gaming machines

The gaming machine's special game execution and presentation control systems enhance player engagement by offering multiple jackpot types and dynamic background images, addressing the need for increased interest during time-saving states.

JP7716095B2Active Publication Date: 2025-07-31KYORAKU IND CO LTD
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Patent Information

Application Number
JP2021193014
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 and enjoyment of gaming machines, particularly during time-saving states where the degree of advantage related to auxiliary games is higher than in normal states.

Method used

The gaming machine incorporates a special game execution means that can transition to different jackpot types, including first, second, and third jackpots with varying degrees of advantage, and determines whether to execute an auxiliary game based on specific conditions, while using a main control means to generate commands and a presentation control means to display background images and maintain them during certain game states.

Benefits of technology

This enhances the enjoyment of playing gaming machines by providing varied and engaging game experiences, increasing the player's interest through different jackpot transitions and background image presentations.

✦ Generated by Eureka AI based on patent content.

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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 second jackpot, displays a background image of a slightly time shortening state on the image display unit 31; after an end of a special game of a first jackpot, displays the same background image as the slightly time shortening state on the image display unit 31; and, when receiving a game state designation command of a normal 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 pachinko gaming machine.

Background Art

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

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

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

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

Means for Solving the Problems

[0006] In order to solve the above problems, the present invention provides a special game execution means, an auxiliary game execution means, and a presentation means including an image display means, and causes the special game execution means to execute any one of a plurality of types of jackpots including a first jackpot which transitions to a normal state after the special game, a second jackpot which transitions to a slight time-shortening state in which the degree of advantage related to the auxiliary game is slightly higher than the normal state after the special game, and a third jackpot which transitions to a high base time-shortening state in which the degree of advantage related to the auxiliary game is sufficiently higher than the normal state and the slight time-shortening state after the special game, determines whether or not an auxiliary game needs to be executed, and causes the auxiliary game execution means to execute the auxiliary game based on the result of this determination. The present invention is characterized in that it comprises a main control means capable of generating a plurality of types of commands including commands according to the progress of the game, and a presentation control means which receives the commands generated by the main control means and performs presentation by the presentation means based on the received commands, and the presentation control means causes the presentation means to display a background image of the slight time-shortening state after the special game of the second jackpot has ended, causes the presentation means to display a background image identical to the slight time-shortening state after the special game of the first jackpot has ended, and when a game state designation command for the normal state is received while the identical background image is being displayed, maintains the display of the identical background image. [Effects of the Invention]

[0007] According to the present invention, it is possible to further increase the enjoyment of playing games on gaming machines. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a front view of a gaming machine 1 according to first to eighth embodiments of the present invention. [Figure 2] FIG. 2 is an enlarged view of the second big winning port 17 in the gaming machine 1 of the first to fourth embodiments. [Figure 3] FIG. 2 is a perspective view of the rear side of the gaming machine 1 according to the first to eighth embodiments. [Figure 4] 1 is a block diagram showing the configuration of a gaming machine 1 according to first to fourth embodiments. [Figure 5] 10 is a diagram showing the operation of a movable accessory 33c in the gaming machine 1 of the first to eighth embodiments. FIG. [Figure 6] 10 is a diagram showing the operation of movable accessories 33c, 33d in the gaming machines 1 of the first to eighth embodiments. FIG. [Figure 7] 10 is a diagram showing the operation of movable accessories 33a, 33c, and 33d in the gaming machines 1 of the first to eighth embodiments. FIG. [Figure 8] 1 is a diagram showing a game flow of the gaming machine 1 of the first and second embodiments. FIG. [Figure 9] 10A to 10C are diagrams showing the pattern changes and reserved display images in the gaming machines 1 of the first to eighth embodiments. [Figure 10] 1A and 1B are diagrams showing the presentation modes, game states, and background images of the gaming machine 1 of the first and second embodiments. [Figure 11] FIG. 10 is a diagram showing normal variable effects of the gaming machine 1 of the first to eighth embodiments. [Figure 12] FIG. 10 is a diagram showing normal reach effects of the gaming machines 1 of the first to eighth embodiments. [Figure 13] FIG. 10 is a diagram showing roulette effects of the gaming machine 1 of the first to eighth embodiments. [Figure 14] FIG. 10 is a diagram showing roulette effects of the gaming machine 1 of the first to eighth embodiments. [Figure 15] FIG. 10 is a diagram showing the SP reach effects of the gaming machines 1 of the first to eighth embodiments. [Figure 16] FIG. 10 is a diagram showing the preview pending display change presentation of the gaming machine 1 of the first to eighth embodiments. [Figure 17] 4 is a flowchart showing the main processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 18] 10 is a flowchart showing the initialization process of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 19] 5 is a flowchart showing the initialization process of the main control board 10 of the gaming machine 1 according to the first to fourth embodiments. [Figure 20] 4 is a flowchart showing a power interruption monitoring process for the gaming machine 1 according to the first to eighth embodiments. [Figure 21] 4 is a flowchart showing timer interrupt processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 22] 5 is a flowchart showing the input control process of the main control board 10 of the gaming machine 1 according to the first to fourth embodiments. [Figure 23] 10 is a flowchart showing the first start hole detection switch input processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 24] 1 is a diagram showing a special symbol storage area of the main control board 10 and a performance information storage area of the performance control board 120 of the gaming machine 1 of the first to eighth embodiments. FIG. [Figure 25] 1 is a diagram showing a pre-determination table of the main control board 10 of the gaming machine 1 of the first and second embodiments. FIG. [Figure 26] 10 is a flowchart showing specific area detection switch input processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 27] 10 is a flowchart showing the special chart special electricity control process of the main control board 10 of the gaming machine 1 of the first to fourth embodiments. [Figure 28] 10 is a flowchart showing a special symbol memory determination process of the main control board 10 of the gaming machine 1 of the first to fourth embodiments. [Figure 29] 5 is a flowchart showing the big win determination process of the main control board 10 of the gaming machine 1 of the first to fourth embodiments. [Figure 30] 10 is a diagram showing a jackpot lottery determination table and a normal symbol lottery determination table of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. FIG. [Figure 31] 1 is a diagram showing a symbol determination table of the main control board 10 of the gaming machine 1 of the first and second embodiments. FIG. [Figure 32] 1 is a diagram showing a symbol determination table of the main control board 10 of the gaming machine 1 of the first and second embodiments. FIG. [Figure 33] 10 is a diagram showing a variation pattern determination table of the main control board 10 of the gaming machine 1 of the first and second embodiments. FIG. [Figure 34] 10 is a diagram showing a variation pattern determination table of the main control board 10 of the gaming machine 1 of the first and second embodiments. FIG. [Figure 35]It is a flowchart showing the special symbol variation process of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 36] It is a flowchart showing the special symbol stop process of the main control board 10 of the gaming machine 1 according to the first to fourth embodiments. [Figure 37] It is a diagram showing the special game control table of the main control board 10 of the gaming machine 1 according to the first and second embodiments. [Figure 38] It is a diagram showing the big win big winning opening / closing control table of the main control board 10 of the gaming machine 1 according to the first to fourth embodiments. [Figure 39] It is a diagram showing the small win big winning opening / closing control table of the main control board 10 of the gaming machine 1 according to the first to fourth embodiments. [Figure 40] It is a diagram showing the special losing symbol stop setting table of the main control board 10 of the gaming machine 1 according to the first and second embodiments. [Figure 41] It is a flowchart showing the big win game process of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 42] It is a flowchart showing the small win game process of the main control board 10 of the gaming machine 1 according to the first to fourth embodiments. [Figure 43] It is a diagram showing the small win game specific area opening / closing control table of the main control board 10 of the gaming machine 1 according to the first to fourth embodiments. [Figure 44] It is a flowchart showing the second type big win game transition process of the gaming machine 1 according to the first to fourth embodiments. [Figure 45] It is a flowchart showing the big win game end process of the main control board 10 of the gaming machine 1 according to the first to fourth embodiments. [Figure 46] It is a diagram showing the special game end setting table of the main control board 10 of the gaming machine 1 according to the first and second embodiments. [Figure 47] It is a flowchart showing the normal symbol normal power control process of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 48] It is a flowchart showing the normal symbol variation process of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 49] 10 is a diagram showing a normal symbol variation pattern determination table of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. FIG. [Figure 50] 1 is a diagram showing an auxiliary game control table of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. FIG. [Figure 51] 10 is a diagram showing an auxiliary game movable piece opening control table of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. FIG. [Figure 52] 10 is a flowchart showing details of auxiliary game processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 53] 10 is a flowchart showing the main processing of the effect control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 54] 10 is a flowchart showing timer interrupt processing of the effect control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 55] 10 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1 according to the first, fourth, fifth, and eighth embodiments. [Figure 56] 10 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1 according to the first, fourth, fifth, and eighth embodiments. [Figure 57] 10 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 58] 10 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 59] 10 is a flowchart showing details of background image display control processing of the effect control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 60] 10 is a diagram showing a normal background setting table and a special background setting table of the effect control unit 120m of the gaming machine 1 according to the first to eighth embodiments. FIG. [Figure 61] 10A and 10B are diagrams showing examples of background image display in the gaming machine 1 of the first and fifth embodiments. [Figure 62]It is a figure showing an example of display of a background image in the gaming machine 1 of the first and fifth embodiments. [Figure 63] It is a figure showing command analysis processing in the gaming machine 1 of the second, third, sixth, and seventh embodiments. [Figure 64] It is a figure showing command analysis processing in the gaming machine 1 of the second, third, sixth, and seventh embodiments. [Figure 65] It is a figure showing a normal background setting table and a special background setting table of the effect control unit 120m of the gaming machine 1 of the first to eighth embodiments. [Figure 66] It is a figure showing an example of display of a background image in the gaming machine 1 of the second and sixth embodiments. [Figure 67] It is a figure showing an example of display of a background image in the gaming machine 1 of the second and sixth embodiments. [Figure 68] It is a figure showing the game flow of the gaming machine 1 of the third and fourth embodiments. [Figure 69] It is a figure showing each effect mode, game state, and background image of the gaming machine 1 of the third and fourth embodiments. [Figure 70] It is a figure showing a pre-determination table of the main control board 10 of the gaming machine 1 of the third and fourth embodiments. [Figure 71] It is a figure showing a symbol determination table of the main control board 10 of the gaming machine 1 of the third and fourth embodiments. [Figure 72] It is a figure showing a symbol determination table of the main control board 10 of the gaming machine 1 of the third and fourth embodiments. [Figure 73] It is a figure showing a variation pattern determination table of the main control board 10 of the gaming machine 1 of the third and fourth embodiments. [Figure 74] It is a figure showing a variation pattern determination table of the main control board 10 of the gaming machine 1 of the third and fourth embodiments. [Figure 75] It is a figure showing a special game control table of the main control board 10 of the gaming machine 1 of the third and fourth embodiments. [Figure 76] It is a figure showing a setting table at the time of stopping a special losing symbol of the main control board 10 of the gaming machine 1 of the third and fourth embodiments. [Figure 77] 10 is a diagram showing a setting table at the end of a special game of the main control board 10 of the gaming machine 1 of the third and fourth embodiments. FIG. [Figure 78] FIG. 10 is a diagram showing a game flow of the gaming machine 1 of the fifth and sixth embodiments. [Figure 79] 10A and 10B are diagrams showing the presentation modes, game states, and background images of the gaming machine 1 of the fifth and sixth embodiments. [Figure 80] FIG. 2 is a block diagram showing the configuration of the gaming machine 1 according to the fifth to eighth embodiments. [Figure 81] 10 is a diagram showing a special symbol storage area of the main control board 10 and a performance information storage area of the performance control board 120 of the gaming machine 1 of the fifth to eighth embodiments. FIG. [Figure 82] 10 is a flowchart showing the initialization process of the main control board 10 of the gaming machine 1 according to the fifth to eighth embodiments. [Figure 83] 10 is a flowchart showing the input control process of the main control board 10 of the gaming machine 1 according to the fifth to eighth embodiments. [Figure 84] 10 is a flowchart showing the special chart special electricity control process of the main control board 10 of the gaming machine 1 of the fifth to eighth embodiments. [Figure 85] 10 is a flowchart showing a special symbol memory determination process of the main control board 10 of the gaming machine 1 according to the fifth to eighth embodiments. [Figure 86] 10 is a flowchart showing the big win determination process of the main control board 10 of the gaming machine 1 according to the fifth to eighth embodiments. [Figure 87] 10 is a flowchart showing the special symbol stopping process of the main control board 10 of the gaming machine 1 according to the fifth to eighth embodiments. [Figure 88] 10 is a flowchart showing the big win game processing of the main control board 10 of the gaming machine 1 according to the fifth to eighth embodiments. [Figure 89] FIG. 10 is a diagram showing a pre-determination table of the main control board 10 of the gaming machine 1 of the fifth and sixth embodiments. [Figure 90] 10 is a diagram showing a jackpot lottery determination table and a normal symbol lottery determination table of the main control board 10 of the gaming machine 1 of the fifth to eighth embodiments. FIG. [Figure 91]It is a diagram showing the symbol determination table of the main control board 10 of the gaming machine 1 according to the fifth and sixth embodiments. [Figure 92] It is a diagram showing the variation pattern determination table of the main control board 10 of the gaming machine 1 according to the fifth and sixth embodiments. [Figure 93] It is a diagram showing the variation pattern determination table of the main control board 10 of the gaming machine 1 according to the fifth and sixth embodiments. [Figure 94] It is a diagram showing the special game control table of the main control board 10 of the gaming machine 1 according to the fifth to eighth embodiments. [Figure 95] It is a diagram showing the big winning opening / closing control table of the main control board 10 of the gaming machine 1 according to the fifth to eighth embodiments. [Figure 96] It is a diagram showing the special losing symbol stop setting table of the main control board 10 of the gaming machine 1 according to the fifth and sixth embodiments. [Figure 97] It is a diagram showing the special game end setting table of the main control board 10 of the gaming machine 1 according to the fifth and sixth embodiments. [Figure 98] It is a diagram showing the game flow of the gaming machine 1 according to the seventh and eighth embodiments. [Figure 99] It is a diagram showing each effect mode, game state, and background image of the gaming machine 1 according to the seventh and eighth embodiments. [Figure 100] It is a diagram showing the pre-judgment table of the main control board 10 of the gaming machine 1 according to the seventh and eighth embodiments. [Figure 101] It is a diagram showing the symbol determination table of the main control board 10 of the gaming machine 1 according to the seventh and eighth embodiments. [Figure 102] It is a diagram showing the variation pattern determination table of the main control board 10 of the gaming machine 1 according to the seventh and eighth embodiments. [Figure 103] It is a diagram showing the special losing symbol stop setting table of the main control board 10 of the gaming machine 1 according to the seventh and eighth embodiments. [Figure 104] It is a diagram showing the special game end setting table of the main control board 10 of the gaming machine 1 according to the seventh and eighth embodiments. [Figure 105] It is a diagram showing a display example of the background image in the modification examples according to the first to eighth embodiments. [Figure 106] FIG. 10 is a diagram showing an example of display of a background image in the modified examples of the first to eighth embodiments. DETAILED DESCRIPTION OF THE INVENTION

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0024] The first performance drive unit 330a, the second performance drive unit 330b, the third performance drive unit 330c, and the fourth performance drive unit 330d perform game performances through the operation of the first movable role unit 33a, the second movable role unit 33b, the third movable role unit 33c, and the fourth movable role unit 33d under the control of the lamp / drive control unit 150 in the performance control board 120.

[0025] The first movable accessory 33a, the second movable accessory 33b, the third movable accessory 33c, and the fourth movable accessory 33d are located at 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, etc.

[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 repeats a fanning motion of moving to a position where approximately half of the width direction of the fourth movable accessory 33d is exposed inside the decorative member 7 and then returning to the initial position a plurality of times.

[0028] As shown in FIG. 7, in the 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 devices 340d perform game effects by the light emission of the first lamp 34a, the second lamp 34b, the third lamp 34c, and the fourth lamp 34d.

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

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

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

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

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

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

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

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

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

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

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

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

[0043] While the movable piece 15b is in the closed state, most of the game balls 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 eight types of jackpot, including five types of first-class jackpots and three 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 eight types of jackpots are as follows.

[0048] A1. First-class 10R win A This jackpot is one of those that can be selected in the jackpot lottery triggered by the establishment of the start condition of the first special symbol. In the special game of this jackpot, round games from the first round to the tenth round are played. In each round game, the first big winning 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 a normal state where the game is played with left hitting and a short-time state at a low base, and a short-time state at a high base where the game is played with right hitting. As shown in the game flow of FIG. 8, when it becomes the first-class 10R win A in the normal state, the gaming state after the special game becomes the normal state again. When it becomes the first-class 10R win A in the short-time state at a low base, the gaming state after the special game becomes the short-time state at a low base again. The short-time count (B) when it becomes the short-time state at a low base after going through the special game of the first-class 10R win 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 state at a low base, the variation time of the normal symbol is 59 seconds, and the opening time of the movable piece 15b for each winning of the normal symbol lottery is 0.11 second.

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

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

[0054] B1. B per 2R of the first type This jackpot is one of 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 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 winnings of the first big winning opening 16 reaches the specified number or the specified time elapses → the first big winning opening 16 is closed for 2 seconds.

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

[0056] C1. C per 2R of the first type This jackpot is one of the winnings that can be selected in a jackpot lottery triggered by the establishment of the triggering conditions for the first special symbol. In this jackpot special game, round games from the first round to the second round are played. In each round game, the first major prize opening 16 is opened until the number of winning balls in the first major prize opening 16 reaches a predetermined number or a predetermined time has elapsed, and then closed for two seconds.

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

[0058] F1. 1st Class 10R F This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the triggering conditions for the second special symbol. In this jackpot special game, rounds 1 to 10 are played. In each round, the first major prize opening 16 is opened until the number of winning balls in the first major prize opening 16 reaches a predetermined number or a predetermined time has elapsed, and then closed for two seconds.

[0059] As shown in the game flow in Figure 8, if the first type 10R per F is played in the high base time-saving state, the game state after the special game will return to the high base time-saving state. The number of time-saving times (J) when the high base time-saving state is reached after the first type 10R per F special game is played is 100 times.

[0060] G1.G per 2R of the first class This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the starting conditions for the second special symbol. In the special game of this jackpot, round games from the first round to the second round are played. In each round game, the first big winning opening 16 is opened and closed in the opening and closing pattern of the first big winning opening 16 being opened until the number of winning times of the first big winning opening 16 reaches the specified number or the specified time elapses → the first big winning opening 16 is closed for 2 seconds.

[0061] As shown in the game flow of FIG. 8, when it becomes G in the first type 2R 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 2R hit G is 100 times.

[0062] H1. H in the second type substantial 9R hit This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the starting conditions for the second special symbol. In the special game of this jackpot, after the small winning game which is the substantial first round and the winning in the specific area 19B, round games from the second round to the tenth round are played. In each round game, the first big winning opening 16 is opened and closed in the opening and closing pattern of the first big winning opening 16 being opened until the number of 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.

[0063] As shown in the game flow of FIG. 8, when it becomes H in the second type substantial 9R 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 second type substantial 9R hit H is 100 times.

[0064] I1. I in the second type substantial 2R hit 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 losing outcomes. The special losing outcomes are losing outcomes that can only be selected in the jackpot lottery triggered by the establishment of the start condition of the first special symbol. The four types of special losing outcomes are as follows.

[0069] a1. High-base short-operation special losing outcome a As shown in the game flow of FIG. 8, when this special losing outcome a occurs in the normal state, it enters the high-base short state. The number of short-time operations (J) when entering the high-base short state after experiencing the special losing outcome a is 100 times.

[0070] b1. Low-base short-operation special losing outcome b As shown in the game flow of FIG. 8, when this special losing outcome b occurs in the normal state, it enters the low-base short state. The number of short-time operations (B) when entering the low-base short state after experiencing the special losing outcome b is 700 times.

[0071] c1. Low-base short-operation special losing outcome c As shown in the game flow of FIG. 8, when this special losing outcome c occurs in the normal state, it enters the low-base short state. The number of short-time operations (B) when entering the low-base short state after experiencing the special losing outcome c is 500 times.

[0072] d1. Low-base short-operation special losing outcome d As shown in the game flow of FIG. 8, when this special losing outcome d occurs in the normal state, it enters the low-base short state. The number of short-time operations (B) when entering the low-base short state after experiencing the special losing outcome d is 300 times.

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

[0074] As described above, in the low base short state, the degree of advantage related to the auxiliary game is higher than that in the normal state. However, as shown in the game flow of FIG. 8, in the low base short state, no matter what symbol the special symbol stops at, it will not enter the high base short state. On the other hand, in the normal state, when the special symbol stops at the symbol of the first type 2R per C, after the end of the special game, it will enter the high base short state. When it stops at the symbol of the high base short operation special loss a, it will immediately enter the high base short state. Therefore, in terms of the ease of transitioning to the high base short state, the normal state is more advantageous than the low base short state. Thus, in this embodiment, the player hopes to stay in the normal state and have more opportunities to draw the symbols of the first type 2R per C or the high base short operation special loss a and enter the high base short state. Also, during the low base short state, the player hopes to draw the symbol of the first type 2R per B as soon as possible or consume the variation of the low base short count (B) and 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 report the same big hit determination result as that indicated by the special symbols of the first special symbol display device 20 and the second special symbol display device 21 due to the variation synchronized with the first special symbol display device 20 and the second special symbol display device 21.

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

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

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

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

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

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

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

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

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

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

[0086] The outcomes of the roulette are "noon", "evening", and "loss". The outcome of "noon" suggests entering the noon mode. The outcome of "evening" suggests entering the evening mode. The outcome of "loss" suggests stopping at a normal losing symbol.

[0087] As shown in Fig. 13(a), in the roulette presentation during the evening mode, when the outcome of the roulette is "evening", the left symbol 36L, the middle symbol 36C, and the right symbol 36R are determined as "212", and the characters "Continue Evening Mode" appear. Then, while maintaining the background image of the evening mode, the left symbol 36L, the middle symbol 36C, and the right symbol 36R start the next change.

[0088] As shown in Fig. 13(b), in the roulette presentation during the evening mode, when the outcome of the roulette is "noon", the left symbol 36L, the middle symbol 36C, and the right symbol 36R are determined as "232", and the characters "Enter Noon Mode" appear. Then, the background image switches to that of the noon mode, and the left symbol 36L, the middle symbol 36C, and the right symbol 36R start the next change.

[0089] As shown in Fig. 13(c), in the roulette presentation during the evening mode, when the outcome of the roulette is "loss", the left symbol 36L, the middle symbol 36C, and the right symbol 36R are determined as a combination of losing patterns other than "212" and "213" (in the example of Fig. 13(c), it is "272"). Then, while maintaining the background image of the evening mode, the left symbol 36L, the middle symbol 36C, and the right symbol 36R start the next change.

[0090] As shown in Fig. 14(a), in the roulette presentation during the noon mode, when the outcome of the roulette is "noon", the left symbol 36L, the middle symbol 36C, and the right symbol 36R are determined as "232", and the characters "Continue Noon Mode" appear. Then, while maintaining the background image of the noon mode, the left symbol 36L, the middle symbol 36C, and the right symbol 36R start the 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] Connected to the output port of the main control board 10 are a payout control board 130, a start port opening / closing solenoid 15c, a first major winning port opening / closing solenoid 16c, a second major winning port opening / closing solenoid 17c, a specific area opening / closing solenoid 18d, a first special symbol display device 20, a second special symbol display device 21, a normal symbol display device 22, a first special symbol hold indicator 23, a normal symbol hold indicator 25, and a game information output terminal board 30. The game information output terminal board 30 is for outputting an external output signal generated in the main control board 10 to a hall computer or the like in the game arcade. The game information output terminal board 30 is provided with a connector for connecting to a hall computer or the like in the game arcade.

[0100] Based on input signals from each detection switch and timer, the main CPU 110a of the main control board 10 reads out a program stored in the main ROM 110b and performs arithmetic processing. Also, the main CPU 110a directly controls the display devices 20 to 22 and the indicators 23 to 25, or transmits commands to other boards according to the results of the arithmetic processing. When a start operation is performed, the main CPU 110a executes an initialization process. After the initialization process is completed and the game becomes playable, the main CPU 110a updates various random values including a jackpot random value (a random value in the random number range of 0 to 59999), a special symbol random value (a random value in the random number range of 0 to 99), a reach determination random value (a random value in the random number range of 0 to 99), a special symbol variation random value (a random value in the random number range of 0 to 99), a normal symbol random value (a random value in the random number range of 0 to 65535), etc. within their respective random number ranges, and controls the progress of games such as the variation of special symbols, the variation of normal symbols, and special games.

[0101] The main ROM 110b of the main control board 10 stores data such as a game control program. The main ROM 110b stores various tables such as a big win determination table for the special symbol display devices 20 and 21, a win determination table for the normal symbol display device 22, a symbol determination table, a variable pattern determination table, a preliminary determination table, a special game control table, a big prize opening / closing control table, a setting table at the end of a special game, a setting table at the time when a special losing symbol stops, an auxiliary game control table, and a movable piece opening control table. Details of these tables will be described later.

[0102] The main RAM 110c of the main control board 10 functions as a data work area during the calculation processing of the main CPU 110a. The main RAM 110c is provided with various storage areas such as a special symbol storage area, a special symbol special power processing data storage area, a stop symbol data storage area, a normal symbol reserved storage area, a normal symbol normal power processing data storage area, a normal symbol data storage area, a game status flag storage area, a specific area winning flag storage area, a game status buffer, a round count (R) counter, a large prize slot ball count (C) counter, a first special symbol reserved count (U1) counter, a normal symbol reserved count (G) counter, a low base time reduction count (B) counter, a high base time reduction count (J) counter, a fluctuation count (L) counter, an opening count (S) counter, a special power activation 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 transmission data storage area for effects. Here, in the event of a power outage, the data in the used area of main RAM 110c is backed up by a backup power supply with a checksum added, and when power is restored, the data backed up by the backup power supply can be restored after undergoing a data check using the checksum.

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

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

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

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

[0107] The sub-CPU 120a receives an operating clock from the crystal oscillator based on commands sent from the main control board 10 and input signals from the timer, reads out a program stored in the sub-ROM 120b, performs arithmetic processing using the sub-RAM 120c as a work area, and transmits commands generated in this 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 an initialization process, and after the initialization process is completed and the device is ready to play, it controls the presentation according to the progress of the game.

[0108] The sub-ROM 120b of the performance control unit 120m stores data such as a performance control program. Various tables such as a variable performance 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 performance control unit 120m functions as a data work area during calculation processing by the sub-CPU 120a. The sub-RAM 120c is provided with various storage areas such as a performance information storage area, a performance symbol storage area, a symbol variable performance pattern storage area, a game status information storage area, a performance pattern storage area, a special background image setting flag storage area, a special background image standby setting flag storage area, and a special background change number (P) counter.

[0109] The display / audio control unit 140 receives commands from the performance 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 integrated control unit 141, a CGROM 146, an audio processor 144, an audio ROM 148, an input / output port, etc. The image display device 31 and the audio output device 32 are connected to the input / output port of the display / audio control unit 140.

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

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

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

[0113] A VRAM 147 is provided in the VDP 145. The VRAM 147 has a display list storage area, a decompression 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 decompression storage area is an area for temporarily storing the image data obtained by decompressing the compressed image data in the CGMOM.

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

[0115] VDP145 stores the display list transmitted from the overall control unit 141 in the display list storage area of VRAM147, reads out the image data indicated by the display list in CGROM146, draws one frame of drawing data in 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 (such as an RGB signal).

[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 and vertical synchronization signal) for synchronizing with the image display device 31 is generated and output to the image display device 31. In this embodiment, the frame rate of the image control unit 155 is 30fps (1 / 30 second = approximately 33ms) so that drawing (image display) is performed 30 times per second, but it may also be set to 60fps (1 / 60 second = approximately 16.6ms) so that drawing (image display) is performed 60 times per second.

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

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

[0119] The lamp CPU 150a receives an operation clock from a crystal oscillator, reads out a program stored in the lamp ROM 150c, performs arithmetic processing while using the lamp RAM 150b as a work area, and controls the effect lighting devices 340a, 340b, 340c, 340d and the effect drive devices 330a, 330b, 330c, 330d 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 effect lighting devices 340a, 340b, 340c, 340d and causing the effect lighting devices 340a, 340b, 340c, 340d to emit light according to this setting, an operation mode determination program for determining and setting the accessory drive information of the effect drive devices 330a, 330b, 330c, 330d and operating the effect drive devices 330a, 330b, 330c, 330d 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 so as to be communicable bidirectionally. The payout control board 130 includes a one-chip microcomputer 110m composed of a payout CPU, a payout ROM, and a payout RAM (not shown). The payout CPU reads out a program stored in the payout ROM based on an input signal from a payout ball counting switch 132 and a timer, performs arithmetic processing while using the payout RAM as a work area, and transmits a corresponding command to the main control board 10 based on the processing. On the output side of the payout control board 130, a payout motor 131 of a payout device for paying out a predetermined number of game balls from a storage section of the game balls is connected. The payout CPU reads out a predetermined program from the payout ROM based on a command transmitted from the main control board 10, performs arithmetic processing, and controls the payout motor 131 of the payout device to pay out a predetermined game ball. At this time, the payout RAM functions as a work area for data during the arithmetic processing of the payout CPU.

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

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

[0124] Next, the main CPU 110a performs power-off monitoring processing (S20). In the power-off monitoring processing, the main CPU 110a monitors whether a power-off of the gaming machine 1 has occurred. When a power-off occurs, 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] FIG. 18 and FIG. 19 are flowcharts showing the details of the initialization processing (S10) in 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 sets the watchdog timer (S10-4). Here, the watchdog timer monitors whether the one-chip microcomputer 110m of the main control board 110 is operating normally according to the game control program. When an abnormality occurs in the game control program and the currently executing game control program is interrupted or stopped, or when only loop processing is repeatedly executed so that no other game processing is executed after the interruption of the program execution, if the timer count section of the watchdog timer counts up during the stop state or the standby state due to the loop processing, the one-chip microcomputer 110m of the main control board 110 is forcibly initialized.

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

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

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

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

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

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

[0135] In steps S10 - 15, the main CPU 110a sets the main RAM 110c when the backup is valid. Specifically, based on the power - off occurrence information, the main CPU 110a restores the data in the used area of the main RAM 110c (data such as the special symbol storage area, special figure special power - processing data storage area, stop symbol data storage area, normal symbol reservation storage area, general figure general 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 - time count (B) counter, high - base short - time count (J) counter, variation count (L) counter, opening count (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.).

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

[0139] Figure 20 is a flowchart showing details of the power-off monitoring process. In Figure 20, the main CPU 110a of the main control board 110 sets interrupt inhibition (S20-1). Next, the main CPU 110a determines whether a power-off of the gaming machine 1 has occurred (S20-2). Specifically, 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 balls by the launch mechanism by outputting a launch stop signal to the launch control board 160. Next, the main CPU 110a clears the output port (S20-5). Thereafter, the main CPU 110a transmits a power-off designation command to the payout control board 130 (S20-6). When receiving the power-off designation command, the payout control board 130 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 in 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 a timer interrupt process every 4 milliseconds, which is the generation cycle of the reset clock pulse signal in the reset clock pulse generation circuit within the main control board 10.

[0146] In FIG. 21, when the reset clock pulse signal is generated, the main CPU 110a saves the information in the registers of the main CPU 110a at that time 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 decrements the special symbol time counter, the special game timer counter, the normal symbol time counter, and the auxiliary game timer counter in the main RAM 110c by 1 each.

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

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

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

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

[0151] After the execution of step S300, the main CPU 110a performs a normal symbol and normal power control process (S400). In the normal symbol and normal power control process, the main CPU 110a updates the value of the normal symbol and 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, performs a normal symbol variation process (process when the normal symbol and normal power processing data = 0), and an auxiliary game process (process when the normal symbol and normal power processing data = 1). One of the two processes is selected and executed. Details of the procedure of the normal symbol and 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 designation 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 designation command, it controls the payout motor 131 of the payout device to pay out the 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, main CPU 110a performs general winning opening detection switch input processing (S210). In the general winning opening detection switch input processing, main CPU 110a determines whether a detection signal has been input from general winning 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, a predetermined number (for example, 10) is added to and updates the general winning opening prize ball counter in main RAM 110c.

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

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

[0159] After the execution of step S240, the main CPU 110a performs a second start port detection switch input process (S250). In the second start port detection switch input process, the main CPU 110a determines whether there is an input of a detection signal from the second start port detection switch 15a. If there is no input of a detection signal from the second start port detection switch 15a, the main CPU 110a proceeds directly to step S260. If there is an input of a detection signal from the second start port detection switch 15a, a series of processes are performed, such as updating the 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 number (G) counter for counting the normal symbol retention number (G) is less than 4. If the count value (G) of the normal symbol retention number (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 the obtained normal symbol random number value is stored in the normal symbol retention memory area.

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

[0163] In step S240-2, the main CPU 110a adds a predetermined number (for example, 3) to the start jackpot ball counter and updates it (S240-2). Then, the main CPU 110a determines whether the count value (U1) of the first special symbol hold number (U1) counter that counts the first special symbol hold number (U1) is less than 4 (S240-3).

[0164] If the count value (U1) of the first special symbol hold number (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 number (U1) counter is less than 4 (S240-3: Yes), the count value (U1) is incremented by +1 and updated (S240-4).

[0165] After the execution of step S240-4, the main CPU 110a acquires a jackpot random value, and uses, as the storage destination for the data, the storage unit that has not stored data and has the smallest number among the first to fourth storage units in the first special symbol storage area of the special symbol storage area, and stores the acquired 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 the execution of step S240-5, the main CPU 110a acquires a special symbol random value, and stores the acquired special symbol random value in the storage unit at the data storage destination in the first special symbol storage area (S240-6).

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

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

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

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

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

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

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

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

[0176] Figure 27 is a flowchart showing the details of the special figure special electric control process. In Figure 27, the main CPU 110a loads special figure special electric process data (S301). In the next step S302, the main CPU 110a refers to the branch address from the loaded special figure special electric process data. If the special figure special electric process data = 0, the process moves to the special symbol storage determination process (step S310). If the special figure special electric process data = 1, the process moves to the special symbol variation process (step S320). If the special figure special electric process data = 2, the process moves to the special symbol stop process (step S330). If the special figure special electric process data = 3, the process moves to the jackpot game process (step S340). If the special figure special electric process data = 4, the process moves to the minor win game process (step S350). If the special figure special electric 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 the execution of step S310-5, the main CPU 110a performs a memory area shift process (S310-6). In this memory area shift process, when data is stored in the first storage unit of the second special symbol storage area, the main CPU 110a writes the data into the zero-th storage unit which is the determination information storage area. When no data is stored in the first storage unit of the second special symbol storage area, the main CPU 110a shifts the data in the second to fourth storage units of the first special symbol storage area to the previous storage unit respectively, and writes the data in the first storage unit of the first special symbol storage area into the zero-th storage unit. By writing the data into this zero-th storage unit, the random number values (big win random number value, special symbol random number value, reach determination random number value, special figure variation random number value) that have been stored in the zero-th storage unit until then are erased.

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

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

[0184] In step S310-11, the main CPU 110a refers to the count value (J) of the high base short count (J) counter and determines whether the high base short count (J) is 1 or more. If the high base short count (J) is 0 (S310-11: No), the process proceeds to step S311. If the high base short count (J) is 1 or more (S310-11: Yes), the 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 corresponding jackpot and sets it in the production transmission data storage area. If it is a minor win, it determines the type of minor win, generates a symbol designation command for the corresponding minor win and sets it in the production transmission data storage area. If it is a loss, it generates a symbol designation command for loss and sets it in the production transmission data storage area.

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

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

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

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

[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 going through 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 big winning game process, and when determining the game state in the big winning game end process. Specifically, it will be described later.

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

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

[0196] In step S311-5, the main CPU 110a determines whether the lottery result of the big winning lottery is a small winning combination. If the main CPU 110a determines that it is a small winning combination (S311-5: Yes), it proceeds to step S311-6, and if it is not a small winning combination (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 special symbol random values, types of special symbols (types of special losing cases), stop symbol data, and symbol designation commands are 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 a normal losing symbol determination process. In this normal losing symbol determination process, the main CPU 110a refers to the normal losing symbol determination table in the main ROM 110b, determines the stop symbol data of the stop symbol of the variation based on the special symbol random value in the 0th storage unit, and stores the determined stop symbol data in the stop symbol data storage area in the main RAM 110c.

[0205] FIG. 32(b) is a diagram showing a symbol determination table for normal losing cases. In the symbol determination table for normal losing cases, a set of special symbol random values, types of special symbols (types of normal losing cases), stop symbol data, and symbol designation commands are 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] Return to the description of FIG. 28. After the execution of the jackpot determination process (S311), the main CPU 110a performs a variation pattern determination process (S312). In the variation pattern determination process, the main CPU 110a refers to the special symbol variation pattern determination table in the main ROM 110b, and based on the lottery result of the jackpot lottery in step S311 (jackpot, special loss, or normal loss), the stored content of the game flag storage area at the time of execution of this step S312, the updated number of pending bets (U1) in step S310-5, the jackpot random number value stored in the 0th storage unit in step S310-6, the reach determination random number value, and the combination of the special symbol variation random number values, determines the variation pattern of the variation.

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

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

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

[0211] For example, 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 variable pattern determination table of the first special symbol shown in FIG. 33, the options for the variable patterns corresponding to special symbols 09, 0A, 0B, 0C (special losing combinations) are variable patterns 81, 82, 83, and 84. The variable time of variable patterns 81, 82, 83, and 84 is T11 (18000 ms).

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

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

[0217] Here, when comparing the variation pattern determination table of the special symbols in FIGS. 33 and 34 with the pre-determination table (FIG. 25) shown above, in the pre-determination table, it is possible to search for the corresponding data in the table without referring to the number of holds (U1) of the variation of the first special symbol. On the other hand, in the variation pattern determination table, when the lottery result of the big win lottery is a miss, it is impossible to search for the corresponding data in the table unless the number of holds (U1) of the variation of the first special symbol is referred to. For this reason, in the pre-determination table, although it is possible to determine the type of the subsequent effect after the reach effect, it is impossible to distinguish between "normal variation" and "shortened variation".

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

[0219] Next, the main CPU 110a obtains the current game state based on the stored content of 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 (S314).

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

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

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

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

[0224] Figure 35 is a flowchart showing the details of the special symbol variation process. In Figure 35, the main CPU 110a determines whether the variation time of the special symbol has elapsed (S320-1). Specifically, the main CPU 110a refers to the special symbol time counter set in step S316, and determines that the variation time of the special symbol has elapsed if the special symbol time counter is 0, and determines that the variation time of the special symbol has not yet elapsed if the special symbol time counter is not 0. 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, and sets stop symbol data for causing the special symbol set in step S311-2, S311-6, S311-9, or S311-11 to be stopped and displayed on the first special symbol display device 20 or the second special symbol display device 21 in a predetermined processing area (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 a symbol determination command in the production transmission data storage area (S320-3).

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

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

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

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

[0231] In step S330-3, 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, main CPU 110a sets the game state flag of the normal state in the game state flag storage area of main RAM 110c.

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

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

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

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

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

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

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

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

[0241] In step S330-12, the main CPU 110a performs near-miss preparation processing. In the near-miss preparation processing, the main CPU 110a determines the near-miss big winning opening / closing control table to be referred to in the main ROM 110b.

[0242] FIG. 39 is a diagram showing the near-miss big winning opening / closing control table. The near-miss big winning opening / closing control table stores data indicating the opening time and closing time of 10 operations within one round, and the type of big winning opening to be opened.

[0243] Based on the near-miss big winning opening / closing control table determined in step S330-12, the main CPU 110a generates a near-miss opening designation command and sets this opening designation command in the effect transmission data storage area (S330-13).

[0244] Based on the near-miss big winning opening / closing control table determined in step S330-12, the main CPU 110a determines the near-miss start interval time, 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 4 in the special symbol special power processing data. Then, 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 short number of times (B) at low base, and data indicating the short number of times (J) at high base.

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

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

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

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

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

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

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

[0258] Here, when 3 is set in the special drawing special power processing data, in the subsequent special drawing special power 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 special power processing data, in the subsequent special drawing special power 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 special power processing data, in the subsequent special drawing special power control process, the process transfers to the special symbol storage determination process in step S302, and the special symbol storage determination process is performed.

[0259] Figure 41 is a flowchart showing the details of the big win game process. In Figure 41, the main CPU 110a determines whether it is currently 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. 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. 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 big win game process.

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

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

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

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

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

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

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

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

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

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

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

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

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

[0276] After the execution of step S340-17, or when it is determined in step S340-6 that it is in the ending (S340-6: Yes), the main CPU 110a determines whether the ending interval time has elapsed (S340-18). Specifically, the main CPU 110a refers to the special game timer counter set in step S340-17, and determines that the ending interval time has elapsed if the special game timer counter is 0, and determines that the ending interval time has not 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 process. In this big winning opening 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 specific area for the small hit game in the main ROM 110b.

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

[0284] In step S350-5, the main CPU 110a determines whether the specific area winning flag is set. If the specific area winning flag is set (S350-5: Yes), the main CPU 110a proceeds to step S351. If 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 big hit game transition process. Details of the second type big hit game transition process will be described later.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0310] In the second jackpot special game control table, a set of stop symbol data, the table number of the big winning opening control table, the ending time, and the symbol designation command are stored for each type of jackpot. Here, the table numbers for the second type of 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 when entering the specific area 19B during a small win game, and the small 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 processing data and ends the current second jackpot game transition process.

[0313] Here, when 3 is set to the special drawing special power processing data, in the subsequent special drawing special power 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 content in the game state flag storage area.

[0316] FIG. 46 is a diagram showing a 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 are left, resulting in a type 1 2R win 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 achieve a big win with the variation of the second special symbol during the normal state or the short low-base state. For this reason, in the special game end-time setting table, for the stop symbol data "04", "05", "06", "07", "08" corresponding to the second special symbol display device 21, data indicating the transition destination game state when the game state information in the game state buffer is 00H (normal state) and when it is 01H (short low-base state) is stored.

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

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

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

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

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

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

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

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

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

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

[0329] Figure 48 is a flowchart showing 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, and if the normal symbol time counter is not 0, it determines that the normal symbol is in the process of variable display, and if the normal symbol time counter is 0, it determines that the normal symbol is not in the process of variable display. When 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, and when the normal symbol is in the process of variable display (S410-1: Yes), it proceeds to step S410-12.

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

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

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

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

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

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

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

[0337] Next, the main CPU 110a generates a normal symbol designation command corresponding to the stop normal symbol data determined in step S410-6 above, and sets this normal symbol designation command in the 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 variable display (LED blinking) 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 causing variable display of the normal symbol display device 22.

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

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

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

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

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

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

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

[0349] In the movable piece release control table for auxiliary games with the table number "11" corresponding to the normal state, the opening time is 0.1 second. On the other hand, in the movable piece release control table for auxiliary games with the table number "12" corresponding to the 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 release 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 piece 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 electricity processing data and ends the current normal pattern variation process.

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

[0355] FIG. 52 is a flowchart showing details of the sub-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 sub-game process.

[0357] In step S420-3, a sub-game start process is performed. In the sub-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. When the movable piece 15b is being released (S420-5: Yes), the main CPU 110a proceeds to step S420-6. When 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. When the main CPU 110a determines that the release end condition is satisfied (S420-6: Yes), the main CPU 110a proceeds to step S420-7. When 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 start port 15 has elapsed. If the main CPU 110a determines that the closing time of the second start port 15 has elapsed (S420-9: Yes), it proceeds to step S420-10. If it determines that the closing time of the second start port 15 has not elapsed (S420-9: No), the current sub-game process ends.

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

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

[0366] In step S420-12, movable piece release processing is performed. In the movable piece release processing, the main CPU 110a sets energization data for energizing the second start port opening / closing solenoid 14b in order to open the movable piece 15b of the second start 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 start port 15 is set in the sub-game timer counter. Thus, the second start port 15 will open. After the execution of step S420-12, the current sub-game process ends.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0381] FIGS. 55, 56, 57, and 58 are flowcharts showing 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 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, which will be described later, each time the decoration pattern 36 stops in a combination mode 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 in 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. The 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 the 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 designates, as the storage destination for data, the storage unit that has no data stored therein and has the smallest number among the first to fourth storage units in the effect information storage area of the sub-RAM 120c, and stores the start winning designation command in the reception buffer in the storage unit designated 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 read-ahead hold.

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

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

[0397] In step S1651, the sub-CPU 120a performs 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 production information storage area, the sub-CPU 120a shifts the data in the second to fourth storage units of the production information storage area to the previous storage unit, and writes the data in the first storage unit of the production information storage area to the zeroeth storage unit. By writing the data to the zeroeth storage unit, the data that was previously stored in the zeroeth storage unit is erased.

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

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

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

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

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

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

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

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

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

[0410] In step S1670, the sub-CPU 120a determines whether the command in the reception buffer is a symbol determination command. If the command in the reception buffer is a symbol determination command (S1670: Yes), the sub-CPU 120a proceeds to step S1671. If the command in the reception buffer is not a symbol determination command (S1670: No), the sub-CPU 120a 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 variation number (P) counter in the sub-RAM 120c by subtracting 1.

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

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

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

[0418] In step S1681, the sub-CPU 120a performs special game effect selection processing. In the special game effect selection processing, the sub-CPU 120a determines an opening effect pattern based on the opening designation command in the reception buffer, stores 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 processing is transmitted to the overall control unit 141 and the lamp / drive control unit 150 in the data output processing of step S1800. When the overall control unit 141 and the lamp / drive control unit 150 receive this command, they cause the opening effect of the special game to be executed on the image display device 31, the audio output device 32, and the effect lighting devices 340a, 340b, 340c, 340d according to the command.

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

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

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

[0423] In step S1686, the sub-CPU 120a performs round production control processing and ends the current command analysis process. In the round production control processing, the sub-CPU 120a determines the production pattern of the current round, stores the information of the determined production pattern in the production pattern storage area of the sub-RAM 120c, generates the 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 ending effect of the special game to be executed on the image display device 31, the audio output device 32, and the effect lighting devices 340a, 340b, 340c, 340d according to the command.

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

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

[0431] In step S1622-2, the sub-CPU 120a determines whether 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 designation command, and sets the generated effect pattern designation command in the transmission buffer. Then, it ends the current background image display control process.

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

[0434] In step S1622-4, the sub-CPU 120a refers to the special background setting table in the sub-ROM 120b, determines the type of background to be displayed as the special background based on the game state information in the game state information storage area of the sub-RAM 120c, generates an effect pattern specification command for the determined background, and sets the generated effect pattern specification 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 short low-base state are associated with the evening background, and the short high-base state is associated with the night background.

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

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

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

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

[0440] In the command analysis process 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 specified 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 specified command corresponding to the normal state, the process proceeds as Step S1620: Yes → Step S1621 → Step S1622, and the background image display control process is performed. At this point, since the flag is not set in the special background image setting flag storage area of the sub-RAM 120c, in the background image display control process (Fig. 59), the process proceeds as Step S1622-1: No → Step S1622-2: No → Step S1622-3. As shown in Fig. 60(a), since the evening background is associated with the normal state in the normal background setting table, in Step S1622-3, the evening background, which is the original background of the normal state, is selected, and the background image of the evening background is displayed.

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

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

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

[0445] To explain in more detail, as shown in the example of Fig. 61(a), when the game state immediately after the power of the gaming machine 1 is turned on is the normal state, the effect control board 120 selects the evening background, which is the original background 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 a game state designation command for the low base short state, and when it receives a game state designation command for the low base short state, it changes the background to the daytime background according to the game state designation command.

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

[0447] Here, as shown in the special game end setting table of FIG. 46, in the game machine 1, assuming a rarely occurring case where a big win occurs in the variation corresponding to the hold of the first special symbol during the high base short state, for the stop symbol data "01" corresponding to A 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 a round of the special game (step S340-5 in FIG. 41), an ending designation command is transmitted at the ending of the special game (step S340-16 in FIG. 41), and a game state designation command is transmitted at the end of the special game (step S360-4 in FIG. 45).

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

[0451] At the start of the variation, when the main control board 10 receives the variation start command of step S313 in FIG. 28, the processing 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 processing 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 processing 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 1st type 2R and the main control board 10 receives the symbol determination command of step S320-3 in FIG. 35, the process proceeds as step S1670: Yes → step S1671 → step S1672: No. When it receives the opening designation command of step S330-8 in FIG. 36, the process proceeds as step S1680: Yes → step S1681 → step S1682: No. When it receives the round start command of step S340-5 in FIG. 41, the process proceeds as step S1685: Yes → step S1686. When it receives the ending designation command of step S340-16 in FIG. 41, the process proceeds as step S1690: Yes → step S1691 → step S1692: No.

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

[0454] On the other hand, when a variation in which it stops at the symbol of A per 1st type 10R or C per 1st type 2R occurs in the high-base short state, the process from the start of the variation until the start of the next variation through the special game is as follows.

[0455] When receiving the variation start command 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 ending 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] More specifically, as shown in the example of Fig. 62(a), in the high base short state, when the effect control board 120 wins the first type 2R per B and the game state after the special game becomes the normal state, when it receives the game state designation command in the normal state with the end of the special game, it selects the evening background, which is the original background in the normal state, and causes the image display device 31 to display the background image of the evening background. After that, the effect control board 120 maintains the display of the background image of the evening background until it receives the game state designation command in the low base short state, and when it receives the game state designation command in the low base short state, it changes the background to the daytime background according to that game state designation command.

[0463] As shown in the example of FIG. 62(b), in the high-base short state, the effect control board 120 wins 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 of 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 of the low-base short state during the display of the same background image 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 of the normal state, it displays the background image of the evening background which is the background corresponding to the normal state, and when receiving the game state designation command of the low-base short state, it displays the background image of the daytime background which is the background corresponding to the low-base short state.

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

[0465] <Second Embodiment> Next, a second embodiment of the present invention will be described. The gaming machine 1 of this embodiment is also of a type called a one-two 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 steps S1611A and 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. If the power recovery designated command corresponds to the normal state (S1611A: Yes), the sub-CPU 120a proceeds to step 1612; if it does not correspond to the normal state (S1611A: No), the sub-CPU 120a proceeds to step 1620.

[0468] In step S1667A of FIG. 64, the sub-CPU 120a determines whether the variation stops at a jackpot symbol where the game state after the special game becomes the normal state. As shown in the special game end setting table of FIG. 46, among the three types of jackpots of the first special symbol, the game state after the special game becomes the normal state is the first type 2R 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 variation stops at a jackpot symbol where the game state after the special game becomes the normal state (S1667A: Yes), the sub-CPU 120a proceeds to step S1668. If the variation stops at a symbol that is not a jackpot symbol where the game state after the special game becomes the normal state (S1667A: No), the sub-CPU 120a proceeds to step S1670.

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

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

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

[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 fluctuations of the special symbol as a predetermined condition for returning to the original background. Until 30 fluctuations of the special symbol are completed, when a gaming state designated command in the normal state is received during the display of the background image of the same background as the short state at low base, 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 30 fluctuations of the special symbol are completed and the predetermined condition is satisfied, the background is returned to the original one. When a gaming state designated command in the short 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 for the first type 2R hit, 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 hit of B, which is the first big hit, and after the end of the special games of the first type 10R hit of A and the first type 2R hit of C, which are the second big hits, 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 a common effect image for the normal state and the low-base short state.

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

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

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

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

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

[0480] A3. First-kind 10R win A This jackpot is one of those that can be selected in the jackpot lottery triggered by the establishment of the start condition of the first special symbol. In the special game of this jackpot, round games from the first round to the tenth round are played. In each round game, the first big winning 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 → closing the first big winning opening 16 for 2 seconds.

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

[0482] B3. First-kind 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 for the first type 2R hit in the normal state, the game state after the special game returns to the normal state. When it becomes B for the first type 2R hit in the low base short state, the game state after the special game returns to the low base short state. The number of short-time counts (B) when it becomes the low base short state after experiencing the special game of the first type 2R hit is 100 times.

[0484] C3. C for the first type 2R hit This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the first special symbol. In the special game of this jackpot, round games from the first round to the second round are 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 for the first type 2R hit in the normal state, the game state after the special game becomes the low base short state. The number of short-time counts (B) when it becomes the low base short state after experiencing the special game of the first type 2R hit is 100 times. When it becomes C for the first type 2R hit in the low base short state, the game state after the special game becomes the high base short state. The number of short-time counts (J) when it becomes the high base short state after experiencing the special game of the first type 2R hit is 100 times.

[0486] F3. F for the first type 10R hit This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the 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 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.

[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 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.

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

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

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

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

[0494] J3. Second type substantial 2R win J This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the second special symbol. In the special game of this jackpot, after the minor jackpot 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 major winning opening 16 is opened and closed in an opening and closing pattern of opening the first major winning opening 16 until the number of winning times of the first major winning opening 16 reaches the specified number or the specified time elapses → closing the first major 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 minor jackpot 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 major winning opening 16 is opened and closed in an opening and closing pattern of opening the first major winning opening 16 until the number of winning times of the first major winning opening 16 reaches the specified number or the specified time elapses → closing the first major 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, or the second type substantial 2R win I, the most advantageous high base short state continues, but if it becomes the second type substantial 2R win J or the second type substantial 2R win K, it falls into the normal state or the low base short state.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0514] FIG. 75(a) is a diagram showing a special game control table for the first type of big win referred to in step S330-7 of FIG. 36. This special game control table for the first type of big win stores 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 for the five types of the first type of big win in the present embodiment.

[0515] FIG. 75(b) is a diagram showing a special game control table for the second type of big win referred to in step S351-11 of FIG. 44. This special game control table for the second type of big win stores 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 for the four types of the second type of big win in the present embodiment.

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

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

[0518] Here, as shown in the game flow of FIG. 68, since the game is played with right 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 also stored.

[0519] Also, since the game is played with left-handed operations between the normal state and the short low-base state, it is almost impossible for the second start port 15 to start winning and for the second special symbol display device 21 to vary, resulting in a big win in the lottery of the second special symbol in the normal state or the short low-base state. However, between the normal state and the short low-base state, the release time of the movable piece 15b is only extremely short, and it is possible to start winning the second start port 15 itself. In the normal state or the short low-base state, it is possible to get a big win with the variation of the second special symbol. Therefore, in the special game end-time 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. The sub-ROM 120b of the effect control board 120 stores a normal background setting table and a special background setting table.

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

[0522] In contrast, the command analysis process of the effect control board 120 in 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-on of the gaming machine 1, the effect control board 120 causes the image display device 31 to display, as a common effect image for the normal state and the low base short state, the background image of the evening background, which is the background of the low base short state, regardless of whether the gaming machine 1 has been restored from power in the normal state or in the low base short state.

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

[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 end of the special game, and when winning B for every 2R of the first type in the high base short state, the normal state is entered after the end of the special game.

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

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

[0528] Therefore, in the present embodiment, after the end of the special game of the first type 2R winning B which is the first big win and after the end of the special game of the first type 10R winning A which is the second big win, the effect control board 120 causes the image display device 31 to display a background image of the evening background which is the background in the low base short state as 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 type mixed machine and has three game states: a normal state, a low base short state, and a high base short state. The types of big wins and the types of special losses of the gaming machine 1 of the present embodiment are the same as those of the third embodiment.

[0530] The processing of the main control board 10 in this embodiment is the same as that in the first to third embodiments, which are one-kind and 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 becoming 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) of the second embodiment. Immediately after the power-on of the gaming machine 1, the effect control board 120 causes the image display device 31 to display the background image of the daytime background, which is the background of the normal state, as a common effect image for both the normal state and the low-base short state, regardless of whether the gaming machine 1 resumes power in the normal state or the low-base short state.

[0532] Also, the command analysis process of the effect control board 120 in this embodiment is the same as the command analysis process (FIGS. 55, 56, 57, 58) of the first embodiment. Therefore, in each case where a winning of A per 10R of the first type or a winning of B per 2R of the first type occurs, the content of the process when the effect control board 120 receives a variation start command, a game state designation command, a symbol determination command, an opening designation command, and an ending designation command from the main control board 10 is also the same as that of 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 by hitting the left side, a low-base short-time state, and a high-probability no-short-time state, a high-base short-time state in which the game is played by hitting the right side, and a high-probability short-time state.

[0535] In the high-probability short-time state, the jackpot winning probability becomes 1 / 30, which is higher than that in the normal state. The variation time of the normal symbol becomes 5 seconds, the same as that in the high-base short-time state. The release time of the movable piece 15b per winning in the normal symbol lottery becomes 6 seconds, the same as that in the high-base short-time state.

[0536] In the high-probability no-short-time state, the jackpot winning probability becomes 1 / 30, which is higher than that in the normal state. The variation time of the normal symbol becomes 60 seconds, the same as that in the normal state. The release time of the movable piece 15b per winning in the normal symbol lottery becomes 0.1 seconds, the same as that in the normal state.

[0537] As shown in FIG. 79, the gaming machine 1 has an evening mode, a daytime mode, a night mode, a maze mode, and a morning mode. The maze mode is the mode when it is in the high-probability short-time state. During the maze mode, a background image showing a state of wandering in the maze is displayed during normal variation. The morning mode is the mode when it is in the high-probability no-short-time state. During the morning mode, a background image showing the morning scene is displayed during normal variation.

[0538] FIG. 80 is a block diagram showing the overall configuration of the gaming machine 1 of the present embodiment. Since the gaming machine 1 of the present embodiment is a type of certain probability variable machine, a specific area opening / closing solenoid 18d for opening and closing the specific area 19B (V winning opening) and a specific area detection switch 18a for detecting its winning are not provided, and a second large winning opening detection switch 17a for detecting the entry of a game ball into the second large winning opening 17 is provided. Further, since there is a hold of the second special symbol in the gaming machine 1 of the present embodiment, a second special symbol hold indicator 24 is provided. Further, as shown in FIGS. 81(a) and 81(c), the second special symbol storage area of the main RAM 110c of the gaming machine 1 and the second effect information storage area of 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 in the first large winning opening 16 reaches the specified number or the specified time elapses → closing the first large winning opening 16 for 2 seconds.

[0541] As shown in the game flow of FIG. 78, when the first special figure hits 10R A in the normal state, the game state after the special game becomes a high probability short time available state. The number of short time times (J) when it becomes a high probability short time available state 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 high probability short time not available state. When the first special figure hits 10R A in the high probability short time not available state, the game state after the special game becomes a high probability short time not available state again.

[0542] B5. B corresponding to the first special symbol 2R This jackpot is one of those that can be selected in the jackpot lottery triggered by the establishment of the start condition of the first special symbol. In the special game of this jackpot, round games from the first round to the second round are 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.

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

[0544] C5. C corresponding to the first special symbol 10R This jackpot is one of those that can be selected in the jackpot lottery triggered by the establishment of the start condi...

Claims

【Claim 1】 special game execution means, subsidiary 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 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 subsidiary 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 subsidiary game than the normal state and the slightly short state after the special game, determines the necessity of executing the subsidiary game, causes the subsidiary game execution means to execute the subsidiary game based on the determination result, and can generate a plurality of types of commands including commands according to the progress of the game; an effect control means that receives the commands generated by the main control means and performs an effect by the effect means based on the received commands characterized in that in the normal state, the slightly short state, and the high base short state, the lottery probability of whether or not to execute the subsidiary game is the same; the main control means in the normal state, when the special symbol stops at a predetermined special losing symbol, sets the game state to the high base short state; in the slightly short state, when the special symbol stops at the predetermined special losing symbol, does not change the game state; the effect control means after the end of the special game of the second jackpot, causes the effect means to display a background image corresponding to the slightly short state, and after the end of the special game of the first jackpot, causes the effect means to display the same background image as the background image corresponding to the slightly short state. When receiving a game state designation command in the normal state during the display of the same background image, maintains the display of the same background image slot machine.

Citation Information

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