gaming machines
The gaming machine enhances player engagement by implementing special game execution, auxiliary game, and effect means to create varied jackpot states and background displays, addressing the need for increased interest during time-saving states.
Patent Information
- Application Number
- JP2021193018
- 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
There is room for improvement in enhancing the interest of gaming machines, particularly during time-saving states where the advantage related to auxiliary games is higher than in normal states, to maintain player engagement.
The gaming machine incorporates special game execution means, auxiliary game execution means, and effect means, including image display, to enhance interest through various jackpot states and background image displays based on game state designations, transitioning between normal, slightly short, and high base short states with varying degrees of advantage.
The enhanced gaming experience increases player engagement by providing varied and engaging gameplay dynamics, maintaining interest through different jackpot states and background image displays, thereby improving overall game enjoyment.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a spring-action pachinko machine.
Background Art
[0002] A pachinko machine includes a main control board that controls the progress of the game, and a performance control board that controls the performance of the game through the liquid crystal display on the game board surface and the control of accessories. Some pachinko 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 performance 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 performance of this type of gaming machine in terms of the interest of the performance during time saving.
[0005] The present invention has been made in view of such problems, and an object thereof is to further enhance the interest of the game of the gaming machine.
Means for Solving the Problems
[0006] In order to solve the above problems, the present invention includes special game execution means, auxiliary game execution means, effect means including image display means, a first jackpot that returns to the normal state after a special game, a second jackpot that enters a slightly short state with a slightly higher degree of advantage related to the auxiliary game than the normal state after the special game, and a third jackpot that enters a high base short state with a sufficiently high degree of advantage related to the auxiliary game than the normal state and the slightly short state after the special game. The special game execution means executes any one of the plurality of types of special games, determines the necessity of executing the auxiliary game, causes the auxiliary game execution means to execute the auxiliary game based on the determination result, and a main control means capable of generating a plurality of types of commands including commands according to the progress of the game, and an effect control means that receives the commands generated by the main control means and performs an effect by the effect means based on the received commands. When the effect control means receives the game state designation command in the normal state along with the end of the special game of the first jackpot, the effect control means causes the effect means to display the background image in the normal state. When the effect control means receives the game state designation command in the slightly short state along with the end of the special game of the second jackpot, the effect control means causes the effect means to display the same background image as the normal state. When the game state designation command in the slightly short state is received during the display of the same background image, the effect control means maintains the display of the same background image.
Effect of the Invention
[0007] According to the present invention, the interest of the game in the gaming machine can be further enhanced.
Brief Description of the Drawings
[0008]
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Mode for Carrying Out the Invention
[0009] <First Embodiment> FIG. 1 is a front view of a gaming machine 1 according to the first embodiment of the present invention. FIG. 2 is an enlarged view of a second start port 15 in the gaming machine 1. FIG. 3 is a perspective view of the back side of the gaming machine 1. FIG. 4 is a block diagram showing the configuration of the entire gaming machine 1. The gaming machine 1 of the present embodiment is of a type called a one-two combination machine. As shown in FIG. 1, the housing of the gaming machine 1 has a rectangular outer frame 60 and a glass door 50 that visibly covers the game area 6 of the outer frame 60.
[0010] One end of the glass door 50 (left side facing the gaming machine 1) is connected to the outer frame 60 via a hinge mechanism portion 51. A lock mechanism is provided at the other end of the glass door 50 (right side facing the gaming machine 1). When the lock mechanism of the glass door 50 is unlocked with a dedicated key, the glass door 50 can be swung by the hinge mechanism portion 51 to open the game area 6. A door open switch 19a for detecting the opening of the glass door 50 is provided on the glass door 50.
[0011] On the outside of the portion of the glass door 50 that covers the game area 6, a first special symbol display device 20, a second special symbol display device 21, a first special symbol hold indicator 23, a normal symbol display device 22, and a normal symbol hold indicator 25 are provided.
[0012] The first special symbol display device 20 notifies the lottery result of the jackpot lottery conducted upon the entry of a game ball into the first start port 14 in the game area 6 (hereinafter, appropriately referred to as "start winning"). The second special symbol display device 21 notifies the lottery result of the jackpot lottery conducted upon the entry of a game ball into the second start port 15 in the game area 6 (hereinafter, appropriately referred to as "start winning"). The first special symbol display device 20 and the second special symbol display device 21 variably display a plurality of types of special symbols that can be individually identified. The first special symbol display device 20 and the second special symbol display device 21 are composed of 7-segment LEDs. In the following description, the special symbol variably displayed on the first special symbol display device 20 is appropriately referred to as the "first special symbol", and the special symbol variably displayed on the second special symbol display device 21 is appropriately referred to as the "second special symbol".
[0013] The first special symbol hold indicator 23 displays the number of holds of the variation of the first special symbol. The first special symbol hold indicator 23 is composed of two LEDs on the left and right. Specifically explaining the display mode of the number of holds in the first special symbol hold indicator 23, in the first special symbol hold indicator 23, when the number of holds of the variation of the first special symbol is 1, the left LED lights up. When the number of holds of the variation of the first special symbol is 2, the right LED lights up. When the number of holds of the variation of the first special symbol is 3, the left LED blinks and the right LED lights up. When the number of holds of the variation of the first special symbol is 4, the two LEDs on the left and right blink.
[0014] The normal symbol display device 22 notifies the lottery result of the normal symbol lottery conducted upon the game ball passing through the normal symbol gate 13. The normal symbol display device 22 variably displays a plurality of types of normal symbols that can be individually identified. The normal symbol hold indicator 25 displays the number of holds of the variation of the normal symbol. The normal symbol hold indicator 25 is composed of two LEDs on the left and right. The display mode of the number of holds in the normal symbol hold indicator 25 is the same as that of the first special symbol hold indicator 23.
[0015] The game area 6 of the gaming machine 1 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, 5b are provided which extend in an arc shape with a space slightly wider than a game ball between them. At the upper end of the inner rail 5b of these rails 5a, 5b, a ball - return prevention piece 5c is provided.
[0016] Below the portion of the glass door 50 that covers the game area 6, an effect button 35 is provided. The effect button 35 is provided with an effect - button detection switch 35a. When the effect - button detection switch 35a detects that the effect button 35 has been pressed, it outputs an on - signal indicating this.
[0017] To the left of the effect button 35, a cross - key 39 is provided. The cross - key 39 consists of an up - cursor key 39A, a down - cursor key 39B, a left - cursor key 39C, and a right - cursor key 39D. 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 respectively. 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] On the back side of the effect button 35 on the glass door 50, a tray for storing game balls is provided. To the lower right of the effect button 35 on the glass door 50, an operation handle 3 is provided. The player performs a firing operation, which is an operation of grasping the operation handle 3 with their right hand and turning it in a 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. On the tray of the glass door 50, a ball feed solenoid 4b is provided. 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] By controlling the energization of the launch control board 160, the ball feed solenoid 4b sends out the pachinko balls on the tray one by one toward the hitting member directly connected to the launch solenoid 4a. The launch solenoid 4a rotates the hitting member. The pachinko balls sent out from the tray toward the hitting member are launched between the rails 5a and 5b by the rotation of this hitting member, guided by the rails 5a and 5b, and ascend. The pachinko balls that have ascended between the rails 5a and 5b pass through the ball return prevention piece 5c, reach the game area 6, and drop unpredictably within the game area 6. Here, the rotation speed of the launch solenoid 4a is set to approximately 99.9 (rotations / minute) based on the frequency of the output cycle of the crystal oscillator provided on the launch control board 160. As a result, since one ball is launched each time the launch solenoid 4a makes one rotation, the number of launches per minute is approximately 99.9 (balls / minute). That is, one pachinko ball is launched approximately every 0.6 seconds.
[0023] At the upper part of the game area 6, a decorative member 7 that affects the flow-down of the pachinko balls is provided. At the periphery of the game area 6, a first effect drive device 330a, a second effect drive device 330b, a third effect drive device 330c, and a fourth effect drive device 330d are provided. The first effect drive device 330a has a first movable accessory 33a. The second effect drive device 330b has a second movable accessory 33b. The third effect drive device 330c has a third movable accessory 33c. The fourth effect drive device 330d has a fourth movable accessory 33d.
[0024] The first effect drive device 330a, the second effect drive device 330b, the third effect drive device 330c, and the fourth effect drive device 330d perform game effects by the operations of the first movable accessory 33a, the second movable accessory 33b, the third movable accessory 33c, and the fourth movable accessory 33d under the control of the lamp / drive control unit 150 in the effect control board 120.
[0025] The first movable accessory 33a, the second movable accessory 33b, the third movable accessory 33c, and the fourth movable accessory 33d are located at a position where part or all of the accessory is hidden on the back side of the peripheral edge of the game area 6 (hereinafter, this position is referred to as the initial position), and by moving from the initial position to the side of the game area 6 to expose the accessory, it notifies the development of the effect, the determination of a big win, etc.
[0026] More specifically, as shown in FIG. 5, in the effect during the symbol variation display, when developing into an effect with a higher probability of a big win, the third movable accessory 33c falls toward the side of the game area 6.
[0027] As shown in FIG. 6, in the effect during the symbol variation display, when encouraging or notifying the development into an effect with a higher probability of a big win, the third movable accessory 33c falls toward the side of the game area 6, and the fourth movable accessory 33d repeats a fanning motion of moving to a position where approximately half of the width direction of the fourth movable accessory 33d is exposed inside the decorative member 7 and then returning to the initial position a plurality of times.
[0028] As shown in FIG. 7, in the effect during the symbol variation display, when notifying the determination of a big win, the third movable accessory 33c falls toward the side of the game area 6, the fourth movable accessory 33d moves to a position where the inner edges of the left and right fourth movable accessories 33d are connected in an oval shape at the center of the game area 6, and the first movable accessory 33a falls to a position inside the inner edges of the left and right fourth movable accessories 33d.
[0029] As shown in FIG. 1, a first effect lighting device 340a is provided at the center of the first movable accessory 33a of the gaming machine 1. The first effect lighting device 340a has a first lamp 34a. A second effect lighting device 340b is provided at the center of the upper part of the glass door 50. The second effect lighting device 340b has a second lamp 34b. A third effect lighting device 340c is provided at the center of the third movable accessory 33c. The third effect lighting device 340c has a third lamp 34c. Fourth effect lighting devices 340d are provided slightly inside the upper left and right corners of the glass door 50. The fourth effect lighting devices 340d have fourth lamps 34d. The first lamp 34a, the second lamp 34b, the third lamp 34c, and the fourth lamp 34d are RGB full-color LED lamps.
[0030] Under the control of the lamp / drive control unit 150 in the effect control board 120, the first effect lighting device 340a, the second effect lighting device 340b, the third effect lighting device 340c, and the fourth effect lighting 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, voice output devices 32 (speakers) are provided. Under the control of the overall control unit 141 in the effect control board 120, the voice output devices 32 perform game effects by effect sound effects.
[0032] A plurality of general winning openings 12 are provided below the left area 6L in the game area 6. A general winning opening detection switch 12a for detecting the passage of game balls through the general winning opening 12 is provided at the general winning opening 12. When the general winning opening detection switch 12a detects the passage of a game ball, a predetermined number (for example, 10) of prize balls are paid out.
[0033] 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 and closes the first large winning opening 16 in a closed state. 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 straight in front of the first large winning opening 16. Therefore, while the first large winning opening opening / closing door 16b is in the closed state, the game balls do not enter the first large winning opening 16. On the other hand, while the first large winning opening opening / closing door 16b is in the open state, most of the game balls falling from above the first large winning opening 16 hit the tray surface facing upward of the first large winning opening opening / closing door 16b and enter the first large winning opening 16, and this is detected by the first large winning opening detection switch. When the first large winning opening detection switch detects the entry of a game ball, a predetermined number (for example, 15) of game balls are paid out.
[0036] At the lower center of the gaming 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 gaming area 6 to close the second large winning opening 17. When the second large winning opening opening / closing solenoid 17c is turned on, the second large winning opening opening / closing door 17b is in an open state tilted forward with the lower edge of the second large winning opening 17 as a fulcrum.
[0037] While the second large winning opening opening / closing door 17b is in the closed state, the game balls falling from diagonally above the right and left of the second large winning opening 17 pass straight in front of the second large winning opening 17. Therefore, while the second large winning opening opening / closing door 17b is in the closed state, the game balls do not enter the second large winning opening 17. On the other hand, while the second large winning opening opening / closing door 17b is in the open state, most of the game balls falling from above the second large winning opening 17 hit the tray surface facing upward of the second large winning opening opening / closing door 17b and are guided into the second large winning opening 17.
[0038] As shown in FIG. 2, inside the second large winning opening 19, a specific area 19B (V winning opening) is provided. A slide member 19c is provided in the specific area 19B. The slide member 19c serves as a sorting device that sorts the game balls passing over the specific area 19B into those that are allowed to enter the specific area 19B and those that are not.
[0039] When the specific area opening / closing solenoid 18d (see Fig. 4) is turned off, the slide member 19c advances forward to close the specific area 19B. When the specific area opening / closing solenoid 18d (see Fig. 4) is turned on, the slide member 19c retracts to the rear side to release the specific area 19B. While the specific area 19B is in the open state, game balls enter the specific area 19B, and this is detected by the specific area detection switch 18a. While the specific area 19B is in the closed state, the game balls pass over the specific area 19B and are discharged from the opening 19e.
[0040] Above the second large winning opening 17 in the lower center of the game area 6, there are a first start opening 14 and a second start opening 15. The first start opening 14 and the second start opening 15 are arranged vertically. In the first start opening 14, a first start opening detection switch 14a for detecting the passage of game balls through 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 through 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 the closed state. When the start opening opening / closing solenoid 15c is turned on, the pair of movable pieces 15b are inclined in an inverted V shape to be in the open state.
[0043] While the movable piece 15b is in the closed state, most of the game balls that fall from the upper left and right diagonals of the second starting port 15 toward the second starting port 15 hit the outer surface of the movable piece 15b and bounce back. Therefore, while the movable piece 15b is in the closed state, it is difficult for the game balls to pass through the second starting port 15. On the other hand, while the movable piece 15b is in the open state, most of the game balls that fall from the upper left and right diagonals of the second starting port 15 toward the second starting port 15 are guided to the inner surface of the movable piece 15b and reach the second starting port 15. Therefore, while the movable piece 15b is in the open state, it is easy for the game balls to pass through the second starting port 15.
[0044] A normal symbol gate 13 is provided at a position slightly above the first large winning port 16 in the right area 6R of the game area 6. The normal symbol gate 13 is provided with a gate detection switch 13a for detecting the passage of game balls through the normal symbol gate 13.
[0045] In FIG. 1, an out port 11 is provided at the center of the bottom side of the game area 6. Game balls that reach the bottom side of the game area 6 without entering any of the general winning port 12, the first starting port 14, the second starting port 15, the first large winning port 16, and the second large winning port 17 are discharged through this out port 11.
[0046] In the gaming machine 1, a jackpot lottery is executed on the occasion of the establishment of the starting conditions of the first special symbol by the starting win of the first starting port 14 and the establishment of the starting conditions of the second special symbol by the starting win of the second starting port 15. When the lottery result is a jackpot, the special symbol stops in the jackpot stop mode after a variable display for a predetermined time. When the result is a minor win, the special symbol stops in the minor win stop mode after a variable display for a predetermined time. When the result is a loss, the special symbol stops in the loss stop mode after a variable display for a predetermined time. In addition, a normal symbol lottery is executed on the occasion of the establishment of the starting conditions of the normal symbol by the passage of game balls through the normal symbol gate 13. When the lottery result of the normal symbol lottery is a win, the normal symbol stops in the win stop mode after a variable display for a predetermined period, and the movable piece 15b is opened in the win open mode. When the result is a loss, the normal symbol stops in the loss stop mode after a variable display for a predetermined time.
[0047] The gaming machine 1 has a total of eight types of 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 the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the first special symbol. In the special game of this jackpot, round games from the first round to the tenth round are played. In each round game, the first big winning opening 16 is opened and closed in the opening and closing 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 strikes and a short-time low-base state, and a high-base short-time state where the game is played with right strikes. 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 low-base state, the gaming state after the special game becomes the short-time low-base state again. The short-time count (B) when it becomes the short-time low-base state after going through the special game of the first-class 10R 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 low-base state, the variation time of the normal symbol is 59 seconds, and the opening time of the movable piece 15b for each winning of the normal symbol lottery is 0.11 second.
[0052] In the high base short time state, the variation time of the normal symbol is 5 seconds, and the release time of the movable piece 15b for each 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 or 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 or the low base short time state. In this sense, if the normal state is regarded as 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 conducted. In each round game, the first big winning opening 16 is opened and closed in the opening and closing mode of the first big winning opening 16 being opened until the number of winning times of the first big winning opening 16 reaches the specified number or the specified time elapses → the first big winning opening 16 is closed for 2 seconds.
[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 those that can be selected in the jackpot lottery triggered by the establishment of the starting conditions for 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 → the first big winning opening 16 is closed for 2 seconds.
[0057] As shown in the game flow of FIG. 8, when it becomes C for the first type 2R per hit in the normal state, the game state after the special game becomes the high base short state. The short time count (J) when it becomes the high base short state after the special game of the first type 2R per hit is 100 times. When it becomes C for the first type 2R per hit in the low base short state, the game state after the special game becomes the low base short state again. The short time count (B) when it becomes the low base short state after the special game of the first type 2R per hit is 700 times.
[0058] F1. F for the first type 10R per hit This jackpot is one of those 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 tenth round are conducted. In each round game, the first big winning opening 16 is opened and closed in the following opening and closing pattern: the first big winning opening 16 is opened until the number of winning times of the first big winning opening 16 reaches the specified number or the specified time elapses → the first big winning opening 16 is closed for 2 seconds.
[0059] As shown in the game flow of FIG. 8, when it becomes F for the first type 10R per hit in the high base short state, the game state after the special game becomes the high base short state again. The short time count (J) when it becomes the high base short state after the special game of the first type 10R per hit is 100 times.
[0060] G1. G for the first type 2R per 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 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.
[0061] As shown in the game flow of FIG. 8, when it becomes G for 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 experiencing the special game of the first type 2R hit G is 100 times.
[0062] H1. H for the second type substantial 9R hit This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the second special symbol. In the special game of this jackpot, after the small 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 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.
[0063] As shown in the game flow of FIG. 8, when it becomes H for 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 experiencing the special game of the second type substantial 9R hit H is 100 times.
[0064] I1. I for the second type substantial 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 second special symbol. In the special game of this jackpot, after the small win game, which is the substantial first round, and winning in the specific area 19B, round games from the second round to the third round are conducted. In each round game, the first big winning opening 16 is opened and closed in the opening and closing mode of the first big winning opening 16 being opened until the number of winnings in 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.
[0065] As shown in the game flow of FIG. 8, when it becomes the second type substantial 2R win I in the high base short state, the game state after the special game becomes the high base short state again. The short time count (J) when it becomes the high base short state after going through the special game of the second type substantial 2R win I is 100 times.
[0066] J1. Second type substantial 9R win J This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the second special symbol. In the special game of this jackpot, after the small win game, which is the substantial first round, and winning in the specific area 19B, round games from the second round to the tenth round are conducted. In each round game, the first big winning opening 16 is opened and closed in the opening and closing mode of the first big winning opening 16 being opened until the number of winnings in 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.
[0067] As shown in the game flow of FIG. 8, when it becomes the second type substantial 9R win J in the high base short state, the game state after the special game becomes the normal state. That is, in the gaming machine 1 of the present embodiment, during the high base short state, if it becomes the first type 10R win F, the first type 10R win G, the second type substantial 9R win H, or the second type substantial 2R win I, the most advantageous high base short state continues, but if it becomes the second type substantial 9R win J, it drops 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 starting conditions 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 passing through 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 passing through 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 passing through 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 passing through 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. Stopping at the symbol of a normal losing outcome itself does not trigger a change in the game state. However, as shown in the game flow of FIG. 8, during a game state that is not the high-base short state, if the variable display that stops at the symbol of a normal losing outcome continues for 900 consecutive times, after the 900th symbol stops, the game state becomes the high-base short state. The number of short-time operations (J) when entering the high-base short state after passing through 900 normal losing outcomes is 100 times.
[0074] As described above, in the low base short state, the degree of advantage related to the 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. In contrast, in the normal state, when the special symbol stops at the symbol of "Type 1 2R hit C", after the end of the special game, it will enter the high base short state. When it stops at the symbol of "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 has a higher degree of advantage 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 "Type 1 2R hit C" or "high base short operation special loss a" to enter the high base short state. Also, during the low base short state, the player hopes to draw the symbol of "Type 1 2R hit B" as soon as possible or consume the variation of the low base short count (B) to enter the normal state.
[0075] In FIG. 1, an image display device 31 is fitted between the decorative member 7 and the first start port 14 in the game area 6. The image display device 31 performs game effects with effect images under the control of the overall control unit 141 in the effect control board 120. More specifically, the image display device 31 performs a symbol variation effect as an effect in accordance with the symbol variation display of the special symbol. As shown in FIG. 9(a), in the symbol variation effect, the left symbol 36L, the middle symbol 36C, the right symbol 36R, and the fourth symbol 36Z (hereinafter, these symbols 36L, 36C, 36R, 36Z are appropriately referred to as "decorative symbols 36") are displayed. The left symbol 36L, the middle symbol 36C, the right symbol 36R, and the fourth symbol 36Z notify the same big 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] As shown in Fig. 9(a), when the left symbol 36L, the middle symbol 36C, the right symbol 36R, and the fourth symbol 36Z stop in a winning state and a special game is played, a special game performance is carried out in accordance with the special game. In the special game performance, an opening performance related to the opening of the special game, a round game performance related to the round game, an ending performance related to the ending of the special game, etc. are carried out.
[0077] As shown in Fig. 9(b), in the lower part of the center in the image display device 31, the variable image 37(0) is displayed. When there is a hold of the variation of the first special symbol, on the left side of the variable image 37(0) in the image display device 31, the image 371(1) of the first hold (the hold with the first variation order) in the first special symbol, the image 371(2) of the second hold (the hold with the second variation order), the image 371(3) of the third hold (the hold with the third variation order), and the image 371(4) of the fourth hold (the hold with the fourth variation order), a maximum of 4 images are displayed.
[0078] When the number of hold displays of the first special symbol hold display 23 increases, images 371(1), 371(2), 371(3), or 371(4) corresponding to the increased number of holds appear.
[0079] While the images 371(1), 371(2), 371(3), or 371(4) corresponding to the number of hold displays of the first special symbol hold display 23 are being displayed, each time one variation of the special symbol ends, the variable image 37(0) of that variation disappears, the image 371(1) of the first hold moves to the position of the variable image 37(0) of that variation, and the images 371(2), 371(3), or 371(4) after the second hold move to the positions of their respective immediate right neighbors.
[0080] In the following description, the images 37(0), 371(1), 371(2), 371(3), 371(4) are appropriately referred to as "hold display images".
[0081] As shown in FIG. 10, the gaming machine 1 of 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 variation. During the daytime mode, a background image showing the daytime scene is displayed during normal variation. During the night mode, a background image showing the night scene is displayed during normal variation.
[0082] As shown in FIG. 11, 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 is displayed on the background image corresponding to the current mode.
[0083] As shown in FIG. 12, in the effects according to the symbol variation displays in the daytime mode, the evening mode, and the night mode, there is a case where an effect that progresses from the normal variation effect to the normal reach is executed. The probability of a big win when progressing from the normal variation effect to the normal reach effect is higher than when not progressing to the normal reach effect.
[0084] When progressing from the normal variation effect to the normal reach effect, one of the left symbol 36L and the right symbol 36R (the left symbol 36L in the example of FIG. 12) temporarily stops, and after the one-round display of the two symbols excluding the temporarily stopped one continues for a while, the other of the left symbol 36L and the right symbol 36R (the right symbol 36R in the example of FIG. 12) temporarily stops with the same type of symbol as the one that has stopped first.
[0085] As shown in FIGS. 13 and 14, in the effects according to the symbol variation displays 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 include "daytime", "evening", and "loss". The outcome of "daytime" suggests entering the daytime mode. The outcome of "evening" suggests entering the evening mode. The outcome of "loss" suggests stopping at a normal losing pattern.
[0087] As shown in Fig. 13(a), in the roulette presentation in 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 in the evening mode, when the outcome of the roulette is "daytime", the left symbol 36L, the middle symbol 36C, and the right symbol 36R are determined as "232", and the characters "Enter Daytime Mode" appear. Then, the background image switches to that of the daytime 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 in 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 in the daytime mode, when the outcome of the roulette is "daytime", the left symbol 36L, the middle symbol 36C, and the right symbol 36R are determined as "232", and the characters "Continue Daytime Mode" appear. Then, while maintaining the background image of the daytime mode, the left symbol 36L, the middle symbol 36C, and the right symbol 36R start the next change.
[0091] As shown in FIG. 14(b), in the roulette effect in the daytime 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 "Entering the evening mode" appear. Thereafter, 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.
[0092] As shown in FIG. 14(c), in the roulette effect in the daytime mode, when the outcome of the roulette is "a miss", the left symbol 36L, the middle symbol 36C, and the right symbol 36R are determined as a combination of miss patterns other than "212" and "213" (in the example of FIG. 14(c), "272"). Thereafter, while maintaining the background of the daytime mode, the left symbol 36L, the middle symbol 36C, and the right symbol 36R start the next change.
[0093] As shown in FIG. 15, in the effect in accordance with the symbol change display in the daytime mode, the evening mode, and the night mode, there may be a development from the normal reach effect to the SP reach effect. In the SP reach effect, the image display device 31 displays the effect image of the SP reach effect. The winning probability in the case of developing from the normal reach effect to the SP reach effect is higher than that in the case where the SP reach effect does not proceed.
[0094] When developing from the normal reach effect to the SP reach effect, the middle symbol 36C decelerates and seems to stop, and then rotates at high speed, and the left symbol 36L and the right symbol 36R move away from the left corner and the right corner of the screen. In accordance with this, the effect image becomes the SP reach animation.
[0095] As shown in FIG. 16, when a hold of the change of the special symbol occurs due to a start win, and a preview hold display change effect in which the change corresponding to the hold (in the examples of FIGS. 16(a) and 16(b), the third hold of the first special symbol) is set as the final change is being executed, the timing t immediately after the start of each change from the start win to the final change HH (In the examples of FIGS. 16(a) and 16(b), the timing t immediately after the start of the change two before the final change HH (2), the timing t immediately after the start of the change one before the final changeHH (1) Timing t immediately after the start of the final change HH (0), the display mode of the hold display image corresponding to the final change changes to any one of blue, green, and red. In the preview hold display change effect, the hit reliability increases in the order of blue < green < red.
[0096] In FIG. 3, on the back surface of the gaming machine 1, a main control board 10, a performance control board 120, a payout control board 130, a power supply board 170, a game information output terminal board 30, a power plug 171, a power switch (not shown), a RAM clear switch (not shown), etc. are provided. When a startup operation is performed on the gaming machine 1, power is supplied from the power supply board 170 to the main control board 10, the performance control board 120, and the payout control board 130, and these boards are activated.
[0097] In FIG. 4, the main control board 10 controls the basic operation of the gaming machine 1. The main control board 10 includes a one-chip microcomputer 110m, an input port (not shown), and an output port (not shown). The one-chip microcomputer 110m of the main control board 10 is composed of a main CPU 110a, a main ROM 110b, and a main RAM 110c.
[0098] Connected to the input port of the main control board 10 are the payout control board 130, a general winning port detection switch 12a, a gate detection switch 13a, a first start port detection switch 14a, a second start port detection switch 15a, a first big winning port detection switch 16a, a specific area detection switch 18a, and a door open switch 19a.
[0099] 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 big winning port opening / closing solenoid 16c, a second big 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 the external output signal generated in the main control board 10 to the hall computer of the game arcade or the like. The game information output terminal board 30 is provided with a connector for connecting to the hall computer of the game arcade or the like.
[0100] Based on the input signals from each detection switch and timer, the main CPU 110a of the main control board 10 reads out the program stored in the main ROM 110b and performs arithmetic processing. Also, the main CPU 110a directly controls the display devices 20 - 22 and indicators 23 - 25, or transmits commands to other boards according to the result of the arithmetic processing. When the start operation is performed, the main CPU 110a executes initialization processing. After the initialization processing is completed and the game becomes playable, the main CPU 110a updates various random values including jackpot random values (random values within the random range of 0 - 59999), special symbol random values (random values within the random range of 0 - 99), reach determination random values (random values within the random range of 0 - 99), special symbol variation random values (random values within the random range of 0 - 99), normal symbol random values (random values within the random range of 0 - 65535), etc. within their respective random ranges, and controls the progress of games such as the variation of special symbols, the variation of normal symbols, and special games.
[0101] In the main ROM 110b of the main control board 10, data such as game control programs is stored. In the main ROM 110b, there are stored various tables such as a jackpot determination table for the special symbol display devices 20 and 21, a hit determination table for the normal symbol display device 22, a symbol determination table, a variation pattern determination table, a pre-determination table, a special game control table, a big winning opening opening / closing control table, a special game end setting table, a special losing symbol stop setting table, an auxiliary game control table, and a movable piece release control table. Details of these tables will be described later.
[0102] The main RAM 110c of the main control board 10 functions as a work area for data during the arithmetic processing of the main CPU 110a. In the main RAM 110c, there are provided various storage areas such as a special symbol storage area, a special figure special power processing data storage area, a stopped symbol data storage area, a normal symbol hold storage area, a normal figure normal power processing data storage area, a normal symbol data storage area, a game state flag storage area, a specific area winning flag storage area, a game state buffer, a round number (R) counter, a big winning opening ball entry number (C) counter, a first special symbol hold number (U1) counter, a normal symbol hold number (G) counter, a short count number (B) counter during low base, a short count number (J) counter during high base, a variation number (L) counter, an opening number (S) counter, a special power operation number (K) counter, a special symbol time counter, a special game timer counter, a normal symbol time counter, an auxiliary game timer counter, and a production transmission data storage area. Here, when the power is off, the data in the used area of the main RAM 110c is backed up by an backup power supply after adding a checksum, and when the power is restored, the data backed up by the backup power supply can be restored through data check by the checksum.
[0103] The power supply board 170 supplies the gaming machine 1 with a power supply voltage 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 is above 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 in a one-way communicable manner 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, 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 the operation clock from the crystal oscillator, reads out the program stored in the sub-ROM 120b based on the command transmitted from the main control board 10 and the input signal from the timer, performs arithmetic processing using the sub-RAM 120c as a work area, and transmits the command generated in the said processing to the overall control unit 141 and the lamp / drive control unit 150. When the startup operation is performed, the sub-CPU 120a performs initialization processing, and after the initialization processing is completed and the game becomes playable, it controls the effects according to the progress of the game.
[0108] In the sub-ROM 120b of the effect control unit 120m, data such as an effect control program is stored. In the sub-ROM 120b, various tables such as a variable effect pattern determination table, a normal background setting table, and a special background setting table are stored. The sub-RAM 120c of the effect control unit 120m functions as a work area for data during the arithmetic processing of the sub-CPU 120a. In the sub-RAM 120c, various storage areas are provided, such as an effect information storage area, an effect symbol storage area, a symbol variable effect pattern storage area, a game state information storage area, an effect pattern storage area, a special background image setting flag storage area, a special background image standby setting flag storage area, and a special background variable number (P) counter.
[0109] The display / audio control unit 140 receives a command from the effect control board 120 and controls the image display device 31 and the audio output device 32 based on the received command. The display / audio control unit 140 includes an overall 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 operating clock from a crystal oscillator, reads out a program stored in the overall ROM 141c, performs arithmetic processing using the overall RAM 141b as a work area, and controls the VDP 145 and the audio processor 144 based on the processing.
[0111] The general ROM 141c stores an image / audio control program for image display and audio control, a display list generation program for generating a display list consisting of a group of drawing control commands, animation patterns for displaying animations of performance patterns, animation scene information, and a sound list generation program for generating a sound list consisting of a group of sound control commands.
[0112] The VDP 145 is connected to the CGROM 146. The CGROM 146 stores compressed image data and uncompressed palette data. The image data is material data that compiles pixel information for a predetermined range of pixels (e.g., 32 x 32 pixels) in images (e.g., individual images such as effect pattern images, background images that form the background of the effect pattern, character images, and dialogue images) to be displayed as sprites or movie frames on the image display device 31. The pixel information of the image data is composed of color number information that specifies a color number for each pixel and an α value that indicates the transparency of the image. The palette data is data that associates color number information that specifies a color number with display color information that indicates the actual display color of the pixel.
[0113] The VDP 145 includes a VRAM 147. The VRAM 147 includes a display list storage area, a development storage area, a first frame buffer area, a second frame buffer area, etc. The display list storage area is an area for temporarily storing a display list output from the overall control unit 141 (overall CPU 141a). The development storage area is an area for temporarily storing image data obtained by expanding compressed image data in the CGMOM.
[0114] The first frame buffer area and the second frame buffer area are areas for image drawing and display. The first frame buffer area and the second frame buffer area are alternately switched between for drawing and display every time drawing starts.
[0115] VDP145 stores the display list transmitted from the overall control unit 141 in the display list storage area of VRAM147, reads out the image data indicated by the display list in CGROM146, draws one-frame worth of drawing data on the drawing frame buffer of VRAM147 based on this image data, and outputs one-frame worth of drawing data in the display frame buffer of VRAM147 as a video signal (such as an RGB signal) to the image display device 31.
[0116] Note that an operation clock is supplied to VDP145 from a crystal oscillator. By dividing this operation clock, a synchronization signal (horizontal synchronization signal and vertical synchronization signal) for synchronizing with the image display device 31 is generated and output to the image display device 31. In this embodiment, the frame rate of the image control unit 155 is 30fps (1 / 30 second = approximately 33ms) so that drawing (image display) is performed 30 times per second, but it may also be set to 60fps (1 / 60 second = approximately 16.6ms) so that drawing (image display) is performed 60 times per second.
[0117] The audio processor 144 is connected to the audio ROM148. The audio ROM148 stores compressed audio data. The audio processor 144 reads out the audio data indicated by the sound list transmitted from the overall control unit 141 from the audio ROM148, decodes this audio data, performs acoustic processing on the signal obtained by the decoding, and outputs the signal subjected to the acoustic processing as an audio signal of the effect sound to the audio output device 32.
[0118] The lamp / drive control unit 150 receives commands from the performance control board 120 and controls the performance lighting devices 340a, 340b, 340c, and 340d and the performance driving devices 330a, 330b, 330c, and 330d based on the received commands. The lamp / drive control unit 150 includes a lamp CPU 150a, a lamp RAM 150b, a lamp ROM 150c, and input / output ports. The performance lighting devices 340a, 340b, 340c, and 340d and the performance driving devices 330a, 330b, 330c, and 330d are connected to the input / output ports of the lamp / drive control unit 150.
[0119] The lamp CPU 150a receives an operating clock from a crystal oscillator, reads out the program stored in the lamp ROM 150c, performs calculations using the lamp RAM 150b as a work area, and controls the performance lighting devices 340a, 340b, 340c, and 340d and the performance driving devices 330a, 330b, 330c, and 330d based on this processing.
[0120] The lamp ROM 150c stores a lamp drive control program for lighting the lamps and driving the props, a light emission mode determination program for determining and setting lamp light emission information for the performance lighting devices 340a, 340b, 340c, and 340d and causing the performance lighting devices 340a, 340b, 340c, and 340d to emit light in accordance with this setting, an operation mode determination program for determining and setting prop drive information for the performance drive devices 330a, 330b, 330c, and 330d and causing the performance drive devices 330a, 330b, 330c, and 330d to operate in accordance with this setting, a performance lamp control mode determination table, a performance prop control mode determination table, and the like.
[0121] The payout control board 130 controls the payout of game balls. The payout control board 130 is connected to the main control board 10 for bidirectional communication. The payout control board 130 is equipped with a one-chip microcomputer 110m consisting of a payout CPU, payout ROM, and payout RAM (not shown). The payout CPU reads a program stored in the payout ROM based on input signals from the payout ball counting switch 132 and the timer, performs calculations using the payout RAM as a work area, and transmits corresponding commands to the main control board 10 based on the calculations. The output side of the payout control board 130 is connected to a payout motor 131 of the payout device, which pays out a predetermined number of game balls from the game ball storage area. The payout CPU reads a predetermined program from the payout ROM and performs calculations based on commands transmitted from the main control board 10, and controls the payout motor 131 of the payout device to pay out a predetermined number of game balls. The payout RAM functions as a data work area during the payout CPU's calculations.
[0122] Next, the operation of the gaming machine 1 according to this embodiment will be described. Fig. 17 is a flowchart showing the main processing of the main control board 10 of the gaming machine 1. The main processing is started when a system reset occurs in the main CPU 110a of the main control board 10 after power is supplied to the main control board 10 from the power supply board 170 in response to a startup operation.
[0123] 17, the main CPU 110a performs an initialization process (S10). In the initialization process, the main CPU 110a reads and executes a game control program from the main ROM 110b in response to power-on. In the initialization process, the main CPU 110a determines whether data recovery is necessary or not based on the on / off state of a RAM clear switch (not shown) on the rear of the gaming machine 1 at the time of power-on and the contents of the power interruption occurrence information and checksum that were saved and backed up in the main RAM 110c in the power interruption monitoring process (S20) at the time of the previous power interruption. If it is determined that recovery is not necessary, the main CPU 110a clears the main RAM 110c, and if it is determined that recovery is necessary, it restores the data in the main RAM 110c. Details of the initialization process will be described later.
[0124] Next, the main CPU 110a performs a power-off monitoring process (S20). In the power-off monitoring process, the main CPU 110a monitors whether or not a power outage has occurred in the gaming machine 1. If a power outage has occurred, the main CPU 110a stops the launch of game balls by the launch mechanism (touch sensor 3a, launch volume 3b, launch solenoid 4a, and ball feed solenoid 4b), clears the output port, stops the payout of game balls by the payout device, creates and saves checksums in each storage area of the main RAM 110c, and sets power-off occurrence information. After that, the main CPU 110a prohibits access to the main RAM 110c in preparation for a power outage. Details of the power-off process will be described later.
[0125] Next, the main CPU 110a performs a game random number value update process (S30). In the game random number value update process, the main CPU 110a updates the random number value for reach determination and the random number value for special symbol variation. Next, the main CPU 110a performs an initial random number value update process (S40). In the initial random number value update process, the main CPU 110a updates the jackpot initial random number value, the normal symbol initial random number value, and the special symbol initial random number value.
[0126] Thereafter, the main CPU 110a repeats the loop process of steps S20 to S40. In addition to this loop process, the main CPU 110a also executes a timer interrupt process every time the reset clock pulse generating circuit generates a reset clock pulse signal.
[0127] Figures 18 and 19 are flowcharts showing details of the initialization process (S10) in Figure 7. In Figure 18, the main CPU 110a of the main control board 110 performs a security check of the main CPU 110a, and then performs a process of waiting for 2000 ms (S10-1).
[0128] Next, the main CPU 110a permits access to the main RAM 110c (S10-2). Next, the main CPU 110a sets the serial communication port (S10-3). Next, the main CPU 110a sets the watchdog timer (S10-4). Here, the watchdog timer monitors whether the one-chip microcomputer 110m of the main control board 110 is operating normally according to the game control program. When an abnormality occurs in the game control program and the running game control program is interrupted or stopped, or when only loop processing is repeatedly executed so that no other game processing is executed after the interruption of the program execution, if the timer count section of the watchdog timer counts up during the stopped state or the standby state due to the loop processing, the one-chip microcomputer 110m of the main control board 110 is forcibly initialized.
[0129] Next, the main CPU 110a transmits a power-on designated command to the effect control board 120 (S10-5). Thereafter, the main CPU 110a outputs a firing permission signal to the firing control board 160, thereby enabling the firing of the game ball by the firing mechanism (the firing mechanism composed of 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). If the main CPU 110a determines that the RAM clear switch is on (S10-7: Yes), it proceeds to step S10-11. If 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. If the main CPU 110a determines that the power-off occurrence information is not normal (S10-8: No), it proceeds to step S10-11. If 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 saved in the main RAM 110c during the power-off monitoring process (S20) at the previous power-off. If the two match, it is determined that the checksum is normal (the backup is valid and data recovery is possible), and if they do not match, it is determined that the checksum is not normal (the backup is not valid and data recovery is impossible). If the checksum is not normal (S10-10: No), the main CPU 110a proceeds to step S10-11. If the checksum is normal (S10-10: Yes), the main CPU 110a proceeds to step S10-15.
[0133] In step S10-11, the main CPU 110a clears the used area of the main RAM 110c. By clearing this used area, predetermined data within the used area (for example, the flags in the game state flag storage area backed up at the previous power-off, etc.) is initialized.
[0134] After the execution of step S10-11, the main CPU 110a sets 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 step S10-15, the main CPU 110a performs settings for the main RAM 110c when backup is valid. Specifically, based on the power outage information, the main CPU 110a restores data in the used areas of the main RAM 110c (special symbol memory area, special symbol special power processing data memory area, stop symbol data memory area, normal symbol reserved memory area, normal symbol normal power processing data memory area, normal symbol data memory area, game status flag memory area, specific area winning flag memory area, game status buffer, number of rounds (R) counter, number of balls entering the large winning slot (C) counter, number of reserved first special symbols (U1) counter, number of reserved normal symbols (G) counter, number of low base time reductions (B) counter, number of high base time reductions (J) counter, number of fluctuations (L) counter, number of openings (S) counter, special power activation number (K) counter, special symbol time counter, special game timer counter, normal symbol time counter, auxiliary game timer counter, transmission data storage area for effects, etc.).
[0136] After executing step S10-15, the main CPU 110a proceeds to step S10-16. In step S10-16, the main CPU 110a determines whether the game status flag for the normal state is set in the game status flag storage area of the main RAM 110c. If the game status flag for the normal state is set (step S10-16: Yes), the main CPU 110a proceeds to step S10-17, and if the game status flag for the normal state is not set (step S10-16: No), the main CPU 110a proceeds to step S10-18. In step S10-17, the main CPU 110a sends a power restoration designation command corresponding to the normal state to the performance control board 120, and ends the initialization process.
[0137] In step S10-18, the main CPU 110a determines whether a game state flag for the short low base state is set in the game state flag storage area of the main RAM 110c. If the main CPU 110a determines that the game state flag for the short low base state is set (step S10-18: Yes), it proceeds to step S10-19. If the game state flag for the short low base state is not set (step S10-18: No), it proceeds to step S10-24. In step S10-19, the main CPU 110a transmits a power recovery specified command corresponding to the short low base state to the effect control board 120 and ends the initialization process.
[0138] In step S10-24, the main CPU 110a transmits a power recovery specified command corresponding to the short high base state to the effect control board 120. Thereafter, the main CPU 110a transmits a game state specified command corresponding to the game state after recovery to the effect control board 120 (S10-25) and ends the initialization process.
[0139] Figure 20 is a flowchart showing the details of the power-off monitoring process. In Figure 20, the main CPU 110a of the main control board 110 sets 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 no power-off has occurred when the power-off detection signal is not input.
[0140] In step S20-2, if the main CPU 110a determines that no power-off has occurred (step S20-2: Yes), it proceeds to step S20-3. If it determines that a power-off has occurred (step S20-2: No), it proceeds to step S20-4.
[0141] In step S20-3, the main CPU 110a sets interrupt permission. After executing step S20-3, the main CPU 110a ends the current power interruption monitoring process.
[0142] In step S20-4, the main CPU 110a outputs a launch stop signal to the launch control board 160, thereby stopping the launch of game balls by the launch mechanism. Next, the main CPU 110a clears the output port (S20-5). Thereafter, the main CPU 110a sends a power-off command to the payout control board 130 (S20-6). Upon receiving the power-off command, the payout control board 130 replies with a command related to the output of external information. The main CPU 110a receives this command related to the output of external information and saves it in the main RAM 110c (S20-7).
[0143] After executing step S20-7, the main CPU 110a creates a checksum of the data in the use area of the main RAM 110c at that time (special symbol memory area, special symbol special power processing data memory area, stop symbol data memory area, normal symbol reserved memory area, normal symbol normal power processing data memory area, normal symbol data memory area, game status flag memory area, specific area winning flag memory area, game status buffer, number of rounds (R) counter, number of balls entering the large prize slot (C) counter, number of reserved first special symbols (U1) counter, number of reserved normal symbols (G) counter, number of low base time reductions (B) counter, number of high base time reductions (J) counter, number of fluctuations (L) counter, number of openings (S) counter, special power operation number (K) counter, special symbol time counter, special game timer counter, normal symbol time counter, auxiliary game timer counter, transmission data storage area for effects, etc.) and saves the created checksum in the main RAM 110c (S20-8). Here, the checksum saved in main RAM 110c in step S20-8 is compared with the checksum calculated from the data in the used area of main RAM 110c at that time during the initialization process when the power is next turned on, and whether the checksum is normal (whether the backup is valid and data recovery is possible) is determined based on whether the two match.
[0144] After executing step S20-8, the main CPU 110a sets power interruption occurrence information (S20-9). Thereafter, the main CPU 110a sets access to the main RAM 110c to be prohibited (S20-10). After executing step S20-10, the main CPU 110a performs an infinite loop to prepare for power interruption.
[0145] 21 is a flowchart showing the timer interrupt process of the main control board 10. The main CPU 110a of the main control board 10 executes the timer interrupt process every 4 milliseconds, which is the generation period of the reset clock pulse signal in the reset clock pulse generating circuit in the main control board 10.
[0146] 21, when a reset clock pulse signal is generated, the main CPU 110a saves the information in the register of the main CPU 110a at that time to a stack area (S100). Next, the main CPU 110a performs time control processing (S110). The time control processing is processing for updating counters used to measure various times in the main RAM 110c. In the time control processing, the main CPU 110a subtracts one from the special symbol time counter, special game timer counter, normal symbol time counter, and auxiliary game timer counter in the main RAM 110c.
[0147] Next, the main CPU 110a performs a random number update process (S120). In the random number update process, the main CPU 110a updates the jackpot random number value, normal symbol random number value, and special symbol random number value. More specifically, the main CPU 110a updates each random number counter by incrementing it by 1. Note that if the incremented random number counter exceeds the maximum value of the random number range (if the random number counter has completed one cycle), the random number counter is reset to 0, and each random number value is updated from the initial random number value at that time.
[0148] After executing 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 input control processing (S200). In the input control processing, the main CPU 110a determines whether or not there has been input to various switches, including the general winning hole detection switch 12a, the first large winning hole detection switch 16a, the first starting hole detection switch 14a, the second starting hole detection switch 15a, and the gate detection switch 13a, and sets predetermined data if there has been input. The details of the procedure for the input control processing will be described later.
[0150] After executing step S200, the main CPU 110a performs special symbol special power control processing (S300). In the special symbol special power control processing, the main CPU 110a updates the value of the special symbol special power processing data provided in the main RAM 110c according to the progress of the game in the gaming machine 1, and selects and executes one of six processes: special symbol memory determination processing (processing when special symbol special power processing data = 0), special symbol change processing (processing when special symbol special power processing data = 1), special symbol stop processing (processing when special symbol special power processing data = 2), jackpot game processing (processing when special symbol special power processing data = 3), small jackpot game processing (processing when special symbol special power processing data = 4), and jackpot game end processing (processing when special symbol special power processing data = 5). Details of the procedure for the special symbol special power control processing will be described later.
[0151] After executing step S300, the main CPU 110a performs normal symbol normal power control processing (S400). In the normal symbol normal power control processing, the main CPU 110a updates the value of the normal symbol normal power processing data provided in the main RAM 110c according to the progress of the game in the gaming machine 1, and selects and executes one of two processes: normal symbol variation processing (processing when normal symbol normal power processing data = 0) and auxiliary game processing (processing when normal symbol normal power processing data = 1). Details of the procedure for the normal symbol normal power control processing will be described later.
[0152] After executing step S400, the main CPU 110a performs a payout control process (S500). In the payout control process, the main CPU 110a references the general winning port prize ball counter, the first starting port prize ball counter, and the second starting port prize ball counter in the main RAM 110c, generates a payout number designation command that instructs the payout of the number of game balls indicated by each counter, and sends this command to the payout control board 130. Upon receiving the payout number designation command, the payout control board 130 controls the payout motor 131 of the payout device to pay out the game balls.
[0153] After executing step S500, the main CPU 110a performs a data generation process (S600). In the data generation process, the main CPU 110a generates external output data, start opening / closing solenoid data, first large prize opening / closing solenoid data, second large prize opening / closing solenoid data, special symbol display device data, and normal symbol display device data.
[0154] After executing step S600, the main CPU 110a performs output control processing (S700). In the output control processing, the main CPU 110a performs port output processing to output signals of the external output data, start gate opening / closing solenoid data, first large prize gate opening / closing solenoid data, and second large prize gate opening / closing solenoid data created in the data generation processing of step S600. In addition, the main CPU 110a performs display device output processing to output the special pattern display device data and normal pattern display device data created in the data generation processing of S600 above in order to light up each LED of the first special pattern display device 20, the second special pattern display device 21, and the normal pattern display device 22. Furthermore, it also performs command transmission processing to send commands set in the performance transmission data storage area of the main RAM 110c to the performance control unit 120m.
[0155] After executing step S700, the main CPU 110a restores the information saved in the stack area in step S100 to the register of the main CPU 110a (S800).
[0156] Fig. 22 is a flowchart showing details of the input control process. In Fig. 22, the main CPU 110a performs general prize opening detection switch input processing (S210). In the general prize opening detection switch input processing, the main CPU 110a determines whether or not a detection signal has been input from the general prize opening detection switch 12a. If no detection signal has been input, the process proceeds directly to step S220. If a detection signal has been input, the general prize opening prize ball counter in the main RAM 110c is updated by adding a predetermined number (for example, 10).
[0157] After executing step S210, the main CPU 110a performs first large prize opening detection switch input processing (S220). In the first large prize opening detection switch input processing, the main CPU 110a determines whether or not a detection signal has been input from the first large prize opening detection switch 16a. If no detection signal has been input from the first large prize opening detection switch 16a, the main CPU 110a proceeds directly to step S240. If a detection signal has been input from the first large prize opening detection switch 16a, the main CPU 110a updates the large prize opening prize ball counter in the main RAM 110c by adding a predetermined number (for example, 15 balls), and updates the count value (C) of the large prize opening ball number (C) counter in the main RAM 110c by +1.
[0158] After the execution of step S220, the main CPU 110a performs first start port detection switch input processing (S240). In the first start port detection switch input processing, the main CPU 110a determines whether a detection signal is input from the first start port detection switch 14a. If no detection signal is input from the first start port detection switch 14a, the main CPU 110a proceeds directly to step S250. If a detection signal is input from the first start port detection switch 14a, a series of processes are performed, such as updating the bonus ball counter, determining whether the first special symbol hold count (U1) is less than 4, updating the first special symbol hold count (U1) when it is less than 4, storing a random value in the special symbol storage area, performing a preliminary big win lottery, setting a start winning designation command according to the lottery result, setting a special symbol hold count designation command according to the first special symbol hold count (U1), etc. The details of the procedure of the first start port detection switch input processing will be described later.
[0159] After the execution of step S240, the main CPU 110a performs second start port detection switch input processing (S250). In the second start port detection switch input processing, the main CPU 110a determines whether a detection signal is input from the second start port detection switch 15a. If no detection signal is input from the second start port detection switch 15a, the main CPU 110a proceeds directly to step S260. If a detection signal is input from the second start port detection switch 15a, a series of processes are performed, such as updating the bonus ball counter and storing a random value in the special symbol storage area.
[0160] After executing 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 or not a detection signal has been input from the specific area detection switch 18a. If a detection signal has not been input from the specific area detection switch 18a, the main CPU 110a proceeds directly to step S260. If a detection signal has been input from the specific area detection switch 18a, the main CPU 110a performs a series of processes, such as setting a specific area winning flag and setting a specific area winning designation command. 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 or not a detection signal has been input from the gate detection switch 13a. If no detection signal has been input from the gate detection switch 13a, the main CPU 110a simply ends this input control processing. If a detection signal has been input 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 performance transmission data storage area of the main RAM 110c. In addition, in this case, the main CPU 110a determines whether or not the count value (G) of the normal pattern reserved number (G) counter that counts the normal pattern reserved number (G) is less than 4. Then, if the count value (G) of the normal pattern reserved number (G) counter is less than 4, the count value (G) is updated by +1, and the normal pattern random number value is obtained and stored in the normal pattern reserved memory area.
[0162] Figure 23 is a flowchart showing the details of the first start hole detection switch input processing. In Figure 23, if a detection signal is input from the first start hole detection switch 14a (S240-1: Yes), the main CPU 110a proceeds to step S240-2. If a detection signal is not input from the first start hole detection switch 14a (S240-1: No), the main CPU 110a terminates this first start hole detection switch input processing.
[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 opening 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 data storage destination (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 this 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 number value, and stores the acquired special symbol random number value in the storage unit at the storage destination of the data in the first special symbol storage area (S240-6).
[0168] After the execution of step S240-6, the main CPU 110a acquires a special figure variation random number value and a reach determination random number value, and stores the acquired special figure variation random number value and reach determination random number value in the storage unit at the storage destination of the data in the first special symbol storage area (S240-7).
[0169] After the execution of step S240-7, the main CPU 110a performs a preliminary determination process (S240-8). In this preliminary determination process, the main CPU 110a refers to the preliminary determination table in the main ROM 110b, and based on the combination of the stored content in the game state flag storage area at the time of the execution of this step S240-8 (when the start condition is satisfied), and the jackpot random number value, special symbol random number value, reach determination random number value, and special figure variation random number value stored in the storage unit of the first special symbol storage area in steps S240-5 to S240-7, determines the winning information of the jackpot lottery triggered by the establishment of the start condition of the first special symbol this time.
[0170] FIG. 25 is a diagram showing a preliminary determination table for preliminarily determining the result of a jackpot lottery. In the preliminary determination table, combinations of a jackpot random number value, a special symbol random number value, a game state (normal state, short state at low base, or short state at high base), a reach determination random number value, a special figure variation random number value, winning information, and a start winning designation command are stored.
[0171] After executing step S240-8, the main CPU 110a generates a start winning designation command corresponding to the winning information determined in the preliminary determination process of step S240-8, and sets this start winning designation command in the transmission data storage area for performance (S240-9). After that, the main CPU 110a refers to the count value (U1) of the first special symbol reserved number (U1) counter, generates a special symbol reserved number designation command indicating the first special symbol reserved number (U1), and sets this special symbol reserved number designation command in the transmission data storage area for performance (S240-10).
[0172] The start winning designation command and the special symbol reservation number designation command set in the performance transmission data storage area are transmitted to the performance control unit 120m in the output control process (S700) of the timer interrupt process.
[0173] In the second start hole detection switch input process, only the processes corresponding to steps S240-1 to S240-2 and steps S240-5 to S240-7 in Fig. 23 are executed. In the second start hole detection switch input process, when a detection signal is input from the second start hole detection switch 15a, the jackpot random number value, the special symbol random number value, the special symbol variation random number value, and the reach determination random number value are obtained, and these random number values are stored in the first memory unit of the second special symbol memory area.
[0174] Fig. 26 is a flowchart showing the details of the specific area detection switch input process. In Fig. 26, if a detection signal is input from the specific area detection switch 18a (S260-1: Yes), the main CPU 110a proceeds to step S260-2. If a detection signal is not input from the specific area detection switch 18a (S260-1: No), the main CPU 110a ends this specific area detection switch input process.
[0175] In step S260-2, the main CPU 110a sets a specific area winning flag in the specific area winning flag storage area of the main RAM 110c. The specific area winning flag is a flag indicating that a win has been made in the specific area 19B (V winning port). Winning in the specific area 19B (V winning port) triggers a special game of the second type 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 transmission data storage area for presentation. Thereafter, the main CPU 110a determines the current game status (at the time of winning in the specific area 19B) based on the memory contents of the game status flag storage area, stores game status information indicating the determined game status in the game status buffer (S260-4), and ends this specific area detection switch input process.
[0176] Fig. 27 is a flowchart showing the details of the special symbol special power control process. In Fig. 27, the main CPU 110a loads special symbol special power processing data (S301). In the next step S302, the main CPU 110a references a branch address from the loaded special symbol special power processing data, and if the special symbol special power processing data = 0, the process proceeds to a special symbol memory determination process (step S310). If the special symbol special power processing data = 1, the process proceeds to a special symbol change process (step S320). If the special symbol special power processing data = 2, the process proceeds to a special symbol stop process (step S330). If the special symbol special power processing data = 3, the process proceeds to a jackpot game process (step S340). If the special symbol special power processing data = 4, the process proceeds to a small jackpot game process (step S350). If the special symbol special power processing data = 5, the process proceeds to a jackpot game end process (step S360).
[0177] FIG. 28 is a flowchart showing the details of the special symbol memory determination process. In FIG. 28, the main CPU 110a determines whether or not a special symbol is being displayed in a variable manner (S310-1). More specifically, the main CPU 110a refers to the special symbol time counter in the main RAM 110c, and determines that a special symbol is being displayed in a variable manner if the special symbol time counter is not 0, and determines that a special symbol is not being displayed in a variable manner if the special symbol time counter is 0. If a special symbol is being displayed in a variable manner (S310-1: Yes), the main CPU 110a ends the current special symbol memory determination process. If a special symbol is not being displayed in a variable manner (S310-1: No), the process proceeds to step S310-2.
[0178] In step S310-2, the main CPU 110a determines whether data is stored in the first storage unit of the second special symbol storage area. If data is not stored in the first storage unit of the second special symbol storage area (S310-2: No), the main CPU 110a proceeds to step S310-4. If data is stored in the first storage unit of the second special symbol storage area (S310-2: Yes), the main CPU 110a proceeds to step S310-6.
[0179] In step S310-4, the main CPU 110a refers to the count value (U1) of the first special symbol reserved number (U1) counter in the main RAM 110c, and determines whether the first special symbol reserved number (U1) is equal to or greater than 1. If the first special symbol reserved number (U1) is not equal to or greater than 1 (S310-4: No), the main CPU 110a ends this special symbol storage determination process.
[0180] If the number of reserved first special symbols (U1) is 1 or more (S310-4: Yes), the main CPU 110a updates the count value (U1) of the number of reserved first special symbols (U1) counter by -1 (S310-5).
[0181] After executing step S310-5, the main CPU 110a performs a storage area shift process (S310-6). In this storage area shift process, if data is stored in the first storage section of the second special symbol storage area, the main CPU 110a writes the data to the 0th storage section, which is the determination information storage area. Also, if no data is stored in the 1st storage section of the second special symbol storage area, the main CPU 110a shifts the data in the 2nd to 4th storage sections of the first special symbol storage area to the previous storage section, and writes the data in the 1st storage section of the first special symbol storage area to the 0th storage section. By writing the data to this 0th storage section, the random number values (jackpot random number value, special symbol random number value, reach determination random number value, special symbol variation random number value) that were previously stored in the 0th storage section are erased.
[0182] After executing step S310-6, the main CPU 110a generates a special pattern reserved number designation command to notify the performance control unit 120m of the first special pattern reserved number (U1), sets this special pattern reserved number designation command in the performance transmission data storage area (S310-7), and proceeds to step S310-8.
[0183] In step S310-8, the main CPU 110a refers to the count value (B) of the low base time reduction count (B) counter and determines whether the low base time reduction count (B) is 1 or greater. If the low base time reduction count (B) is 0 (S310-8: No), the process proceeds to step S310-11. If the low base time reduction count (B) is 1 or greater (S310-8: Yes), the main CPU 110a updates the count value (B) of the low base time reduction count (B) counter by -1 (S310-9), and determines whether the updated count value (B) has become 0 (S310-10). If the low base time reduction count (B) is 0 (S310-10: Yes), the main CPU 110a proceeds to step S310-17. If the low base time reduction count (B) is not 0 (S310-10: No), the process proceeds to step S311.
[0184] In step S310-11, the main CPU 110a refers to the count value (J) of the high base time reduction count (J) counter and determines whether the high base time reduction count (J) is 1 or greater. If the high base time reduction count (J) is 0 (S310-11: No), proceed to step S311. If the high base time reduction count (J) is 1 or greater (S310-11: Yes), update the count value (J) of the high base time reduction count (J) counter by -1 (S310-12), and determine whether the updated count value (J) is 0 (S310-13). If the high base time reduction count (J) is 0 (S310-13: Yes), proceed to step S310-17. If the high base time reduction count (J) is not 0 (S310-13: No), proceed to step S311.
[0185] In step S310-17, the normal game status flag is set in the game status flag storage area of the main RAM 110c, and 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 result of the jackpot lottery triggered by the establishment of the current start condition (jackpot, small win, or loss), and if it is a jackpot, determines the type of jackpot, generates a jackpot symbol designation command corresponding to the determined type of jackpot, and sets it in the transmission data storage area for performance. If it is a small win, determines the type of jackpot, generates a small win symbol designation command corresponding to the determined type of small win, and sets it in the transmission data storage area for performance. If it is a loss, generates a loss symbol designation command and sets it in the transmission data storage area for performance.
[0187] More specifically, in this jackpot determination process, as shown in FIG. 29 (a flowchart showing the details of the jackpot determination process), the main CPU 110a determines whether or not the lottery result of the jackpot lottery triggered by the establishment of the current start condition is a jackpot (S311-1). Specifically, the main CPU 110a refers to the jackpot lottery determination table in the main ROM 110b and determines the lottery result based on the jackpot random number value stored in the 0th storage unit in step S310-6.
[0188] FIG. 30(a) is a diagram showing a jackpot lottery determination table for the first special symbol display device. FIG. 30(b) is a diagram showing a jackpot lottery determination table for the second special symbol display device. The jackpot lottery determination table stores a set of a jackpot random number value and the lottery result 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] 31(a) is a diagram showing a jackpot symbol determination table. In the jackpot symbol determination table, a set of special symbol random number values, special symbol types (jackpot types), stop symbol data, and symbol designation commands is stored, divided into a set to be referenced when the start condition of the first special symbol in the first special symbol display device 20 is established and a set to be referenced when the start condition of the second special symbol in the second special symbol display device 21 is established.
[0192] The symbol designation command is a command for notifying the performance control unit 120m of the type of special symbol that will be stopped and displayed after being varied.
[0193] The stop symbol data stored in the stop symbol data storage area in step S311-2 is referenced when determining the jackpot symbol in the special symbol stop processing, when determining the operation mode of the jackpot winning slot in the jackpot game processing, and when determining the game status in the jackpot game end processing. Details will be described later.
[0194] Next, the main CPU 110a generates a symbol designation command for a big win corresponding to the stop symbol data determined in step S311-2, and sets this symbol designation command in the transmission data storage area for performance (S311-3).
[0195] Next, the main CPU 110a obtains the current game status (at the time of the big win lottery) based on the stored contents of the game status flag storage area, and stores game status information indicating the obtained game status in the game status buffer (S311-4).
[0196] In step S311-5, the main CPU 110a determines whether the result of the big win lottery is a small win. If the result is a small win (S311-5: Yes), the main CPU 110a proceeds to step S311-6, and if the result is not a small win (S311-5: No), the main CPU 110a 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 numbers, 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 normal losing symbol determination processing. In this normal losing symbol determination processing, the main CPU 110a refers to the normal losing symbol determination table in the main ROM 110b, determines the stop symbol data of the stop symbol for the variation based on the special symbol random number 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 numbers, 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] Returning to the explanation of Fig. 28. After executing the jackpot determination process (S311), the main CPU 110a performs a variation pattern determination process (S312). In the variation pattern determination process, the main CPU 110a refers to the variation pattern determination table for special symbols in the main ROM 110b, and determines the variation pattern of the variation based on the lottery result of the jackpot lottery in step S311 (jackpot, special miss, or normal miss), the memory contents of the game flag memory area at the time of executing this step S312, the pending number (U1) after update in step S310-5, and the jackpot random number value, reach determination random number value, and special symbol variation random number value stored in the 0th memory section in step S310-6.
[0208] There are two types of special symbol variation pattern determination tables: one that is referenced when the first special symbol varies, and one that is referenced when the second special symbol varies. Figure 33 is a diagram showing the variation pattern determination table that is referenced when the first special symbol varies. Figure 34 is a diagram showing the variation pattern determination table that is referenced when the second special symbol varies.
[0209] The special symbol variation pattern determination table stores a set of the type of special symbol (type of jackpot), game status, number of reserved symbols, random number value for reach determination, random number value for special symbol variation, type of special symbol variation pattern, variation time, and variation start command.
[0210] In the special symbol variation pattern determination table, when the result of the jackpot lottery is a jackpot, a variation pattern with a long variation time is likely to be selected. Conversely, in the special symbol variation pattern determination table, when the result of the jackpot lottery is a loss, a variation pattern with a short variation time is likely to be selected.
[0211] For example, the options for the fluctuation pattern corresponding to the special pattern 01 (A per Type 1 10R) in the fluctuation pattern determination table for the first special pattern shown in Figure 33 include fluctuation patterns 12, 13, 14, and 15. The fluctuation time of fluctuation pattern 12 is T12 (for example, T12 = 20000 ms). The fluctuation time of fluctuation pattern 13 is T13 (T13 = 30000 ms). The fluctuation time of fluctuation pattern 14 is T14 (T14 = 40000 ms). The fluctuation time of fluctuation pattern 15 is T15 (T15 = 60000 ms). The magnitude relationship of the selection rates of fluctuation patterns 12, 13, 14, and 15 is fluctuation pattern 12 < fluctuation pattern 13 < fluctuation pattern 14 < fluctuation pattern 15.
[0212] The options for the fluctuation pattern corresponding to the special pattern 02 (B per Type 1 2R) in the fluctuation pattern determination table for the first special pattern shown in Figure 33 include fluctuation patterns 22, 23, 24, and 25. The fluctuation time of fluctuation pattern 22 is T12 (20,000 ms). The fluctuation time of fluctuation pattern 23 is T13 (30,000 ms). The fluctuation time of fluctuation pattern 24 is T14 (40,000 ms). The fluctuation time of fluctuation pattern 25 is T15 (60,000 ms). The magnitude relationship of the selection rates of fluctuation patterns 22, 23, 24, and 25 is fluctuation pattern 22 < fluctuation pattern 23 < fluctuation pattern 24 < fluctuation pattern 25.
[0213] The options for the fluctuation pattern corresponding to special pattern 03 (C per Type 1 2R) in the fluctuation pattern determination table for the first special pattern shown in Figure 33 include fluctuation patterns 32, 33, 34, and 35. The fluctuation time of fluctuation pattern 32 is T12 (20,000 ms). The fluctuation time of fluctuation pattern 33 is T13 (30,000 ms). The fluctuation time of fluctuation pattern 34 is T14 (40,000 ms). The fluctuation time of fluctuation pattern 35 is T15 (60,000 ms). The magnitude relationship of the selection rates of fluctuation patterns 32, 33, 34, and 35 is fluctuation pattern 32 < fluctuation pattern 33 < fluctuation pattern 34 < fluctuation pattern 35.
[0214] In the variable pattern determination table of the first special symbol shown in FIG. 33, the options for variable patterns corresponding to special symbols 09, 0A, 0B, 0C (special losing combinations) are variable patterns 81, 82, 83, 84. The variable time of variable patterns 81, 82, 83, 84 is T11 (18000 ms).
[0215] In the variable pattern determination table of the first special symbol shown in FIG. 33, for the combination of special symbol 20 (ordinary losing combination), hold count 0 to 2, and no reach (reach determination random value is "0 to 69"), the option for the variable pattern is variable pattern 89. The variable time of variable pattern 89 is T9 (for example, T9 = 6000 ms).
[0216] In the variable pattern determination table of the first special symbol shown in FIG. 33, for the combination of special symbol 20 (ordinary losing combination), hold count 0 to 2, and reach (reach determination random value is "70 to 99"), the options for the variable pattern are variable patterns 90, 91, 92, 93, 94, and 95. The variable time of variable pattern 90 is T10 (for example, T10 = 10000 ms). The variable time of variable pattern 91 is the same length T11 (18000 ms) as that of variable pattern 11. The variable time of variable pattern 92 is the same length T12 (20000 ms) as that of variable pattern 12. The variable time of variable pattern 93 is the same length T13 (30000 ms) as that of variable pattern 13. The variable time of variable pattern 94 is the same length T14 (40000 ms) as that of variable pattern 14. The variable time of variable pattern 95 is the same length T15 (60000 ms) as that of variable pattern 15. The magnitude relationship of the selection rates of variable patterns 90, 91, 92, 93, 94, and 95 is variable pattern 90 > variable pattern 91 > variable pattern 92 > variable pattern 93 > variable pattern 94 > variable pattern 95.
[0217] Here, when comparing the variation pattern determination table of the special symbols in FIGS. 33 and 34 with the pre-determination table (FIG. 25) shown above, in the pre-determination table, it is possible to search for the corresponding data in the table without referring to the number of holds (U1) of the variation of the first special symbol. In contrast, in the variation pattern determination table, when the lottery result of the big win lottery is a miss, it is not possible to search for the corresponding data in the table unless the number of holds (U1) of the variation of the first special symbol is referred to. For this reason, in the pre-determination table, although it is possible to determine the type of the subsequent performance after the reach effect, it is not possible to distinguish between "normal variation" and "shortened variation".
[0218] In FIG. 28, the main CPU 110a generates a variation start command corresponding to the variation pattern determined in step S312, and sets this variation start command in the performance 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 performance 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 the variation display data for causing the first special symbol display device 20 or the second special symbol display device 21 to perform the variation display (LED blinking) in a predetermined processing area. When the variation display data is set in the predetermined processing area, the data for turning on or off the LED is created in step S600, and the created data is output in the output control process of step S700, whereby the variation display of the first special symbol display device 20 or the second special symbol display device 21 is performed.
[0221] Next, the main CPU 110a sets the variation time based on the variation pattern determined in step S312 in the special symbol time counter (S316). The special symbol time counter is decremented every 4 milliseconds in step S110.
[0222] Next, the main CPU 110a sets the special drawing special power processing data = 1 (S317) and ends the current special symbol storage determination process.
[0223] Here, when 1 is set in the special drawing special power processing data, in the subsequent special drawing special power control process, the process moves to the special symbol variation process in step S302, and the special symbol variation process is performed.
[0224] FIG. 35 is a flowchart showing details of the special symbol variation process. In FIG. 35, the main CPU 110a determines whether the variation time of the special symbol has elapsed (S320-1). Specifically, the main CPU 110a refers to the special symbol time counter set in step S316. If the special symbol time counter is 0, it is determined that the variation time of the special symbol has elapsed. If the special symbol time counter is not 0, it is determined that the variation time of the special symbol has not yet elapsed. 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. 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, in a predetermined processing area, stop symbol data for causing the special symbol set in steps S311-2, S311-6, S311-9, or S311-11 to be stopped and displayed on the first special symbol display device 20 or the second special symbol display device 21 (S320-2). 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 moves to the special symbol stop processing in step S302, and the special symbol stop processing is performed.
[0230] Fig. 36 is a flowchart showing the details of the special symbol stop processing. In Fig. 36, the main CPU 110a determines whether the stop time of the special symbol has elapsed (S330-1). Specifically, the main CPU 110a refers to the special symbol time counter set in step S320-4, and determines that the stop time of the special symbol has elapsed if the special symbol time counter is 0, and determines that the stop time of the special symbol has not yet elapsed if the special symbol time counter is not 0. If the main CPU 110a determines that the stop time of the special symbol has elapsed (S330-1: Yes), it proceeds to step S330-2, and if it determines that the stop time of the special symbol has not elapsed (S330-1: No), it proceeds to step S330-23.
[0231] In step S330-3, the main CPU 110a determines whether the stopped symbol data in the stopped symbol data storage area is for a jackpot. If the stopped symbol data in the stopped symbol data storage area is for a jackpot (S330-3: Yes), the process proceeds to step S330-4. If the stopped symbol data is not for a jackpot (S330-3: No), the process proceeds to step S330-11.
[0232] In step S330-4, the main CPU 110a sets a game status flag of the normal status in the game status flag storage area of the main RAM 110c.
[0233] In the next step S330-5, the main CPU 110a resets the low base time-saving count (B) counter and the high base time-saving count (J) counter in the main RAM 110c. In the next step S330-6, the main CPU 110a resets the fluctuation count (L) counter in the main RAM 110c.
[0234] In the next step S330-7, the main CPU 110a performs a first type jackpot game preparation process. In the first type jackpot game preparation process, the main CPU 110a refers to the first type jackpot special game control table in the main ROM 110b, and determines the first type jackpot special winning opening / closing control table to be referenced based on the stopped symbol data in the stopped symbol data storage area.
[0235] Figure 37(a) is a diagram showing a special game control table for a first type big win. Figure 38(a) is a diagram showing a big prize opening / closing control table for a first type big win.
[0236] The special game control table for Type 1 jackpots stores stop symbol data, opening time, opening designation command, table number of the special prize opening / closing control table for Type 1 jackpots, ending time, and a set of symbol designation command for each type of jackpot. Here, the table number of the special prize opening / closing control table for Type 1 10R win A and Type 1 10R win F is "01," and the table number of the special prize opening / closing control table for Type 1 2R win B, Type 1 2R win C, and Type 1 2R win G is "02." The special prize opening / closing control table for each table number stores data indicating the opening and closing times for each round and the type of special prize opening to be opened.
[0237] The main CPU 110a generates an opening designation command according to the type of big win, and sets this opening designation command in the area for storing transmission data for performance (S330-8).
[0238] Next, the main CPU 110a determines a start interval time according to the type of big win, sets this start interval time in the special symbol time counter (S330-9), and proceeds to step S330-10.
[0239] In step S330-10, the main CPU 110a sets the special picture special power processing data to 3. Thereafter, the process proceeds to step S330-23.
[0240] In step S330-11, the main CPU 110a determines whether the stop symbol data in the stop symbol data storage area is 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 referenced 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 production 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 supply 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 low base short number of times (B), and data indicating the high base short number of times (J).
[0251] Specifically explaining the game state setting process in step S330-19, when the stop symbol data is "09", if the game state flag in the game state flag storage area is in the normal state, the high-base short state is set as the game state at the time of the special losing symbol stop. If it is in the low-base short state or the high-base short state, the game state before the special losing symbol stop is maintained even after the symbol stop.
[0252] When the stop symbol data is "10", "11", or "12", if the game state flag in the game state flag storage area is in the normal state, the low-base short state is set as the game state at the time of the special losing symbol stop. If it is in the low-base short state or the high-base short state, the game state before the special losing symbol stop is maintained even after the symbol stop.
[0253] When the stop symbol data is "20", regardless of whether the game state flag in the game state flag storage area is in the normal state or the low-base short state, the high-base short state is set as the game state at the time of the special losing symbol stop.
[0254] In the next step S330-20, the main CPU 110a performs the remaining number setting process. In the remaining number setting process, the main CPU 110a refers to the special losing symbol stop setting table in the main ROM 110b, determines the low-base short number (B) and the high-base short number (J) at the time of the special losing symbol stop based on the stop symbol data and the stored content in the game state flag storage area, sets the low-base short number (B) in the low-base short number (B) counter, and sets the high-base short number (J) in the high-base short number (J) counter.
[0255] In the next step S330-21, the main CPU 110a generates a number specification command indicating the low-base short number (B) and the high-base short number (J), and sets this number specification command in the production transmission data storage area.
[0256] In the next step S330-22, the main CPU 110a sets the special picture special power processing data to 0. After that, the process proceeds to step S330-23.
[0257] In step S330-23, the main CPU 110a determines the current game status based on the memory contents of the game status flag memory area, generates a game status designation command corresponding to the determined game status, and sets this game status designation command in the performance transmission data storage area. After that, the special symbol stop process is terminated.
[0258] Here, if 3 is set in the special symbol special power processing data, in the subsequent special symbol special power control processing, processing shifts to jackpot game processing in step S302, and jackpot game processing is performed. If 4 is set in the special symbol special power processing data, in the subsequent special symbol special power control processing, processing shifts to small win game processing in step S302, and small win game processing is performed. If 0 is set in the special symbol special power processing data, in the subsequent special symbol special power control processing, processing shifts to special symbol memory determination processing in step S302, and special symbol memory determination processing is performed.
[0259] FIG. 41 is a flow chart showing details of the jackpot game process. In FIG. 41, the main CPU 110a determines whether or not it is currently in the process of opening (S340-1). Specifically, the main CPU 110a refers to the count value (R) of the round count (R) counter, and determines that if the round count (R) is 0, it is in the open state, and if the round count (R) is not 0, it determines that the opening state is not in the open state. If the main CPU 110a is in the process of opening (S340-1: Yes), the program proceeds to step S340-2, and if the program is not in the process of opening (S340-1: No), the program 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 processing, and determines that the start interval time has elapsed if the special symbol time counter is 0, and determines that the start interval time has not yet elapsed if the special symbol time counter is not 0. If the main CPU 110a determines that the start interval time has elapsed (S340-2: Yes), it proceeds to step S340-3, and if it determines that the start interval time has not yet elapsed (S340-2: No), it ends the current jackpot game processing.
[0261] In step S340-3, the main CPU 110a performs a jackpot start setting process. In the jackpot start setting process, the main CPU 110a updates the count value (R) of the round number (R) counter by +1. Here, when the start interval time has elapsed, no action has been performed yet, and the count value (R) of the round number (R) counter is 0. Therefore, the number of rounds (R) after the update in this step S340-3 becomes 1.
[0262] After executing step S340-3, the main CPU 110a performs a special prize opening process (S340-4). In this special prize opening process, energization data is set to energize the first special prize opening opening solenoid 16c in order to open the first special prize opening opening door 16b. The main CPU 110a also refers to the special prize opening opening control table to determine the opening time of the first special prize opening 16 for the current round number (R), and sets this opening time in the special game timer counter.
[0263] After the execution of step S340-4, the main CPU 110a performs a round start command transmission determination process (S340-5). In the round start command transmission determination process, the main CPU 110a generates a round start command according to the count value (R) of the round number (R) counter, sets this round start command in the production transmission data storage area, and ends the current big win game process.
[0264] In step S340-6, the main CPU 110a determines whether it is currently in an ending. If the main CPU 110a is not in an ending (S340-6: No), it proceeds to step S340-7. If it is in an ending (S340-6: Yes), it proceeds to step S340-18.
[0265] In step S340-7, the main CPU 110a determines whether the big winning opening is closed. Specifically, the main CPU 110a determines that the big winning opening is closed when the energization data (energization data for energizing the first big winning opening closing solenoid 16c or the second big winning opening closing solenoid 17c) is not set in the predetermined area of the main RAM 110c, and determines that the big winning opening is not closed when the energization data is set in the predetermined area of the main RAM 110c. If the main CPU 110a determines that the big winning opening is closed (S340-7: Yes), it proceeds to step S340-8. If the big winning opening is not closed (S340-7: No), it proceeds to step S340-9.
[0266] In step S340-8, the main CPU 110a determines whether the closing time has elapsed. Here, the closing time is set in the special game timer counter in step S340-10, which will be described later. If the main CPU 110a determines that the closing time has elapsed (S340-8: Yes), it proceeds to the special prize opening process in step S340-4, performs the special prize opening process and the subsequent round start command transmission determination process (S340-5), and ends the current jackpot game process. If the main CPU 110a determines that the closing time has not elapsed (S340-8: No), it ends the current jackpot game process.
[0267] In step S340-9, the main CPU 110a determines whether the opening termination condition for the special prize opening has been met. Specifically, the main CPU 110a determines that the opening termination condition has been met if the count value (C) of the special prize opening ball entry number (C) counter reaches a specified number (9 balls) or the opening time has elapsed. Furthermore, the main CPU 110a determines that the opening termination condition has not been met if the count value (C) of the special prize opening ball entry number (C) counter has not reached the specified number (9 balls) and the opening time has not elapsed. If the main CPU 110a determines that the opening termination condition has been met (S340-9: Yes), it proceeds to step S340-10, and if it determines that the opening termination condition has not been met (S340-9: No), it ends the current jackpot game processing.
[0268] In step S340-10, the main CPU 110a performs a special prize opening closing process. In the special prize opening closing process, the main CPU 110a stops the energization data for energizing the first special prize opening opening solenoid 16c in order to close the first special prize opening opening door 16b. The main CPU 110a also references the special prize opening opening control table for a special win and sets the closing time of the first special prize opening 16 in the special game timer counter based on the current number of rounds (R). This closes the first special prize opening 16.
[0269] After the execution of step S340-10, the main CPU 110a determines whether or not one round of the game has ended (S340-11). Specifically, the main CPU 110a determines that one round of the game has ended when the count value (C) of the big winning port ball entry number (C) counter reaches the specified number (9). Also, when the count value (C) of the big winning port ball entry number (C) counter has not reached the specified number (9), the main CPU 110a determines that one round of the game has not ended. When the main CPU 110a determines that one round of the game has ended (S340-11: Yes), it proceeds to step S340-12, and when it determines that one round of the game has not ended (S340-11: No), it ends the current jackpot game process.
[0270] In step S340-12, the main CPU 110a performs round data initialization processing. In the round data initialization processing, the main CPU 110a resets the round number (R) counter.
[0271] After the execution of step S340-12, the main CPU 110a determines whether or not the count value (R) of the round number (R) counter has reached the maximum value (specifically, the number of the final round in the big winning port opening / closing control table) (S340-13).
[0272] When it is determined 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] When it is determined that the round number (R) has reached the maximum value (S340-13: Yes), the main CPU 110a resets the round number (R) counter (S340-15).
[0274] After the execution of step S340-15, the main CPU 110a refers to the jackpot big winning opening / closing control table, generates an ending designation command according to the type of jackpot, and sets this ending designation command in the production transmission data storage area (S340-16).
[0275] After the execution of step S340-16, the main CPU 110a determines an ending interval time according to the type of jackpot, and sets this ending interval time in the special game timer counter (S340-17).
[0276] After the execution of step S340-17, or when it is determined in step S340-6 that it is in the ending (S340-6: Yes), the main CPU 110a determines whether the ending interval time has elapsed (S340-18). Specifically, the main CPU 110a refers to the special game timer counter set in step S340-17, and determines that the ending interval time has elapsed if the special game timer counter is 0, and determines that the ending interval time has not elapsed yet if the special game timer counter is not 0. If 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] If the main CPU 110a determines that the ending interval time has elapsed (S340-18: Yes), it sets 5 in the special drawing special electric processing data (S340-19), and ends the current jackpot game process.
[0278] Here, when 5 is set in the special drawing special electric processing data, in the subsequent special drawing special electric control process, the process moves to the jackpot game end process in step S302, and the jackpot game end process is performed.
[0279] Figure 42 is a flowchart showing 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, and if it is not during the opening (S350-1: No), it proceeds to step S350-5.
[0280] In step S350-2, the main CPU 110a determines whether the start interval time has elapsed. Specifically, the main CPU 110a refers to the special symbol time counter set in step S330-14 of the special symbol stop process. If the special symbol time counter is 0, it determines that the start interval time has elapsed, and if the special symbol time counter is not 0, it determines that the start interval time has not yet elapsed. If the main CPU 110a determines that the start interval time has elapsed (S350-2: Yes), it proceeds to step S350-3, and if it determines that the start interval time has not yet elapsed (S350-2: No), it ends the current small hit game process.
[0281] In step S350-3, the main CPU 110a performs the big winning opening release process. In this big winning opening release process, first, the count value (K) of the main RAM 110c special power operation number (K) counter is updated by adding 1. Then, in order to open the second big winning opening and closing door 17b, energization data for energizing the second big winning opening and closing solenoid 17c is set. Also, the main CPU 110a refers to the small hit big winning opening and closing control table and obtains the opening time of the second big winning opening 17 at the current special power operation number (K), and sets this opening time in the special game timer counter.
[0282] In step S350-4, the main CPU 110a performs the specific winning opening and closing control process. In this specific winning opening and closing control process, the main CPU 110a performs energization control of the specific area opening and closing solenoid 18d based on the specific area opening and closing control table in the small hit game specific area of the main ROM 110b.
[0283] 43 is a diagram showing a specific area opening / closing control table for small win games. The specific area opening / closing control table for small win games stores a set of data indicating the elapsed time from the opening of the second large prize opening, data indicating the opening time of the specific area 19B, and data indicating the closing time of the specific area 19B.
[0284] In step S350-5, the main CPU 110a determines whether the specific area prize winning flag is set. If the specific area prize winning flag is set (S350-5: Yes), the main CPU 110a proceeds to step S351. If the specific area prize 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 process of shifting to a second type big win game, the details of which will be described later.
[0286] In step S350-6, the main CPU 110a determines whether the ending is currently in progress. If the ending is in progress (S350-6: Yes), the main CPU 110a proceeds to step S350-14, and if the ending is not in progress (S350-6: No), the main CPU 110a proceeds to step S350-7.
[0287] In step S350-7, the main CPU 110a determines whether or not the second major prize opening 17 is open. If the second major prize opening 17 is not open (S350-7: No), the main CPU 110a proceeds to step S350-8, and if the second major prize opening 17 is open (S350-7: Yes), the main CPU 110a proceeds to step S350-9.
[0288] In step S350-8, the main CPU 110a determines whether the closing time has elapsed. Here, the closing time is set in a special game timer counter in step S350-10 described later. When the main CPU 110a determines that the closing time has elapsed (S350-8: Yes), it proceeds to the big winning opening release process in step S350-3, performs the big winning opening release process and the subsequent specific winning opening opening / closing control process (S350-4), and ends the current big win game process. When the main CPU 110a determines that the closing time has not elapsed (S350-8: No), it ends the current big win game process.
[0289] In step S350-9, the main CPU 110a determines whether the opening end condition of the big winning opening has been satisfied. When the main CPU 110a determines that the opening end condition has been satisfied (S350-9: Yes), it proceeds to step S350-10. When the main CPU 110a determines that the opening end condition has not been satisfied (S350-9: No), it ends the current small win game process.
[0290] In step S350-10, the main CPU 110a performs the big winning opening closing process. In order to close the second big winning opening closing door 17b, the energization data for energizing the second big winning opening closing solenoid 17c is stopped. 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 has been 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 has been satisfied. When the special power operation number (K) has not reached the maximum value, the main CPU 110a determines that the small win game end condition has not been satisfied.
[0292] In step S350-12, the main CPU 110a performs a small hit game end process. In the small hit game end process, the special electric operation number (K) counter is reset.
[0293] In step S350-13, the main CPU 110a performs an ending process. In this ending process, the main CPU 110a sets a small hit ending designation command in the production transmission data storage area based on the special figure stop data, and sets the small hit end interval time in the special game timer counter.
[0294] In step S350-14, the main CPU 110a determines whether the end interval time has elapsed. Specifically, the main CPU 110a refers to the special game timer counter set in step S350-10 above, and determines that the end interval time has elapsed if the special game timer counter is 0, and determines that the end interval time has not elapsed if the special game timer counter is not 0.
[0295] When the main CPU 110a determines that the end interval time has not elapsed (S350-14: No), it ends the current small hit game process.
[0296] When the main CPU 110a determines that the end interval time has elapsed (S350-14: Yes), it sets 0 in the special figure special electric processing data (S350-15), and ends the current small hit game process.
[0297] Here, when 0 is set in the special figure special electric processing data, in the subsequent special figure special electric control process, the process moves to the special symbol memory determination process in step S302, and the special symbol memory determination process is performed.
[0298] Fig. 44 is a flowchart showing the details of the second type jackpot game transition process. In Fig. 44, the main CPU 110a determines whether or not the ending is currently in progress (S351-1). If the ending is not in progress (S351-1: No), the main CPU 110a proceeds to step S351-2, and if the ending is in progress (S351-1: Yes), the main CPU 110a proceeds to step S351-6.
[0299] In step S351-2, the main CPU 110a determines whether or not the second major prize opening 17 is open. If the second major prize opening 17 is open (S351-2: Yes), the main CPU 110a proceeds to step S351-3, and if the second major prize opening 17 is not open (S351-2: No), the main CPU 110a proceeds to step S351-4.
[0300] In step S351-3, the main CPU 110a sets the power supply stop data for the second large prize opening opening opening solenoid 19b in order to close the second large prize opening 17.
[0301] In step S351-4, the main CPU 110a performs a small win game ending process. In the small win game ending process, the special line operation number (K) counter is reset.
[0302] In step S351-5, the main CPU 110a performs ending processing. In this ending processing, the main CPU 110a sets the ending designation command of the small win in the performance transmission data storage area based on the special chart stop data, and sets the end interval time of the small win in the special game timer counter.
[0303] In step S351-6, the main CPU 110a determines whether the end interval time has elapsed.
[0304] If the main CPU 110a determines that the end interval time has elapsed (S351-6: Yes), it proceeds to step S351-7, and if it determines that the end interval time has not elapsed (S351-6: No), it terminates the current second type jackpot game transition process.
[0305] In step S351-7, the main CPU 110a clears the specific area winning flag storage area in the main RAM 110c.
[0306] In step S351-8, the main CPU 110a sets a game status flag of the normal status in the game status flag storage area of the main RAM 110c.
[0307] In the next step S351-9, the main CPU 110a resets the low base time-saving count (B) counter and the high base time-saving count (J) counter in the main RAM 110c. In the next step S351-10, the main CPU 110a resets the fluctuation count (L) counter in the main RAM 110c.
[0308] In the next step S351-11, the main CPU 110a performs a second type jackpot game preparation process. In the second type jackpot game preparation process, the main CPU 110a refers to the special game control table in the main ROM 110b, and determines a second type jackpot big prize opening / closing control table to be referenced based on the stopped symbol data in the stopped symbol data storage area, and sets the count value (R) of the round number (R) counter to 1.
[0309] Figure 37(b) is a diagram showing a special game control table for a second type big win. Figure 38(b) is a diagram showing a big prize opening / closing control table for a second type big win.
[0310] In the special game control table for the second jackpot, a set of stop symbol data, the table number of the big winning opening / closing control table, the ending time, and the symbol designation command are stored for each type of jackpot. Here, the table numbers for the second type of virtual 9R win H and the second type of virtual 2R win J are "03", and the table number of the big winning opening / closing control table for the second type of virtual 2R win I is "04". In the big winning opening / closing control table for each table number, data indicating the opening time and closing time of each round, and the type of big winning opening to be opened are stored.
[0311] Here, in the second 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 stopped symbol data loaded in step S360-1 and the stored content in the game state flag storage area.
[0316] FIG. 46 is a diagram showing a special game end setting table. In the special game end setting table, a set of stopped symbol data, game state information set in the game state buffer, data indicating the game state at the end of the special game, data indicating the low base short count (B), and data indicating the high base short count (J) is stored.
[0317] Here, as shown in the game flow of FIG. 8, in this embodiment, since the game is played with a right hit during the high base short state, it is almost impossible for the first start port 14 to start winning and the first special symbol display device 20 to vary and a big win to occur in the lottery of the first special symbol during the high base short state. However, although it is a rare case, during the normal state, one or more holds of the first special symbol are left, resulting in a Type 1 2R win C or a special loss a, and after entering the high base short state, a big win may occur in the variation corresponding to the hold of the first special symbol. Therefore, in the special game end setting table, for the stopped symbol data "01", "02", "03" corresponding to the first special symbol display device 20, data indicating the transition destination game state when the game state information in the game state buffer is 02H (high base short state) is stored.
[0318] Furthermore, because play is performed by hitting the left hand during normal play or low-base time-saving play, it is almost impossible for the second start slot 15 to start winning, the second special symbol display device 21 to change, and the second special symbol to be drawn and result in a jackpot during normal play or low-base time-saving play. However, during normal play or low-base time-saving play, the opening time of the movable piece 15b is extremely short, so it is possible for the second start slot 15 to start winning, and it is possible for the second special symbol to change and result in a jackpot during normal play or low-base time-saving play. For this reason, the special play end setting table also stores data indicating the game state to which the game state buffer transitions when the game state information in the game state buffer is 00H (normal play) or 01H (low-base time-saving play) for the stop symbol data "04," "05," "06," "07," and "08" corresponding to the second special symbol display device 21.
[0319] To explain in detail the game status setting process of step S360-2, when the stopped pattern data is "01", if the game status information in the game status buffer is 00H (normal status), the main CPU 110a sets the normal status as the game status at the end of the special game, and if the game status information in the game status buffer is 01H (low base time-shortening status) or 02H (high base time-shortening status), the main CPU 110a sets the low base time-shortening status as the game status at the end of the special game.
[0320] Also, when the stopping pattern data is "02", regardless of whether the game status information in the game status buffer is 00H (normal status), 01H (low base time-shortening status), or 02H (high base time-shortening status), the normal status will be the game status at the end of the special game.
[0321] In addition, when the stopping pattern data is "03", if the game status information in the game status buffer is 00H (normal status), the high base time-shortening status will be the game status at the end of the special game, and if the game status information in the game status buffer is 01H (low base time-shortening status) or 02H (high base time-shortening status), the low base time-shortening status will be the game status at the end of the special game.
[0322] In addition, when the stopping pattern data is "04," "05," "06," or "07," the high base time-shortening state will be the game state at the end of the special game, regardless of whether the game state information in the game state buffer is 00H (normal state), 01H (low base time-shortening state), or 02H (high base time-shortening state).
[0323] In addition, when the stopping pattern data is "08", if the game status information in the game status buffer is 00H (normal status), the high base time-shortening status will be the game status at the end of the special game, and if the game status information in the game status buffer is 01H (low base time-shortening status) or 02H (high base time-shortening status), the normal status will be the game status at the end of the special game.
[0324] After executing step S360-2, the main CPU 110a performs a remaining number setting process (S360-3). In the remaining number setting process, the main CPU 110a refers to the special game end setting table in the main ROM 110b, and determines the low base time reduction number (B) and the high base time reduction number (J) at the end of the special game based on the stopped symbol data loaded in step S360-1 and the memory contents of the game status flag memory area, and sets the low base time reduction number (B) in the low base time reduction number (B) counter and sets the high base time reduction number (J) in the high base time reduction number (J) counter.
[0325] After executing step S360-3, the main CPU 110a determines the current game status based on the memory contents of the game status flag memory area, generates a game status designation command corresponding to the current game status, and sets this game status designation command in the performance transmission data storage area (S360-4).
[0326] After executing step S360-4, the main CPU 110a sets the special symbol special power processing data to 0 (S360-5), and ends the jackpot game end processing.
[0327] Here, if the special symbol special power processing data is set to 0, in the subsequent special symbol special power control processing, the processing shifts to the special symbol memory determination processing in step S302, and the special symbol memory determination processing is performed.
[0328] Fig. 47 is a flowchart showing details of the normal symbol normal power control process. In Fig. 47, the main CPU 110a loads normal symbol normal power processing data (S401). In the next step S402, the main CPU 110a refers to the branch address from the loaded special symbol special power processing data, and if the normal symbol normal power processing data = 0, it transfers the process to the normal symbol variation process (step S410), and if the normal symbol normal power processing data = 1, it transfers the process to the auxiliary game process (step S420).
[0329] Fig. 48 is a flowchart showing details of the normal symbol variation process. In Fig. 48, the main CPU 110a determines in step S410-1 whether or not a normal symbol variation is being displayed. More specifically, the main CPU 110a refers to the normal symbol time counter in the main RAM 110c, and determines that a normal symbol variation is being displayed if the normal symbol time counter is not 0, and determines that a normal symbol variation is not being displayed if the normal symbol time counter is 0. If the normal symbol variation is not being displayed (S410-1: No), the main CPU 110a proceeds to step S410-2, and if a normal symbol variation is being displayed (S410-1: Yes), the main CPU 110a proceeds to step S410-12.
[0330] In step S410-2, the main CPU 110a determines whether the count value (G) of the normal symbol reservation number (G) storage area of the main RAM 110c is equal to or greater than 1. If the normal symbol reservation number (G) is equal to or greater than 1 (S410-2: Yes), the main CPU 110a proceeds to step S410-3, and if the normal symbol reservation number (G) is not equal to or greater than 1 (S410-2: No), the main CPU 110a ends this normal symbol variation process.
[0331] In step S410-3, the main CPU 110a updates the count value (G) of the normal symbol reserved number (G) counter in the main RAM 110c by decrementing it by one.
[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 memory units of the normal symbol retention memory area of the main RAM 110c to the previous memory unit respectively, and writes the data in the first memory unit of the normal symbol retention memory area to the zeroeth memory unit. By writing the data to the zeroeth memory unit, the random number value (normal symbol random number value) that had been stored in the zeroeth memory 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 memory 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 a normal symbol determination process. In the normal symbol determination process, the main CPU 110a determines stopped normal symbol data according to the result of the winning determination, and sets the determined stopped normal symbol data in the stopped 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 stopped normal symbol data determined in the above step S410-6, and sets this normal symbol designation command in the performance transmission data storage area (S410-7).
[0338] In step S410-8, the main CPU 110a performs a normal symbol variation pattern determination process. In the normal symbol variation pattern determination process, 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 memory unit in step S410-4.
[0339] 49 is a diagram showing a normal symbol variation pattern determination table. The normal symbol variation pattern determination table stores a set of game status, normal symbol variation pattern type, normal symbol variation time, and 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 performance transmission data storage area.
[0341] Next, the main CPU 110a performs processing to start the variable display of the normal symbol (S410-10). Specifically, the main CPU 110a sets the normal symbol variable display data for causing the normal symbol display device 22 to perform the variable display (LED blinking) of the normal symbol in a predetermined processing area. When the normal symbol variable display data is set in the predetermined processing area, the data for turning on or off the LED is created in step S600 above, and the created data is output in the output control processing of step S700, thereby performing the variable display of the normal symbol display device 22.
[0342] In step S410-11, the main CPU 110a sets the variable time based on the variable pattern of the normal symbol determined in step S410-8 above 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 above.
[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 a process for stopping the variable display of the normal symbol. Specifically, the main CPU 110a clears the normal symbol variable display data set in the above step S410-10, and sets, in a predetermined processing area, stop normal symbol data for causing the normal symbol of the stop normal symbol data set in the above step S410-6 to be stopped and displayed. Thereby, the normal symbol of the normal symbol display device 22 is stopped and displayed.
[0345] Next, the main CPU 110a sets a normal symbol determination command in the production transmission data storage area (S410-14).
[0346] In step S410-15, the main CPU 110a determines whether the stop normal symbol data is a winning one. If the stop normal symbol data is a winning one (S410-15: Yes), the process proceeds to step S410-16; if it is a losing one (S410-15: No), the current normal symbol variation process ends.
[0347] In step S410-16, the main CPU 110a performs a release preparation process. In the release preparation process, 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 opening control table for auxiliary games. In the auxiliary game control table, a set of an opening time, an opening designation command, a table number of the movable piece opening control table for auxiliary games, and a symbol designation command is stored for each type of game state. Here, the table number of the movable piece opening control table for auxiliary games in the normal state is "11", the table number of the movable piece opening control table for auxiliary games in the short low base state is "12", and the table number of the movable piece opening control table for auxiliary games in the short high base state is "13". In the movable piece opening control table for auxiliary games with each table number, data indicating the opening time of the movable piece 15b and data indicating the closing time of the movable piece 15b are stored.
[0349] In the movable piece opening control table for auxiliary games with the table number "11" corresponding to the normal state, the opening time is 0.1 second. On the other hand, in the movable piece opening control table for auxiliary games with the table number "12" corresponding to the short low base state, the opening time is 0.11 second. The opening time of the movable piece 15b in the short low base state is only 0.01 second longer than the opening time of the movable piece 15b in the normal state. In this sense, the short low base state can be said to be a slightly shorter time state with a slightly higher degree of advantage related to the auxiliary game than the normal state.
[0350] Also, in the movable piece opening control table for auxiliary games with the table number "13" corresponding to the short high base state, the opening time is 6 seconds. The opening time of the movable piece 15b in the short high base state is 5 seconds or more longer than the opening times of the movable piece 15b in the normal state and the short low base state. In this sense, the short high base state can be said to be a short time state with a sufficiently higher degree of advantage related to the auxiliary game than the normal state and the short low base state.
[0351] The main CPU 110a generates an opening designation command for the auxiliary game and sets this opening designation command in the production transmission data storage area (S410-17).
[0352] Next, the main CPU 110a determines the start interval time, sets this start interval time in the special symbol time counter (S410-18), and proceeds to step S410-19.
[0353] In step S410-19, the main CPU 110a sets 1 in the normal pattern normal winning process data and ends the current normal pattern variation process.
[0354] Here, when 1 is set in the normal pattern normal winning process data, in the subsequent normal pattern normal winning control process, the process transfers to the auxiliary game process in step S402 and the auxiliary game process is performed.
[0355] FIG. 52 is a flowchart showing the details of the auxiliary game process. In FIG. 52, the main CPU 110a determines whether it is currently during the opening (S420-1). When the main CPU 110a is during the opening (S420-1: Yes), it proceeds to step S420-2, and when it is not during the opening (S420-1: No), it proceeds to step S420-5.
[0356] In step S420-2, the main CPU 110a determines whether the start interval time has elapsed. Specifically, the main CPU 110a refers to the normal symbol time counter set in step S410-18 of the normal symbol variation process. If the normal symbol time counter is 0, it determines that the start interval time has elapsed, and if the normal symbol time counter is not 0, it determines that the start interval time has not yet elapsed. When the main CPU 110a determines that the start interval time has elapsed (S420-2: Yes), it proceeds to step S420-3, and when the start interval time has not elapsed (S420-2: No), it ends the current auxiliary game process.
[0357] In step S420-3, an auxiliary game start process is performed. In the auxiliary game start process, the main CPU 110a updates by adding +1 to the count value (S) of the opening count (S) counter in the main RAM 110c.
[0358] In step S420-4, a movable piece release process is performed. In the movable piece release process, the main CPU 110a sets energization data for energizing the second start port opening / closing solenoid 14b in order to release the movable piece 15b of the second start port 15.
[0359] In step S420-5, the main CPU 110a determines whether the movable piece 15b is being released. If the movable piece 15b is being released (S420-5: Yes), the main CPU 110a proceeds to step S420-6. If the movable piece 15b is not being released (S420-5: No), the main CPU 110a proceeds to step S420-8.
[0360] In step S420-6, the main CPU 110a determines whether the release end condition of the second start port 15 is satisfied. Specifically, when the release time has elapsed, the main CPU 110a determines that the release end condition is satisfied. When the release time has not elapsed, the main CPU 110a determines that the release end condition is not satisfied. If the main CPU 110a determines that the release end condition is satisfied (S420-6: Yes), the main CPU 110a proceeds to step S420-7. If the main CPU 110a determines that the release end condition is not satisfied (S420-6: No), the current sub-game process is terminated.
[0361] In step S420-7, the main CPU 110a performs a movable piece closing process. In the movable piece closing process, the main CPU 110a stops the energization data for energizing the second start port opening / closing solenoid 14b in order to convert the movable piece 15b of the second start port 15 to the closed state. Also, the main CPU 110a refers to the sub-game movable piece release control table and sets the closing time of the second start port 15 in the sub-game timer counter based on the current number of release times (S). As a result, the second start port 15 will be closed. After the execution of step S420-7, the current sub-game process is terminated.
[0362] In step S420-8, the main CPU 110a determines whether the movable piece 15b is closed. If the movable piece 15b is closed (S420-8: Yes), the main CPU 110a proceeds to step S420-9. If the movable piece 15b is not closed (S420-8: No), the main CPU 110a ends this auxiliary game process.
[0363] In step S420-9, the main CPU 110a determines whether or not the closing time of the second start opening 15 has elapsed. If the main CPU 110a determines that the closing time of the second start opening 15 has elapsed (S420-9: Yes), it proceeds to step S420-10, and if it determines that the closing time of the second start opening 15 has not elapsed (S420-9: No), it ends this auxiliary game processing.
[0364] In step S420-10, the main CPU 110a determines whether the final release has been completed. If the final release has not been completed (S420-10: No), the main CPU 110a proceeds to step S420-11, and if the final release has been completed (S420-10: Yes), the main CPU 110a proceeds to step S420-13.
[0365] In step S420-11, auxiliary game progress processing is performed. In the auxiliary game progress processing, the main CPU 110a updates the count value (S) of the opening number counter (S) in the main RAM 110c by +1.
[0366] In step S420-12, a movable piece opening process is performed. In the movable piece opening process, the main CPU 110a sets energization data for energizing the second start opening opening solenoid 14b in order to open the movable piece 15b of the second start opening 15. In addition, by referring to the auxiliary game movable piece opening control table determined in step S410-16 above, the opening time of the second start opening 15 is set in the auxiliary game timer counter based on the current number of openings (S). This causes the second start opening 15 to open. After step S420-12 is executed, the current auxiliary game process is terminated.
[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 production 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 production 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 production 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] The time required for the initialization process of the sub CPU 120a is much shorter than the time required for the initialization process of the main CPU 110a. Therefore, when the initialization process of the main CPU 110a starts, the sub CPU 120a has already finished the initialization process and is ready to store commands from the main CPU 110a in its receive buffer.
[0374] Fig. 54 is a flowchart showing the timer interrupt process of the performance control unit 120m. After the initialization process is completed and the game becomes possible, the sub-CPU 120a of the performance control unit 120m executes the series of processes shown in Fig. 54 every 2 milliseconds, which is the generation period of the reset clock pulse generator in the performance control unit 120m.
[0375] In FIG. 54, the sub CPU 120a saves 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 command in the reception buffer, and based on the analysis result, determines the content of the performance to be performed by the image display device 31, the audio output device 32, the performance drive devices 330a, 330b, 330c, and 330d, and the performance lighting devices 340a, 340b, 340c, and 340d, and sets a command indicating the determined content of the performance in the transmission buffer of the sub-RAM 120c.
[0378] Next, the sub-CPU 120a performs a performance input control process (S1700). In the performance input control process, the sub-CPU 120a performs processing according to input signals from the detection switches 35a, 39a, 39b, 39c, 39d, and 39e of the performance button 35, the cross key 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 registers of the sub-CPU 120a (S1900).
[0381] FIGS. 55, 56, 57, and 58 are flowcharts showing the details of the command analysis processing. In FIG. 55, the sub-CPU 120a checks whether there is a command received from the main control board 10 in the reception buffer (S1601). If there is a command in the reception buffer (S1601: Yes), the sub-CPU 120a proceeds to step S1610. If there is no command in the reception buffer (S1601: No), the current command analysis processing ends.
[0382] In step S1610, the sub-CPU 120a determines whether the command in the reception buffer is a power recovery specified command. If the command in the reception buffer is a power recovery specified command (S1610: Yes), the sub-CPU 120a proceeds to step S1611. If the command in the reception buffer is not a power recovery specified command (S1610: No), the sub-CPU 120a proceeds to step 1620.
[0383] In step S1611, the sub-CPU 120a determines whether the power recovery specified command in the reception buffer corresponds to the low base short state. If the power recovery specified command corresponds to the low base short state (S1611: Yes), the sub-CPU 120a proceeds to step 1612. If it does not correspond to the low base short state (S1611: No), the sub-CPU 120a proceeds to step 1620.
[0384] In step S1612, the sub-CPU 120a sets a special background image setting flag in the special background image setting flag storage area of the sub-RAM 120c. The special background image setting flag is a flag indicating that a special background different from the original background image is to be displayed immediately after power-on.
[0385] In step S1613, the sub-CPU 120a sets the initial value of 30 in the special background variable (P) counter of the sub-RAM 120c and ends the current command analysis process. The count value (P) of the special game variable (P) counter is counted down in step S1673, which will be described later, each time the decorative symbol 36 stops in a combination pattern of a normal loss 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 in the first to fourth storage units of the effect information storage area of the sub-RAM 120c where data has not been stored and which has the smallest number, and stores the start winning designation command in the reception buffer in the storage unit 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 lead hold display change effect.
[0395] In FIG. 55, after the execution of step S1641, the sub-CPU 120a performs lead hold display change effect selection processing (S1642). In the lead hold display change effect selection processing, the sub-CPU 120a determines, for the start winning designation command stored in the effect information storage area in step S1641, whether it is necessary to execute a lead hold display change effect in which the variation of the symbol corresponding to this start winning designation command is the final variation. When executing the lead hold display change effect, the sub-CPU 120a determines the scenario of the hold display change effect until the final variation is reached, and stores the scenario data for the lead hold display change effect indicating this scenario in the corresponding storage unit in the effect information storage area. After the execution of the lead hold display change effect selection processing, the current command analysis processing is terminated.
[0396] In step S1650, the sub-CPU 120a determines whether the command in the reception buffer is a symbol specification command. If the command in the reception buffer is a symbol specification command (S1650: Yes), the sub-CPU 120a proceeds to step S1651. If the command in the reception buffer is not a symbol specification command (S1650: No), the sub-CPU 120a proceeds to step S1660.
[0397] In step S1651, the sub-CPU 120a performs symbol determination processing and ends the current command analysis processing. In the symbol determination processing, the sub-CPU 120a analyzes the symbol specification command, determines the stop symbol numbers of the left symbol 36L, the middle symbol 36C, the right symbol 36R, and the fourth symbol 36Z, stores the determined stop symbol numbers in the effect symbol storage area in the sub-RAM 120c, generates a stop symbol specification command for notifying the overall control unit 141 and the lamp / drive control unit 150 of the stop symbol numbers, and sets the generated stop symbol specification command in the transmission buffer.
[0398] The command set in the transmission buffer in the symbol determination processing is transmitted to the overall control unit 141 and the lamp / drive control unit 150 in the data output processing of step S1800. When receiving this command, the overall control unit 141 and the lamp / drive control unit 150 determine the symbol combination at the time of variable stop in the said variation.
[0399] In step S1660, the sub-CPU 120a determines whether the command in the reception buffer is a variation start command. If the command in the reception buffer is a variation start command (S1660: Yes), the sub-CPU 120a proceeds to step S1661. If the command in the reception buffer is not a variation start command (S1660: No), the sub-CPU 120a proceeds to step S1670.
[0400] In the next step S1661, the sub-CPU 120a performs a memory area shift process. In the memory area shift process, when data is stored in one or more of the first to fourth storage units of the production information storage area, the sub-CPU 120a shifts the data in the second to fourth storage units of the production information storage area to the previous storage unit, and writes the data in the first storage unit of the production information storage area to the zero-th storage unit. By writing the data to the zero-th storage unit, the data that was previously stored in the zero-th 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 the pre-read hold display change production scenario data is stored (S1662: Yes), it proceeds to step S1663. If the pre-read hold display change production scenario data is not stored (S1662: No), it proceeds to step S1664.
[0402] In step S1663, the sub-CPU 120a performs pre-read production control processing. In the pre-read production control processing, the sub-CPU 120a refers to the pre-read hold display change production scenario data in the production information storage area, determines whether there is a change in the display mode of the hold display image in the change, and if the display mode of the hold display image is to be changed in the change, generates a production pattern specification command instructing the change in the display mode of the hold display image, and sets the generated production pattern specification command in the transmission buffer.
[0403] The command set in the transmission buffer in the pre-read production control processing is transmitted to the overall control unit 141 and the lamp / drive control unit 150 in the data output processing of step S1800. When the overall control unit 141 and the lamp / drive control unit 150 receive a production pattern specification command instructing a change in the display mode of the hold display image, they cause the image display device 31, the audio output device 32, and the production lighting devices 340a, 340b, 340c, 340d to execute a production for changing the display mode of the hold display image.
[0404] In step S1664, the sub-CPU 120a performs variable effect pattern determination processing. The variable effect pattern determination processing is processing for determining a symbol variable effect pattern which is the flow of effects in the variable. In the variable effect pattern determination processing, the sub-CPU 120a acquires the effect random number value updated in step S1100, refers to the variable effect pattern determination table in the sub-ROM 120b, and determines a symbol variable effect pattern based on the combination of the variable start command in the reception buffer and the effect random number value, and stores the information of the determined symbol variable effect pattern in the symbol variable effect pattern storage area in the sub-RAM 120c. Further, the sub-CPU 120a generates an effect pattern designation command for starting the variation of the determined symbol variable effect pattern, and sets the generated effect pattern designation command in the transmission buffer.
[0405] The command set in the transmission buffer in the variable effect pattern determination processing is transmitted to the overall control unit 141 and the lamp / drive control unit 150 in the data output processing of step S1800. When receiving this command, the overall control unit 141 and the lamp / drive control unit 150 cause the image display device 31, the audio output device 32, the effect drive devices 330a, 330b, 330c, 330d, and the effect lighting devices 340a, 340b, 340c, 340d to execute effects in accordance with the symbol variable effect pattern indicated by the command in accordance with the symbol variation.
[0406] In the next step S1665, the sub-CPU 120a refers to the game state information storage area 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 process proceeds to step S1667. If the variation is not a variation of the first special symbol (S1666: No), the current command analysis process ends.
[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 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 the variation 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 low-base short state (S1667: Yes), the process 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 current command analysis process ends.
[0409] In step S1668, the sub-CPU 120a sets the special background image waiting setting flag in the special background image waiting setting flag storage area of the sub-RAM 120c and ends the current command analysis process. The special background image waiting setting flag is a flag indicating that a special background different from the original background is to be displayed after waiting for the end of the special game.
[0410] In step S1670, the sub-CPU 120a determines whether the command in the reception buffer is a symbol determination command. If the command in the reception buffer is a symbol determination command (S1670: Yes), the process proceeds to step S1671. If the command in the reception buffer is not a symbol determination command (S1670: No), the process proceeds to step S1680.
[0411] In step S1671, the sub-CPU 120a performs a symbol determination process. In the symbol determination process, the sub-CPU 120a generates a symbol determination command and sets the generated symbol determination command in the transmission buffer.
[0412] The symbol determination command set in the transmission buffer in the symbol determination process is transmitted to the overall control unit 141 and the lamp / drive control unit 150 in the data output process of step S1800. When the overall control unit 141 and the lamp / drive control unit 150 receive this command, they cause the image display device 31, the audio output device 32, and the effect lighting devices 340a, 340b, 340c, 340d to execute an effect related to the determination (complete stop) of the decorative symbol 36 according to the command.
[0413] In step S1672, the sub-CPU 120a determines whether a special background image setting flag is set in the special background image setting flag storage area of the sub-RAM 120c. If the special background image setting flag is set (S1672: Yes), the sub-CPU 120a proceeds to step S1673. If the special background image setting flag is not set (S1672: No), the sub-CPU 120a proceeds to step S1680.
[0414] In step S1673, the sub-CPU 120a updates the count value (P) of the special background variation number (P) counter in the sub-RAM 120c by subtracting 1.
[0415] In step S1674, the sub-CPU 120a determines whether the count value (P) of the special background variation number (P) counter is 1 or more. If the special background variation number (P) is 0 (S1674: No), the sub-CPU 120a proceeds to step S1675. If the special background variation number (P) is 1 or more (S1674: Yes), the sub-CPU 120a proceeds to step S1680.
[0416] In step S1675, the sub-CPU 120a clears the special background image standby setting flag storage area of the sub-RAM 120c, and ends this command analysis process.
[0417] In step S1680, sub CPU 120a determines whether the command in the receive buffer is an opening designation command. If the command in the receive buffer is an opening designation command (S1680: Yes), sub CPU 120a proceeds to step S1681, and if the command in the receive buffer is not an opening designation command (S1680: No), sub CPU 120a proceeds to step S1685.
[0418] In step S1681, the sub-CPU 120a performs a special game effect selection process. In the special game effect selection process, the sub-CPU 120a determines an opening effect pattern based on the opening designation command in the receive buffer, stores information about 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 transmit buffer.
[0419] The command set in the transmission buffer in the special game effect selection process is transmitted to the central control unit 141 and the lamp / drive control unit 150 in the data output process of step S1800. Upon receiving this command, the central control unit 141 and the lamp / drive control unit 150 cause the image display device 31, the sound output device 32, and the effect lighting devices 340a, 340b, 340c, and 340d to execute an opening effect for the special game in accordance with the command.
[0420] In step S1682, the sub-CPU 120a determines whether or not a special background image setting flag is set in the special background image setting flag storage area of the sub-RAM 120c. If the special background image setting flag is set (S1685: Yes), the process proceeds to step S1683. If the special background image setting flag is not set (S1685: No), the process proceeds to step S1685.
[0421] In step S1683, the sub-CPU 120a clears the special background image setting flag storage area of the sub-RAM 120c. In the next step S1684, the sub-CPU 120a resets the special background variable (P) counter of the sub-RAM 120c and ends the current command analysis process.
[0422] In step S1685, the sub-CPU 120a determines whether the command in the reception buffer is a round start command. If the command in the reception buffer is a round start command (S1685: Yes), the sub-CPU 120a proceeds to step S1686. If the command in the reception buffer is not a round start command (S1685: No), the sub-CPU 120a proceeds to step S1690.
[0423] In step S1686, the sub-CPU 120a performs round production control processing and ends the current command analysis process. In the round production control processing, the sub-CPU 120a determines the production pattern of the current round, stores the information of the determined production pattern in the production pattern storage area of the sub-RAM 120c, generates a production pattern designation command for the current round, and sets the generated production pattern designation command in the transmission buffer.
[0424] The command set in the transmission buffer in the round production control processing is transmitted to the overall control unit 141 and the lamp / drive control unit 150 in the data output processing of step S1800. When receiving this command, the overall control unit 141 and the lamp / drive control unit 150 cause the round production of the special game to be executed on the image display device 31, the audio output device 32, and the production lighting devices 340a, 340b, 340c, 340d according to the command.
[0425] In step S1690, the sub-CPU 120a determines whether the command in the reception buffer is an ending designation command. If the command in the reception buffer is an ending designation command (S1690: Yes), the sub-CPU 120a proceeds to step S1691. If the command in the reception buffer is not an ending designation command (S1690: No), the current command analysis process ends.
[0426] In step S1691, the sub-CPU 120a performs special game ending effect control processing. In the special game ending effect control processing, the sub-CPU 120a determines an ending effect pattern, stores the information of the determined effect pattern in the effect pattern storage area of the sub-RAM 120c, generates an effect pattern designation command for the ending effect, and sets the generated effect pattern designation command in the transmission buffer.
[0427] The command set in the transmission buffer in the special game ending effect control processing is transmitted to the overall control unit 141 and the lamp / drive control unit 150 in the data output processing of step S1800. When receiving this command, the overall control unit 141 and the lamp / drive control unit 150 cause the 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 a special background image setting flag in the special background image setting flag storage area of the sub-RAM 120c. In the next step S1694, the sub-CPU 120a sets 30, which is the initial value, in the special background variable (P) counter of the sub-RAM 120c. In the next step S1965, the sub-CPU 120a clears the special background image standby setting flag storage area of the sub-RAM 120c and ends the current command analysis process.
[0430] Figure 59 is a flowchart showing details of the background image display control process. In Figure 59, the sub-CPU 120a determines whether a special game is being executed. If the sub-CPU 120a determines that a special game is not being executed (S1622-1: No), it proceeds to step S1622-2. If the sub-CPU 120a determines that a special game is being executed (S1622-1: Yes), it ends the current background image display control process.
[0431] In step S1622-2, the sub-CPU 120a determines whether a special background image setting flag is set in the special background image setting flag storage area of the sub-RAM 120c. If the sub-CPU 120a determines that the special background image setting flag is not set (S1622-2: No), it proceeds to step S1622-3. If the sub-CPU 120a determines that the special background image setting flag is set (S1622-2: Yes), it proceeds to step S1622-4.
[0432] In step S1622-3, the sub-CPU 120a refers to the normal background setting table in the sub-ROM 120b, determines the type of background to be displayed as the normal background based on the game state information in the game state information storage area of the sub-RAM 120c, generates a background effect pattern specification command, and sets the generated effect pattern specification command in the transmission buffer. Then, it ends the current background image display control process.
[0433] FIG. 60(a) is a diagram showing a normal background setting table. In the normal background setting table, a set of data indicating the game state and data indicating the type of background image is stored. Specifically, in the normal background setting table, the normal state is associated with the evening background, the short low base state is associated with the daytime background, and the short high base state is associated with the night background.
[0434] In step S1622-4, the sub-CPU 120a refers to the special background setting table in the sub-ROM 120b, determines the type of background to be displayed as the special background based on the game state information in the game state information storage area of the sub-RAM 120c, generates an effect pattern designation command for the determined background, and sets the generated effect pattern designation command in the transmission buffer. Then, the current background image display control process ends.
[0435] FIG. 60(b) is a diagram showing a special background setting table. In the special background setting table, a 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 illumination devices 340a, 340b, 340c, 340d to execute 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 and turning on the power of the gaming machine 1 again before opening the store the next day is performed 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 command corresponding to the normal state from the main control board 10, the process proceeds as Step S1610: Yes → Step S1611: No. When receiving a game state command corresponding to the normal state, the process proceeds as Step S1620: Yes → Step S1621 → Step S1622, and the background image display control process is performed. At this point, since the flag is not set in the special background image setting flag storage area of the sub-RAM 120c, in the background image display control process (Fig. 59), the process proceeds as Step S1622-1: No → Step S1622-2: No → Step S1622-3. As shown in Fig. 60(a), since the evening background is associated with the normal state in the normal background setting table, in Step S1622-3, the evening background, which is the original background of the normal state, is selected, and the background image of the evening background is displayed.
[0441] On the other hand, the processing when power recovery occurs in the low base short state is as follows. When the main control board 10 receives a power recovery designation command corresponding to the low base short state, the 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 designation command corresponding to the low base short state, the process proceeds as step S1620: Yes → step S1621 → step S1622, and background image display control processing is performed. At this point, since the flag is set in the special background image setting flag storage area of the sub-RAM 120c, in the background image display control processing (FIG. 59), the process proceeds as step S1622-1: No → step S1622-2: Yes → step S1622-3. As shown in FIG. 60(b), since the evening background is associated with the low base short state in the special background setting table, in step S1622-3, the evening background is selected as the special background instead of the daytime background which is the original background in the low base short state, and the background image of the evening background is displayed.
[0442] After that, while the number of variations has not reached 30 times, each time the main control board 10 receives a variation start command, the process proceeds as step S1670: Yes → step S1671 → step S1672: Yes → step S1673 → step S1674: No, and the special background variable (P) counter is counted down in step S1673. Then, when the number of variations 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-on of the gaming machine 1, 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-on of the gaming machine 1 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. When it receives a game state designation command for the low base short state, it changes the background to the daytime background according to that game state designation command.
[0446] As shown in the example of FIG. 61(b), when the gaming state immediately after the power-on of the game machine 1 is the low-base short state, the effect control board 120 selects the evening background, which has the same background as the normal state, and causes the image display device 31 to display the background image of the evening background. After that, the effect control board 120 sets 30 variations of the special symbol as a predetermined condition for returning to the original background. During the 30 variations of the special symbol, when a game state designation command for the low-base short state is received while the background image of the same background as the normal state is being displayed, 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 jackpot occurs in the variation corresponding to the hold of the first special symbol during the high-base short state, for the stop symbol data "01" corresponding to A for each first type 10R, "02" corresponding to B for each first type 2R, and "03" corresponding to C for each first type 2R, 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 for each first type 10R or C for each first type 2R in the high-base short state, the low-base short state is entered after the end of the special game. When winning on B for each first type 2R 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 at the symbol of B for the first type 2R hit occurs in the high base short state, the processing from the start of the variation to the start of the next variation through the special game is as follows.
[0451] When receiving the variation start command of step S313 in FIG. 28 from the main control board 10 at the start of the variation, the process proceeds as step S1660: Yes → step S1661... step S1665: Yes → step S1666: Yes → step S1667: No. When receiving the game state designation command of step S314 in FIG. 28, the process proceeds as step S1620: Yes → step S1621 → step S1622, and the background image display control process is performed. At this point, since the flag is not set in the special background image setting flag storage area of the sub-RAM 120c, in the background image display control process (FIG. 59), the process proceeds as step S1622-1: No → step S1622-2: No → step S1622-3. As shown in FIG. 60(a), since the night background is associated with the high base short state in the normal background setting table, in step S1622-3, the night background, which is the original background of the high base short state, is selected, and the background image of the night background is displayed.
[0452] When the first special symbol stops at the symbol of B per first type 2R and the main control board 10 receives the symbol determination command of step S320-3 in FIG. 35, the process proceeds as step S1670: Yes → step S1671 → step S1672: No. When the opening designation command of step S330-8 in FIG. 36 is received, the process proceeds as step S1680: Yes → step S1681 → step S1682: No. When the round start command of step S340-5 in FIG. 41 is received, the process proceeds as step S1685: Yes → step S1686. When the ending designation command of step S340-16 in FIG. 41 is received, the process proceeds as step S1690: Yes → step S1691 → step S1692: No.
[0453] At the end of the special game, when the main control board 10 receives the game state designation command of step S360-5 in FIG. 45, it proceeds as step S1620: Yes → step S1621. In step S1621, the game state information storage area of the sub-RAM 120c is rewritten from the game state information of the high-base short state to the game state information of the normal state. In the next step S1622, the background image display control process is performed. Even at this point, since the flag is not set in the special background image setting flag storage area of the sub-RAM 120c, in the background image display control process (FIG. 59), the process proceeds as step S1622-1: No → step S1622-2: No → step S1622-3. As shown in FIG. 60(a), since the evening background is associated with the normal state in the normal background setting table, in step S1622-3, the evening background, which is the original background of the normal background, is selected and the background image of the evening background is displayed.
[0454] On the other hand, when a variation in which it stops at the symbol of A per first type 10R or C per first type 2R occurs in the high-base short state, the process from the start of the variation until the start of the next variation through the special game is as follows.
[0455] When receiving the variation start command 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] At the end of the special game, when the ending designation command of step S340-16 in Figure 41 is received from the main control board 10, processing proceeds as follows: step S1690: Yes → step S1691 → step S1692: Yes → step S1693, and in step S1693, a special background image setting flag is set in the special background image setting flag memory area of the sub-RAM 120c.
[0458] At the end of the special game, when the game state designation command of step S360-5 of Fig. 45 is received from the main control board 10, step S1620: Yes → proceeds to step S1621, in which the game state information storage area of the sub-RAM 120c is rewritten from the game state information of the high base time-shortened state to the game state information of the normal state, and in the next step S1622, background image display control processing is performed. At this point, because a flag is set in the special background image setting flag storage area of the sub-RAM 120c, the background image display control processing (Fig. 59) proceeds as follows: step S1622-1: No → step S1622-2: Yes → step S1622-4. As shown in Figure 60(b), since the evening background is associated with the low base time-saving state in the special background setting table, in step S1622-4, the daytime background, which is the original background for the low base time-saving state, is not selected, and the evening background is selected as the special background, and the background image of the evening background is displayed.
[0459] After this, if the special symbol changes once or multiple times and then stops again at the jackpot symbol, the special game is executed. At the opening of this special game, when the opening designation command of step S330-8 of Fig. 36 is received from the main control board 10, the processing proceeds in the order of step S1680: Yes → step S1681 → step S1682: Yes → step S1683, and 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 in the low base short state, is selected.
[0461] In this way, after the end of the special game of the first type 2R per B, which is the first big win, and after the end of the special games of the first type 10R per A and the first type 2R per C, which are the second big wins, the effect control board 120 causes the image display device 31 to display the background image of the evening background, which is the background in the normal state, as a common effect image for both the normal state and the low base short state.
[0462] To explain in more detail, as shown in the example of Fig. 62(a), when the effect control board 120 wins the first type 2R per B in the high base short state and the game state after the special game becomes the normal state, when receiving the game state designation command in the normal state along with the end of the special game, it selects the evening background, which is the original background in the normal state, and causes the image display device 31 to display the background image of the evening background. After that, the effect control board 120 maintains the display of the background image of the evening background until it receives the game state designation command in the low base short state, and when it receives the game state designation command in the low base short state, it changes the background to the daytime background according to 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, it is possible to enhance the interest of the gaming machine 1 having the normal state and the game state in which the degree of advantage related to the auxiliary game is higher than that of the normal state.
[0465] <Second Embodiment> Next, a second embodiment of the present invention will be described. The gaming machine 1 of this embodiment is also of a type called a one-two type hybrid machine, and has three game states: a normal state, a low base short state, and a high base short state. The types of jackpots and the types of special losses of the gaming machine 1 of this embodiment are the same as those of the first embodiment.
[0466] In this embodiment, a part of the command analysis process of the effect control board 120 is different from that of the first embodiment. As shown in FIGS. 63 and 64, in the command analysis process of the effect control board 120 of this embodiment, steps S1611 and S1667 in the command analysis process of the effect control board 120 of the first embodiment are replaced by 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. When the power recovery designated command corresponds to the normal state (S1611A: Yes), the sub-CPU 120a proceeds to step 1612, and when it does not correspond to the normal state (S1611A: No), the sub-CPU 120a proceeds to step 1620.
[0468] In step S1667A of FIG. 64, the sub-CPU 120a determines whether the variation stops at a jackpot symbol where the game state after the special game becomes the normal state. As shown in the special game end setting table of FIG. 46, among the three types of jackpots of the first special symbol, the game state after the special game becomes the normal state is the first type 2R hit B. Therefore, when the variation stops at the symbol of the first type 2R hit B, the determination result of this step is "Yes", and when it stops at the symbol of the first type 10R hit A, the first type 2R hit C, or a losing symbol, the determination result of this step is "No". When the variation stops at a jackpot symbol where the game state after the special game becomes the normal state (S1667A: Yes), the sub-CPU 120a proceeds to step S1668. When the variation stops at a symbol that is not a jackpot symbol where the game state after the special game becomes the normal state (S1667A: No), the sub-CPU 120a proceeds to step S1670.
[0469] Also, in this embodiment, the content of the special background setting table referred to in step S1622-4 of the background image display control process (FIG. 59) is different from that of the first embodiment.
[0470] FIG. 65(b) is a diagram showing the special background setting table of the present embodiment. In this special background setting table, the normal state and the short state at low base are associated with the daytime background, and the short state at high base is associated with the nighttime background.
[0471] In the present embodiment, when the power recovery specified command corresponds to the normal state, the process proceeds from step S1611A: Yes in FIG. 63 to step 1612, and a special background image setting flag is set in the special background image setting flag storage area of the sub-RAM 120c. Therefore, immediately after the power-on of the gaming machine 1, the effect control board 120 causes the image display device 31 to display the background image of the daytime background, which is the background of the short state at low base, as a common effect image for both the normal state and the short state at low base, regardless of whether the gaming machine 1 has recovered power in the normal state or in the short state at low base.
[0472] More specifically, in the present embodiment, as shown in the example of FIG. 66(a), when the gaming state immediately after the power-on of the gaming machine 1 is the normal state, the effect control board 120 selects the daytime background, which is the same background as the short state at low base, and causes the image display device 31 to display the background image of the daytime background. After that, the effect control board 120 sets 30 variations of the special symbol as a predetermined condition for returning to the original background. Until 30 variations of the special symbol are completed, when a gaming state specified 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 specified command and maintains the display of the background image of the daytime 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 gaming state specified 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 specified 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. 67(a), when the effect control board 120 wins B per the first type 2R in the high base short state, and when the game state after the special game becomes the normal state, upon receiving the game state designation command in the normal state following the end of the special game, it selects the daytime background which is the same background as that in the low base short state, and causes the background image of the daytime background to be displayed on the image display device 31. 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 as that in the low base short state is being displayed, if it receives the game state designation command in the normal state, it ignores the game state designation command regarding the display of the background image and maintains the display of the background image of the daytime background. When the special symbol stops at the jackpot symbol and the special game is executed and the predetermined condition is satisfied, the background is returned to the original one. When it receives the game state designation command in the low base short state, it displays the background image of the daytime background which is the corresponding background to the low base short state, and when it receives the game state designation command in the normal state, it displays the background image of the evening background which is the corresponding background to the normal state.
[0476] As shown in the example of FIG. 67(b), when the effect control board 120 wins A per the first type 10R or C per the first type 2R in the high base short state, and when the game state after the special game becomes the low base short state, upon receiving the game state designation command in the low base short state following the end of the special game, it selects the daytime background which is the original background in the low base short state, and causes the background image of the daytime background to be displayed on the image display device 31. 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 those of 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-two type hybrid 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 opposite to those in 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 the first type jackpot and four types of the second type jackpot. The nine types of jackpot are as follows.
[0480] A3. First Type 10R Win A This jackpot is one of those that can be selected in the jackpot lottery triggered by the establishment of the starting condition of the first special symbol. In the special game of this jackpot, round games from the first round to the tenth round are played. In each round game, the first big winning opening 16 is opened and closed in an opening and closing mode 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 type 10R win A in the normal state, the game state after the special game becomes the normal state again. When it becomes the first type 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 type 10R win A is 100 times.
[0482] B3. First Type 2R Win B This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the first special symbol. In the special game of this jackpot, round games from the first round to the second round are conducted. In each round game, the first big winning opening 16 is opened and closed in the opening and closing mode of the first big winning opening 16 being opened until the number of winning times of the first big winning opening 16 reaches the specified number or the specified time elapses → the first big winning opening 16 is closed for 2 seconds.
[0483] As shown in the game flow of FIG. 68, when it becomes B for the first type 2R hit in the normal state, the game state after the special game returns to the normal state. When it becomes B for the first type 2R hit in the low base short state, the game state after the special game becomes the low base short state again. The number of short time counts (B) when it becomes the low base short state after going through the special game of the first type 2R hit is 100 times.
[0484] C3. C for the first type 2R hit This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the start condition of the first special symbol. In the special game of this jackpot, round games from the first round to the second round are conducted. In each round game, the first big winning opening 16 is opened and closed in the opening and closing mode of the first big winning opening 16 being opened until the number of winning times of the first big winning opening 16 reaches the specified number or the specified time elapses → the first big winning opening 16 is closed for 2 seconds.
[0485] As shown in the game flow of FIG. 68, when it becomes C for the first type 2R hit in the normal state, the game state after the special game becomes the low base short state. The number of short time counts (B) when it becomes the low base short state after going through the special game of the first type 2R hit is 100 times. When it becomes C for the first type 2R hit in the low base short state, the game state after the special game becomes the high base short state. The number of short time counts (J) when it becomes the high base short state after going through the special game of the first type 2R hit is 100 times.
[0486] F3. F for the first type 10R hit This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the 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 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 the special game of the first type 10R per G is 100 times.
[0490] H3. Second type substantial 9R per H This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the starting conditions for the second special symbol. In the special game of this jackpot, after the small win game, which is the substantial first round, and winning in the specific area 19B, round games from the second round to the tenth round are conducted. In each round game, the first big winning opening 16 is opened and closed in the opening and closing pattern of opening the first big winning opening 16 until the number of winnings in the first big winning opening 16 reaches the specified number or the specified time elapses → closing the first big winning opening 16 for 2 seconds.
[0491] As shown in the game flow of FIG. 68, when it becomes the second type substantial 9R win H in the high base short state, the game state after the special game becomes the high base short state again. The short time count (J) when it becomes the high base short state after the special game of the second type substantial 9R win H is 100 times.
[0492] I3. Second type substantial 2R win I This jackpot is one of the ones that can be selected in the jackpot lottery triggered by the establishment of the starting conditions for the second special symbol. In the special game of this jackpot, after the small win game, which is the substantial first round, and winning in the specific area 19B, round games from the second round to the third round are conducted. In each round game, the first big winning opening 16 is opened and closed in the opening and closing pattern of opening the first big winning opening 16 until the number of winnings in the first big winning opening 16 reaches the specified number or the specified time elapses → closing the first big winning opening 16 for 2 seconds.
[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 played. In each round game, the first major winning opening 16 is opened and closed in the opening and closing pattern of opening the first major winning opening 16 until the number of winnings at 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 played. In each round game, the first major winning opening 16 is opened and closed in the opening and closing pattern of opening the first major winning opening 16 until the number of winnings at 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, the second type substantial 2R win I, the most advantageous high base short state continues, but if it becomes the second type substantial 2R win J, the second type substantial 2R win K, it falls into the normal state or the low base short state.
[0499] The gaming machine 1 of this embodiment has five types of special losing combinations. The five types of special losing combinations are as follows.
[0500] a3. Short-time operation special losing combination a As shown in the game flow of FIG. 68, when this special losing combination a occurs in the normal state, the low-base short-time state is entered. The number of short-time operations (B) when entering the low-base short-time state via the special losing combination a is 20 times. When this special losing combination a occurs in the low-base short-time state, the high-base short-time state is entered. The number of short-time operations (J) when entering the high-base short-time state via the special losing combination a is 100 times.
[0501] b3. Short-time operation special losing combination b As shown in the game flow of FIG. 68, when this special losing combination b occurs in the normal state, the low-base short-time state is entered. The number of short-time operations (B) when entering the low-base short-time state via the special losing combination b is 40 times. When this special losing combination b occurs in the low-base short-time state, the high-base short-time state is entered. The number of short-time operations (J) when entering the high-base short-time state via the special losing combination b is 100 times.
[0502] c3. Short-time operation special losing combination c As shown in the game flow of FIG. 68, when this special losing combination c occurs in the normal state, the low-base short-time state is entered. The number of short-time operations (B) when entering the low-base short-time state via the special losing combination c is 60 times. When this special losing combination c occurs in the low-base short-time state, the high-base short-time state is entered. The number of short-time operations (J) when entering the high-base short-time state via the special losing combination c is 100 times.
[0503] d3. Short-time operation special losing combination d As shown in the game flow of FIG. 68, when this special losing combination d occurs in the normal state, the low-base short-time state is entered. The number of short-time operations (B) when entering the low-base short-time state via the special losing combination d is 80 times. When this special losing combination d occurs in the low-base short-time state, the high-base short-time state is entered. The number of short-time operations (J) when entering the high-base short-time state via the special losing combination d is 100 times.
[0504] e3. Shortening operation special miss As shown in the game flow of FIG. 68, when this special miss e occurs in the normal state, it enters the low base shortening state. The number of shortening times (B) when entering the low base shortening state after passing through the special miss e is 100 times. When this special miss e occurs in the low base shortening state, it enters the high base shortening state. The number of shortening times (J) when entering the high base shortening state after passing through the special miss e is 100 times.
[0505] As described above, in the low base shortening state, the degree of advantage related to the auxiliary game is higher than that in the normal state. Further, as shown in the game flow of FIG. 68, in the normal state, no matter what symbol the special symbol stops at, it does not enter the high base shortening state, while in the low base shortening 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 shortening state, and when it stops at the symbols of the shortening operation special misses a, b, c, d, e, it immediately enters the high base shortening state. Therefore, in terms of the ease of entering the high base shortening state, the low base shortening state is more advantageous than the normal state. Thus, in this embodiment, the player hopes to stay in the low base shortening state and have more opportunities to draw the symbols of the first type 2R per C and the shortening operation special misses a, b, c, d, e to enter the high base shortening state. Also, the player hopes to draw the symbols of the first type 2R per C and the shortening operation special misses a, b, c, d, e as soon as possible during the normal state to enter the low base shortening state.
[0506] The processing of the main control board 10a in this embodiment is the same as that in the first and second embodiments, but the pre - determination table, symbol determination table, variation pattern determination table, special game control table, special miss symbol stop setting table, and special game end setting table in the main ROM 110b of the main control board 10 are replaced with those corresponding to the big wins of A3.~K3. and the special misses of a3.~e3. of this embodiment listed above.
[0507] FIG. 70 is a diagram showing a pre-determination table referred to in step S240-8 of FIG. 23. This pre-determination table stores combinations of jackpot random values, special symbol random values, game states (normal state, short state at low base, or short state at high base), reach determination random values, special symbol variation random values, winning information, and start winning designation commands.
[0508] FIG. 71(a) is a diagram showing a jackpot symbol determination table referred to in step S311-2 of FIG. 29. This jackpot symbol determination table stores combinations of special symbol random values, special symbol types (jackpot types), stop symbol data, and symbol designation commands for the five types of first-class jackpots in this embodiment.
[0509] FIG. 71(b) is a diagram showing a minor win symbol determination table referred to in step S311-6 of FIG. 29. This minor win symbol determination table stores combinations of special symbol random values, special symbol types (jackpot types determined by winning in specific area 19B), stop symbol data, and symbol designation commands for the four types of minor wins that trigger second-class jackpots in this embodiment.
[0510] FIG. 72(a) is a diagram showing a special loss symbol determination table referred to in step S311-9 of FIG. 29. This special loss symbol determination table stores combinations of special symbol random values, special symbol types (special loss types), stop symbol data, and symbol designation commands for the five types of special losses in this embodiment.
[0511] FIG. 72(b) is a diagram showing a normal loss symbol determination table referred to in step S311-11 of FIG. 29. This normal loss symbol determination table stores combinations of special symbol random values, special symbol types (normal loss types), stop symbol data, and symbol designation commands for normal losses.
[0512] FIG. 73 is a diagram showing a variation pattern determination table for the first special symbol referred to in step S312 of FIG. 28. In this variation pattern determination table for the first special symbol, a set of the type of special symbol (type of big win), game state, number of holds, reach determination random value, special figure variation random value, type of variation pattern of the special symbol, variation time, and variation start command is stored.
[0513] FIG. 74 is a diagram showing a variation pattern determination table for the second special symbol referred to in step S312 of FIG. 28. In this variation pattern determination table for the second special symbol, a set of the type of special symbol (type of big win), game state, number of holds, reach determination random value, special figure variation random value, type of variation pattern of the special symbol, variation time, and variation start command is stored.
[0514] FIG. 75(a) is a diagram showing a special game control table for the first type of big win referred to in step S330-7 of FIG. 36. In this special game control table for the first type of big win, for the five types of the first type of big win in this embodiment, a set of stop symbol data, opening time, opening designation command, table number of the big winning opening opening / closing control table for the first type of big win, ending time, and symbol designation command is stored.
[0515] FIG. 75(b) is a diagram showing a special game control table for the second type of big win referred to in step S351-11 of FIG. 44. In this special game control table for the second type of big win, for the four types of the second type of big win in this embodiment, a set of stop symbol data, opening time, opening designation command, table number of the big winning opening opening / closing control table for the second type of big win, ending time, and symbol designation command is stored.
[0516] FIG. 76 is a diagram showing a special losing symbol stop setting table referred to in steps S330-19 and S330-20 of FIG. 36. In this special losing symbol stop setting table, for the five types of special losses in this embodiment, a set of stop symbol data, data indicating the game state before the special losing symbol stops, data indicating the game state at the time of the special losing symbol stop, data indicating the short number of times (B) in the low base state, and data indicating the short number of times (J) in the high base state is stored.
[0517] FIG. 77 is a diagram showing a special game end setting table referred to in steps S360-2 and S360-3 of FIG. 45. In this special game end setting table, for the nine types of jackpots in this embodiment, a set of stop symbol data, game state information set in the game state buffer, data indicating the game state at the end of the special game, data indicating the short number of times (B) in the low base state, and data indicating the short number of times (J) in the high base state is stored.
[0518] Here, as shown in the game flow of FIG. 68, since the game is played with right hits during the short state in the high base, it is almost impossible for the first start port 14 to start winning and the first special symbol display device 20 to vary and result in a jackpot in the lottery of the first special symbol during the short state in the high base. However, although it is a rare case, during the short state in the low base, one or more holds of the first special symbol are left, resulting in a first type 2R win C or special losses a, b, c, d, e, and after entering the short state in the high base, a jackpot may occur in the variation corresponding to the hold of the first special symbol. Therefore, in the special game end setting table, for the stop symbol data "01", "02", "03" corresponding to the first special symbol display device 20, data indicating the transition destination game state when the game state information in the game state buffer is 02H (short state in the high base) is also stored.
[0519] Also, since the game is played by hitting the ball to the left between the normal state and the short low-base state, it is almost impossible for the second start port 15 to start winning and the second special symbol display device 21 to vary, resulting in a big win in the lottery of the second special symbol in the normal state or the short low-base state. However, between the normal state and the short low-base state, the release time of the movable piece 15b is only extremely short, and it is possible to make the second start port 15 start winning. In the normal state or the short low-base state, it is possible to achieve a big win with the variation of the second special symbol. For this reason, in the end-of-special-game setting table, for the stop symbol data "04", "05", "06", "07", "08", "09" corresponding to the second special symbol display device 21, data indicating the transition destination game state when the game state information in the game state buffer is 00H (normal state) and 01H (short low-base state) is stored.
[0520] The processing of the effect control board 120 in this embodiment is the same as that in the first embodiment. In the sub-ROM 120b of the effect control board 120, a normal background setting table and a special background setting table are stored.
[0521] Here, in this embodiment, when the power of the gaming machine 1 is turned off, the main control board 10 backs up the information indicating the game state in the main RAM 110c by the power-off monitoring process in FIG. 20 (step S20-9 in FIG. 20). When the power of the gaming machine 1 is turned on again, the main control board 10 restores the game state at the time of the previous power-off by the initialization processes in FIGS. 18 and 19 (step S10-15 in FIG. 19), and transmits a power restoration designation command and a game state designation command indicating in which game state the power has been restored to the effect control board 120 (steps S10-16 to S10-25 in FIG. 19).
[0522] In contrast, the command analysis process of the effect control board 120 in the present embodiment is the same as the command analysis process (Figs. 63, 64, 57, 58) of the second embodiment. Therefore, in each of the cases where power is restored in the normal state and where power is restored in the low base short state, the content of the process when the effect control board 120 receives a power restoration designation command or a game state designation command from the main control board 10 is also the same as that of the second embodiment.
[0523] In this embodiment, unlike the first embodiment, in terms of the ease of transitioning to the high base short state, the low base short state is more advantageous than the normal state. Therefore, as shown in Fig. 60(c), contrary to the first embodiment, in the normal background setting table, the normal state corresponds to the daytime background and the low base short state corresponds to the evening background. Also, the content of the special background setting table is the same as that of Fig. 60(b) of the first embodiment. Immediately after the power is turned on for the gaming machine 1, the effect control board 120 causes the image display device 31 to display, as a common effect image for the normal state and the low base short state, the background image of the evening background, which is the background of the low base short state, regardless of whether the gaming machine 1 has been restored to power in the normal state or in the low base short state.
[0524] Here, as shown in the special game end setting table of Fig. 77, for the gaming machine 1, assuming a rarely occurring case where a jackpot occurs during the variation corresponding to the hold of the first special symbol during the high base short state, for the stop symbol data "01" corresponding to A for every 10R of the first type, "02" corresponding to B for every 2R of the first type, and "03" corresponding to C for every 2R of the first type, data indicating the transition destination game state when the game state information in the game state buffer is 02H (high base short state) is also stored.
[0525] According to the special game end setting table of Fig. 77, when winning A for every 10R of the first type in the high base short state, the low base short state is entered after the 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 a round of the special game (step S340-5 in FIG. 41), an ending designation command is transmitted at the ending of the special game (step S340-16 in FIG. 41), and a game state designation command is transmitted at the end of the special game (step S360-4 in FIG. 45).
[0527] On the other hand, the command analysis process of the effect control board 120 in the present embodiment is the same as the command analysis process of the second embodiment (FIGS. 63, 64, 57, 58). Therefore, in each case where the first type 10R wins A and the first type 2R wins B, the content of the process when the effect control board 120 receives a variation start command, a game state designation command, a symbol determination command, an opening designation command, and an ending designation command from the main control board 10 is also the same as that of the second embodiment.
[0528] Therefore, in the present embodiment, after the end of the special game of the first type 2R winning B, which is the first big win, and after the end of the special game of the first type 10R winning A, which is the second big win, the effect control board 120 causes the image display device 31 to display a background image of the evening background, which is the background in the low base short state, as an effect image common to the normal state and the low base short state.
[0529] <Fourth Embodiment> Next, a fourth embodiment of the present invention will be described. The gaming machine 1 of the present embodiment is also of a type called a one-two type mixed machine and has three game states: a normal state, a low base short state, and a high base short state. The types of big wins and the types of special losses of the gaming machine 1 of the present embodiment are the same as those of the third embodiment.
[0530] The processing of the main control board 10 in this embodiment is the same as that in the first to third embodiments, which are one-kind two-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 the first type 10R hits A and the first type 2R hits 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 first embodiment.
[0533] Therefore, in this embodiment, after the end of the special game of the first type 2R hitting B, which is the first big win, and after the end of the special game of the first type 10R hitting A, which is the second big win, the effect control board 120 causes the image display device 31 to display the background image of the daytime background, which is the background of the normal state, as a common effect image for both the normal state and the low-base short state.
[0534] <Fifth Embodiment> Next, a fifth embodiment of the present invention will be described. The gaming machine 1 of this embodiment is of a type called a one-kind probability-variable machine. FIG. 78 is a diagram showing the game flow of the gaming machine 1 of this embodiment. The gaming machine 1 of this embodiment has five game states: a normal state in which the game is played with left strikes, 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 with right strikes, and a high-probability short-time state.
[0535] In the high-probability short-time state, the big-win winning probability becomes 1 / 30, which is a higher probability than the normal state, the variation time of the normal symbol becomes 5 seconds, the same as in the high-base short-time state, and the release time of the movable piece 15b per winning of the normal symbol lottery becomes 6 seconds, the same as in the high-base short-time state.
[0536] In the high-probability no-short-time state, the big-win winning probability becomes 1 / 30, which is a higher probability than the normal state, the variation time of the normal symbol becomes 60 seconds, the same as in the normal state, and the release time of the movable piece 15b per winning of the normal symbol lottery becomes 0.1 seconds, the same as in the normal state.
[0537] As shown in FIG. 79, the gaming machine 1 has an evening mode, a daytime mode, a night mode, a maze mode, and a morning mode. The maze mode is a mode when in the high-probability short-time state. During the maze mode, a background image showing a state of wandering inside the maze is displayed during normal variation. The morning mode is a mode when 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 according to the present embodiment. Since the gaming machine 1 according to the present embodiment is a certain probability variable machine, a specific area opening / closing solenoid 18d for opening and closing the specific area 19B (V winning opening) and a specific area detection switch 18a for detecting its winning are not provided, and a second large winning opening detection switch 17a for detecting the entry of game balls into the second large winning opening 17 is provided. Further, since there is a hold of the second special symbol in the gaming machine 1 according to 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] There are 10 types of jackpot in the gaming machine 1 of the present embodiment. The 10 types of jackpot are as follows.
[0540] A5. A when the first special figure hits 10R This jackpot is one of those that can be selected in the jackpot lottery triggered by the establishment of the start condition of the first special symbol. In the special game of this jackpot, round games from the first round to the tenth round are played. In each round game, the first large winning opening 16 is opened and closed in an opening / closing mode of opening the first large winning opening 16 until the number of winning 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 state with high probability and short time. The number of short time (J) when it becomes a state with high probability and short time after passing through the special game of the first special figure hitting 10R A is 800 times. When the first special figure hits 10R A in the low base short time state, the game state after the special game becomes a state without high probability and short time. When the first special figure hits 10R A in the state without high probability and short time, the game state after the special game becomes a state without high probability and short time again.
[0542] B5. For each occurrence of the first special symbol 2R, B This big win is one of the ones that can be selected in the big win lottery triggered by the establishment of the start condition of the first special symbol. In the special game of this big win, round games from the first round to the second round are 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 FIG. 78, when it becomes B for each occurrence of the first special symbol 2R in the normal state, the game state after the special game becomes the high-probability short-time state. The short-time count (J) when it becomes the high-probability short-time state after the special game of B for each occurrence of the first special symbol 2R is 800 times. When it b...
Claims
【Claim 1】 Special game execution means, Auxiliary game execution means, Effect means including image display means, A first jackpot that returns to the normal state after a special game, a second jackpot that becomes a slightly short state with a slightly higher degree of advantage related to the auxiliary game than the normal state after the special game, and a high base short state with a sufficiently high degree of advantage related to the auxiliary game than the normal state and the slightly short state after the special game. The special game execution means executes any one of a plurality of types of special games including a third jackpot, determines the necessity of executing the auxiliary game, and based on this determination result, causes the auxiliary game execution means to execute the auxiliary game, and a main control means capable of generating a plurality of types of commands including commands corresponding to the progress of the game, An effect control means that receives the commands generated by the main control means and performs an effect by the effect means based on the received commands Comprising, In the normal state, the slightly short state, and the high base short state, the lottery probability of whether or not to execute the auxiliary game is the same, The main control means, In the normal state, when the special symbol stops at a predetermined special losing symbol, the game state is set to the high base short state, In the slightly short state, when the special symbol stops at the predetermined special losing symbol, the game state is not changed, The effect control means, When receiving the game state designation command in the normal state along with the end of the special game of the first jackpot, causes the effect means to display the background image corresponding to the normal state, and when receiving the game state designation command in the slightly short state along with the end of the special game of the second jackpot, causes the effect means to display the same background image as the background image corresponding to the normal state. When receiving the game state designation command in the slightly short state during the display of the same background image, maintains the display of the same background image A gaming machine characterized by the above.
Citation Information
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