slightly short state is received during the display of the same background image, the display of the same background image is maintained.

Effect of the Invention

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

Brief Explanation of Drawings

[0008]

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Mode for Carrying Out the Invention

[0009] <First Embodiment> FIG. 1 is a front view of a gaming machine 1 according to the first embodiment of the present invention. FIG. 2 is an enlarged view of a second start port 15 in the gaming machine 1. FIG. 3 is a perspective view of the back side of the gaming machine 1. FIG. 4 is a block diagram showing the overall configuration of the gaming machine 1. The gaming machine 1 of the present embodiment is of a type called a one-two mixed machine. As shown in FIG. 1, the housing of the gaming machine 1 has a rectangular outer frame 60 and a glass door 50 that visibly covers the game area 6 of the outer frame 60.

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

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

[0012] The first special 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 gaming area 6 of the gaming machine 1 is roughly egg-shaped. The gaming area 6 is divided into a left area 6L on the left side of the center in the left-right direction and a right area 6R on the right side. At the left end of the left area 6L, arc-shaped rails 5a and 5b are provided, with a gap between them slightly wider than the gaming ball. A ball return prevention piece 5c is provided at the upper end of the inner rail 5b of these rails 5a and 5b.

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

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

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

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

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

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

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

[0026] More specifically, as shown in FIG. 5, in the performance during the symbol variation display, when developing into a performance 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 performance during the symbol variation display, when encouraging or notifying the development into a performance 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 repeatedly performs a swaying motion of moving to a position where substantially half of the fourth movable accessory 33d in the width direction is exposed inside the decorative member 7 and then returning to the initial position.

[0028] As shown in FIG. 7, in the performance 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] A second large prize opening 17 is provided in the lower center of the game area 6. The second large prize opening 17 is provided with a second large prize opening door 17b and a second large prize opening opening solenoid 17c that switches the second large prize opening door 17b between open and closed states. The second large prize opening door 17b is a rectangular plate with approximately the same dimensions as the second large prize opening 17. The lower edge of the second large prize opening door 17b is pivotally attached to the lower edge of the second large prize opening 17 so that it can swing freely. When the second large prize opening opening solenoid 17c is turned off, the second large prize opening door 17b stands up approximately flush with the surface of the game board in the game area 6, entering a closed state that blocks the second large prize opening 17. When the second large prize opening opening / closing solenoid 17c is turned on, the second large prize opening opening / closing door 17b is tilted forward with the lower edge of the second large prize opening 17 as a fulcrum and becomes an open state.

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

[0038] As shown in Fig. 2, a specific area 19B (V winning opening) is provided inside the second large winning opening 19. A slide member 19c is provided in the specific area 19B. The slide member 19c serves as a sorting device that sorts game balls passing over the specific area 19B into balls that will enter the specific area 19B and balls that will 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, and when the specific area opening / closing solenoid 18d (see FIG. 4) is turned on, the slide member 19c retreats rearward to open the specific area 19B. While the specific area 19B is in the open state, a ball enters the specific area 19B, and this is detected by the specific area detection switch 18a. While the specific area 19B is in the closed state, a game ball passes over the specific area 19B and is discharged from the opening 19e.

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

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

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

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

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

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

[0046] In the gaming machine 1, a jackpot lottery is executed when the start conditions for the first special symbol are met by a start winning entry in the first start slot 14, and when the start conditions for the second special symbol are met by a start winning entry in the second start slot 15. If the lottery result is a jackpot, the special symbol stops in a jackpot stop mode after a predetermined period of time of variable display. If the lottery result is a small win, the special symbol stops in a small win stop mode after a predetermined period of time of variable display. If the lottery result is a loss, the special symbol stops in a loss stop mode after a predetermined period of time of variable display. Also, a normal symbol lottery is executed when the start conditions for the normal symbol are met by the passage of a gaming ball through the normal symbol gate 13. If the lottery result is a win, the normal symbol stops in a win stop mode after a predetermined period of variable display, and the movable piece 15b is opened in a win release mode. If the lottery result is a loss, the normal symbol stops in a loss stop mode after a predetermined period of variable display.

[0047] The gaming machine 1 has a total of 8 types of jackpot, including 5 types of first-class jackpots and 3 types of second-class jackpots. 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 in the specific area 19B, the jackpot game of the second-class jackpot is executed as a special game. The 8 types of jackpots 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 starting 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 time-saving state, the normal symbol variation time is 5 seconds, and the opening time of the movable piece 15b per winning normal symbol lottery is 6 seconds.

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

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

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

[0056] C1. 1st Class 2R C This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the first special symbol. In the special game of this jackpot, round games from the first round to the second round are conducted. In each round game, the first big winning 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 winning times 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.

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

[0058] F1. First type 10R per hit F This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the second special symbol. In the special game of this jackpot, round games from the first round to the tenth round are conducted. In each round game, the first big winning 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 winning times 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.

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

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

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

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

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

[0064] I1. Type 2 Actual 2R per I This jackpot is one of the 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 (rounds 2 and 3) are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a predetermined number or a predetermined time has elapsed, and then the first large prize opening 16 is closed for two seconds.

[0065] As shown in the game flow in Figure 8, if the second type of actual 2R per 1 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 second type of actual 2R per 1 special game is reached is 100.

[0066] J1. Type 2 actual 9R per J 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.

[0067] As shown in the game flow of Fig. 8, when a second-type effective 9R win is J in the high base time-saving state, the game state after the special game returns to the normal state. That is, in the gaming machine 1 of this embodiment, during the high base time-saving state, if a first-type 10R win is F, a first-type 10R win is G, a second-type effective 9R win is H, or a second-type effective 2R win is I, the most advantageous high base time-saving state continues, but if a second-type effective 9R win is J, the state returns to 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 described above, in the low base short state, the degree of advantage related to the sub-game is higher than that in the normal state. However, as shown in the game flow of FIG. 8, in the low base short state, no matter what symbol the special symbol stops at, it will not enter the high base short state, while in the normal state, when the special symbol stops at the symbol of the first type 2R per C, after the end of the special game, it will enter the high base short state, and when it stops at the symbol of the high base short operation special loss a, it will immediately enter the high base short state. Therefore, in terms of the ease of transitioning to the high base short state, the normal state is more advantageous than the low base short state. Thus, in this embodiment, the player hopes to stay in the normal state and have more opportunities to draw the symbols of the first type 2R per C or the high base short operation special loss a to enter the high base short state. Also, the player hopes to draw the symbol of the first type 2R per B as soon as possible during the low base short state or consume the variation of the low base short count (B) to enter the normal state.

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

[0076] As shown in Fig. 9(a), when the left symbol 36L, the middle symbol 36C, the right symbol 36R, and the fourth symbol 36Z stop in a winning mode and a special game is to be played, a special game performance is carried out in accordance with the special game. In the special game performance, an opening performance related to the opening of the special game, a round game performance related to the round game, an ending performance related to the ending of the special game, etc. are carried out.

[0077] As shown in Fig. 9(b), at the lower center in the image display device 31, the variable image 37(0) is displayed. When there is a hold of the variation of the first special symbol, on the left side of the variable image 37(0) in the image display device 31, the image 371(1) of the first hold (the hold with the first variation order) in the first special symbol, the image 371(2) of the second hold (the hold with the second variation order), the image 371(3) of the third hold (the hold with the third variation order), and the image 371(4) of the fourth hold (the hold with the fourth variation order), a maximum of 4 images are displayed.

[0078] When the number of hold displays of the first special symbol hold display 23 increases, images 371(1), 371(2), 371(3), or 371(4) corresponding to the increased number of holds appear.

[0079] During the display of the images 371(1), 371(2), 371(3), or 371(4) corresponding to the number of hold displays of the first special symbol hold display 23, each time one variation of the special symbol ends, the variable image 37(0) of that variation disappears, the image 371(1) of the first hold moves to the position of the variable image 37(0) of that variation, and the images 371(2), 371(3), or 371(4) after the second hold move to the positions of their respective immediate right neighbors.

[0080] In the following description, the images 37(0), 371(1), 371(2), 371(3), 371(4) are appropriately referred to as "hold display images".

[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) The timing t immediately after the start of the final fluctuation HH In (0), the display mode of the reserved display image corresponding to the final change changes to either blue, green, or red. In the pre-read reserved display change performance, the reliability of the jackpot increases in the order of blue < green < red.

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

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

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

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

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

[0101] In the main ROM 110b of the main control board 10, data such as game control programs is stored. In the main ROM 110b, there are stored various tables such as a jackpot determination table for the special symbol display devices 20 and 21, a winning determination table for the normal symbol display device 22, a symbol determination table, a variation pattern determination table, a preliminary determination table, a special game control table, a big winning opening / closing control table, a special game end setting table, a special losing symbol stop setting table, an auxiliary game control table, and a movable piece release control table. 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 special power processing data storage area, a stopped symbol data storage area, a normal symbol hold storage area, a normal figure normal power processing data storage area, a normal symbol data storage area, a game state flag storage area, a specific area winning flag storage area, a game state buffer, a round number (R) counter, a big winning opening ball number (C) counter, a first special symbol hold number (U1) counter, a normal symbol hold number (G) counter, a short count number (B) counter at low base, a short count number (J) counter at high base, a variation number (L) counter, an opening number (S) counter, a special power operation number (K) counter, a special symbol time counter, a special game timer counter, a normal symbol time counter, an auxiliary game timer counter, and a production transmission data storage area. Here, when the power is turned off, the data in the used area of the main RAM 110c is backed up by an 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 also supplies a power interruption detection signal indicating whether the power supply voltage has fallen below a predetermined value to the main control board 10 and the performance control board 120. The power supply board 170 has a backup power supply consisting of a capacitor. The power supply board 170 keeps the power interruption detection signal at a high level while the power supply voltage is above a predetermined value, and changes the power interruption detection signal to a low level when the power supply voltage falls below the predetermined value.

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

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

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

[0107] The sub-CPU 120a receives the operation clock from the crystal oscillator based on the commands transmitted from the main control board 10 and the input signals from the timers, reads out the programs stored in the sub-ROM 120b, performs arithmetic processing using the sub-RAM 120c as a work area, and transmits the commands generated in the said processing to the overall control unit 141 and the lamp / drive control unit 150. When a startup operation is performed, the sub-CPU 120a performs initialization processing, and after finishing the initialization processing and entering a state where the game is possible, it controls the effects according to the progress of the game.

[0108] Data such as effect control programs 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 standby 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 operation clock from a crystal oscillator, reads out a program stored in the overall ROM 141c, performs arithmetic processing while using the overall RAM 141b as a work area, and controls the VDP 145 and the audio processor 144 based on the processing.

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

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

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

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

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

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

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

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

[0119] The lamp CPU 150a receives the operation clock from the crystal oscillator, reads out the program stored in the lamp ROM 150c, performs arithmetic processing while using the lamp RAM 150b as a work area, and controls the lighting devices 340a, 340b, 340c, 340d for effects and the drive devices 330a, 330b, 330c, 330d for effects based on the processing.

[0120] The lamp ROM 150c stores a lamp / drive control program for lighting the lamp and driving the accessories, a light emission mode determination program for determining and setting the lamp light emission information of the lighting devices 340a, 340b, 340c, 340d for effects and causing the lighting devices 340a, 340b, 340c, 340d for effects to emit light according to this setting, an operation mode determination program for determining and setting the accessory drive information of the drive devices 330a, 330b, 330c, 330d for effects and operating the drive devices 330a, 330b, 330c, 330d for effects according to this setting, an effect lamp control mode determination table, an effect accessory 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 for bidirectional communication. The payout control board 130 is equipped with a one-chip microcomputer 110m consisting of a payout CPU, payout ROM, and payout RAM (not shown). The payout CPU reads a program stored in the payout ROM based on input signals from the payout ball counting switch 132 and the timer, performs calculations using the payout RAM as a work area, and transmits corresponding commands to the main control board 10 based on the calculations. The output side of the payout control board 130 is connected to a payout motor 131 of the payout device, which pays out a predetermined number of game balls from the game ball storage area. The payout CPU reads a predetermined program from the payout ROM and performs calculations based on commands transmitted from the main control board 10, and controls the payout motor 131 of the payout device to pay out a predetermined number of game balls. The payout RAM functions as a data work area during the payout CPU's calculations.

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

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

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

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

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

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

[0128] Next, the main CPU 110a permits access to the main RAM 110c (S10-2). Next, the main CPU 110a configures the serial communication port (S10-3). Next, the main CPU 110a configures the watchdog timer (S10-4). The watchdog timer monitors whether the one-chip microcomputer 110m of the main control board 110 is operating normally in accordance with the game control program. If an abnormality occurs in the game control program and the game control program is interrupted or stopped during execution, or if only a loop process is repeatedly executed after the program execution is interrupted so that no other game processes are executed, if the timer count unit of the watchdog timer counts up during the stopped state or the standby state due to the loop process, the one-chip microcomputer 110m of the main control board 110 is forcibly initialized.

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

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

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

[0132] In step S10-9, the main CPU 110a calculates a checksum of the data in the 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 steps S10 - 15, the main CPU 110a sets the main RAM 110c when the backup is valid. Specifically, based on the power - off occurrence information, the main CPU 110a restores the data (data in the special symbol storage area, special figure special power - processing data storage area, stop symbol data storage area, normal symbol reservation storage area, normal figure normal power - processing data storage area, normal symbol data storage area, game state flag storage area, specific area winning flag storage area, game state buffer, round number (R) counter, big winning port ball - entry number (C) counter, first special symbol reservation number (U1) counter, normal symbol reservation number (G) counter, low - base short - cycle number (B) counter, high - base short - cycle number (J) counter, variation number (L) counter, opening number (S) counter, special power operation number (K) counter, special symbol time counter, special game timer counter, normal symbol time counter, auxiliary game timer counter, production transmission data storage area, etc.) of the used area of the main RAM 110c.

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

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

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

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

[0140] In step S20-2, if the main CPU 110a determines that a power-off has not occurred (S20-2: Yes), it proceeds to step S20-3. If 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 the interrupt permission. After executing step S20-3, the main CPU 110a ends the current power-off monitoring process.

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

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

[0144] After the execution of step S20-8, the main CPU 110a sets power-off occurrence information (S20-9). 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 within the main control board 10.

[0146] In FIG. 21, when the reset clock pulse signal is generated, the main CPU 110a saves the information in the registers of the main CPU 110a at that time 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 counting 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 a full circle), the random number counter is reset to 0, and the respective random number values are newly updated from the initial random number values at that time.

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

[0149] Next, the main CPU 110a performs an input control process (S200). In the input control process, the main CPU 110a determines whether there is an input to various switches such as the general winning port detection switch 12a, the first major 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, and sets predetermined data when there is an input. Details of the procedure of the input control process will be described later.

[0150] After the execution of step S200, the main CPU 110a performs a special symbol special power control process (S300). In the special symbol special power control process, the main CPU 110a updates the value of the special symbol special power 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 (processing when the special symbol special power processing data = 0), a special symbol variation process (processing when the special symbol special power processing data = 1), a special symbol stop process (processing when the special symbol special power processing data = 2), a jackpot game process (processing when the special symbol special power processing data = 3), a small win game process (processing when the special symbol special power processing data = 4), and a jackpot game end process (processing when the special symbol special power processing data = 5). One of the six processes is selected and executed. Details of the procedure of the special symbol special power control process will be described later.

[0151] After the execution of step S300, the main CPU 110a performs a normal symbol normal power control process (S400). In the normal symbol normal power control process, the main CPU 110a updates the value of the normal symbol normal power processing data provided in the main RAM 110c according to the progress of the game in the gaming machine 1, and at the same time, selects and executes one of the two processes, namely, a normal symbol variation process (processing when the normal symbol normal power processing data = 0) and an auxiliary game process (processing when the normal symbol normal power processing data = 1). Details of the procedure of the normal symbol normal power 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 a detection signal is input from the first start port detection switch 14a. If no detection signal is input from the first start port detection switch 14a, the main CPU 110a proceeds directly to step S250. If a detection signal is input from the first start port detection switch 14a, a series of processes are performed, such as updating the prize ball counter, determining whether the first special symbol retention count (U1) is less than 4, updating the first special symbol retention count (U1) when it is less than 4, storing a random value in the special symbol storage area, performing a preliminary jackpot lottery determination 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 a detection signal is input from the second start port detection switch 15a. If no detection signal is input from the second start port detection switch 15a, the main CPU 110a proceeds directly to step S260. If a detection signal is input from the second start port detection switch 15a, a series of processes are performed, such as updating the prize ball counter and storing a random value in the special symbol storage area.

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

[0161] Next, the main CPU 110a performs gate detection switch input processing (S270). In the gate detection switch input processing, the main CPU 110a determines whether there is an input of a detection signal from the gate detection switch 13a. If there is no input of a detection signal from the gate detection switch 13a, the main CPU 110a ends the current input control processing as it is. If there is an input of a detection signal from the gate detection switch 13a, the main CPU 110a generates a gate passage designation command and sets the generated gate passage designation command in the production transmission data storage area of the main RAM 110c. Also, in this case, the main CPU 110a determines whether the count value (G) of the normal symbol retention count (G) counter for counting the normal symbol retention count (G) is less than 4. If the count value (G) of the normal symbol retention count (G) counter is less than 4, the count value (G) is updated by adding 1, and a normal symbol random number value is obtained and 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 1,10a obtains 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 obtained jackpot random value in the storage unit of 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 executing step S240-8, the main CPU 110a generates a start winning designation command corresponding to the winning information determined in the preliminary determination process of step S240-8, and sets this start winning designation command in the transmission data storage area for performance (S240-9). After that, the main CPU 110a refers to the count value (U1) of the first special symbol reserved number (U1) counter, generates a special symbol reserved number designation command indicating the first special symbol reserved number (U1), and sets this special symbol reserved number designation command in the transmission data storage area for performance (S240-10).

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

[0173] In the second start hole detection switch input process, only the 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 hole detection switch input process, when a detection signal is input from the second start hole detection switch 15a, the jackpot random number value, the special symbol random number value, the special symbol variation random number value, and the reach determination random number value are obtained, and these random number values are stored in the first memory unit of the second special symbol memory area.

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

[0175] In step S260-2, the main CPU 110a sets a specific area winning flag in the specific area winning flag storage area of the main RAM 110c. The specific area winning flag is a flag indicating that a win has occurred in the specific area 19B (V winning port). Winning in the specific area 19B (V winning port) triggers a second type of jackpot special game. 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 power control process. In Figure 27, the main CPU 110a loads the special figure special power process data (S301). In the next step S302, the main CPU 110a refers to the branch address from the loaded special figure special power process data. If the special figure special power process data = 0, the process moves to the special symbol storage determination process (step S310). If the special figure special power process data = 1, the process moves to the special symbol variation process (step S320). If the special figure special power process data = 2, the process moves to the special symbol stop process (step S330). If the special figure special power process data = 3, the process moves to the jackpot game process (step S340). If the special figure special power process data = 4, the process moves to the minor win game process (step S350). If the special figure special power process data = 5, the process moves to the jackpot game end process (step S360).

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

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

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

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

[0181] After executing step S310-5, the main CPU 110a performs a storage area shift process (S310-6). In this storage area shift process, if data is stored in the first storage section of the second special symbol storage area, the main CPU 110a writes the data to the 0th storage section, which is the determination information storage area. Also, if no data is stored in the 1st storage section of the second special symbol storage area, the main CPU 110a shifts the data in the 2nd to 4th storage sections of the first special symbol storage area to the previous storage section, and writes the data in the 1st storage section of the first special symbol storage area to the 0th storage section. By writing the data to this 0th storage section, the random number values (jackpot random number value, special symbol random number value, reach determination random number value, special symbol variation random number value) that were previously stored in the 0th storage section are erased.

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

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

[0184] In step S310-11, the main CPU 110a refers to the count value (J) of the high-base short count (J) counter and determines whether the high-base short count (J) is 1 or more. If the high-base short count (J) is 0 (S310-11: No), the process proceeds to step S311. If the high-base short count (J) is 1 or more (S310-11: Yes), the 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 jackpot determination process. In the jackpot determination process, the main CPU 110a determines the lottery result (jackpot, minor win, or loss) of the jackpot lottery triggered by the establishment of the current start condition, determines the type of jackpot if it is a jackpot, generates a symbol designation command for the jackpot corresponding to the determined jackpot type, and sets it in the production transmission data storage area. If it is a minor win, the type of jackpot is determined, a symbol designation command for the minor win corresponding to the determined minor win type is generated, and it is set in the production transmission data storage area. If it is a loss, a symbol designation command for the 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 special symbol random values, types of special symbols (types of winning combinations), stop symbol data, and symbol designation commands are stored separately as those to be referred to when the start condition of the first special symbol in the first special symbol display device 20 is satisfied and those to be referred to when the start condition of the second special symbol in the second special symbol display device 21 is satisfied.

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

[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 winning game process, and when determining the game state in the 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 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 winning lottery is a minor win. If the main CPU 110a determines that it is a minor win (S311-5: Yes), it proceeds to step S311-6, and if it is not a minor win (S311-5: No), it proceeds to step S311-8.

[0197] In step S311-6, the main CPU 110a performs a small 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] FIG. 32(a) is a diagram showing a symbol determination table for special losing cases. In the symbol determination table for special losing cases, a set of a special symbol random value, the type of special symbol (type of special losing case), stop symbol data, and a symbol designation command is stored.

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

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

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

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

[0207] 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, in the variation pattern determination table of the first special symbol shown in FIG. 33, the options for the variation pattern corresponding to special symbol 01 (A per 10R of the first type) include variation patterns 12, 13, 14, and 15. The variation time of variation pattern 12 is T12 (for example, T12 = 20000 ms). The variation time of variation pattern 13 is T13 (T13 = 30000 ms). The variation time of variation pattern 14 is T14 (T14 = 40000 ms). The variation time of variation pattern 15 is T15 (T15 = 60000 ms). The relationship of the selection rates of variation patterns 12, 13, 14, and 15 is variation pattern 12 < variation pattern 13 < variation pattern 14 < variation pattern 15.

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

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

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

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

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

[0217] Here, 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 step S312 in the special symbol time counter (S316). The special symbol time counter is decremented every 4 milliseconds in step S110.

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

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

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

[0225] In step S320-2, the main CPU 110a performs 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] Figure 36 is a flowchart showing details of the special symbol stop process. In Figure 36, the main CPU 110a determines whether or not the stop time of the special symbol has elapsed (S330-1). Specifically, the main CPU 110a refers to the special symbol time counter set in step S320-4, and determines that the stop time of the special symbol has elapsed if the special symbol time counter is 0, and determines that the stop time of the special symbol has not yet elapsed if the special symbol time counter is not 0. When the main CPU 110a determines that the stop time of the special symbol has elapsed (S330-1: Yes), it proceeds to step S330-2, and when it determines that the stop time of the special symbol has not elapsed (S330-1: No), it proceeds to step S330-23.

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

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

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

[0234] In the next step S330-7, the main CPU 110a performs a 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 special winning opening / closing control table to be referenced based on the stopped symbol data in the stopped symbol data storage area.

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

[0236] The special game control table for Type 1 jackpots stores stop symbol data, opening time, opening designation command, table number of the special prize opening / closing control table for Type 1 jackpots, ending time, and a set of symbol designation command for each type of jackpot. Here, the table number of the special prize opening / closing control table for Type 1 10R win A and Type 1 10R win F is "01," and the table number of the special prize opening / closing control table for Type 1 2R win B, Type 1 2R win C, and Type 1 2R win G is "02." The special prize opening / closing control table for each table number stores data indicating the opening and closing times for each round and the type of special prize opening to be opened.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0260] In step S340-2, the main CPU 110a determines whether the start interval time has elapsed. Specifically, the main CPU 110a refers to the special symbol time counter set in step S330-9 of the special symbol stop process. If the special symbol time counter is 0, it 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 jackpot game process.

[0261] In step S340-3, the main CPU 110a performs jackpot start setting processing. In the jackpot start setting processing, 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 big winning opening processing (S340-4). In this big winning opening processing, 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 executing step S340-4, the main CPU 110a performs a round start command transmission determination process (S340-5). In the round start command transmission determination process, the main CPU 110a generates a round start command according to the count value (R) of the round number (R) counter, sets this round start command in the transmission data storage area for performance, and ends the current jackpot game process.

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

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

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

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

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

[0269] After executing step S340-10, the main CPU 110a determines whether one round of game has ended (S340-11). Specifically, the main CPU 110a determines that one round of game has ended when the count value (C) of the counter for the number of balls entering the special prize opening (C) reaches a specified number (9 balls). Furthermore, the main CPU 110a determines that one round of game has not ended when the count value (C) of the counter for the number of balls entering the special prize opening (C) has not reached the specified number (9 balls). If the main CPU 110a determines that one round of game has ended (S340-11: Yes), it proceeds to step S340-12, and if it determines that one round of game has not ended (S340-11: No), it ends the current jackpot game processing.

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

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

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

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

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

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

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

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

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

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

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

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

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

[0283] FIG. 43 is a diagram showing a specific area opening / closing control table for a minor winning game. In the specific area opening / closing control table for the minor winning game, a set of data indicating the elapsed time since the opening of the second major 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, and 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 winning game transition process. The details of the second type of big winning game transition process will be described later.

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

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

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

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

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

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

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

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

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

[0295] When 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] When the main CPU 110a determines that the end interval time has elapsed (S350-14: Yes), it sets 0 in the special figure special electric processing data (S350-15) and ends the current small hit game process.

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

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

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

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

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

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

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

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

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

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

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

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

[0310] In the second jackpot special game control table, stop symbol data, the table number of the big winning opening control table, the ending time, and a set of symbol designation commands are stored for each type of jackpot. Here, the table numbers for the second type of virtual 9R win H and the second type of virtual 2R win J are "03", and the table number of the big winning opening control table for the second type of virtual 2R win I is "04". In the big winning opening 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 jackpot game preparation process, setting 1 to the count value (R) of the round number (R) counter is because the second jackpot is executed triggered by entering the specific area 19B during a minor win game, and the minor win game is regarded as the first round game of the second 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 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 stop symbol data loaded in step S360-1 and the stored contents of the game state flag storage area.

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

[0317] Here, as shown in the game flow of FIG. 8, in this embodiment, since the game is played with right hits during the high base short state, it is almost impossible for the first start port 14 to start winning and the first special symbol display device 20 to vary, and for the first special symbol lottery to result in a big win during the high base short state. However, although it is a rare case, during the normal state, one or more holds of the first special symbol remain, resulting in a type 1 2R win C or a special loss a, and after entering the high base short state, a big win may occur in the variation corresponding to the hold of the first special symbol. Therefore, in the special game end setting table, for the stop symbol data "01", "02", "03" corresponding to the first special symbol display device 20, data indicating the transition destination game state when the game state information in the game state buffer is 02H (high base short state) is stored.

[0318] Also, since the game is played with left-handed strikes between the normal state and the short low-base state, it is almost impossible for the second start port 15 to start winning and the second special symbol display device 21 to vary, resulting in a big win in the lottery of the second special symbol 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 setting table, for the stop symbol data "04", "05", "06", "07", "08" corresponding to the second special symbol display device 21, data indicating the transition destination game state when the game state information in the game state buffer is 00H (normal state) and when it is 01H (short low-base state) is stored.

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

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

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

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

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

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

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

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

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

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

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

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

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

[0332] In step S410-4, the main CPU 110a performs a memory area shift process. In this memory area shift process, the main CPU 110a shifts the data in the second to fourth storage units of the normal symbol holding memory area of the main RAM 110c to the one-previous storage unit respectively, and writes the data in the first storage unit of the normal symbol holding memory area to the zero-th storage unit. By writing the data to this zero-th storage unit, the random number value (normal symbol random number value) that had been stored in the zero-th 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 zero-th 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 symbol (S410-10). Specifically, the main CPU 110a sets the normal symbol variable display data for causing the normal symbol display device 22 to perform the variable display (LED blinking) of the normal symbol in a predetermined processing area. When the normal symbol variable display data is set in the predetermined processing area, the data for turning on or off the LED is created in step S600, and the created data is output in the output control processing of step S700, thereby performing the variable display of the normal symbol display device 22.

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

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

[0344] In step S410-13, the main CPU 110a performs processing to stop the variable display of the normal symbol. Specifically, the main CPU 110a clears the normal symbol variable display data set in step S410-10, and sets, 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 movable piece release control table for auxiliary games of the reference destination based on the current game state.

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

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

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

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

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

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

[0354] Here, when 1 is set in the normal pattern normal power processing data, in the subsequent normal pattern normal power 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 during the opening (S420-1). When the main CPU 110a is during the opening (S420-1: Yes), it proceeds to step S420-2, and when it is not during the opening (S420-1: No), it proceeds to step S420-5.

[0356] In step S420-2, the main CPU 110a determines whether the start interval time has elapsed. Specifically, the main CPU 110a refers to the 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 opening 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 movable piece opening / closing solenoid 14b in order to release the movable piece 15b of the second starting 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 starting 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 movable piece opening / closing solenoid 14b in order to convert the movable piece 15b of the second starting 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 starting port 15 in the sub-game timer counter based on the current number of release times (S). As a result, the second starting 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 release 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, auxiliary game end processing is performed. In the auxiliary game end processing, 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 processing.

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

[0371] FIG. 53 is a flowchart showing the main processing of the effect control unit 120m of the gaming machine 1. The main processing 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 initialization processing (S1000). In the initialization processing, the sub-CPU 120a reads a startup program from the sub-ROM 120b in response to power-on and initializes various flags in the sub-RAM 120c. After the end of the initialization processing, the sub-CPU 120a repeats processing (S1100) for updating effect random values and the like. Also, in conjunction with this random value update processing, the sub-CPU 120a executes timer interrupt processing 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 production input control processing of step S1700 to the overall control unit 141 and the lamp / drive control unit 150.

[0380] Next, the sub-CPU 120a restores the information saved in the stack area in step S1400 to the registers 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 power-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 while the special background immediately after power-on is being displayed.

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

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

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

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

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

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

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

[0393] In step S1641, the sub-CPU 120a performs start winning designation command storage processing. In the start winning designation command storage processing, the sub-CPU 120a uses, as the storage destination for data, the storage unit in the first to fourth storage units of the effect information storage area of the sub-RAM 120c where data is not 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 variation, a first effect information storage area corresponding to the hold of the first special symbol, and a second effect information storage area corresponding to the hold of the second special symbol. The first effect information storage area has a first storage unit corresponding to the first hold, a second storage unit corresponding to the second hold, a third storage unit corresponding to the third hold, and a fourth storage unit corresponding to the fourth hold. The second effect information storage area has only a 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 pre-reading hold.

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

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

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

[0398] The command set in the transmission buffer in the symbol determination processing is transmitted to the overall control unit 141 and the lamp / drive control unit 150 in the data output processing of step S1800. When receiving this command, the overall control unit 141 and the lamp / drive control unit 150 determine the symbol combination at the time of variation 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 effect information storage area, the sub-CPU 120a shifts the data in the second to fourth storage units of the effect information storage area to the previous storage unit, and writes the data in the first storage unit of the effect 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 effect scenario data is stored in the effect information storage area (S1662). If the sub-CPU 120a determines that the pre-read hold display change effect scenario data is stored (S1662: Yes), it proceeds to step S1663. If the pre-read hold display change effect scenario data is not stored (S1662: No), it proceeds to step S1664.

[0402] In step S1663, the sub-CPU 120a performs pre-read effect control processing. In the pre-read effect control processing, the sub-CPU 120a refers to the pre-read hold display change effect scenario data in the effect 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 an effect pattern specification command instructing the change in the display mode of the hold display image, and sets the generated effect pattern specification command in the transmission buffer.

[0403] The command set in the transmission buffer in the pre-read effect control processing is transmitted to the overall control unit 141 and the lamp / drive control unit 150 in the data output processing of step S1800. When the overall control unit 141 and the lamp / drive control unit 150 receive an effect 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 effect lighting devices 340a, 340b, 340c, 340d to execute an effect that changes 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 lighting 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 of the sub-RAM 120c and determines whether the current game state is a high base short state. If the sub-CPU 120a is in the high base short state (S1665: Yes), it proceeds to step S1666, and if it is not in the high base short state (S1665: No), it ends the current command analysis processing.

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

[0408] In step S1667, the sub-CPU 120a determines whether the variation stops at a jackpot symbol where the game state after a special game becomes a low-base short state. As shown in the special game end setting table of FIG. 46, among the three types of jackpots of the first special symbol, the game state after the special game becomes a low-base short state in the case of the first type 2R win B. Therefore, if the variation stops at the symbol of the first type 2R win B, the determination result of this step is "Yes". If it stops at the symbol of the first type 10R win A, the first type 2R win C, or a losing symbol, the determination result of this step is "No". If the sub-CPU 120a determines that the variation stops at a jackpot symbol where the game state after the special game becomes a 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 a low-base short state (S1667: No), it ends the current command analysis process.

[0409] In step S1668, the sub-CPU 120a sets the special background image waiting setting flag in the special background image waiting setting flag storage area of the sub-RAM 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 decorative 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 subtracting 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. If the command in the reception buffer is an opening designation command (S1680: Yes), the sub-CPU 120a proceeds to step S1681. If the command in the reception buffer is not an opening designation command (S1680: No), the sub-CPU 120a proceeds to step S1685.

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

[0419] The command set in the transmission buffer in the special game effect selection process is transmitted to the overall control unit 141 and the lamp / drive control unit 150 in the data output process of step S1800. When 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 illumination devices 340a, 340b, 340c, and 340d according to the command.

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

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

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

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

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

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

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

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

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

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

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

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

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

[0433] FIG. 60(a) is a diagram showing a normal background setting table. In the normal background setting table, a 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 illumination 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 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 power-off the previous day by the initialization processes 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 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 power-off before closing the store the previous day was the low base short state, immediately after the power-on the next day, the power is restored in the low base short state.

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

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

[0441] On the other hand, the processing when power recovery occurs in the low base short state is as follows. When the main control board 10 receives a power recovery designation command corresponding to the low base short state, the processing 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 designation command corresponding to the low base short state, the processing 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 processing 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 processing 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 processing 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 the normal state and the low base short state.

[0445] More specifically, as shown in the example of Fig. 61(a), when the game state immediately after the power of the gaming machine 1 is turned on is the normal state, the effect control board 120 selects the evening background, which is the original background of the normal state, and causes the image display device 31 to display the background image of the evening background. After that, the effect control board 120 maintains the display of the background image of the evening background until it receives a game state designation command for the low base short state. 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 gaming state immediately after the power-on of the game machine 1 is the low base short state, the effect control board 120 selects the evening background, which 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 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 game state designation command for the low base short state is received during the display of the same background image as the normal state, the display of the background image ignores the game state designation command and maintains the display of the background image of the evening background. When the 30 variations of the special symbol are completed and the predetermined condition is satisfied, the background is returned to the original one. When a game state designation command for the normal state is received, the background image of the evening background, which is the background corresponding to the normal state, is displayed. When a game state designation command for the low base short state is received, the background image of the daytime background, which is the background corresponding to the low base short state, is displayed.

[0447] Here, as shown in the special game end setting table of FIG. 46, in the game machine 1, assuming a rare 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 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 stored.

[0448] According to the special game end setting table of FIG. 46, when winning on A per 10R of the first type or C per 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 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.

[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 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).

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

[0452] When the first special symbol stops at the symbol of B per first type 2R and the main control board 10 receives the symbol determination command of step S320-3 in FIG. 35, the process proceeds as step S1670: Yes → step S1671 → step S1672: No. When 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 occurs in which it stops at the symbol of A per first type 10R or C per first type 2R 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 of step S340-16 in FIG. 41 from the main control board 10 at the end of a special game, the process proceeds as step S1690: Yes → step S1691 → step S1692: Yes → step S1693. In step S1693, a special background image setting flag is set in the special background image setting flag storage area of the sub-RAM 120c.

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

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

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

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

[0462] To explain in more detail, as shown in the example of Fig. 62(a), when the effect control board 120 wins the first type 2R per 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, it selects the evening background, which is the original background in the normal state, and causes the image display device 31 to display the background image of the evening background. After that, the effect control board 120 maintains the display of the background image of the evening background until it receives the game state designation command in the low base short state, and when it receives the game state designation command in the low base short state, it changes the background to the daytime background according to 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 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, the interest of the gaming machine 1 having the normal state and the game state with a higher degree of advantage related to the auxiliary game than the normal state can be enhanced.

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

[0466] In this embodiment, a part of the command analysis process of the effect control board 120 is different from that of the first embodiment. As shown in FIGS. 63 and 64, in the command analysis process of the effect control board 120 of this embodiment, steps S1611 and S1667 in the command analysis process of the effect control board 120 of the first embodiment are replaced by 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, and 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", and 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 the special background image setting flag is set in the special background image setting flag storage area of the sub-RAM 120c. Therefore, immediately after the power-on of the gaming machine 1, the production 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 production image common to 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 production 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 production 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 game state immediately after the power-on of the game machine 1 is the low-base short state, the effect control board 120 selects the daytime background, which is the original background of the low-base short state, and causes the image display device 31 to display the background image of the daytime background. After that, the effect control board 120 maintains the display of the background image of the daytime background until it receives the game state designation command in the normal state. When it receives the game state designation command in the normal state, it changes the background to the evening background according to the game state designation command.

[0474] Also, in the present embodiment, when the variation stops at the symbol of B per the first type 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 the first type 2R per B, which is the first big win, and after the end of the special games of the first type 10R per A and the first type 2R per C, which are the second big wins, the effect control board 120 causes the image display device 31 to display the background image of the daytime background, which is the background of the low-base short state, as an effect image common to the normal state and the low-base short state.

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

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

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

[0478] <Third Embodiment> Next, a third embodiment of the present invention will be described. FIG. 68 is a diagram showing the game flow of the gaming machine 1 of 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. In the short low-base state, the evening mode is entered and an evening background image is displayed. In the normal state, the daytime mode is entered and a daytime background image is displayed.

[0479] The gaming machine 1 of the present embodiment has a total of nine jackpot types, five of the first type and four of the second type. The nine jackpot types are as follows.

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

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

[0482] B3. First Type 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 conducted. In each round game, the first big winning opening 16 is opened and closed in the following opening and closing pattern: the first big winning opening 16 is opened until the number of winning times of the first big winning opening 16 reaches the specified number or the specified time elapses, and then the first big winning opening 16 is closed for 2 seconds.

[0483] As shown in the game flow of FIG. 68, when it becomes B in 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 in the first type 2R hit in the low base short state, the game state after the special game returns to 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.

[0484] C3. First type 2R hit C This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the first special symbol. In the special game of this jackpot, round games from the first round to the second round are conducted. In each round game, the first big winning opening 16 is opened and closed in the 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, and then 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 in 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 in 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. First type 10R hit F This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the second special symbol. In the special game of this jackpot, round games from the first round to the tenth round are played. In each round game, the first big winning opening 16 is opened and closed in the opening and closing mode of the first big winning opening 16 being opened until the number of winning times of the first big winning opening 16 reaches the specified number or the specified time elapses → the first big winning opening 16 is closed for 2 seconds.

[0487] As shown in the game flow of FIG. 68, when it becomes the first type 10R per F 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 passing through the special game of the first type 10R per F is 100 times.

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

[0489] As shown in the game flow of FIG. 68, when it becomes the first type 10R per G 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 passing through the special game of the first type 10R per G is 100 times.

[0490] H3. Second type substantial 9R per H This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the second special symbol. In the special game of this jackpot, after the small win game, which is the substantial first round, and winning in the specific area 19B, round games from the second round to the tenth round are played. In each round game, the first big winning opening 16 is opened and closed in the opening and closing pattern of opening 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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0505] As described above, in the low-base short-time state, the degree of advantage related to the auxiliary game is higher than that in the normal state. Further, as shown in the game flow of FIG. 68, in the normal state, 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 hit C, after the end of the special game, it enters the high-base short-time state, and when it stops at the symbols of the short-time operation special misses a, b, c, d, e, it immediately enters the high-base short-time state. Therefore, in terms of the ease of entering the high-base short-time state, the low-base short-time state is more advantageous than the normal state. Thus, in this embodiment, the player hopes to stay in the low-base short-time state and have more opportunities to obtain the symbols of the first type 2R hit C and the short-time operation special misses a, b, c, d, e to enter the high-base short-time state. Also, the player hopes to obtain the symbols of the first type 2R hit C and the short-time operation special misses a, b, c, d, e as soon as possible during the normal state to enter the low-base short-time state.

[0506] The processing of the main control board 10a in this embodiment is the same as that in the first and second embodiments, but the pre-determination table, symbol determination table, variation pattern determination table, special game control table, special miss symbol stop setting table, 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. This pre-determination table stores combinations of jackpot random values, special symbol random values, game states (normal state, short state at low base, or short state at high base), reach determination random values, special symbol variation random values, winning information, and start winning designation commands.

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

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

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

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

[0512] FIG. 73 is a diagram showing a variation pattern determination table for the first special symbol, which is 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, which is 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, which is 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 the present 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, which is 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 the present embodiment, a set of stop symbol data, opening time, opening designation command, table number of the big winning opening opening / closing control table for the second type of big win, ending time, and symbol designation command is stored.

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

[0517] FIG. 77 is a diagram showing a special game end setting table referred to in steps S360-2 and S360-3 of FIG. 45. In this special game end setting table, for the nine types of jackpots in this embodiment, a set of stop symbol data, game state information set in the game state buffer, data indicating the game state at the 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 right strikes 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 by the variation of the second special symbol. Therefore, 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 this embodiment, unlike the first embodiment, in terms of the ease of transitioning to the high-base short state, the low-base short state is more advantageous than the normal state. Therefore, as shown in Fig. 60(c), contrary to the first embodiment, in the normal background setting table, the normal state corresponds to the daytime background and the low-base short state corresponds to the evening background. Also, the content of the special background setting table is the same as that of Fig. 60(b) of the first embodiment. Immediately after the power 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 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 also stored.

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

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

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

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

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

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

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

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

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

[0534] <Fifth Embodiment> Next, a fifth embodiment of the present invention will be described. The gaming machine 1 of this embodiment is of a type called a 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 absent state, a high-base short-time state in which the game is played with right-handed play, and a high-probability short-time present state.

[0535] In the high-probability short-time present state, the big-win winning probability becomes 1 / 30 of a higher probability than in 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 absent state, the big-win winning probability becomes 1 / 30 of a higher probability than in 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 a mode when in the high-probability short-time present state. During the maze mode, a background image showing a state of wandering inside a maze is displayed during normal variation. The morning mode is a mode when in the high-probability short-time absent state. During the morning mode, a background image showing a morning scene is displayed during normal variation.

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

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

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

[0541] As shown in the game flow of FIG. 78, when the first special figure hits 10R A 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 the special game of the first special figure hitting 10R A is 800 times. When the first special figure hits 10R A in the low base short time state, the game state after the special game becomes a state without high probability and short time. When the first special figure hits 10R A 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 carried out. 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 is opened until the number of winning times 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.

[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 short time count (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 carried out. 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 is opened until the number of winning times 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.

[0545] As shown in the game flow of FIG. 78, when the first special symbol 10R hits C in the normal state, the game state after the special game becomes a state with high probability and short time. Even when the first special symbol 10R hits C in the low base short time state, the game state after the special game becomes a state with high probability and short time. Even when the first special symbol 10R hits C in the state without high probability and short time, the game state after the special game becomes a state with high probability and short time. The number of short time counts (J) when it becomes a state with high probability and sh...

Claims

Claim 1: having a normal state, a short-term state with a higher degree of advantage related to auxiliary games than the normal state, and a high-base short-term state with a sufficiently high degree of advantage related to auxiliary games than the normal state and the short-term state; special game execution means; auxiliary game execution means; effect means including image display means; a main control means that causes the special game execution means to execute any one of a plurality of types of special games including a first jackpot that becomes the normal state or the short-term state after the special game, a second jackpot that becomes the normal state after the special game, and a third jackpot that becomes the short-term state or the high-base short-term state after the special game, 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 can generate a plurality of types of commands including commands corresponding to the progress of the game; comprising; the main control means; in the normal state, when a predetermined special game among the third jackpots is executed, sets the game state after the execution of the special game to the high-base short-term state; in the short-term state, when the predetermined special game is executed, sets the game state after the execution of the special game to a game state that is not the high-base short-term state; the effect control means; after the end of the special game of the first jackpot, causes the effect means to display a background image corresponding to the normal state, after the end of the special game of the second jackpot, causes the effect means to display the same background image as the background image corresponding to the normal state, and when receiving a game state designation command for the short-term state during the display of the same background image, maintains the display of the same background image A gaming machine characterized by the above.

Citation Information

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