gaming machines
The gaming machine's advanced game state management and presentation control system enhances entertainment value by offering varied gameplay and presentation during time-saving periods.
Patent Information
- Application Number
- JP2021192933
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-11-29
- Publication Date
- 2025-12-11
- Estimated Expiration
- 2041-11-29
AI Technical Summary
There is a need to enhance the entertainment value of gaming machines, particularly during time-saving periods, by improving the presentation and gameplay experience.
The gaming machine incorporates a special game execution means, auxiliary game execution means, image display means, and presentation control means to manage game states and presentations, allowing for varying levels of advantage and background image displays based on game conditions and player interactions.
This enhances the enjoyment of playing games by providing varied gameplay experiences and improved entertainment value, particularly during time-saving states.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pop-up pachinko gaming machine. [Background technology]
[0002] A pachinko gaming machine is equipped with a main control board that controls the progress of the game, and a presentation control board that controls the presentation of the game through the control of the LCD display on the game board and the gadgets. Some pachinko gaming machines have a normal state and a time-saving state in which the advantage of auxiliary games is higher than in the normal state, and are configured to make it easier to win a starting prize in the time-saving state. Patent Document 1 is a document that discloses technology related to the presentation of this type of gaming machine. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-195798 Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is room for improvement in the presentation of this type of gaming machine in terms of the entertainment value of the presentation during the time-saving period.
[0005] The present invention has been made in view of such problems, and aims to further enhance the enjoyment of playing with gaming machines. [Means for solving the problem]
[0006] In order to solve the above problems, the present invention is provided with a special game execution means, an auxiliary game execution means, a presentation means including an image display means, a main control means for causing the special game execution means to execute a special game based on the result of a special symbol lottery, causing the auxiliary game execution means to execute an auxiliary game based on the result of a normal symbol lottery, and capable of generating a plurality of types of commands including commands according to the progress of a game, and a presentation control means for receiving the commands generated by the main control means and performing presentations by the presentation means based on the received commands, and the main control means is configured to set the gaming state of the gaming machine to a normal state, a state in which the degree of advantage relating to the auxiliary game is slightly higher than that in the normal state, and a presentation control means for receiving the commands generated by the main control means and performing presentations by the presentation means based on the received commands. The gaming machine includes a game state setting means for setting the game state to either a slight time-shortening state, a normal state, or a high-base time-shortening state which has a sufficiently higher advantage in terms of auxiliary play than the normal state and the slight time-shortening state, and the presentation control means, when the game state immediately after the power supply of the gaming machine is turned on is the normal state, causes the presentation means to display a background image of the normal state, and when the game state immediately after the power supply of the gaming machine is turned on is the slight time-shortening state, causes the presentation means to display a background image identical to the normal state, and when a game state designation command for the slight time-shortening state is received while the identical background image is being displayed, ignores the game state designation command for displaying the background image. In this aspect, if a predetermined condition is satisfied, when a game state designation command for the slight time-shortening state is received while the same background image is being displayed, a background image corresponding to the slight time-shortening state may be displayed. [Effects of the Invention]
[0007] According to the present invention, it is possible to further increase the enjoyment of playing games on gaming machines. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a front view of a gaming machine 1 according to first to eighth embodiments of the present invention. [Figure 2] FIG. 2 is an enlarged view of the second big winning port 17 in the gaming machine 1 of the first to fourth embodiments. [Figure 3] FIG. 2 is a perspective view of the rear side of the gaming machine 1 according to the first to eighth embodiments. [Figure 4] 1 is a block diagram showing the configuration of a gaming machine 1 according to first to fourth embodiments. [Figure 5] 10 is a diagram showing the operation of a movable accessory 33c in the gaming machine 1 of the first to eighth embodiments. FIG. [Figure 6] 10 is a diagram showing the operation of movable accessories 33c, 33d in the gaming machines 1 of the first to eighth embodiments. FIG. [Figure 7] 10 is a diagram showing the operation of movable accessories 33a, 33c, and 33d in the gaming machines 1 of the first to eighth embodiments. FIG. [Figure 8] 1 is a diagram showing a game flow of the gaming machine 1 of the first and second embodiments. FIG. [Figure 9] 10A to 10C are diagrams showing the pattern changes and reserved display images in the gaming machines 1 of the first to eighth embodiments. [Figure 10] 1A and 1B are diagrams showing the presentation modes, game states, and background images of the gaming machine 1 of the first and second embodiments. [Figure 11] FIG. 10 is a diagram showing normal variable effects of the gaming machine 1 of the first to eighth embodiments. [Figure 12] FIG. 10 is a diagram showing normal reach effects of the gaming machines 1 of the first to eighth embodiments. [Figure 13] FIG. 10 is a diagram showing roulette effects of the gaming machine 1 of the first to eighth embodiments. [Figure 14] FIG. 10 is a diagram showing roulette effects of the gaming machine 1 of the first to eighth embodiments. [Figure 15] FIG. 10 is a diagram showing the SP reach effects of the gaming machines 1 of the first to eighth embodiments. [Figure 16] FIG. 10 is a diagram showing the preview pending display change presentation of the gaming machine 1 of the first to eighth embodiments. [Figure 17] 4 is a flowchart showing the main processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 18] 10 is a flowchart showing the initialization process of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 19] 5 is a flowchart showing the initialization process of the main control board 10 of the gaming machine 1 according to the first to fourth embodiments. [Figure 20] 4 is a flowchart showing a power interruption monitoring process for the gaming machine 1 according to the first to eighth embodiments. [Figure 21] 4 is a flowchart showing timer interrupt processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 22] 5 is a flowchart showing the input control process of the main control board 10 of the gaming machine 1 according to the first to fourth embodiments. [Figure 23] 10 is a flowchart showing the first start hole detection switch input processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 24] 1 is a diagram showing a special symbol storage area of the main control board 10 and a performance information storage area of the performance control board 120 of the gaming machine 1 of the first to eighth embodiments. FIG. [Figure 25] 1 is a diagram showing a pre-determination table of the main control board 10 of the gaming machine 1 of the first and second embodiments. FIG. [Figure 26] 10 is a flowchart showing specific area detection switch input processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 27] 10 is a flowchart showing the special chart special electricity control process of the main control board 10 of the gaming machine 1 of the first to fourth embodiments. [Figure 28] 10 is a flowchart showing a special symbol memory determination process of the main control board 10 of the gaming machine 1 of the first to fourth embodiments. [Figure 29] 5 is a flowchart showing the big win determination process of the main control board 10 of the gaming machine 1 of the first to fourth embodiments. [Figure 30] 10 is a diagram showing a jackpot lottery determination table and a normal symbol lottery determination table of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. FIG. [Figure 31] 1 is a diagram showing a symbol determination table of the main control board 10 of the gaming machine 1 of the first and second embodiments. FIG. [Figure 32] 1 is a diagram showing a symbol determination table of the main control board 10 of the gaming machine 1 of the first and second embodiments. FIG. [Figure 33] 10 is a diagram showing a variation pattern determination table of the main control board 10 of the gaming machine 1 of the first and second embodiments. FIG. [Figure 34] 10 is a diagram showing a variation pattern determination table of the main control board 10 of the gaming machine 1 of the first and second embodiments. FIG. [Figure 35] 10 is a flowchart showing the special symbol variation process of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 36] 10 is a flowchart showing a special symbol stopping process of the main control board 10 of the gaming machine 1 of the first to fourth embodiments. [Figure 37] 2 is a diagram showing a special game control table of the main control board 10 of the gaming machine 1 of the first and second embodiments. FIG. [Figure 38] 1 is a diagram showing a big win opening opening control table for a big win of the main control board 10 of the gaming machine 1 of the first to fourth embodiments. FIG. [Figure 39] FIG. 10 is a diagram showing a control table for opening and closing a special winning port for small wins on the main control board 10 of the gaming machine 1 according to the first to fourth embodiments. [Figure 40] 10 is a diagram showing a setting table for when a special losing symbol is stopped on the main control board 10 of the gaming machine 1 of the first and second embodiments. FIG. [Figure 41] 10 is a flowchart showing the big win game processing of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. [Figure 42] 10 is a flowchart showing the small win game processing of the main control board 10 of the gaming machine 1 of the first to fourth embodiments. [Figure 43] 10 is a diagram showing a specific area opening / closing control table for small win game of the main control board 10 of the gaming machine 1 of the first to fourth embodiments. FIG. [Figure 44] 10 is a flowchart showing a process of shifting to a second type big win game in the gaming machine 1 of the first to fourth embodiments. [Figure 45] 10 is a flowchart showing the big win game ending process of the main control board 10 of the gaming machine 1 of the first to fourth embodiments. [Figure 46] 10 is a diagram showing a setting table at the end of a special game of the main control board 10 of the gaming machine 1 of the first and second embodiments. FIG. [Figure 47] 4 is a flowchart showing the normal power control process of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. [Figure 48] 10 is a flowchart showing the normal symbol variation process of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. [Figure 49] 10 is a diagram showing a normal symbol variation pattern determination table of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. FIG. [Figure 50] 1 is a diagram showing an auxiliary game control table of a main control board 10 of the gaming machine 1 according to the first to eighth embodiments. FIG. [Figure 51] 10 is a diagram showing an auxiliary game movable piece opening control table of the main control board 10 of the gaming machine 1 of the first to eighth embodiments. FIG. [Figure 52] 10 is a flowchart showing details of auxiliary game processing of the main control board 10 of the gaming machine 1 according to the first to eighth embodiments. [Figure 53] 10 is a flowchart showing the main processing of the effect control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 54] 10 is a flowchart showing timer interrupt processing of the effect control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 55] 10 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1 according to the first, fourth, fifth, and eighth embodiments. [Figure 56] 10 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1 according to the first, fourth, fifth, and eighth embodiments. [Figure 57] 10 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 58] 10 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 59] 10 is a flowchart showing details of background image display control processing of the effect control unit 120m of the gaming machine 1 according to the first to eighth embodiments. [Figure 60] 10 is a diagram showing a normal background setting table and a special background setting table of the effect control unit 120m of the gaming machine 1 according to the first to eighth embodiments. FIG. [Figure 61]10A and 10B are diagrams showing examples of background image display in the gaming machine 1 of the first and fifth embodiments. [Figure 62] 10A and 10B are diagrams showing examples of background image display in the gaming machine 1 of the first and fifth embodiments. [Figure 63] 10 is a diagram showing the command analysis process in the gaming machine 1 of the second, third, sixth, and seventh embodiments. FIG. [Figure 64] 10 is a diagram showing the command analysis process in the gaming machine 1 of the second, third, sixth, and seventh embodiments. FIG. [Figure 65] 10 is a diagram showing a normal background setting table and a special background setting table of the effect control unit 120m of the gaming machine 1 according to the first to eighth embodiments. FIG. [Figure 66] 10A and 10B are diagrams showing examples of background image display in the gaming machine 1 of the second and sixth embodiments. [Figure 67] 10A and 10B are diagrams showing examples of background image display in the gaming machine 1 of the second and sixth embodiments. [Figure 68] FIG. 10 is a diagram showing a game flow of the gaming machine 1 of the third and fourth embodiments. [Figure 69] 10A and 10B are diagrams showing the presentation modes, game states, and background images of the gaming machine 1 of the third and fourth embodiments. [Figure 70] 10 is a diagram showing a pre-determination table of the main control board 10 of the gaming machine 1 of the third and fourth embodiments. FIG. [Figure 71] 10 is a diagram showing a symbol determination table of the main control board 10 of the gaming machine 1 of the third and fourth embodiments. FIG. [Figure 72] 10 is a diagram showing a symbol determination table of the main control board 10 of the gaming machine 1 of the third and fourth embodiments. FIG. [Figure 73] 10 is a diagram showing a variation pattern determination table of the main control board 10 of the gaming machine 1 of the third and fourth embodiments. FIG. [Figure 74] 10 is a diagram showing a variation pattern determination table of the main control board 10 of the gaming machine 1 of the third and fourth embodiments. FIG. [Figure 75] 10 is a diagram showing a special game control table of the main control board 10 of the gaming machine 1 of the third and fourth embodiments. FIG. [Figure 76]FIG. 10 is a diagram showing a setting table for when a special losing symbol is stopped on the main control board 10 of the gaming machine 1 of the third and fourth embodiments. [Figure 77] 10 is a diagram showing a setting table at the end of a special game of the main control board 10 of the gaming machine 1 of the third and fourth embodiments. FIG. [Figure 78] FIG. 10 is a diagram showing a game flow of the gaming machine 1 of the fifth and sixth embodiments. [Figure 79] 10A and 10B are diagrams showing the presentation modes, game states, and background images of the gaming machine 1 of the fifth and sixth embodiments. [Figure 80] FIG. 2 is a block diagram showing the configuration of the gaming machine 1 according to the fifth to eighth embodiments. [Figure 81] 10 is a diagram showing a special symbol storage area of the main control board 10 and a performance information storage area of the performance control board 120 of the gaming machine 1 of the fifth to eighth embodiments. FIG. [Figure 82] 10 is a flowchart showing the initialization process of the main control board 10 of the gaming machine 1 according to the fifth to eighth embodiments. [Figure 83] 10 is a flowchart showing the input control process of the main control board 10 of the gaming machine 1 according to the fifth to eighth embodiments. [Figure 84] 10 is a flowchart showing the special chart special electricity control process of the main control board 10 of the gaming machine 1 of the fifth to eighth embodiments. [Figure 85] 10 is a flowchart showing a special symbol memory determination process of the main control board 10 of the gaming machine 1 according to the fifth to eighth embodiments. [Figure 86] 10 is a flowchart showing the big win determination process of the main control board 10 of the gaming machine 1 according to the fifth to eighth embodiments. [Figure 87] 10 is a flowchart showing the special symbol stopping process of the main control board 10 of the gaming machine 1 according to the fifth to eighth embodiments. [Figure 88] 10 is a flowchart showing the big win game processing of the main control board 10 of the gaming machine 1 according to the fifth to eighth embodiments. [Figure 89] FIG. 10 is a diagram showing a pre-determination table of the main control board 10 of the gaming machine 1 of the fifth and sixth embodiments. [Figure 90]10 is a diagram showing a jackpot lottery determination table and a normal symbol lottery determination table of the main control board 10 of the gaming machine 1 of the fifth to eighth embodiments. FIG. [Figure 91] FIG. 10 is a diagram showing a symbol determination table of the main control board 10 of the gaming machine 1 of the fifth and sixth embodiments. [Figure 92] FIG. 10 is a diagram showing a variation pattern determination table of the main control board 10 of the gaming machine 1 of the fifth and sixth embodiments. [Figure 93] FIG. 10 is a diagram showing a variation pattern determination table of the main control board 10 of the gaming machine 1 of the fifth and sixth embodiments. [Figure 94] 10 is a diagram showing a special game control table of the main control board 10 of the gaming machine 1 according to the fifth to eighth embodiments. FIG. [Figure 95] FIG. 10 is a diagram showing a special prize opening opening / closing control table of the main control board 10 of the gaming machine 1 of the fifth to eighth embodiments. [Figure 96] FIG. 10 is a diagram showing a setting table for when a special losing symbol is stopped on the main control board 10 of the gaming machine 1 of the fifth and sixth embodiments. [Figure 97] FIG. 10 is a diagram showing a setting table at the end of a special game of the main control board 10 of the gaming machine 1 of the fifth and sixth embodiments. [Figure 98] FIG. 10 is a diagram showing a game flow of the gaming machine 1 of the seventh and eighth embodiments. [Figure 99] 10A and 10B are diagrams showing the presentation modes, game states, and background images of the gaming machine 1 of the seventh and eighth embodiments. [Figure 100] FIG. 11 is a diagram showing a pre-determination table of the main control board 10 of the gaming machine 1 of the seventh and eighth embodiments. [Figure 101] FIG. 11 is a diagram showing a symbol determination table of the main control board 10 of the gaming machine 1 of the seventh and eighth embodiments. [Figure 102] FIG. 11 is a diagram showing a variation pattern determination table of the main control board 10 of the gaming machine 1 of the seventh and eighth embodiments. [Figure 103] FIG. 13 is a diagram showing a setting table for when a special losing symbol is stopped on the main control board 10 of the gaming machine 1 of the seventh and eighth embodiments. [Figure 104]FIG. 13 is a diagram showing a setting table at the end of a special game of the main control board 10 of the gaming machine 1 of the seventh and eighth embodiments. [Figure 105] FIG. 10 is a diagram showing an example of display of a background image in the modified examples of the first to eighth embodiments. [Figure 106] FIG. 10 is a diagram showing an example of display of a background image in the modified examples of the first to eighth embodiments. DETAILED DESCRIPTION OF THE INVENTION
[0009] First Embodiment FIG. 1 is a front view of a gaming machine 1 according to a first embodiment of the present invention. FIG. 2 is an enlarged view of a second starting hole 15 in the gaming machine 1. FIG. 3 is a perspective view of the rear side of the gaming machine 1. FIG. 4 is a block diagram showing the overall configuration of the gaming machine 1. The gaming machine 1 of this embodiment is a type known as a one-type two-type mixed machine. As shown in FIG. 1, the housing of the gaming machine 1 has a rectangular outer frame 60 and a glass door 50 that covers a game area 6 of the outer frame 60 so that it can be seen.
[0010] One end of the glass door 50 (on the left side when facing the gaming machine 1) is connected to the outer frame 60 via a hinge mechanism 51. A locking mechanism is provided at the other end of the glass door 50 (on the right side when facing the gaming machine 1). When the locking mechanism of the glass door 50 is unlocked with a special key, the glass door 50 can be swung by the hinge mechanism 51 to open the gaming area 6. The glass door 50 is provided with a door opening switch 19a that detects when the glass door 50 is opened.
[0011] On the outside of the part of the glass door 50 that covers the game area 6, there are provided a first special pattern display device 20, a second special pattern display device 21, a first special pattern reserve display device 23, a normal pattern display device 22, and a normal pattern reserve display device 25.
[0012] The first special pattern display device 20 notifies the result of a jackpot lottery triggered by a game ball entering the first starting hole 14 of the game area 6 (hereinafter referred to as the "starting winning"). The second special pattern display device 21 notifies the result of a jackpot lottery triggered by a game ball entering the second starting hole 15 of the game area 6 (hereinafter referred to as the "starting winning"). The first special pattern display device 20 and the second special pattern display device 21 variably display multiple types of identifiable special patterns. The first special pattern display device 20 and the second special pattern display device 21 are configured with 7-segment LEDs. In the following description, the special pattern variably displayed on the first special pattern display device 20 will be referred to as the "first special pattern" and the special pattern variably displayed on the second special pattern display device 21 will be referred to as the "second special pattern."
[0013] The first special pattern reserved indicator 23 displays the number of reserved variations of the first special pattern. The first special pattern reserved indicator 23 is composed of two LEDs, one on the left and one on the right. To specifically explain the display mode of the reserved number on the first special pattern reserved indicator 23, when the number of reserved variations of the first special pattern is 1, the left LED on the first special pattern reserved indicator 23 lights up. When the number of reserved variations of the first special pattern is 2, the right LED lights up. When the number of reserved variations of the first special pattern is 3, the left LED flashes and the right LED lights up. When the number of reserved variations of the first special pattern is 4, the two LEDs on the left and right flash.
[0014] The normal symbol display device 22 notifies the result of the normal symbol lottery that is held when a gaming ball passes through the normal symbol gate 13. The normal symbol display device 22 displays a variety of normal symbols that can be distinguished from one another. The normal symbol reserve indicator 25 displays the number of reserved normal symbol variations. The normal symbol reserve indicator 25 is made up of two LEDs, one on the left and one on the right. The display mode of the reserved number on the normal symbol reserve indicator 25 is the same as that on the first special symbol reserve indicator 23.
[0015] The gaming area 6 of the gaming machine 1 is roughly egg-shaped. The gaming area 6 is divided into a left area 6L on the left side of the center in the left-right direction and a right area 6R on the right side. At the left end of the left area 6L, arc-shaped rails 5a and 5b are provided, with a gap between them slightly wider than the gaming ball. A ball return prevention piece 5c is provided at the upper end of the inner rail 5b of these rails 5a and 5b.
[0016] An effect button 35 is provided under the portion of the glass door 50 that covers the game area 6. An effect button detection switch 35a is provided on the effect button 35. When the effect button detection switch 35a detects that the effect button 35 has been pressed, it outputs an ON signal indicating that the effect button 35 has been pressed.
[0017] A cross key 39 is provided to the left of the effect button 35. The cross key 39 consists of an up cursor key 39A, a down cursor key 39B, a left cursor key 39C, and a right cursor key 39D. A center key 39E is provided in a position surrounded by the up cursor key 39A, the down cursor key 39B, the left cursor key 39C, and the right cursor key 39D.
[0018] The up cursor key 39A, down cursor key 39B, left cursor key 39C, and right cursor key 39D of the cross key 39 are provided with cross key detection switches 39a, 39b, 39c, and 39d. The center key 39E is provided with a center key detection switch 39e. When the cross key detection switch 39a detects that the up cursor key 39A has been pressed, it outputs an ON signal indicating that. When the cross key detection switch 39b detects that the down cursor key 39B has been pressed, it outputs an ON signal indicating that. When the cross key detection switch 39c detects that the left cursor key 39C has been pressed, it outputs an ON signal indicating that. When the cross key detection switch 39d detects that the right cursor key 39D has been pressed, it outputs an ON signal indicating that. When the center key detection switch 39e detects that the center key 39E has been pressed, it outputs an ON signal indicating that.
[0019] A tray for storing game balls is provided behind the effect button 35 on the glass door 50. An operating handle 3 is provided to the lower right of the effect button 35 on the glass door 50. The player performs the firing operation by gripping the operating handle 3 with their right hand and turning it clockwise.
[0020] A touch sensor 3a is provided within the operating handle 3. The touch sensor 3a is composed of a capacitance-type proximity switch that utilizes the change in capacitance caused by the player's contact with the operating handle 3. A ball-feed solenoid 4b is provided in the tray of the glass door 50. The ball-feed solenoid 4b is composed of a linear solenoid. A firing volume 3b and a firing solenoid 4a are provided near the rotating part of the operating handle 3. The firing volume 3b is composed of a variable resistor. The firing solenoid 4a is composed of a rotary solenoid.
[0021] These units 3a, 3b, 4a, and 4b perform operations related to the launch of game balls in the tray into the game area 6 under the control of the launch control board 160. More specifically, when the player's hand touches the operating handle 3, the touch sensor 3a supplies a touch signal indicating this to the launch control board 160. When the player's hand turns the operating handle 3, the launch volume 3b outputs a voltage divided according to the amount of rotation of the operating handle 3 to the launch control board 160. While the touch signal is being supplied from the touch sensor 3a, the launch control board 160 controls the energization of the launch solenoid 4a and the ball-feeding solenoid 4b based on the output voltage of the launch volume 3b.
[0022] Under the control of the launch control board 160, the ball feed solenoid 4b sends game balls from the tray one by one toward the launching member directly connected to the launch solenoid 4a. The launch solenoid 4a rotates the launching member. The game balls sent from the tray toward the launching member are launched between the rails 5a and 5b by the rotation of the launching member and guided upward along the rails 5a and 5b. After rising between the rails 5a and 5b, the game balls pass through the ball return prevention piece 5c, reach the play area 6, and fall unpredictably within the play area 6. The rotation speed of the launch solenoid 4a is set to approximately 99.9 times per minute based on the frequency based on the output period of the crystal oscillator installed on the launch control board 160. As a result, the number of launches per minute is approximately 99.9 balls per minute, since one ball is launched per rotation of the launch solenoid 4a. In other words, one game ball is launched approximately every 0.6 seconds.
[0023] A decorative member 7 that affects the downward flow of game balls is provided at the top of the play area 6. A first performance drive device 330a, a second performance drive device 330b, a third performance drive device 330c, and a fourth performance drive device 330d are provided on the periphery of the play area 6. The first performance drive device 330a has a first movable role piece 33a. The second performance drive device 330b has a second movable role piece 33b. The third performance drive device 330c has a third movable role piece 33c. The fourth performance drive device 330d has a fourth movable role piece 33d.
[0024] The first performance drive unit 330a, the second performance drive unit 330b, the third performance drive unit 330c, and the fourth performance drive unit 330d perform game performances through the operation of the first movable role unit 33a, the second movable role unit 33b, the third movable role unit 33c, and the fourth movable role unit 33d under the control of the lamp / drive control unit 150 in the performance control board 120.
[0025] The first movable device 33a, the second movable device 33b, the third movable device 33c, and the fourth movable device 33d are located in a position where part or all of the devices are hidden behind the periphery of the play area 6 (hereinafter, this position will be referred to as the initial position), and by moving from the initial position toward the play area 6 and exposing the devices, they notify the development of the performance, confirmation of a jackpot, etc.
[0026] More specifically, as shown in FIG. 5, when the effect during the variable symbol display develops into an effect with a higher reliability of a big win, the third movable accessory 33c falls toward the gaming area 6.
[0027] As shown in Figure 6, when the effect during the pattern change display is to encourage or notify the player that the effect will develop into an effect with a higher probability of a jackpot, the third movable device 33c falls toward the gaming area 6, and the fourth movable device 33d moves to a position where approximately half of the width of the fourth movable device 33d is exposed inside the decorative member 7, and then returns to its initial position, repeating this encouraging action multiple times.
[0028] As shown in Figure 7, when a jackpot is confirmed during the performance of the changing pattern display, the third movable part 33c falls toward the playing area 6, the fourth movable part 33d moves to a position where the inner edges of the left and right fourth movable parts 33d are connected in an egg shape in the center of the playing area 6, and the first movable part 33a falls to a position inside the inner edges of the left and right fourth movable parts 33d.
[0029] As shown in FIG. 1 , a first performance lighting device 340a is provided at the center of the first movable role piece 33a of the gaming machine 1. The first performance lighting device 340a has a first lamp 34a. A second performance lighting device 340b is provided at the center of the top of the glass door 50. The second performance lighting device 340b has a second lamp 34b. A third performance lighting device 340c is provided at the center of the third movable role piece 33c. The third performance lighting device 340c has a third lamp 34c. A fourth performance lighting device 340d is provided slightly inside the left and right corners of the top of the glass door 50. The fourth performance lighting device 340d has a fourth lamp 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] The first performance lighting device 340a, the second performance lighting device 340b, the third performance lighting device 340c, and the fourth performance lighting device 340d perform game performances by emitting light from the first lamp 34a, the second lamp 34b, the third lamp 34c, and the fourth lamp 34d under the control of the lamp / drive control unit 150 in the performance control board 120.
[0031] Sound output devices 32 (speakers) are provided on the left and right of the second effect lighting device 340b at the top of the gaming machine 1. The sound output devices 32 perform game effects using sound effects under the control of the general control unit 141 in the effect control board 120.
[0032] A plurality of general winning openings 12 are provided below the left area 6L in the gaming area 6. The general winning openings 12 are provided with general winning opening detection switches 12a that detect the passage of gaming balls through the general winning openings 12. When the general winning opening detection switch 12a detects the passage of gaming balls, a predetermined number of prize balls (for example, 10) are paid out.
[0033] A first large prize opening 16 is provided below the right area 6R of the game area 6. The first large prize opening 16 has a horizontally long rectangular shape. The first large prize opening 16 is provided with a first large prize opening detection switch 16a that detects the entry of game balls into the first large prize opening 16. When the first large prize opening detection switch 16a detects the entry of game balls, a predetermined number of game balls (for example, 15) are paid out.
[0034] The first large prize opening 16 is provided with a first large prize opening door 16b and a first large prize opening solenoid 16c that switches the first large prize opening door 16b between open and closed states. The first large prize opening door 16b is a rectangular plate with approximately the same dimensions as the first large prize opening 16. The lower edge of the first large prize opening door 16b is pivotally attached to the lower edge of the first large prize opening 16 so that it can swing freely. When the first large prize opening solenoid 16c is turned off, the first large prize opening door 16b stands approximately flush with the surface of the game board in the gaming area 6, entering a closed state that blocks the first large prize opening 16. When the first large prize opening solenoid 16c is turned on, the first large prize opening door 16b enters an open state, tilting forward with the lower edge of the first large prize opening 16 as a fulcrum.
[0035] While first large prize opening door 16b is in the closed state, game balls falling from above first large prize opening 16 pass directly in front of first large prize opening 16. For this reason, game balls will not enter first large prize opening 16 while first large prize opening door 16b is in the closed state. On the other hand, while first large prize opening door 16b is in the open state, most of the game balls falling from above first large prize opening 16 hit the upward-facing tray surface of first large prize opening door 16b and enter first large prize opening 16, which is detected by the first large prize opening detection switch. When the first large prize opening detection switch detects the entry of game balls, a predetermined number of game balls (for example, 15) are paid out.
[0036] A second large prize opening 17 is provided in the lower center of the game area 6. The second large prize opening 17 is provided with a second large prize opening door 17b and a second large prize opening opening solenoid 17c that switches the second large prize opening door 17b between open and closed states. The second large prize opening door 17b is a rectangular plate with approximately the same dimensions as the second large prize opening 17. The lower edge of the second large prize opening door 17b is pivotally attached to the lower edge of the second large prize opening 17 so that it can swing freely. When the second large prize opening opening solenoid 17c is turned off, the second large prize opening door 17b stands up approximately flush with the surface of the game board in the game area 6, entering a closed state that blocks the second large prize opening 17. When the second large prize opening opening / closing solenoid 17c is turned on, the second large prize opening opening / closing door 17b is tilted forward with the lower edge of the second large prize opening 17 as a fulcrum and becomes an open state.
[0037] While second large prize opening opening / closing door 17b is in the closed state, game balls falling from the diagonally upper right and diagonally upper left of second large prize opening 17 pass directly in front of second large prize opening 17. For this reason, while second large prize opening opening / closing door 17b is in the closed state, game balls will not enter second large prize opening 17. On the other hand, while second large prize opening opening / closing door 17b is in the open state, most of the game balls falling from above second large prize opening 17 hit the upward-facing receptacle surface of second large prize opening opening / closing door 17b and are guided into the interior of second large prize opening 17.
[0038] As shown in Fig. 2, a specific area 19B (V winning opening) is provided inside the second large winning opening 19. A slide member 19c is provided in the specific area 19B. The slide member 19c serves as a sorting device that sorts game balls passing over the specific area 19B into balls that will enter the specific area 19B and balls that will not.
[0039] When the specific area opening / closing solenoid 18d (see FIG. 4) is turned off, the slide member 19c advances forward to close the specific area 19B, and when the specific area opening / closing solenoid 18d (see FIG. 4) is turned on, the slide member 19c retreats rearward to open the specific area 19B. While the specific area 19B is in the open state, a ball enters the specific area 19B, and this is detected by the specific area detection switch 18a. While the specific area 19B is in the closed state, a game ball passes over the specific area 19B and is discharged from the opening 19e.
[0040] Above the second large prize opening 17 in the lower center of the gaming area 6 are the first start opening 14 and the second start opening 15. The first start opening 14 and the second start opening 15 are lined up in the vertical direction. The first start opening 14 is provided with a first start opening detection switch 14a that detects the passage of a gaming ball through the first start opening 14. When the first start opening detection switch 14a detects the passage of a gaming ball, a predetermined number of prize balls (for example, three) are paid out.
[0041] The second start hole 15 is provided with a second start hole detection switch 15a that detects the passage of a gaming ball through the second start hole 15. When the second start hole detection switch 15a detects the passage of a gaming ball, a predetermined number of (for example, three) prize balls are paid out.
[0042] The second starting opening 15 is provided with a pair of movable pieces 15b and a starting opening opening solenoid 15c that switches the movable pieces 15b open and closed. The movable pieces 15b and the starting opening opening solenoid 15c serve as auxiliary game execution means. When the starting opening opening opening solenoid 15c is turned off, the pair of movable pieces 15b are each in an upright closed state. When the starting opening opening opening solenoid 15c is turned on, the pair of movable pieces 15b are in an open state tilted in an inverted V shape.
[0043] While the movable piece 15b is in the closed state, most of the game balls falling toward the second starting hole 15 from diagonally above the left and right of the second starting hole 15 hit the outer surface of the movable piece 15b and bounce off. Therefore, while the movable piece 15b is in the closed state, it is difficult for game balls to pass through the second starting hole 15. On the other hand, while the movable piece 15b is in the open state, most of the game balls falling toward the second starting hole 15 from diagonally above the left and right of the second starting hole 15 are guided by the inner surface of the movable piece 15b and reach the second starting hole 15. Therefore, while the movable piece 15b is in the open state, it is easy for game balls to pass through the second starting hole 15.
[0044] A normal symbol gate 13 is provided at a position slightly above the first large prize opening 16 in the right region 6R of the game region 6. The normal symbol gate 13 is provided with a gate detection switch 13a that detects the passage of a gaming ball through the normal symbol gate 13.
[0045] In Fig. 1, an outlet 11 is provided in the center of the bottom of the game area 6. A game ball that reaches the bottom of the game area 6 without entering any of the general prize opening 12, the first start opening 14, the second start opening 15, the first large prize opening 16, and the second large prize opening 17 is discharged through this outlet 11.
[0046] In the gaming machine 1, a jackpot lottery is executed when the start conditions for the first special symbol are met by a start winning entry in the first start slot 14, and when the start conditions for the second special symbol are met by a start winning entry in the second start slot 15. If the lottery result is a jackpot, the special symbol stops in a jackpot stop mode after a predetermined period of time of variable display. If the lottery result is a small win, the special symbol stops in a small win stop mode after a predetermined period of time of variable display. If the lottery result is a loss, the special symbol stops in a loss stop mode after a predetermined period of time of variable display. Also, a normal symbol lottery is executed when the start conditions for the normal symbol are met by the passage of a gaming ball through the normal symbol gate 13. If the lottery result is a win, the normal symbol stops in a win stop mode after a predetermined period of variable display, and the movable piece 15b is opened in a win release mode. If the lottery result is a loss, the normal symbol stops in a loss stop mode after a predetermined period of variable display.
[0047] The gaming machine 1 has a total of eight types of jackpots: five types of Type 1 jackpots and three types of Type 2 jackpots. When the special symbol stops on a jackpot symbol, a Type 1 jackpot game is executed as a special game. When the special symbol stops on a small jackpot symbol, a small jackpot game is executed, and when the gaming ball lands in the specific area 19B during the small jackpot game, a Type 2 jackpot game is executed as a special game. The eight types of jackpots are as follows:
[0048] A1. Type 1 10R A This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the activation condition for the first special symbol. In this jackpot special game, round games from round 1 to round 10 are played. In each round game, first major prize opening 16 is opened until the number of winning balls in first major prize opening 16 reaches a specified number (for example, 9 balls) or a specified time (for example, 29 seconds) has elapsed, and then first major prize opening 16 is closed for 2 seconds.
[0049] Here, the gaming state of the gaming machine 1 includes a normal state and a low base time-saving state in which play is performed by hitting the left side, and a high base time-saving state in which play is performed by hitting the right side. As shown in the gaming flow of Figure 8, if the first type 10R per A is achieved in the normal state, the gaming state after the special game will return to the normal state. If the first type 10R per A is achieved in the low base time-saving state, the gaming state after the special game will return to the low base time-saving state. The number of time-saving times (B) when the low base time-saving state is achieved after the special game of the first type 10R per A is achieved is 500.
[0050] In the normal state, the normal symbol variation time is 60 seconds, and the opening time of the movable piece 15b per winning normal symbol lottery is 0.1 seconds.
[0051] In the low base time-saving state, the normal symbol variation time is 59 seconds, and the opening time of the movable piece 15b per winning normal symbol lottery is 0.11 seconds.
[0052] In the high base time-saving state, the normal symbol variation time is 5 seconds, and the opening time of the movable piece 15b per winning normal symbol lottery is 6 seconds.
[0053] Here, the difference between the normal symbol change time in the low base time-saving state and the normal symbol change time in the normal state is only one second, and the advantage in auxiliary play in the low base time-saving state is roughly the same as the advantage in auxiliary play in the normal state. The normal symbol change time in the high base time-saving state is more than 50 seconds shorter than the normal symbol change time in the normal state and the low base time-saving state, and the advantage in auxiliary play in the high base time-saving state is higher than the advantage in auxiliary play in the normal state and the low base time-saving state. In this sense, if the normal state is the first normal state, the low base time-saving state can be said to be the second normal state, which has a higher advantage in auxiliary play than the first normal state, and the high base time-saving state can be said to be the time-saving state, which has an even higher advantage in auxiliary play than the second normal state.
[0054] B1. Type 1 2R B This jackpot is one of the winnings that can be selected in a jackpot lottery triggered by the establishment of the triggering conditions for the first special symbol. In this jackpot special game, round games from the first round to the second round are played. In each round game, the first major prize opening 16 is opened until the number of winning balls in the first major prize opening 16 reaches a predetermined number or a predetermined time has elapsed, and then closed for two seconds.
[0055] As shown in the game flow in Figure 8, if the first type 2R win is B in the normal state, the game state after the special game will return to the normal state. If the first type 2R win is B in the low base time-saving state, the game state after the special game will return to the normal state.
[0056] C1. 1st Class 2R C This jackpot is one of the winnings that can be selected in a jackpot lottery triggered by the establishment of the triggering conditions for the first special symbol. In this jackpot special game, round games from the first round to the second round are played. In each round game, the first major prize opening 16 is opened until the number of winning balls in the first major prize opening 16 reaches a predetermined number or a predetermined time has elapsed, and then closed for two seconds.
[0057] As shown in the game flow in Figure 8, if the game reaches C per Type 1 2R in the normal state, the game state after the special game will be in a high base time-saving state. The number of time-saving times (J) when the game reaches the high base time-saving state after the special game of C per Type 1 2R is 100 times. If the game reaches C per Type 1 2R in the low base time-saving state, the game state after the special game will again be in a low base time-saving state. The number of time-saving times (B) when the game reaches the low base time-saving state after the special game of C per Type 1 2R is 700 times.
[0058] F1. 1st Class 10R F This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the triggering conditions for the second special symbol. In this jackpot special game, rounds 1 to 10 are played. In each round, the first major prize opening 16 is opened until the number of winning balls in the first major prize opening 16 reaches a predetermined number or a predetermined time has elapsed, and then closed for two seconds.
[0059] As shown in the game flow in Figure 8, if the first type 10R per F is played in the high base time-saving state, the game state after the special game will return to the high base time-saving state. The number of time-saving times (J) when the high base time-saving state is reached after the first type 10R per F special game is played is 100 times.
[0060] G1.G per 2R of the first class This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the triggering conditions for the second special symbol. In this jackpot special game, round games from the first round to the second round are played. In each round game, the first major prize opening 16 is opened until the number of winning balls in the first major prize opening 16 reaches a predetermined number or a predetermined time has elapsed, and then the first major prize opening 16 is closed for two seconds.
[0061] As shown in the game flow in Figure 8, if the first type 2R per G is played in the high base time-saving state, the game state after the special game will return to the high base time-saving state. The number of time-saving times (J) when the high base time-saving state is reached after the first type 2R per G special game is reached is 100.
[0062] H1. Type 2 actual 9R per H This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the activation conditions for the second special symbol. In this jackpot special game, after the small jackpot game, which is essentially the first round, and winning in the specific area 19B, round games from round 2 to round 10 are played. In each round game, first large prize opening 16 is opened until the number of winning balls in first large prize opening 16 reaches a specified number or a specified time has elapsed, and then first large prize opening 16 is closed for two seconds.
[0063] As shown in the game flow in Figure 8, if the second type actual 9R per H is reached in the high base time-saving state, the game state after the special game will return to the high base time-saving state. The number of time-saving times (J) when the high base time-saving state is reached after the special game of the second type actual 9R per H is reached is 100 times.
[0064] I1. Type 2 Actual 2R per I This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the activation conditions for the second special symbol. In this jackpot special game, after the small jackpot game, which is essentially the first round, and winning in the specific area 19B, round games (rounds 2 and 3) are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a predetermined number or a predetermined time has elapsed, and then the first large prize opening 16 is closed for two seconds.
[0065] As shown in the game flow in Figure 8, if the second type of actual 2R per 1 is reached in the high base time-saving state, the game state after the special game will return to the high base time-saving state. The number of time-saving times (J) when the high base time-saving state is reached after the second type of actual 2R per 1 special game is reached is 100.
[0066] J1. Type 2 actual 9R per J This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the activation conditions for the second special symbol. In this jackpot special game, after the small jackpot game, which is essentially the first round, and winning in the specific area 19B, round games from round 2 to round 10 are played. In each round game, first large prize opening 16 is opened until the number of winning balls in first large prize opening 16 reaches a specified number or a specified time has elapsed, and then first large prize opening 16 is closed for two seconds.
[0067] As shown in the game flow of Fig. 8, when a second-type effective 9R win is J in the high base time-saving state, the game state after the special game returns to the normal state. That is, in the gaming machine 1 of this embodiment, during the high base time-saving state, if a first-type 10R win is F, a first-type 10R win is G, a second-type effective 9R win is H, or a second-type effective 2R win is I, the most advantageous high base time-saving state continues, but if a second-type effective 9R win is J, the state returns to the normal state.
[0068] The gaming machine 1 has four types of special misses. The special misses are misses that can only be selected in the jackpot lottery triggered by the establishment of the triggering conditions for the first special symbol. The four types of special misses are as follows:
[0069] a1. High base time-saving operation special miss a As shown in the game flow of Figure 8, if this special miss a occurs in the normal state, the high base time-saving state will be entered. The number of time-saving times (J) when the high base time-saving state is entered after the special miss a is entered is 100 times.
[0070] b1. Low base time-saving special miss b As shown in the game flow of Figure 8, if this special miss b occurs in the normal state, the game enters a low base time-saving state. The number of time-saving times (B) when the game enters a low base time-saving state after the special miss b is 700 times.
[0071] c1. Low base time-saving special miss c As shown in the game flow of Figure 8, if this special miss c occurs in the normal state, the game enters a low base time-saving state. The number of time-saving times (B) when the game enters a low base time-saving state after this special miss c is 500 times.
[0072] d1. Low base time-saving special miss d As shown in the game flow of Figure 8, if this special miss d occurs in the normal state, the game enters a low base time-saving state. The number of time-saving times (B) when the game enters a low base time-saving state after this special miss d is 300 times.
[0073] Any miss other than the four types of special misses mentioned above is a normal miss. Stopping on a normal miss symbol does not itself trigger a change in the game state. However, as shown in the game flow in Figure 8, if the variable display that stops on a normal miss symbol continues for 900 times while the game state is not in the high base time-saving state, the game state will change to the high base time-saving state after the 900th symbol stops. The number of time-saving times (J) when the high base time-saving state is reached after 900 normal misses is 100.
[0074] As mentioned above, the low base time-saving state has a higher advantage in terms of auxiliary games than the normal state. However, as shown in the game flow of FIG. 8, in the low base time-saving state, no matter what special symbol stops, the high base time-saving state does not occur. In contrast, in the normal state, if the special symbol stops on the symbol C for a first-type 2R win, the high base time-saving state occurs after the special game ends. If the special symbol stops on the symbol A for a high base time-saving activation special miss, the high base time-saving state occurs immediately. Therefore, in terms of the ease of entering the high base time-saving state, the normal state is more advantageous than the low base time-saving state. Therefore, in this embodiment, the player hopes to remain in the normal state and have more opportunities to advance to the high base time-saving state by winning the symbol C for a first-type 2R win or the symbol A for a high base time-saving activation special miss. Also, during the low base time-saving state, the player hopes to get the B symbol per Type 1 2R as soon as possible, or to consume the fluctuation in the number of low base time-saving times (B) and move on to the normal state.
[0075] In FIG. 1, an image display device 31 is fitted between the decorative member 7 and the first starting hole 14 in the game area 6. The image display device 31 performs game effects using effect images under the control of the general control unit 141 in the effect control board 120. More specifically, the image display device 31 performs a pattern change effect as an effect in accordance with the pattern change display of the special pattern. As shown in FIG. 9(a), in the pattern change effect, a left pattern 36L, a center pattern 36C, a right pattern 36R, and a fourth pattern 36Z (hereinafter, these patterns 36L, 36C, 36R, and 36Z will be referred to as "decorative patterns 36" as appropriate) are displayed. The left pattern 36L, the middle pattern 36C, the right pattern 36R, and the fourth pattern 36Z change in synchronization with the first special pattern display device 20 and the second special pattern display device 21, thereby announcing the same jackpot determination result as that indicated by the special patterns of the first special pattern display device 20 and the second special pattern display device 21.
[0076] 9(a), when the left symbol 36L, the center symbol 36C, the right symbol 36R, and the fourth symbol 36Z stop in a winning state to play a special game, the gaming machine 1 performs a special game effect in accordance with the special game. The special game effect includes an opening effect related to the opening of the special game, a round game effect related to the round game, and an ending effect related to the ending of the special game.
[0077] As shown in Figure 9(b), an image 37(0) of the variation is displayed at the bottom center of the image display device 31. When a variation of the first special symbol is pending, up to four images of the first special symbol are displayed to the left of the image 37(0) of the variation: an image 371(1) of the first reservation (the reservation that is first in the variation order), an image 371(2) of the second reservation (the reservation that is second in the variation order), an image 371(3) of the third reservation (the reservation that is third in the variation order), and an image 371(4) of the fourth reservation (the reservation that is fourth in the variation order).
[0078] When the number of reserved symbols displayed on the first special symbol reserved indicator 23 increases, an image 371(1), 371(2), 371(3), or 371(4) corresponding to the increased reserved symbol number appears.
[0079] While the image 371(1), 371(2), 371(3), or 371(4) corresponding to the reserved display number of the first special pattern reserved indicator 23 is being displayed, each time a single variation of the special pattern is completed, the image 37(0) of that variation disappears, the image 371(1) of the first reserved pattern moves to the position of the variation image 37(0) of that variation, and the images 371(2), 371(3), or 371(4) of the second reserved pattern and thereafter move to the positions adjacent to their respective right.
[0080] In the following explanation, images 37(0), 371(1), 371(2), 371(3), and 371(4) will be referred to as "hold display images" as appropriate.
[0081] As shown in FIG. 10, the gaming machine 1 of this embodiment has three modes: evening mode, day mode, and night mode. The evening mode is the mode when in a normal state. The day mode is the mode when in a low base time-saving state. The night mode is the mode when in a high base time-saving state. During the evening mode, a background image showing an evening scene is displayed during normal fluctuation. During the day mode, a background image showing a daytime scene is displayed during normal fluctuation. During the night mode, a background image showing a night scene is displayed during normal fluctuation.
[0082] As shown in Figure 11, in the day mode, evening mode, and night mode, the gaming machine 1 displays a normal variable image in which the left pattern 36L, center pattern 36C, and right pattern 36R are displayed in a circular sequence separately on top of a background image corresponding to the current mode at the beginning of the performance that corresponds to the variable pattern display.
[0083] As shown in Figure 12, in the effects that correspond to the symbol variation display in the day mode, evening mode, and night mode, there are cases where an effect that progresses from a normal variation effect to a normal reach effect is executed. The reliability of a jackpot when progressing from a normal variation effect to a normal reach effect is higher than when not progressing to a normal reach effect.
[0084] When progressing from a normal variable presentation to a normal reach presentation, one of the left pattern 36L and the right pattern 36R (left pattern 36L in the example of Figure 12) temporarily stops, and after the two patterns other than the temporarily stopped one are displayed in a circle for a while, the other of the left pattern 36L and the right pattern 36R (right pattern 36R in the example of Figure 12) temporarily stops at the same type of pattern as the one that stopped previously.
[0085] As shown in Figures 13 and 14, a roulette effect may be executed in the effects corresponding to the symbol variation display in the daytime mode and evening mode. In the nighttime mode, the roulette effect is not executed. The roulette effect is an effect that suggests which of multiple development options will develop depending on the result of the roulette.
[0086] The roulette numbers that come up are "Day", "Evening", and "Loss". A "Day" number suggests that the game will be in daytime mode. A "Evening" number suggests that the game will be in evening mode. A "Loss" number suggests that the game will stop on a symbol that normally does not come up.
[0087] As shown in Figure 13(a), in the roulette presentation in the evening mode, if the roulette result is "Evening," the left symbol 36L, the center symbol 36C, and the right symbol 36R are confirmed as "212," and the words "Evening mode continues" appear. After that, while the background image of the evening mode remains the same, the left symbol 36L, the center symbol 36C, and the right symbol 36R begin their next change.
[0088] As shown in Figure 13(b), in the roulette presentation in the evening mode, if the roulette result is "daytime," the left symbol 36L, the center symbol 36C, and the right symbol 36R are confirmed as "232," and the words "Entering daytime mode" appear. After that, the background image changes to that of the daytime mode, and the left symbol 36L, the center symbol 36C, and the right symbol 36R begin their next fluctuations.
[0089] As shown in Fig. 13(c), in the roulette presentation in the evening mode, if the roulette result is a "miss," the left symbol 36L, the middle symbol 36C, and the right symbol 36R are determined to be a miss combination other than "212" and "213" ("272" in the example of Fig. 13(c)). After that, while maintaining the background image of the evening mode, the left symbol 36L, the middle symbol 36C, and the right symbol 36R begin the next variation.
[0090] As shown in Figure 14(a), in the roulette effect during daytime mode, if the roulette result is "daytime," the left symbol 36L, the center symbol 36C, and the right symbol 36R are confirmed as "232," and the words "daytime mode continues" appear. After that, while the background image of daytime mode remains the same, the left symbol 36L, the center symbol 36C, and the right symbol 36R begin their next change.
[0091] As shown in Figure 14(b), in the roulette performance in daytime mode, if the roulette result is "Evening," the left symbol 36L, the middle symbol 36C, and the right symbol 36R are confirmed as "212," and the words "Entering Evening Mode" appear. After that, while maintaining the background image of the Evening Mode, the left symbol 36L, the middle symbol 36C, and the right symbol 36R begin their next change.
[0092] As shown in Fig. 14(c), in the roulette presentation in the daytime mode, if the roulette result is a "miss," the left symbol 36L, the center symbol 36C, and the right symbol 36R are determined to be a miss combination other than "212" and "213" ("272" in the example of Fig. 14(c)). After that, while maintaining the background of the daytime mode, the left symbol 36L, the center symbol 36C, and the right symbol 36R begin the next variation.
[0093] As shown in Fig. 15, in the effects corresponding to the symbol variation display in the day mode, evening mode, and night mode, there are cases where the normal reach effect develops into the SP reach effect. In the SP reach effect, the image display device 31 displays an effect image of the SP reach effect. The reliability of a jackpot when the normal reach effect develops into the SP reach effect is higher than when the SP reach effect does not progress.
[0094] When the normal reach effect changes to the SP reach effect, the middle symbol 36C slows down and appears to stop, then spins at high speed, and the left symbol 36L and the right symbol 36R move away from the left and right corners of the screen. At the same time, the image changes to the SP reach animation.
[0095] As shown in FIG. 16, when a pre-reading hold display change effect is executed in which the change corresponding to the hold (in the example of FIG. 16(a) and FIG. 16(b)), which is the third hold of the first special symbol, is the final change, the timing t immediately after the start of each change from the start winning to the final change HH (In the examples of FIGS. 16(a) and 16(b), the timing t HH (2) The timing t immediately after the start of the fluctuation before the final fluctuationHH (1) The timing t immediately after the start of the final fluctuation HH In (0), the display mode of the reserved display image corresponding to the final change changes to either blue, green, or red. In the pre-read reserved display change performance, the reliability of the jackpot increases in the order of blue < green < red.
[0096] 3, the back surface of the gaming machine 1 is provided with a main control board 10, a performance control board 120, a payout control board 130, a power supply board 170, a game information output terminal board 30, a power plug 171, a power switch (not shown), a RAM clear switch (not shown), etc. When a startup operation is performed on the gaming machine 1, power is supplied from the power supply board 170 to the main control board 10, the performance control board 120, and the payout control board 130, and these boards start up.
[0097] 4, the main control board 10 controls the basic operations of the gaming machine 1. The main control board 10 includes a one-chip microcomputer 110m, an input port (not shown), and an output port (not shown). The one-chip microcomputer 110m of the main control board 10 includes a main CPU 110a, a main ROM 110b, and a main RAM 110c.
[0098] The input port of the main control board 10 is connected to the payout control board 130, general prize opening detection switch 12a, gate detection switch 13a, first start opening detection switch 14a, second start opening detection switch 15a, first large prize opening detection switch 16a, specific area detection switch 18a, and door opening switch 19a.
[0099] The output ports of the main control board 10 are connected to the payout control board 130, the start opening / closing solenoid 15c, the first large prize opening / closing solenoid 16c, the second large prize opening / closing solenoid 17c, the specific area opening / closing solenoid 18d, the first special symbol display device 20, the second special symbol display device 21, the normal symbol display device 22, the first special symbol reserved indicator 23, the normal symbol reserved indicator 25, and the game information output terminal board 30. The game information output terminal board 30 is used to output external output signals generated by the main control board 10 to a hall computer or the like of an amusement parlor. The game information output terminal board 30 is provided with a connector for connecting to a hall computer or the like of an amusement parlor.
[0100] The main CPU 110a of the main control board 10 reads out a program stored in the main ROM 110b and performs arithmetic processing based on input signals from the detection switches and timers. The main CPU 110a also directly controls the display devices 20-22 and the displays 23-25, and sends commands to other boards according to the results of the arithmetic processing. When a startup operation is performed, the main CPU 110a executes an initialization process, and after completing the initialization process and becoming ready to play, it updates various random number values within their respective random number ranges, including a jackpot random number value (random number value in the range of 0 to 59999), a special symbol random number value (random number value in the range of 0 to 99), a reach determination random number value (random number value in the range of 0 to 99), a special symbol variation random number value (random number value in the range of 0 to 65535), etc., to control the variation of special symbols, the variation of normal symbols, and the progress of games such as special games.
[0101] The main ROM 110b of the main control board 10 stores data such as a game control program. The main ROM 110b stores various tables such as a big win determination table for the special symbol display devices 20 and 21, a win determination table for the normal symbol display device 22, a symbol determination table, a variable pattern determination table, a preliminary determination table, a special game control table, a big prize opening / closing control table, a setting table at the end of a special game, a setting table at the time when a special losing symbol stops, an auxiliary game control table, and a movable piece opening control table. Details of these tables will be described later.
[0102] The main RAM 110c of the main control board 10 functions as a data work area during the calculation processing of the main CPU 110a. The main RAM 110c is provided with various storage areas such as a special symbol storage area, a special symbol special power processing data storage area, a stop symbol data storage area, a normal symbol reserved storage area, a normal symbol normal power processing data storage area, a normal symbol data storage area, a game status flag storage area, a specific area winning flag storage area, a game status buffer, a round count (R) counter, a large prize slot ball count (C) counter, a first special symbol reserved count (U1) counter, a normal symbol reserved count (G) counter, a low base time reduction count (B) counter, a high base time reduction count (J) counter, a fluctuation count (L) counter, an opening count (S) counter, a special power activation number (K) counter, a special symbol time counter, a special game timer counter, a normal symbol time counter, an auxiliary game timer counter, and a transmission data storage area for effects. Here, in the event of a power outage, the data in the used area of main RAM 110c is backed up by a backup power supply with a checksum added, and when power is restored, the data backed up by the backup power supply can be restored after undergoing a data check using the checksum.
[0103] The power supply board 170 supplies a power supply voltage to the gaming machine 1, and also supplies a power interruption detection signal indicating whether the power supply voltage has fallen below a predetermined value to the main control board 10 and the performance control board 120. The power supply board 170 has a backup power supply consisting of a capacitor. The power supply board 170 keeps the power interruption detection signal at a high level while the power supply voltage is above a predetermined value, and changes the power interruption detection signal to a low level when the power supply voltage falls below the predetermined value.
[0104] The performance control board 120 is a slave control board that controls performances based on the reception of performance commands from the main control board 10. The performance control board 120 is connected to the main control board 10 so that communication can be performed in one direction from the main control board 10 to the performance control board 120. The performance control board 120 is equipped with an integrated control unit 141, a display / audio control unit 140, a lamp / drive control unit 150, input ports and output ports for performance control, etc. The input port of the performance control board 120 is connected to a performance button detection switch 35a and key detection switches 39a, 39b, 39c, 39d, etc.
[0105] The performance control board 120 receives commands from the main control board 10 and controls the image display device 31, the audio output device 32, the performance drive devices 330a, 330b, 330c, and 330d, and the performance lighting devices 340a, 340b, 340c, and 340d based on the received commands. The performance control board 120 includes a performance control unit 120m, a display / audio control unit 140, and a lamp / drive control unit 150.
[0106] The performance control unit 120m includes a sub-CPU 120a, a sub-ROM 120b, a sub-RAM 120c, and an RTC 120d. The RTC 120d outputs a time signal indicating the current date and time to the sub-CPU 120a. The RTC 120d operates on the power supplied when power is supplied to the gaming machine 1, and operates on the power of a backup power supply mounted on the power supply board 170 when the power to the gaming machine 1 is turned off.
[0107] The sub-CPU 120a receives an operating clock from the crystal oscillator based on commands sent from the main control board 10 and input signals from the timer, reads out a program stored in the sub-ROM 120b, performs arithmetic processing using the sub-RAM 120c as a work area, and transmits commands generated in this processing to the overall control unit 141 and the lamp / drive control unit 150. When a startup operation is performed, the sub-CPU 120a performs an initialization process, and after the initialization process is completed and the device is ready to play, it controls the presentation according to the progress of the game.
[0108] The sub-ROM 120b of the performance control unit 120m stores data such as a performance control program. Various tables such as a variable performance pattern determination table, a normal background setting table, and a special background setting table are stored in the sub-ROM 120b. The sub-RAM 120c of the performance control unit 120m functions as a data work area during calculation processing by the sub-CPU 120a. The sub-RAM 120c is provided with various storage areas such as a performance information storage area, a performance symbol storage area, a symbol variable performance pattern storage area, a game status information storage area, a performance pattern storage area, a special background image setting flag storage area, a special background image standby setting flag storage area, and a special background change number (P) counter.
[0109] The display / audio control unit 140 receives commands from the performance control board 120 and controls the image display device 31 and the audio output device 32 based on the received commands. The display / audio control unit 140 includes an integrated control unit 141, a CGROM 146, an audio processor 144, an audio ROM 148, an input / output port, etc. The image display device 31 and the audio output device 32 are connected to the input / output port of the display / audio control unit 140.
[0110] The overall control unit 141 includes an overall CPU 141a, an overall ROM 141c, and an overall RAM 141b. The overall CPU 141a receives an operating clock from a crystal oscillator, reads out a program stored in the overall ROM 141c, performs arithmetic processing using the overall RAM 141b as a work area, and controls the VDP 145 and the audio processor 144 based on the processing.
[0111] The general ROM 141c stores an image / audio control program for image display and audio control, a display list generation program for generating a display list consisting of a group of drawing control commands, animation patterns for displaying animations of performance patterns, animation scene information, and a sound list generation program for generating a sound list consisting of a group of sound control commands.
[0112] The VDP 145 is connected to the CGROM 146. The CGROM 146 stores compressed image data and uncompressed palette data. The image data is material data that compiles pixel information for a predetermined range of pixels (e.g., 32 x 32 pixels) in images (e.g., individual images such as effect pattern images, background images that form the background of the effect pattern, character images, and dialogue images) to be displayed as sprites or movie frames on the image display device 31. The pixel information of the image data is composed of color number information that specifies a color number for each pixel and an α value that indicates the transparency of the image. The palette data is data that associates color number information that specifies a color number with display color information that indicates the actual display color of the pixel.
[0113] The VDP 145 includes a VRAM 147. The VRAM 147 includes a display list storage area, a development storage area, a first frame buffer area, a second frame buffer area, etc. The display list storage area is an area for temporarily storing a display list output from the overall control unit 141 (overall CPU 141a). The development storage area is an area for temporarily storing image data obtained by expanding compressed image data in the CGMOM.
[0114] The first and second frame buffer areas are used for drawing and displaying images. The first and second frame buffer areas are switched alternately between drawing and displaying each time drawing starts.
[0115] The VDP 145 stores the display list sent from the overall control unit 141 in the display list storage area of the VRAM 147, reads out the image data indicated by the display list in the CGROM 146, draws one frame's worth of drawing data in the drawing frame buffer of the VRAM 147 based on this image data, and outputs one frame's worth of drawing data in the display frame buffer of the VRAM 147 as a video signal (RGB signal, etc.) to the image display device 31.
[0116] An operating clock is supplied to the VDP 145 from a crystal oscillator, and by dividing the operating clock, synchronization signals (horizontal synchronization signal and vertical synchronization signal) for synchronizing with the image display device 31 are generated and output to the image display device 31. In this embodiment, the frame rate of the image control unit 155 is 30 fps (1 / 30 second = approximately 33 ms) so that drawing (image display) is performed 30 times per second, but it may also be 60 fps (1 / 60 second = approximately 16.6 ms) so that drawing (image display) is performed 60 times per second.
[0117] The audio processor 144 is connected to an audio ROM 148. The audio ROM 148 stores compressed audio data. The audio processor 144 reads out from the audio ROM 148 the audio data indicated by the sound list transmitted from the integrated control unit 141, decodes this audio data, performs acoustic processing on the signal obtained by the decoding, and outputs the processed signal to the audio output device 32 as a sound signal for the effect sound.
[0118] The lamp / drive control unit 150 receives commands from the performance control board 120 and controls the performance lighting devices 340a, 340b, 340c, and 340d and the performance driving devices 330a, 330b, 330c, and 330d based on the received commands. The lamp / drive control unit 150 includes a lamp CPU 150a, a lamp RAM 150b, a lamp ROM 150c, and input / output ports. The performance lighting devices 340a, 340b, 340c, and 340d and the performance driving devices 330a, 330b, 330c, and 330d are connected to the input / output ports of the lamp / drive control unit 150.
[0119] The lamp CPU 150a receives an operating clock from a crystal oscillator, reads out the program stored in the lamp ROM 150c, performs calculations using the lamp RAM 150b as a work area, and controls the performance lighting devices 340a, 340b, 340c, and 340d and the performance driving devices 330a, 330b, 330c, and 330d based on this processing.
[0120] The lamp ROM 150c stores a lamp drive control program for lighting the lamps and driving the props, a light emission mode determination program for determining and setting lamp light emission information for the performance lighting devices 340a, 340b, 340c, and 340d and causing the performance lighting devices 340a, 340b, 340c, and 340d to emit light in accordance with this setting, an operation mode determination program for determining and setting prop drive information for the performance drive devices 330a, 330b, 330c, and 330d and causing the performance drive devices 330a, 330b, 330c, and 330d to operate in accordance with this setting, a performance lamp control mode determination table, a performance prop control mode determination table, and the like.
[0121] The payout control board 130 controls the payout of game balls. The payout control board 130 is connected to the main control board 10 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 configures the serial communication port (S10-3). Next, the main CPU 110a configures the watchdog timer (S10-4). The watchdog timer monitors whether the one-chip microcomputer 110m of the main control board 110 is operating normally in accordance with the game control program. If an abnormality occurs in the game control program and the game control program is interrupted or stopped during execution, or if only a loop process is repeatedly executed after the program execution is interrupted so that no other game processes are executed, if the timer count unit of the watchdog timer counts up during the stopped state or the standby state due to the loop process, the one-chip microcomputer 110m of the main control board 110 is forcibly initialized.
[0129] Next, the main CPU 110a transmits a power-on command to the performance control board 120 (S10-5). After that, the main CPU 110a outputs a launch permission signal to the launch control board 160, thereby enabling the launch of game balls by the launch mechanism (the launch mechanism consisting of the touch sensor 3a, the launch volume 3b, the launch solenoid 4a, and the ball feed solenoid 4b) (S10-6).
[0130] Next, the main CPU 110a determines whether a RAM clear switch (not shown) on the rear of the gaming machine 1 has been pressed (S10-7). If the RAM clear switch is on (S10-7: Yes), the main CPU 110a proceeds to step S10-11. If the RAM clear switch is off (S10-7: No), the main CPU 110a proceeds to step S10-8.
[0131] In step S10-8, the main CPU 110a determines whether the power interruption occurrence information is normal. If the power interruption occurrence information is not normal (S10-8: No), the main CPU 110a proceeds to step S10-11. If the power interruption occurrence information is normal (S10-8: Yes), the main CPU 110a proceeds to step S10-15.
[0132] In step S10-9, the main CPU 110a calculates a checksum of the data in the used area of the main RAM 110c and proceeds to the next step S10-10. In step S10-10, the main CPU 110a determines whether the checksum is normal. More specifically, the main CPU 110a compares the checksum calculated in step S10-10 with the checksum calculated from the data in the used area of the main RAM 110c at that time during the power outage monitoring process (S20) at the time of the previous power outage and saved in the main RAM 110c. If the two match, the main CPU 110a determines that the checksum is normal (the backup is valid and data recovery is possible). If the two do not match, the main CPU 110a determines that the checksum is abnormal (the backup is invalid and data recovery is impossible). If the checksum is abnormal (S10-10: No), the main CPU 110a proceeds to step S10-11. If the checksum is normal (S10-10: Yes), the main CPU 110a proceeds to step S10-15.
[0133] In step S10-11, the main CPU 110a clears the usage area of the main RAM 110c. By clearing the usage area, predetermined data in the usage area (for example, flags in the game status flag storage area backed up at the time of the previous power outage) is initialized.
[0134] After executing step S10-11, the main CPU 110a sets the main RAM 110c when backup is not enabled (S10-12). Then, the main CPU 110a clears the watchdog timer (S10-13). Then, the main CPU 110a sends a RAM clear command to the performance control board 120 (S10-14). Then, the process proceeds to step S10-17.
[0135] In 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 status flag for the low base time-shortening state is set in the game status flag storage area of the main RAM 110c. If the game status flag for the low base time-shortening state is set (step S10-18: Yes), the main CPU 110a proceeds to step S10-19, and if the game status flag for the low base time-shortening state is not set (step S10-18: No), the main CPU 110a proceeds to step S10-24. In step S10-19, the main CPU 110a transmits a power restoration command corresponding to the low base time-shortening state to the performance control board 120, and ends the initialization process.
[0138] In step S10-24, the main CPU 110a transmits a power restoration command corresponding to the high base time-shortening state to the performance control board 120. After that, the main CPU 110a transmits a game state designation command corresponding to the game state after restoration to the performance control board 120 (S10-25), and ends the initialization process.
[0139] Fig. 20 is a flowchart showing the details of the power interruption monitoring process. In Fig. 20, the main CPU 110a of the main control board 110 sets interrupts to be prohibited (S20-1). Next, the main CPU 110a determines whether or not a power interruption has occurred to the gaming machine 1 (S20-2). Specifically, the main CPU 110a determines that a power interruption has occurred if a power interruption detection signal indicating that the power supply voltage has fallen below a predetermined value is input from the power supply unit (not shown) of the power supply board 170, and determines that a power interruption has not occurred if no power interruption detection signal is input.
[0140] In step S20-2, if the main CPU 110a determines that a power outage has not occurred (S20-2: Yes), the process proceeds to step S20-3. If the main CPU 110a determines that a power outage has occurred (S20-2: No), the process 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 executing step S220, the main CPU 110a performs a first start hole detection switch input process (S240). In the first start hole detection switch input process, the main CPU 110a determines whether a detection signal has been input from the first start hole detection switch 14a. If a detection signal has not been input from the first start hole detection switch 14a, the main CPU 110a proceeds directly to step S250. If a detection signal has been input from the first start hole detection switch 14a, the main CPU 110a performs a series of processes, such as updating the prize ball counter, determining whether the first special symbol reserved number (U1) is less than 4, updating the first special symbol reserved number (U1) if the first special symbol reserved number (U1) is less than 4, storing a random number value in the special symbol memory area, pre-determining whether a jackpot lottery will be held and setting a start prize winning designation command according to the result of the determination, and setting a special symbol reserved number designation command according to the first special symbol reserved number (U1). The details of the procedure for the first start hole detection switch input process will be described later.
[0159] After executing step S240, the main CPU 110a performs second start hole detection switch input processing (S250). In the second start hole detection switch input processing, the main CPU 110a determines whether or not a detection signal has been input from the second start hole detection switch 15a. If a detection signal has not been input from the second start hole detection switch 15a, the main CPU 110a proceeds directly to step S260. If a detection signal has been input from the second start hole detection switch 15a, the main CPU 110a performs a series of processes such as updating the prize ball counter and storing a random number value in the special symbol memory 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 updates the start port prize ball counter by adding a predetermined number (for example, 3) (S240-2). After that, the main CPU 110a determines whether the count value (U1) of the first special symbol reserved number (U1) counter that counts the first special symbol reserved number (U1) is less than 4 (S240-3).
[0164] If the count value (U1) of the first special symbol reserved number (U1) counter is not less than 4 (S240-3: No), the main CPU 110a ends the current first start hole detection switch input process. Also, if the count value (U1) of the first special symbol reserved number (U1) counter is less than 4 (S240-3: Yes), the main CPU 110a updates the count value (U1) by +1 (S240-4).
[0165] After executing step S240-4, the main CPU 110a acquires the jackpot random number value, and stores the acquired jackpot random number value in the storage location of the data, in the first to fourth storage locations of the first special symbol storage area of the special symbol storage area, in the storage location of the smallest numbered storage location where no data is stored (S240-5).
[0166] FIG. 24(a) is a diagram showing a special symbol storage area. As shown in FIG. 24(a), the special symbol storage area includes a 0th storage section corresponding to the corresponding variation, a 1st special symbol storage area corresponding to the 1st special symbol, and a 2nd special symbol storage area corresponding to the 2nd special symbol. The 1st special symbol storage area includes a 1st storage section corresponding to the 1st reserved symbol, a 2nd storage section corresponding to the 2nd reserved symbol, a 3rd storage section corresponding to the 3rd reserved symbol, and a 4th storage section corresponding to the 4th reserved symbol. The 2nd special symbol storage area includes only the 1st storage section. This is because the gaming machine 1 of this embodiment does not have a 2nd special symbol reserved. As shown in FIG. 24(b), each storage section in the special symbol storage area can store a set of jackpot random number values, special symbol random number values, reach determination random number values, and special symbol variation random number values.
[0167] After executing step S240-5, the main CPU 110a acquires the special symbol random number value, and stores the acquired special symbol random number value in the storage section of the data storage destination in the first special symbol storage area (S240-6).
[0168] After executing step S240-6, the main CPU 110a acquires a random number value for special pattern variation and a random number value for reach determination, and stores the acquired random number value for special pattern variation and random number value for reach determination in the memory unit that stores data in the first special pattern memory area (S240-7).
[0169] After step S240-7 is executed, the main CPU 110a performs a preliminary determination process (S240-8). In this preliminary determination process, the main CPU 110a refers to the preliminary determination table in the main ROM 110b, and determines the winning information of the jackpot lottery triggered by the establishment of the start condition for the first special symbol, based on the combination of the memory contents of the game status flag memory area at the time of execution of this step S240-8 (when the start condition is established) and the jackpot random number value, special symbol random number value, reach determination random number value, and special symbol variation random number value stored in the memory section of the first special symbol memory area in steps S240-5 to S240-7.
[0170] 25 is a diagram showing a pre-determination table for determining the result of a jackpot lottery in advance. The pre-determination table stores a set of a jackpot random number value, a special symbol random number value, a game state (normal state, low base time-saving state, or high base time-saving state), a reach determination random number value, a special symbol variation random number value, winning information, and a start winning designation command.
[0171] After executing step S240-8, the main CPU 110a generates a start winning designation command corresponding to the winning information determined in the preliminary determination process of step S240-8, and sets this start winning designation command in the transmission data storage area for performance (S240-9). After that, the main CPU 110a refers to the count value (U1) of the first special symbol reserved number (U1) counter, generates a special symbol reserved number designation command indicating the first special symbol reserved number (U1), and sets this special symbol reserved number designation command in the transmission data storage area for performance (S240-10).
[0172] The start winning designation command and the special symbol reservation number designation command set in the performance transmission data storage area are transmitted to the performance control unit 120m in the output control process (S700) of the timer interrupt process.
[0173] In the second start hole detection switch input process, only the processes corresponding to steps S240-1 to S240-2 and steps S240-5 to S240-7 in Fig. 23 are executed. In the second start hole detection switch input process, when a detection signal is input from the second start hole detection switch 15a, the jackpot random number value, the special symbol random number value, the special symbol variation random number value, and the reach determination random number value are obtained, and these random number values are stored in the first memory unit of the second special symbol memory area.
[0174] Fig. 26 is a flowchart showing the details of the specific area detection switch input process. In Fig. 26, if a detection signal is input from the specific area detection switch 18a (S260-1: Yes), the main CPU 110a proceeds to step S260-2. If a detection signal is not input from the specific area detection switch 18a (S260-1: No), the main CPU 110a ends this specific area detection switch input process.
[0175] In step S260-2, the main CPU 110a sets a specific area winning flag in the specific area winning flag storage area of the main RAM 110c. The specific area winning flag is a flag indicating that a win has 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 game status flag for the normal state 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, the main CPU 110a determines whether or not the result of the jackpot lottery triggered by the establishment of the current start condition is a jackpot (S311-1), as shown in Figure 29 (a flowchart showing the details of the jackpot determination process). Specifically, the main CPU 110a refers to the jackpot lottery determination table in the main ROM 110b, and determines the result of the lottery based on the jackpot random number value stored in the 0th memory section in step S310-6.
[0188] Figure 30(a) is a diagram showing a jackpot lottery determination table for a first special symbol display device. Figure 30(b) is a diagram showing a jackpot lottery determination table for a second special symbol display device. The jackpot lottery determination table stores pairs of jackpot random number values and jackpot lottery results (jackpot, special miss, or normal miss).
[0189] If the determination result in step S311-1 is a jackpot (S311-1: Yes), the main CPU 110a proceeds to step S311-2, and if the determination result in step S311-1 is not a jackpot (S311-1: No), the main CPU 110a proceeds to step S311-5.
[0190] In step S311-2, the main CPU 110a performs a jackpot symbol determination process. In this jackpot symbol determination process, the main CPU 110a refers to the jackpot symbol determination table in the main ROM 110b, and determines the stop symbol data of the variable stop symbol based on the special symbol random number value stored in the 0th memory unit in step S310-6, and stores the determined stop symbol data in the stop symbol data memory area in the main RAM 110c. Here, the stop symbol data indicates a two-digit number corresponding to the type of special symbol that will be displayed after being changed and stopped.
[0191] 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] 32(a) is a diagram showing a special losing symbol determination table. The special losing symbol determination table stores a set of special symbol random number values, special symbol types (special losing types), stopping symbol data, and symbol designation commands.
[0203] Next, the main CPU 110a generates a symbol designation command for a special losing combination corresponding to the stop symbol data determined in step S311-9, and sets this symbol designation command in the transmission data storage area for performance (S311-10).
[0204] In step S311-11, the main CPU 110a performs a normal losing symbol determination process. In this normal losing symbol determination process, the main CPU 110a refers to a normal losing symbol determination table in the main ROM 110b, determines the stopping symbol data of the variable stopping symbol based on the special symbol random number value in the 0th storage unit, and stores the determined stopping symbol data in the stopping symbol data storage area in the main RAM 110c.
[0205] 32(b) is a diagram showing a symbol determination table for normal losses. The symbol determination table for normal losses stores a set of special symbol random number values, special symbol types (types of normal losses), stop symbol data, and symbol designation commands.
[0206] Next, the main CPU 110a generates a symbol designation command for a normal loss corresponding to the stop symbol data determined in step S311-11, and sets this symbol designation command in the transmission data storage area for performance (S311-12).
[0207] Returning to the explanation of Fig. 28. After executing the jackpot determination process (S311), the main CPU 110a performs a variation pattern determination process (S312). In the variation pattern determination process, the main CPU 110a refers to the variation pattern determination table for special symbols in the main ROM 110b, and determines the variation pattern of the variation based on the lottery result of the jackpot lottery in step S311 (jackpot, special miss, or normal miss), the memory contents of the game flag memory area at the time of executing this step S312, the pending number (U1) after update in step S310-5, and the jackpot random number value, reach determination random number value, and special symbol variation random number value stored in the 0th memory section in step S310-6.
[0208] There are two types of special symbol variation pattern determination tables: one that is referenced when the first special symbol varies, and one that is referenced when the second special symbol varies. Figure 33 is a diagram showing the variation pattern determination table that is referenced when the first special symbol varies. Figure 34 is a diagram showing the variation pattern determination table that is referenced when the second special symbol varies.
[0209] The special symbol variation pattern determination table stores a set of the type of special symbol (type of jackpot), game status, number of reserved symbols, random number value for reach determination, random number value for special symbol variation, type of special symbol variation pattern, variation time, and variation start command.
[0210] In the special symbol variation pattern determination table, when the result of the jackpot lottery is a jackpot, a variation pattern with a long variation time is likely to be selected. Conversely, in the special symbol variation pattern determination table, when the result of the jackpot lottery is a loss, a variation pattern with a short variation time is likely to be selected.
[0211] For example, the options for the fluctuation pattern corresponding to the special pattern 01 (A per Type 1 10R) in the fluctuation pattern determination table for the first special pattern shown in Figure 33 include fluctuation patterns 12, 13, 14, and 15. The fluctuation time of fluctuation pattern 12 is T12 (for example, T12 = 20000 ms). The fluctuation time of fluctuation pattern 13 is T13 (T13 = 30000 ms). The fluctuation time of fluctuation pattern 14 is T14 (T14 = 40000 ms). The fluctuation time of fluctuation pattern 15 is T15 (T15 = 60000 ms). The magnitude relationship of the selection rates of fluctuation patterns 12, 13, 14, and 15 is fluctuation pattern 12 < fluctuation pattern 13 < fluctuation pattern 14 < fluctuation pattern 15.
[0212] The options for the fluctuation pattern corresponding to the special pattern 02 (B per Type 1 2R) in the fluctuation pattern determination table for the first special pattern shown in Figure 33 include fluctuation patterns 22, 23, 24, and 25. The fluctuation time of fluctuation pattern 22 is T12 (20,000 ms). The fluctuation time of fluctuation pattern 23 is T13 (30,000 ms). The fluctuation time of fluctuation pattern 24 is T14 (40,000 ms). The fluctuation time of fluctuation pattern 25 is T15 (60,000 ms). The magnitude relationship of the selection rates of fluctuation patterns 22, 23, 24, and 25 is fluctuation pattern 22 < fluctuation pattern 23 < fluctuation pattern 24 < fluctuation pattern 25.
[0213] The options for the fluctuation pattern corresponding to special pattern 03 (C per Type 1 2R) in the fluctuation pattern determination table for the first special pattern shown in Figure 33 include fluctuation patterns 32, 33, 34, and 35. The fluctuation time of fluctuation pattern 32 is T12 (20,000 ms). The fluctuation time of fluctuation pattern 33 is T13 (30,000 ms). The fluctuation time of fluctuation pattern 34 is T14 (40,000 ms). The fluctuation time of fluctuation pattern 35 is T15 (60,000 ms). The magnitude relationship of the selection rates of fluctuation patterns 32, 33, 34, and 35 is fluctuation pattern 32 < fluctuation pattern 33 < fluctuation pattern 34 < fluctuation pattern 35.
[0214] The options for the variation patterns corresponding to the special symbols 09, 0A, 0B, and 0C (special miss) in the variation pattern determination table for the first special symbol shown in Figure 33 include variation patterns 81, 82, 83, and 84. The variation time for the variation patterns 81, 82, 83, and 84 is T11 (18,000 ms).
[0215] In the variation pattern determination table for the first special symbol shown in Figure 33, the variation pattern options corresponding to the combination of special symbol 20 (normal miss), reserved number 0 to 2, and no reach (the random number value for reach determination is "0 to 69") include variation pattern 89. The variation time of variation pattern 89 is T9 (for example, T9 = 6000 ms).
[0216] In the variation pattern determination table for the first special symbol shown in Figure 33, the options for the variation pattern corresponding to the combination of special symbol 20 (normal miss), number of reserved symbols 0 to 2, and reach (the random number value for reach determination is "70 to 99") include variation patterns 90, 91, 92, 93, 94, and 95. The variation time of variation pattern 90 is T10 (for example, T10 = 10,000 ms). The variation time of variation pattern 91 is the same length as that of variation pattern 11, T11 (18,000 ms). The variation time of variation pattern 92 is the same length as that of variation pattern 12, T12 (20,000 ms). The variation time of variation pattern 93 is the same length as that of variation pattern 13, T13 (30,000 ms). The variation time of variation pattern 94 is the same length as that of variation pattern 14, T14 (40,000 ms). The fluctuation time of fluctuation pattern 95 is the same length T15 (60,000 ms) as that of fluctuation pattern 15. The magnitude relationship of the selection rates of fluctuation patterns 90, 91, 92, 93, 94, and 95 is fluctuation pattern 90 > fluctuation pattern 91 > fluctuation pattern 92 > fluctuation pattern 93 > fluctuation pattern 94 > fluctuation pattern 95.
[0217] Here, comparing the special symbol variation pattern determination tables of Figures 33 and 34 with the previously shown preliminary determination table (Figure 25), the preliminary determination table allows the corresponding data in the table to be searched for without referring to the reserved number (U1) of first special symbol variations. In contrast, the variation pattern determination table allows the corresponding data in the table to be searched for if the result of the jackpot lottery is a miss unless the reserved number (U1) of first special symbol variations is referenced. For this reason, the preliminary determination table can determine the type of development effect after the reach effect, but cannot distinguish between "normal variation" and "shortened variation."
[0218] In FIG. 28, the main CPU 110a generates a fluctuation start command corresponding to the fluctuation pattern determined in step S312, and sets this fluctuation start command in the transmission data storage area for performance (S313).
[0219] Next, the main CPU 110a determines the current game status based on the memory contents of the game status flag memory area, generates a game status designation command corresponding to the determined game status, and sets this game status designation command in the performance transmission data storage area (S314).
[0220] Next, the main CPU 110a performs processing to start the variable display of the special symbol (S315). Specifically, the main CPU 110a sets variable display data in a predetermined processing area for causing the first special symbol display device 20 or the second special symbol display device 21 to perform a variable display of the special symbol (flashing of the LED). When the variable display data is set in the predetermined processing area, data for turning on or off the LED is created in the above step S600, and the created data is output in the output control processing of step S700, thereby performing a variable display of the first special symbol display device 20 or the second special symbol display device 21.
[0221] Next, the main CPU 110a sets the variation time based on the variation pattern determined in the above step S312 in the special symbol time counter (S316). The special symbol time counter is decremented every 4 milliseconds in the above step S110.
[0222] Next, the main CPU 110a sets the special symbol special power processing data to 1 (S317), and ends the current special symbol memory determination process.
[0223] Here, if the special symbol special power processing data is set to 1, in the subsequent special symbol special power control processing, the processing shifts to the special symbol variation processing in step S302, and the special symbol variation processing is performed.
[0224] Fig. 35 is a flowchart showing the details of the special symbol variation process. In Fig. 35, the main CPU 110a determines whether the variation time of the special symbol has elapsed (S320-1). Specifically, the main CPU 110a refers to the special symbol time counter set in step S316, and determines that the variation time of the special symbol has elapsed if the special symbol time counter is 0, and determines that the variation time of the special symbol has not yet elapsed if the special symbol time counter is not 0. If the main CPU 110a determines that the variation time of the special symbol has elapsed (S320-1: Yes), it proceeds to step S320-2, and if it determines that the variation time of the special symbol has not elapsed (S320-1: No), it ends the current special symbol variation process and executes the next subroutine.
[0225] In step S320-2, the main CPU 110a performs processing to stop the variable display of the special symbol. Specifically, the main CPU 110a clears the variable display data set in step S315 above, and sets in a predetermined processing area stopped symbol data for stopping the special symbol set in step S311-2, S311-6, S311-9, or S311-11 on the first special symbol display device 20 or the second special symbol display device 21 (S320-2). As a result, the special symbol is stopped and displayed on the first special symbol display device 20 or the second special symbol display device 21.
[0226] Next, the main CPU 110a sets the symbol determination command in the performance transmission data storage area (S320-3).
[0227] Next, the main CPU 110a sets the symbol stop time (0.5 seconds=125 counter) in the special symbol time counter (S320-4). The special symbol time counter is decremented every 4 milliseconds in step S110.
[0228] Next, the main CPU 110a sets the special symbol special power processing data to 2 (S320-5), and ends this special symbol variation processing.
[0229] Here, if the special symbol special power processing data is set to 2, in the subsequent special symbol special power control processing, the processing shifts to the special symbol stop processing in step S302, and the special symbol stop processing is performed.
[0230] Fig. 36 is a flowchart showing the details of the special symbol stop processing. In Fig. 36, the main CPU 110a determines whether the stop time of the special symbol has elapsed (S330-1). Specifically, the main CPU 110a refers to the special symbol time counter set in step S320-4, and determines that the stop time of the special symbol has elapsed if the special symbol time counter is 0, and determines that the stop time of the special symbol has not yet elapsed if the special symbol time counter is not 0. If the main CPU 110a determines that the stop time of the special symbol has elapsed (S330-1: Yes), it proceeds to step S330-2, and if it determines that the stop time of the special symbol has not elapsed (S330-1: No), it proceeds to step S330-23.
[0231] In step S330-3, the main CPU 110a determines whether the stopped symbol data in the stopped symbol data storage area is for a jackpot. If the stopped symbol data in the stopped symbol data storage area is for a jackpot (S330-3: Yes), the process proceeds to step S330-4. If the stopped symbol data is not for a jackpot (S330-3: No), the process proceeds to step S330-11.
[0232] In step S330-4, the main CPU 110a sets a game status flag of the normal status in the game status flag storage area of the main RAM 110c.
[0233] In the next step S330-5, the main CPU 110a resets the low base time-saving count (B) counter and the high base time-saving count (J) counter in the main RAM 110c. In the next step S330-6, the main CPU 110a resets the fluctuation count (L) counter in the main RAM 110c.
[0234] In the next step S330-7, the main CPU 110a performs a first type jackpot game preparation process. In the first type jackpot game preparation process, the main CPU 110a refers to the first type jackpot special game control table in the main ROM 110b, and determines the first type jackpot special winning opening / closing control table to be referenced based on the stopped symbol data in the stopped symbol data storage area.
[0235] Figure 37(a) is a diagram showing a special game control table for a first type big win. Figure 38(a) is a diagram showing a big prize opening / closing control table for a first type big win.
[0236] The special game control table for Type 1 jackpots stores stop symbol data, opening time, opening designation command, table number of the special prize opening / closing control table for Type 1 jackpots, ending time, and a set of symbol designation command for each type of jackpot. Here, the table number of the special prize opening / closing control table for Type 1 10R win A and Type 1 10R win F is "01," and the table number of the special prize opening / closing control table for Type 1 2R win B, Type 1 2R win C, and Type 1 2R win G is "02." The special prize opening / closing control table for each table number stores data indicating the opening and closing times for each round and the type of special prize opening to be opened.
[0237] The main CPU 110a generates an opening designation command according to the type of big win, and sets this opening designation command in the area for storing transmission data for performance (S330-8).
[0238] Next, the main CPU 110a determines a start interval time according to the type of big win, sets this start interval time in the special symbol time counter (S330-9), and proceeds to step S330-10.
[0239] In step S330-10, the main CPU 110a sets the special picture special power processing data to 3. Thereafter, the process proceeds to step S330-23.
[0240] In step S330-11, the main CPU 110a determines whether the stop symbol data in the stop symbol data storage area is for a small win. If the stop symbol data in the stop symbol data storage area is for a small win (S330-11: Yes), the process proceeds to step S330-12. If the stop symbol data is not for a small win (S330-11: No), the process proceeds to step S330-16.
[0241] In step S330-12, the main CPU 110a performs a small win preparation process. In the small win preparation process, the main CPU 110a determines a small win big prize opening open / close control table in the main ROM 110b to be used as a reference.
[0242] 39 is a diagram showing the small prize opening / closing control table for the large prize opening for the small prize. The small prize opening / closing control table stores data indicating the opening and closing times of the 10 operations in one round, and the type of large prize opening to be opened.
[0243] The main CPU 110a generates an opening designation command for the small win based on the small win big prize opening opening control table determined in step S330-12, and sets this opening designation command in the performance transmission data storage area (S330-13).
[0244] The main CPU 110a determines the start interval time of the small win based on the small win big prize opening opening control table determined in step S330-12, sets this start interval time in the special symbol time counter (S330-14), and proceeds to step S330-15.
[0245] In the next step S330-15, the main CPU 110a sets the special picture special power processing data to 4. Thereafter, the process proceeds to step S330-23.
[0246] In step S330-16, the main CPU 110a determines whether the stop symbol data in the stop symbol data storage area is a special miss. If the stop symbol data in the stop symbol data storage area is a special miss (S330-16: Yes), the main CPU 110a proceeds to step S330-17, and if it is a normal miss (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 fluctuation count (L) counter in the main RAM 110c has reached the specified number of times, which is 900. If the fluctuation count (L) has reached the specified number of times (S330-17: Yes), the main CPU 110a proceeds to step S330-18, and if the fluctuation 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 change count (L) counter in the main RAM 110c.
[0249] In the next step S330-19, the main CPU 110a performs a game status setting process. In this game status setting process, the main CPU 110a refers to a setting table for when a special losing symbol stops in the main ROM 110b, and determines a game status when a special losing symbol stops based on the stopped symbol data and the memory contents of the game status flag memory area.
[0250] 40 is a diagram showing a setting table when a special losing symbol stops. The setting table when a special losing symbol stops stores a set of stopped symbol data, data indicating the game state before the special losing symbol stops, data indicating the game state when the special losing symbol stops, data indicating the low base time-saving number of times (B), and data indicating the high base time-saving number of times (J).
[0251] To explain in detail the game status setting process of step S330-19, when the stopped pattern data is "09", if the game status flag in the game status flag storage area is in the normal state, the main CPU 110a sets the high base time reduction state as the game status when the special losing pattern stops, and if it is in the low base time reduction state or the high base time reduction state, the game status before the special losing pattern stops is maintained even after the pattern stops.
[0252] When the stopped symbol data is "10," "11," or "12," if the game status flag in the game status flag storage area is in the normal state, the low base time reduction state is set as the game status when the special losing symbol stops, and if it is in the low base time reduction state or the high base time reduction state, the game status before the special losing symbol stops is maintained even after the symbol stops.
[0253] When the stop pattern data is "20", regardless of whether the game state flag in the game state flag storage area is in the normal state or the low base time reduction state, the high base time reduction state is set as the game state when the special losing pattern stops.
[0254] In the next step S330-20, the main CPU 110a performs a remaining number setting process. In the remaining number setting process, the main CPU 110a refers to a setting table for when a special losing symbol stops in the main ROM 110b, and determines the low base time reduction number (B) and the high base time reduction number (J) when a special losing symbol stops based on the stopped symbol data and the memory contents of the game status flag memory area, and sets the low base time reduction number (B) in the low base time reduction number (B) counter and sets the high base time reduction number (J) in the high base time reduction number (J) counter.
[0255] In the next step S330-21, the main CPU 110a generates a number designation command indicating the low base time reduction number of times (B) and the high base time reduction number of times (J), and sets this number designation command in the transmission data storage area for performance.
[0256] In the next step S330-22, the main CPU 110a sets the special picture special power processing data to 0. After that, the process proceeds to step S330-23.
[0257] In step S330-23, the main CPU 110a determines the current game status based on the memory contents of the game status flag memory area, generates a game status designation command corresponding to the determined game status, and sets this game status designation command in the performance transmission data storage area. After that, the special symbol stop process is terminated.
[0258] Here, if 3 is set in the special symbol special power processing data, in the subsequent special symbol special power control processing, processing shifts to jackpot game processing in step S302, and jackpot game processing is performed. If 4 is set in the special symbol special power processing data, in the subsequent special symbol special power control processing, processing shifts to small jackpot game processing in step S302, and small jackpot game processing is performed. If 0 is set in the special symbol special power processing data, in the subsequent special symbol special power control processing, processing shifts to special symbol memory determination processing in step S302, and special symbol memory determination processing is performed.
[0259] Fig. 41 is a flowchart showing the details of the jackpot game processing. In Fig. 41, the main CPU 110a determines whether or not the opening is currently in progress (S340-1). Specifically, the main CPU 110a refers to the count value (R) of the round number (R) counter, and determines that the opening is in progress if the round number (R) is 0, and determines that the opening is not in progress if the round number (R) is not 0. If the opening is in progress (S340-1: Yes), the main CPU 110a proceeds to step S340-2, and if the opening is not in progress (S340-1: No), the main CPU 110a proceeds to step S340-6.
[0260] In step S340-2, the main CPU 110a determines whether the start interval time has elapsed. Specifically, the main CPU 110a refers to the special symbol time counter set in step S330-9 of the special symbol stop 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 executing step S340-4, the main CPU 110a performs a round start command transmission determination process (S340-5). In the round start command transmission determination process, the main CPU 110a generates a round start command according to the count value (R) of the round number (R) counter, sets this round start command in the transmission data storage area for performance, and ends the current jackpot game process.
[0264] In step S340-6, the main CPU 110a determines whether the ending is currently in progress. If the ending is not in progress (S340-6: No), the main CPU 110a proceeds to step S340-7, and if the ending is in progress (S340-6: Yes), the main CPU 110a proceeds to step S340-18.
[0265] In step S340-7, the main CPU 110a determines whether the large prize opening is currently closed. Specifically, if energization data (energization data for energizing the first large prize opening opening / closing solenoid 16c or the second large prize opening opening / closing solenoid 17c) is not set in a predetermined area of the main RAM 110c, the main CPU 110a determines that the large prize opening is currently closed, and if energization data is set in a predetermined area of the main RAM 110c, the main CPU 110a determines that the large prize opening is not currently closed. If the large prize opening is currently closed (S340-7: Yes), the main CPU 110a proceeds to step S340-8, and if the large prize opening is not currently closed (S340-7: No), the main CPU 110a proceeds to step S340-9.
[0266] In step S340-8, the main CPU 110a determines whether the closing time has elapsed. Here, the closing time is set in 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 executing step S340-10, the main CPU 110a determines whether one round of game has ended (S340-11). Specifically, the main CPU 110a determines that one round of game has ended when the count value (C) of the counter for the number of balls entering the special prize opening (C) reaches a specified number (9 balls). Furthermore, the main CPU 110a determines that one round of game has not ended when the count value (C) of the counter for the number of balls entering the special prize opening (C) has not reached the specified number (9 balls). If the main CPU 110a determines that one round of game has ended (S340-11: Yes), it proceeds to step S340-12, and if it determines that one round of game has not ended (S340-11: No), it ends the current jackpot game processing.
[0270] In step S340-12, the main CPU 110a performs a round data initialization process, in which the main CPU 110a resets the number of rounds (R) counter.
[0271] After executing step S340-12, the main CPU 110a determines whether the count value (R) of the round number (R) counter has reached the maximum value (specifically, the number of the final round in the big win opening opening control table for big win) (S340-13).
[0272] If it is determined that the number of rounds (R) is not at its maximum value (S340-13: No), the main CPU 110a updates the count value (R) of the number of rounds (R) counter by +1 (S340-14), and ends the current jackpot game processing.
[0273] If it is determined that the number of rounds (R) has reached the maximum value (S340-13: Yes), the main CPU 110a resets the number of rounds (R) counter (S340-15).
[0274] After executing step S340-15, the main CPU 110a refers to the big win opening opening control table for big win, generates an ending designation command according to the type of big win, and sets this ending designation command in the performance transmission data storage area (S340-16).
[0275] After executing step S340-16, the main CPU 110a determines the end interval time according to the type of big win, and sets this end interval time in the special game timer counter (S340-17).
[0276] After executing step S340-17, or when it is determined in step S340-6 that the game is ending (S340-6: Yes), the main CPU 110a determines whether the end interval 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 end interval has elapsed if the special game timer counter is 0, and determines that the end interval has not yet elapsed if the special game timer counter is not 0. When the main CPU 110a determines that the end interval has not yet elapsed (S340-18: No), it ends the current jackpot game process.
[0277] When the main CPU 110a determines that the end interval time has elapsed (S340-18: Yes), it sets the special symbol special power processing data to 5 (S340-19) and ends the current jackpot game processing.
[0278] Here, if 5 is set in the special chart special electricity processing data, in the subsequent special chart special electricity control processing, the processing moves to the jackpot game end processing in step S302, and the jackpot game end processing is performed.
[0279] Fig. 42 is a flowchart showing the details of the small win game process. In Fig. 42, the main CPU 110a determines whether or not the opening is currently in progress (S350-1). If the opening is in progress (S350-1: Yes), the main CPU 110a proceeds to step S350-2, and if the opening is not in progress (S350-1: No), the main CPU 110a proceeds to step S350-5.
[0280] In step S350-2, the main CPU 110a determines whether the start interval time has elapsed. Specifically, the main CPU 110a refers to the special symbol time counter set in step S330-14 of the special symbol stop processing, and determines that the start interval time has elapsed if the special symbol time counter is 0, and determines that the start interval time has not yet elapsed if the special symbol time counter is not 0. If the main CPU 110a determines that the start interval time has elapsed (S350-2: Yes), it proceeds to step S350-3, and if it determines that the start interval time has not yet elapsed (S350-2: No), it ends the current small win game processing.
[0281] The main CPU 110a performs a special prize opening process in step S350-3. In this special prize opening process, first, the count value (K) of the special prize opening operation number (K) counter in the main RAM 110c is updated by +1. Then, in order to open the second special prize opening opening door 17b, energization data for energizing the second special prize opening opening solenoid 17c is set. In addition, the main CPU 110a refers to the special prize opening opening opening control table for small wins, determines the opening time of the second special prize opening 17 for the current special prize opening operation number (K), and sets this opening time in the special game timer counter.
[0282] In step S350-4, the main CPU 110a performs a specific winning opening open / close control process. In this specific winning opening open / close control process, the main CPU 110a controls the energization of the specific area open / close solenoid 18d based on the specific area open / close control table for small win games in the main ROM 110b.
[0283] 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 the special game timer counter in step S350-10, which will be described later. If the main CPU 110a determines that the closing time has elapsed (S350-8: Yes), it proceeds to the large prize opening opening process in step S350-3, performs the large prize opening opening opening process and the subsequent special prize opening opening / closing control process (S350-4), and ends the current jackpot game process. If the main CPU 110a determines that the closing time has not elapsed (S350-8: No), it ends the current jackpot game process.
[0289] In step S350-9, the main CPU 110a determines whether the opening end condition of the large prize opening is met. If the main CPU 110a determines that the opening end condition is met (S350-9: Yes), the process proceeds to step S350-10. If the main CPU 110a determines that the opening end condition is not met (S350-9: No), the process ends the current small prize game process.
[0290] In step S350-10, the main CPU 110a performs a special prize opening closing process. In order to close the second special prize opening door 17b, the main CPU 110a stops the energization data that energizes the second special prize opening opening solenoid 17c. The main CPU 110a also references the special prize opening opening control table for small wins and sets the closing time of the second special prize opening 17 in the special game timer counter based on the current special power activation number (K). This causes the second special prize opening 17 to close.
[0291] In step S350-11, the main CPU 110a determines whether the small win game end condition has been met. Specifically, the main CPU 110a determines that the small win game end condition has been met when the special power operation number (K) has reached its maximum value (the number of final operations in the small win large prize opening opening control table). If the special power operation number (K) has not reached its maximum value, the main CPU 110a determines that the small win game end condition has not been met.
[0292] In step S350-12, the main CPU 110a performs a small win game ending process. In the small win game ending process, the special line operation number (K) counter is reset.
[0293] In step S350-13, 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.
[0294] In step S350-14, the main CPU 110a determines whether the end interval has elapsed. Specifically, the main CPU 110a refers to the special game timer counter set in step S350-10, and determines that the end interval has elapsed if the special game timer counter is 0, and determines that the end interval 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 win game process.
[0296] When the main CPU 110a determines that the end interval time has elapsed (S350-14: Yes), it sets the special chart special power processing data to 0 (S350-15) and ends the current small win game processing.
[0297] 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.
[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] The special game control table for Type 2 jackpots stores stop symbol data, the table number of the large prize opening / closing control table, ending time, and a set of symbol designation commands for each type of jackpot. Here, the table number for Type 2 actual 9R jackpot H and Type 2 actual 2R jackpot J is "03," and the table number for Type 2 actual 2R jackpot I in the large prize opening / closing control table is "04." The large prize opening / closing control table for each table number stores data indicating the opening and closing times for each round, and the type of large prize opening to be opened.
[0311] Here, in the second type jackpot game preparation process, the count value (R) of the round number (R) counter is set to 1 because the second type jackpot is executed when the player enters a specific area 19B during a small jackpot game, and the small jackpot game is considered to be the first round of play for the second type jackpot.
[0312] In step S351-15, the main CPU 110a sets the special symbol special power processing data to 3, and ends the current second type big win game transition processing.
[0313] Here, if 3 is set in the special chart special electricity processing data, in the subsequent special chart special electricity control processing, the processing shifts to the jackpot game processing in step S302, and the jackpot game processing is carried out.
[0314] Fig. 45 is a flowchart showing the details of the jackpot game ending process. In Fig. 45, the main CPU 110a loads the stop symbol data set in the stop symbol data storage area and the game status information set in the game status buffer (S360-1).
[0315] After step S360-1 is executed, the main CPU 110a performs a game status setting process (S360-2). In this game status setting process, the main CPU 110a refers to the special game end setting table in the main ROM 110b and determines the game status 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.
[0316] 46 is a diagram showing a setting table at the end of a special game. The setting table at the end of a special game stores a set of stopped symbol data, game status information set in the game status buffer, data indicating the game status at the end of the special game, data indicating the low base time-saving number of times (B), and data indicating the high base time-saving number of times (J).
[0317] As shown in the game flow chart of FIG. 8, in this embodiment, during the high base time-saving state, play is performed by hitting the ball to the right. Therefore, in the high base time-saving state, it is almost impossible for the first start slot 14 to start winning, the first special symbol display device 20 to change, and the first special symbol to be drawn as a jackpot. However, in rare cases, during the normal state, one or more reserved first special symbols may remain, resulting in a Type 1 2R win C or a special miss A, and after entering the high base time-saving state, a jackpot may be obtained in the corresponding change to the reserved first special symbol. For this reason, the special game 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 02H (high base time-saving state) for the stop symbol data "01," "02," and "03" corresponding to the first special symbol display device 20.
[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 storage area shift process. In this storage area shift process, the main CPU 110a shifts the data in the second to fourth storage units of the normal symbol reservation storage area of the main RAM 110c to the previous storage unit, and writes the data in the first storage unit of the normal symbol reservation storage area to the 0th storage unit. By writing the data to this 0th storage unit, the random number value (normal symbol random number value) that had been stored in the 0th storage unit up to that point is erased.
[0333] After executing step S410-4, the main CPU 110a performs a win determination process for the normal symbol (S410-5). In the win determination process, the main CPU 110a refers to the normal symbol lottery determination table in the main RAM 110c, and determines the result of the normal symbol lottery (win or loss) based on the current game state and the normal symbol random number value stored in the 0th memory unit in step S410-4.
[0334] 30(c) is a diagram showing a normal symbol lottery determination table. In the normal symbol lottery determination table, pairs of normal symbol random number values and normal symbol lottery results (win or lose) are stored, divided into those to be referenced in the normal state, those to be referenced in the low base time-saving state, and those to be referenced in the high base time-saving state.
[0335] In this normal symbol lottery determination table, the random number values for determining normal symbols that result in a win in the normal state, the random number values for determining normal symbols that result in a win in the low base time-saving state, and the random number values for determining normal symbols that result in a win in the high base time-saving state are all 65,535 (0 to 65,534). The random number range for the normal symbol determination is 0 to 65,535. Therefore, the probability of winning in the normal state, the probability of winning in the low base time-saving state, and the probability of winning in the high base time-saving state is 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 pattern (S410-10). Specifically, the main CPU 110a sets normal pattern variable display data in a predetermined processing area to cause the normal pattern display device 22 to perform variable display of the normal pattern (flashing of the LED). When the normal pattern variable display data is set in the predetermined processing area, data for turning on or off the LED is created in the above step S600, and the created data is output in the output control processing of step S700, thereby performing the variable display of the normal pattern display device 22.
[0342] In step S410-11, the main CPU 110a sets the normal symbol time counter to the normal symbol variation time determined in step S410-8, and ends the normal symbol variation process. The normal symbol time counter is decremented every 4 milliseconds in step S110.
[0343] In step S410-12, the main CPU 110a determines whether the normal pattern variation time has elapsed. Specifically, the main CPU 110a refers to the normal pattern time counter set in step S410-11, and if the normal pattern time counter is 0, it determines that the normal pattern variation time has elapsed, and if the normal pattern time counter is not 0, it determines that the normal pattern variation time has not yet elapsed. If the main CPU 110a determines that the normal pattern variation time has elapsed (S410-12: Yes), it proceeds to step S410-13, and if it determines that the normal pattern variation time has not elapsed (S410-12: No), it ends this normal pattern variation process.
[0344] In step S410-13, the main CPU 110a performs processing to stop the variable display of the normal symbol. Specifically, the main CPU 110a clears the normal symbol variable display data set in the above step S410-10, and sets the stopped normal symbol data for stopping and displaying the normal symbol of the stopped normal symbol data set in the above step S410-6 in a predetermined processing area. As a result, 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 performance transmission data storage area (S410-14).
[0346] In step S410-15, the main CPU 110a determines whether the stopped normal symbol data is a winning symbol. If the stopped normal symbol data is a winning symbol (S410-15: Yes), the main CPU 110a proceeds to step S410-16, and if it is a losing symbol (S410-15: No), the main CPU 110a ends this normal symbol variation process.
[0347] In step S410-16, the main CPU 110a performs an opening preparation process. In the opening preparation process, the main CPU 110a refers to the auxiliary game control table in the main ROM 110b, and determines the auxiliary game movable piece opening control table to be referenced based on the current game state.
[0348] FIG. 50 is a diagram showing an auxiliary game control table. FIG. 51 is a diagram showing an auxiliary game movable piece opening control table. The auxiliary game control table stores a set of an opening time, an opening designation command, a table number of the auxiliary game movable piece opening control table, and a pattern designation command for each type of game state. Here, the table number of the auxiliary game movable piece opening control table in the normal state is "11," the table number of the auxiliary game movable piece opening control table in the low base time reduction state is "12," and the table number of the auxiliary game movable piece opening control table in the high base time reduction state is "13." The auxiliary game movable piece opening control table for each table number stores data indicating the opening time of the movable piece 15b and data indicating the closing time of the movable piece 15b.
[0349] The auxiliary game movable piece opening control table with table number "11," which corresponds to the normal state, has an opening time of 0.1 seconds. In contrast, the auxiliary game movable piece opening control table with table number "12," which corresponds to the low base time-saving state, has an opening time of 0.11 seconds. The opening time of the movable piece 15b in the low base time-saving state is only 0.01 seconds longer than the opening time of the movable piece 15b in the normal state. In this sense, the low base time-saving state can be said to be a slight time-saving state in which the advantage related to auxiliary games is slightly higher than in the normal state.
[0350] In addition, the auxiliary game movable piece opening control table with table number "13" corresponding to the high base time-saving state has an opening time of 6 seconds. The opening time of the movable piece 15b in the high base time-saving state is 5 seconds or more longer than the opening time of the movable piece 15b in the normal state and the low base time-saving state. In this sense, the high base time-saving state can be said to be a time-saving state in which the advantage related to the auxiliary game is significantly higher than that in the normal state and the low base time-saving state.
[0351] The main CPU 110a generates an opening designation command for the auxiliary game, and sets this opening designation command in the transmission data storage area for effect (S410-17).
[0352] Next, the main CPU 110a determines the start interval time, sets this start interval time in the special symbol time counter (S410-18), and proceeds to step S410-19.
[0353] In step S410-19, the main CPU 110a sets the normal symbol normal power processing data to 1 and ends this normal symbol variation processing.
[0354] Here, if the normal map normal power processing data is set to 1, in the subsequent normal map normal power control processing, the processing shifts to the auxiliary game processing in step S402, and the auxiliary game processing is performed.
[0355] Fig. 52 is a flowchart showing the details of the auxiliary game processing. In Fig. 52, the main CPU 110a determines whether or not the opening is currently in progress (S420-1). If the opening is in progress (S420-1: Yes), the main CPU 110a proceeds to step S420-2, and if the opening is not in progress (S420-1: No), the main CPU 110a 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 processing, and determines that the start interval time has elapsed if the normal symbol time counter is 0, and determines that the start interval time has not yet elapsed if the normal symbol time counter is not 0. If the start interval time has elapsed (S420-2: Yes), the main CPU 110a proceeds to step S420-3, and if the start interval time has not elapsed (S420-2: No), it ends this auxiliary game processing.
[0357] In step S420-3, an auxiliary game start process is performed. In the auxiliary game start process, the main CPU 110a updates the count value (S) of the opening number (S) counter in the main RAM 110c by +1.
[0358] In step S420-4, 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 port opening / closing solenoid 14b in order to open 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 open. If the movable piece 15b is open (S420-5: Yes), the main CPU 110a proceeds to step S420-6, and if the movable piece 15b is not open (S420-5: No), the main CPU 110a proceeds to step S420-8.
[0360] In step S420-6, the main CPU 110a determines whether the opening completion condition of the second start port 15 has been met. Specifically, if the opening time has elapsed, the main CPU 110a determines that the opening completion condition has been met. If the opening time has not elapsed, the main CPU 110a determines that the opening completion condition has not been met. If the main CPU 110a determines that the opening completion condition has been met (S420-6: Yes), it proceeds to step S420-7, and if it determines that the opening completion condition has not been met (S420-6: No), it ends this auxiliary game processing.
[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 that energizes the second start opening opening / closing solenoid 14b in order to convert the movable piece 15b of the second start opening 15 to a closed state. The main CPU 110a also references the auxiliary game movable piece opening control table and sets the closing time of the second start opening 15 in the auxiliary game timer counter based on the current number of openings (S). This causes the second start opening 15 to close. After step S420-7 is executed, the current auxiliary 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, auxiliary game ending processing is performed. In the auxiliary game ending processing, the main CPU 110a resets the count value (S) of the opening number (S) counter in the main RAM 110c.
[0368] In step S420-14, the main CPU 110a generates an ending designation command for the auxiliary game, and sets this ending designation command in the transmission data storage area for effect.
[0369] In step S420-15, the main CPU 110a sets the normal special power processing data to 0, and ends this auxiliary game processing.
[0370] Here, if the normal special power processing data is set to 0, in the subsequent normal power control processing, the processing shifts to normal pattern change processing in step S402, and normal pattern change processing is performed.
[0371] 53 is a flowchart showing the main processing of the performance control unit 120m of the gaming machine 1. The main processing is started when a system reset occurs in the sub-CPU 120a of the performance control unit 120m from the power supply board 170 due to a startup operation.
[0372] In Fig. 53, the sub CPU 120a performs initialization processing (S1000). In the initialization processing, the sub CPU 120a reads a startup program from the sub ROM 120b in response to power-on, and initializes various flags in the sub RAM 120c. After the initialization processing is completed, the sub CPU 120a repeats processing (S1100) to update random number values for performance, etc. In addition to this random number value update processing, the sub CPU 120a also executes timer interrupt processing every time a reset clock pulse signal is generated by the reset clock pulse generating circuit.
[0373] 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 a data output process (S1800). In the data output process, the sub-CPU 120a transmits the commands stored in the transmission buffer of the sub-RAM 120c in the command analysis process of step S1600 and the effect input control process of step S1700 to the overall control unit 141 and the lamp / drive control unit 150.
[0380] Next, the sub CPU 120a restores the information saved in the stack area in step S1400 to the register of the sub CPU 120a (S1900).
[0381] Figures 55, 56, 57, and 58 are flowcharts showing details of the command analysis process. In Figure 55, the sub-CPU 120a checks whether or not there is a command received from the main control board 10 in the receive buffer (S1601). If there is a command in the receive buffer (S1601: Yes), the sub-CPU 120a proceeds to step S1610, and if there is no command in the receive buffer (S1601: No), the sub-CPU 120a ends this command analysis process.
[0382] In step S1610, sub CPU 120a determines whether the command in the receive buffer is a power restoration command. If the command in the receive buffer is a power restoration command (S1610: Yes), sub CPU 120a proceeds to step S1611, and if the command in the receive buffer is not a power restoration command (S1610: No), sub CPU 120a proceeds to step S1620.
[0383] In step S1611, the sub-CPU 120a determines whether the power restoration designation command in the receive buffer corresponds to the low base time-shortening state. If the power restoration designation command corresponds to the low base time-shortening state (S1611: Yes), the sub-CPU 120a proceeds to step 1612, and if it does not correspond to the low base time-shortening 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 special background variation number (P) counter in the sub-RAM 120c to an initial value of 30, and ends the current command analysis process. The count value (P) of the special game variation number (P) counter is counted down in step S1673 (described later) each time the decorative pattern 36 stops in a normal losing combination while the special background immediately after power-on is displayed.
[0386] In step S1620, the sub-CPU 120a determines whether the command in the receive buffer is a game state designation command. If the command in the receive buffer is a game state designation command (S1620: Yes), the sub-CPU 120a proceeds to step S1621, and if the command in the receive buffer is not a game state designation command (S1620: No), the sub-CPU 120a proceeds to step S1630.
[0387] In step S1621, the sub-CPU 120a performs a game status setting process. In the game status setting process, the sub-CPU 120a analyzes the game status designation command in the reception buffer to obtain the current game status, and stores game status information indicating the obtained game status in the game status information storage area of the sub-RAM 120c.
[0388] In step S1622, the sub-CPU 120a performs background image display control processing and ends this command analysis processing. In the background image display control processing, the sub-CPU 120a determines whether a background image needs to be displayed, and if a background image needs to be displayed, determines which background image to display from evening mode, day mode, or night mode, generates a performance pattern designation command for the determined background image, and sets the generated performance pattern designation command in the transmission buffer. Details of the background image display control processing will be described later.
[0389] In step S1630, the sub-CPU 120a determines whether the command in the reception buffer is a special symbol reservation number designation command. If the command in the reception buffer is a special symbol reservation number designation command (S1630: Yes), the sub-CPU 120a proceeds to step S1631, and if the command in the reception buffer is not a special symbol reservation number designation command (S1630: No), the sub-CPU 120a proceeds to step S1640.
[0390] In step S1631, the sub-CPU 120a performs a special symbol reserved number update process and ends this command analysis process. In the special symbol reserved number update process, the sub-CPU 120a analyzes the special symbol reserved number designation command, determines the number of reserved display images to be displayed on the image display device 31, and sets the special symbol display number designation command corresponding to the number of reserved display images to be displayed in the transmission buffer.
[0391] The command set in the transmission buffer in the special symbol reserved number update process is transmitted to the integrated control unit 141 and the lamp / drive control unit 150 in the data output process of step S1800. When the integrated control unit 141 and the lamp / drive control unit 150 receive this command, they cause the image display device 31, the audio output device 32, and the lighting devices 340a, 340b, 340c, and 340d to execute a performance related to the appearance or disappearance of the reserved display image in the image display device 31.
[0392] In step S1640, the sub-CPU 120a determines whether the command in the receive buffer is a start winning command. If the command in the receive buffer is a start winning command (S1640: Yes), the sub-CPU 120a proceeds to step S1641, and if the command in the receive buffer is not a start winning command (S1640: No), the sub-CPU 120a proceeds to step S1650.
[0393] In step S1641, the sub-CPU 120a performs a start winning designation command storage process. In the start winning designation command storage process, the sub-CPU 120a stores the start winning designation command in the reception buffer in the storage section that has the smallest number and has no data stored therein, among the first to fourth storage sections of the effect information storage area of the sub-RAM 120c.
[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 section corresponding to the change, a 1st effect information storage area corresponding to the reservation of the 1st special symbol, and a 2nd effect information storage area corresponding to the reservation of the 2nd special symbol. The 1st effect information storage area has a 1st storage section corresponding to the 1st reservation, a 2nd storage section corresponding to the 2nd reservation, a 3rd storage section corresponding to the 3rd reservation, and a 4th storage section corresponding to the 4th reservation. The 2nd effect information storage area has only the 1st storage section. As shown in FIG. 24(d), each storage section in the effect information storage area can store the start winning designation command and the pre-reading reservation display change effect scenario data.
[0395] 55, after executing step S1641, the sub-CPU 120a performs a pre-reading hold display change effect selection process (S1642). In the pre-reading hold display change effect selection process, the sub-CPU 120a determines whether or not to execute a pre-reading hold display change effect in which the change in the pattern corresponding to the start winning designation command stored in the effect information storage area in step S1641 is the final change, and if the pre-reading hold display change effect is to be executed, determines a scenario for the hold display change effect leading up to the final change, and stores pre-reading hold display change effect scenario data indicating this scenario in the corresponding storage section in the effect information storage area. After executing the pre-reading hold display change effect selection process, the sub-CPU 120a terminates the current command analysis process.
[0396] In step S1650, the sub-CPU 120a determines whether the command in the receive buffer is a symbol designation command. If the command in the receive buffer is a symbol designation command (S1650: Yes), the sub-CPU 120a proceeds to step S1651. If the command in the receive buffer is not a symbol designation command (S1650: No), the sub-CPU 120a proceeds to step S1660.
[0397] In step S1651, the sub-CPU 120a performs a symbol determination process and ends this command analysis process. In the symbol determination process, the sub-CPU 120a analyzes the symbol designation command, determines the stop symbol numbers of the left symbol 36L, the center symbol 36C, the right symbol 36R, and the fourth symbol 36Z, stores the determined stop symbol numbers in the performance symbol storage area in the sub-RAM 120c, generates a stop symbol designation command for notifying the stop symbol numbers to the integrated control unit 141 and the lamp / drive control unit 150, and sets the generated stop symbol designation command in the transmission buffer.
[0398] The command set in the transmission buffer in the symbol determination process is transmitted to the integrated control unit 141 and the lamp / drive control unit 150 in the data output process of step S1800. When the integrated control unit 141 and the lamp / drive control unit 150 receive this command, they determine the symbol combination at the time of fluctuation stop in the fluctuation.
[0399] In step S1660, sub CPU 120a determines whether the command in the receive buffer is a fluctuation start command. If the command in the receive buffer is a fluctuation start command (S1660: Yes), sub CPU 120a proceeds to step S1661, and if the command in the receive buffer is not a fluctuation start command (S1660: No), sub CPU 120a proceeds to step S1670.
[0400] In the next step S1661, the sub CPU 120a performs a storage area shift process. In the storage area shift process, if data is stored in one or more of the first to fourth storage units of the effect information storage area, the sub CPU 120a shifts the data in the second to fourth storage units of the effect information storage area to the previous storage unit, and writes the data in the first storage unit of the effect information storage area to the 0th storage unit. By writing the data to this 0th storage unit, the data that was previously stored in the 0th storage unit is erased.
[0401] Next, the sub-CPU 120a determines whether or not pre-read pending display change performance scenario data is stored in the performance information storage area (S1662). If pre-read pending display change performance scenario data is stored (S1662: Yes), the sub-CPU 120a proceeds to step S1663. If pre-read pending display change performance scenario data is not stored (S1662: No), the sub-CPU 120a proceeds to step S1664.
[0402] In step S1663, the sub-CPU 120a performs a look-ahead performance control process. In the look-ahead performance control process, the sub-CPU 120a refers to the look-ahead pending display change performance scenario data in the performance information storage area, determines whether or not the display mode of the pending display image is to be changed in the change, and if the display mode of the pending display image is to be changed in the change, generates a performance pattern designation command that instructs the change in the display mode of the pending display image, and sets the generated performance pattern designation command in the transmission buffer.
[0403] The command set in the transmission buffer in the look-ahead performance control process is transmitted to the overall control unit 141 and the lamp / drive control unit 150 in the data output process of step S1800. When the overall control unit 141 and the lamp / drive control unit 150 receive a performance pattern designation 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 performance lighting devices 340a, 340b, 340c, and 340d to execute a performance that changes the display mode of the hold display image.
[0404] In step S1664, the sub-CPU 120a performs a variation effect pattern determination process. The variation effect pattern determination process is a process for determining a symbol variation effect pattern, which is the flow of the effect in the variation. In the variation effect pattern determination process, the sub-CPU 120a acquires the effect random number value updated in step S1100, and refers to the variation effect pattern determination table in the sub-ROM 120b to determine a symbol variation effect pattern based on a combination of the variation start command and the effect random number value in the reception buffer, and stores information on the determined symbol variation effect pattern in a symbol variation effect pattern storage area in the sub-RAM 120c. In addition, the sub-CPU 120a generates a variation start effect pattern designation command for the determined symbol variation effect pattern, and sets the generated effect pattern designation command in the transmission buffer.
[0405] The command set in the transmission buffer in the variable effect pattern determination process is transmitted to the general control unit 141 and the lamp / drive control unit 150 in the data output process of step S1800. When the general control unit 141 and the lamp / drive control unit 150 receive this command, they cause the image display device 31, the sound output device 32, the effect drive devices 330a, 330b, 330c, 330d, and the effect lighting devices 340a, 340b, 340c, 340d to execute an effect that matches the pattern change, in accordance with the pattern change effect pattern indicated by the command.
[0406] In the next step S1665, the sub-CPU 120a refers to the game state information storage area of the sub-RAM 120c and determines whether the current game state is in the high base time-shortening state. If the current game state is in the high base time-shortening state (S1665: Yes), the sub-CPU 120a proceeds to step S1666, and if the current game state is not in the high base time-shortening state (S1665: No), the sub-CPU 120a ends this command analysis process.
[0407] In step S1666, the sub CPU 120a determines whether the change is a change of the first special symbol. If the change is a change of the first special symbol (S1666: Yes), the sub CPU 120a proceeds to step S1667, and if the change is not a change of the first special symbol (S1666: No), the sub CPU 120a ends this command analysis process.
[0408] In step S1667, the sub-CPU 120a determines whether the variation stops on a jackpot symbol that will result in a low-base time-shortened game state after the special game. As shown in the special game end setting table in FIG. 46, of the three types of jackpots for the first special symbol, the one that will result in a low-base time-shortened game state after the special game is the first-type 2R B symbol. Therefore, if the variation stops on the first-type 2R B symbol, the determination result in this step is "Yes." If the variation stops on the first-type 10R A symbol, the first-type 2R C symbol, or a losing symbol, the determination result in this step is "No." If the variation stops on a jackpot symbol that will result in a low-base time-shortened game state after the special game (S1667: Yes), the sub-CPU 120a proceeds to step S1668. If the fluctuation stops at a symbol that is not a jackpot symbol that would cause the game state after the special game to be in a low-base time-saving state (S1667: No), the command analysis process is terminated.
[0409] In step S1668, the sub-CPU 120a sets a special background image standby setting flag in the special background image standby setting flag storage area of the sub-RAM 120c, and ends this command analysis process. The special background image standby setting flag is a flag that indicates that a special background different from the original background is to be displayed after the special game ends.
[0410] In step S1670, the sub CPU 120a determines whether the command in the receive buffer is a symbol determination command. If the command in the receive buffer is a symbol determination command (S1670: Yes), the sub CPU 120a proceeds to step S1671, and if the command in the receive buffer is not a symbol determination command (S1670: No), the sub CPU 120a proceeds to step S1680.
[0411] In step S1671, the sub CPU 120a performs a symbol determination process. In the symbol determination process, the sub CPU 120a generates a symbol determination command and sets the generated symbol determination command in a transmission buffer.
[0412] The symbol determination command set in the transmission buffer in the symbol determination 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 audio output device 32, and the lighting devices 340a, 340b, 340c, and 340d for effect to execute an effect related to the determination (complete stop) of the decorative symbol 36 in accordance with the command.
[0413] In step S1672, 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 (S1672: Yes), the sub CPU 120a proceeds to step S1673, and 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 fluctuation number (P) counter in the sub-RAM 120c by decrementing it by one.
[0415] In step S1674, the sub-CPU 120a determines whether the count value (P) of the special background variation number (P) counter is greater than or equal to 1. If the special background variation number (P) is 0 (S1674: No), the sub-CPU 120a proceeds to step S1675, and if the special background variation number (P) is 1 or greater (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 change number (P) counter of the sub RAM 120c, and ends this command analysis process.
[0422] In step S1685, the sub CPU 120a determines whether the command in the receive buffer is a round start command. If the command in the receive buffer is a round start command (S1685: Yes), the sub CPU 120a proceeds to step S1686, and if the command in the receive 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 effect control processing and ends the current command analysis processing. In the round effect control processing, the sub-CPU 120a determines the effect pattern for the current round, stores information about the determined effect pattern in the effect pattern storage area of the sub-RAM 120c, generates an effect pattern designation command for the current round, and sets the generated effect pattern designation command in the transmission buffer.
[0424] The command set in the transmission buffer in the round effect control 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 the round effect of the special game in accordance with the command.
[0425] In step S1690, the sub CPU 120a determines whether the command in the receive buffer is an ending specification command. If the command in the receive buffer is an ending specification command (S1690: Yes), the sub CPU 120a proceeds to step S1691. If the command in the receive buffer is not an ending specification command (S1690: No), the sub CPU 120a ends this command analysis process.
[0426] In step S1691, the sub-CPU 120a performs a special game end effect control process. In the special game end effect control process, the sub-CPU 120a determines an ending effect pattern, stores information about the determined effect pattern in an 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 a transmission buffer.
[0427] The command set in the transmission buffer in the special game ending effect control 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 audio output device 32, and the effect lighting devices 340a, 340b, 340c, and 340d to execute the ending effect of the special game in accordance with the command.
[0428] In step S1692, the sub CPU 120a determines whether or not a special background image standby flag is set in the special background image standby setting flag storage area of the sub RAM 120c. If the special background image standby flag is set (S1692: Yes), the sub CPU 120a proceeds to step 1693, and if the special background image standby flag is not set (S1692: No), the sub CPU 120a ends this command analysis process.
[0429] In step S1693, the sub CPU 120a sets a special background image setting flag in a special background image setting flag storage area of the sub RAM 120c. In the next step S1694, the sub CPU 120a sets a special background change number (P) counter in the sub RAM 120c to an initial value of 30. In the next step S1965, the sub CPU 120a clears the special background image standby setting flag storage area in the sub RAM 120c, and ends this 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 or not a special game is being played. If a special game is not being played (S1622-1: No), the sub CPU 120a proceeds to step S1622-2, and if a special game is being played (S1622-1: Yes), the sub CPU 120a ends this background image display control process.
[0431] In step S1622-2, sub CPU 120a determines whether a special background image setting flag is set in the special background image setting flag storage area of sub RAM 120c. If the special background image setting flag is not set (S1622-2: No), sub CPU 120a proceeds to step S1622-3, and if the special background image setting flag is set (S1622-2: Yes), 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 status information in the game status information storage area of the sub-RAM 120c, generates a background effect pattern designation command, and sets the generated effect pattern designation command in the transmission buffer. Thereafter, the background image display control process is terminated.
[0433] 60(a) is a diagram showing a normal background setting table. The normal background setting table stores a set of data indicating a game state and data indicating the type of background image. Specifically, in the normal background setting table, the normal state is associated with an evening background, the low base time-saving state is associated with a daytime background, and the high base time-saving state is associated with a 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 status information in the game status information storage area of the sub-RAM 120c, generates a presentation pattern designation command for the determined background, and sets the generated presentation pattern designation command in the transmission buffer. Thereafter, the background image display control process is terminated.
[0435] 60(b) is a diagram showing a special background setting table. The special background setting table stores a set of data indicating a game state and data indicating a background image. Specifically, in the special background setting table, the normal state and the low base time-saving state are associated with an evening background, and the high base time-saving state is associated with a 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. Upon 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 lighting devices 340a, 340b, 340c, and 340d for performance to execute a performance related to the display of a background image.
[0437] Here, in a store where the gaming machine 1 is installed, the power to the gaming machine 1 is turned off before closing time and then turned back on before opening time the next day, as a daily operation. When the power to the gaming machine 1 is turned off, the main control board 10 backs up information indicating the game status in the main RAM 110c through the power off monitoring process of Fig. 20 (step S20-9 of Fig. 20). When the power to the gaming machine 1 is turned back on, the main control board 10 restores the game status at the time of the power off on the previous day through the initialization process of Figs. 18 and 19 (step S10-15 of Fig. 19), and transmits a power restoration designation command and a game status designation command indicating the game status in which the power was restored to the performance control board 120 (steps S10-16 to S10-25 of Fig. 19).
[0438] If the game state when the power was turned off before closing on the previous day was in the normal state, the power is restored in the normal state immediately after the power is turned on the next day, and if the game state when the power was turned off before closing on the previous day was in the low base time-shortening state, the power is restored in the low base time-shortening state immediately after the power is turned on the next day.
[0439] In the initialization process of the main control board 10, if power is restored in the normal state, a power restoration designation command and a game state designation command corresponding to the normal state are sent to the presentation control board 120 (steps S10-17, S10-25 in Figure 19), and if power is restored in the low base time-shortening state, a game state designation command corresponding to the low base time-shortening state is sent to the presentation control board 120 (steps S10-19, S10-25 in Figure 19).
[0440] In the command analysis process of the performance control board 120 (Figs. 55, 56, 57, and 58), the process when power is restored in the normal state is as follows. When a power restoration designation command corresponding to the normal state is received from the main control board 10, the process proceeds as follows: Step S1610: Yes → Step S1611: No. When a game play state designation command corresponding to the normal state is received, the process proceeds as follows: Step S1620: Yes → Step S1621 → Step S1622, and background image display control process is performed. At this point, because no flag is set in the special background image setting flag storage area of the sub-RAM 120c, the background image display control process (Fig. 59) proceeds as follows: Step S1622-1: No → Step S1622-2: No → Step S1622-3. As shown in Figure 60(a), the evening background is associated with the normal state in the normal background setting table, so in step S1622-3, the evening background, which is the original background for the normal state, is selected and the background image of the evening background is displayed.
[0441] In contrast, when power is restored in the low base time-shortening state, the processing is as follows: When a power restoration designation command corresponding to the low base time-shortening state is received from the main control board 10, the processing proceeds in the order of step S1610: Yes → step S1611: Yes → step S1612 in Fig. 55, where a special background image setting flag is set in the special background image setting flag storage area of the sub-RAM 120c, and in step S1613, the special background fluctuation number (P) counter of the sub-RAM 120c is set to an initial value of 30. Thereafter, when a game state designation command corresponding to the low base time-shortening state is received from the main control board 10, the processing proceeds in the order of step S1620: Yes → step S1621 → step S1622, where 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 sub-RAM 120c, the background image display control process (Fig. 59) proceeds as follows: 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 time-shortening state in the special background setting table, in step S1622-3, the daytime background, which is the original background for the low base time-shortening state, is not selected, and the evening background is selected as the special background, and the background image of the evening background is displayed.
[0442] Thereafter, until the number of fluctuations reaches 30, the process proceeds in the order of step S1670: Yes → step S1671 → step S1672: Yes → step S1673 → step S1674: No each time a fluctuation start command is received from the main control board 10, and the special background fluctuation number (P) counter is counted down in step S1673. Then, when the number of fluctuations reaches 30 and the special background fluctuation number (P) counter becomes 0, the process proceeds in the order of step S1674: No → step S1675, and the special background image setting flag storage area is cleared.
[0443] From this point on, when a game state designation command is received from the main control board 10, the background image display control process (Figure 59) proceeds as follows: step S1622-1: No → step S1622-2: No → step S1622-3, and when the game state is a low base time reduction state, the daytime background, which is the original background for the low base time reduction state, is selected.
[0444] In this way, immediately after the power supply to the gaming machine 1 is turned on, the effect control board 120 causes the image display device 31 to display the background image of the evening background, which is the background for the normal state, as an effect image common to the normal state and the low base time-shortening state, regardless of whether the power supply to the gaming machine 1 is restored in the normal state or in the low base time-shortening state.
[0445] 61(a), when the gaming state immediately after the gaming machine 1 is powered on is the normal state, the performance control board 120 selects the evening background, which is the original background for the normal state, and displays the background image of the evening background on the image display device 31. After this, the performance control board 120 maintains the display of the background image of the evening background until it receives a gaming state designation command for the low base time-shortened state, and when it receives the gaming state designation command for the low base time-shortened state, it changes the background to a daytime background in accordance with the gaming state designation command.
[0446] As shown in the example of FIG. 61(b), if the gaming state immediately after powering on the gaming machine 1 is the low-base time-saving state, the effect control board 120 selects an evening background, which is the same background as the normal state, and displays the background image of the evening background on the image display device 31. After this, the effect control board 120 sets 30 variations of the special symbol as the predetermined condition for returning to the original background. Until the 30 variations of the special symbol are completed, if a gaming state designation command for the low-base time-saving state is received while the background image identical to the normal state is being displayed, the effect control board 120 ignores the gaming state designation command and maintains the display of the evening background. Once the 30 variations of the special symbol are completed and the predetermined condition is met, the background is returned to the original one. When a gaming state designation command for the normal state is received, the effect control board 120 displays the evening background image, which is the background corresponding to the normal state. When a gaming state designation command for the low-base time-saving state is received, the effect control board 120 displays the daytime background image, which is the background corresponding to the low-base time-saving state.
[0447] Here, as shown in the setting table at the end of special game in Figure 46, the gaming machine 1 assumes the rare case where a jackpot occurs in a variation corresponding to the reservation of the first special pattern during a high base time-shortening state, and stores data indicating the game state to transition to when the game state information in the game state buffer is 02H (high base time-shortening state) for the stopping pattern data "01" corresponding to A for the first type 10R, "02" corresponding to B for the first type 2R, and "03" corresponding to C for the first type 2R.
[0448] According to the setting table at the end of special play in Figure 46, if you win A for 10R of type 1 or C for 2R of type 1 in a high base time-saving state, the state will become low base time-saving after the end of special play, and if you win B for 2R of type 1 in a high base time-saving state, the state will become normal after the end of special play.
[0449] In the special symbol special power control processing of the main control board 10, when the special symbol starts to change, a change start command and a game state designation command are sent (steps S313 and S314 in Figure 28), when the special symbol changes, a pattern determination command and a game state designation command are sent (step S320-3 in Figure 35 and step S330-23 in Figure 36), and when a jackpot occurs, an opening designation command is sent at the start of the special game (step S330-8 in Figure 36), a round start command is sent at the start of the round of the special game (step S340-5 in Figure 41), an ending designation command is sent at the end of the special game (step S340-16 in Figure 41), and a game state designation command is sent at the end of the special game (step S360-4 in Figure 45).
[0450] In the command analysis processing of the performance control board 120 (Figures 55, 56, 57, and 58), when a variation occurs in which the B symbol stops for 2R of the first type during a high base time-saving state, the processing from the start of the variation through the special play to the start of the next variation is as follows:
[0451] At the start of the fluctuation, when the fluctuation start command of step S313 of Fig. 28 is received from the main control board 10, the processing proceeds in the order of step S1660: Yes → step S1661 ... step S1665: Yes → step S1666: Yes → step S1667: No, and when the game state designation command of step S314 of Fig. 28 is received, the processing proceeds in the order of step S1620: Yes → step S1621 → step S1622, and background image display control processing is performed. At this point, since a flag is not set in the special background image setting flag storage area of the sub-RAM 120c, the processing proceeds in the order of step S1622-1: No → step S1622-2: No → step S1622-3 in the background image display control processing (Fig. 59). As shown in Figure 60(a), the night background is associated with the high base time-saving state in the normal background setting table, so in step S1622-3, the night background, which is the original background for the high base time-saving state, is selected and the background image of the night background is displayed.
[0452] When the first special symbol stops at the B symbol for a Type 1 2R win and the symbol confirmation command of step S320-3 in Figure 35 is received from the main control board 10, processing proceeds as follows: Step S1670: Yes → Step S1671 → Step S1672: No; when the opening designation command of step S330-8 in Figure 36 is received, processing proceeds as follows: Step S1680: Yes → Step S1681 → Step S1682: No; when the round start command of step S340-5 in Figure 41 is received, processing proceeds as follows: Step S1685: Yes → Step S1686; and when the ending designation command of step S340-16 in Figure 41 is received, processing proceeds as follows: Step S1690: Yes → Step S1691 → Step S1692: No.
[0453] 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 → step S1621 is executed. 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 time-shortened state to the game state information of the normal state. In step S1622, background image display control processing is executed. At this point, the flag is not set in the special background image setting flag storage area of the sub-RAM 120c. Therefore, in the background image display control processing (FIG. 59), step S1622-1: No → step S1622-2: No → step S1622-3 is executed. 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] In contrast, when a variation occurs in a high base time-saving state where the symbol stops at A for every 10R of the first type or C for every 2R of the first type, the processing from the start of the variation through the special play to the start of the next variation is as follows.
[0455] At the start of the fluctuation, when the fluctuation start command of step S313 of Fig. 28 is received from the main control board 10, the processing 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 a special background image standby setting flag is set in the special background image standby setting flag storage area of the sub-RAM 120c. When the game state designation command of step S314 of Fig. 28 is received, the processing proceeds as follows: step S1620: Yes → step S1621 → step S1622, and background image display control processing is performed. At this point, because no flag is set in the special background image setting flag storage area of sub-RAM 120c, the background image display control process (Fig. 59) proceeds as follows: step S1622-1: No → step S1622-2: No → step S1622-3. As shown in Fig. 60(a), the night background is associated with the high base time-shortening state in the normal background setting table, so in step S1622-3, the night background, which is the original background for the high base time-shortening state, is selected, and the background image of the night background is displayed.
[0456] When the first special symbol stops at A for 1st type 10R or C for 1st type 2R, and a symbol confirmation command of step S320-3 in Figure 35 is received from the main control board 10, processing proceeds as follows: step S1670: Yes → step S1671 → step S1672: No; when an opening designation command of step S330-8 in Figure 36 is received, processing proceeds as follows: step S1680: Yes → step S1681 → step S1682: No; and when a round start command of step S340-5 in Figure 41 is received, processing 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] From this point on, when a game state designation command is received from the main control board 10, the background image display control process (Figure 59) proceeds as follows: step S1622-1: No → step S1622-2: No → step S1622-3, and when the game state is a low base time reduction state, the daytime background, which is the original background for the low base time reduction state, is selected.
[0461] In this way, after the end of the special game of B per Type 1 2R, which is the first jackpot, and after the end of the special games of A per Type 1 10R and C per Type 1 2R, which are the second jackpots, the effect control board 120 causes the image display device 31 to display the background image of the evening background, which is the background for the normal state, as an effect image common to the normal state and the low base time-shortened state.
[0462] 62(a), in the case where a first-class 2R win B is won in the high base time-shortening state and the game state after the special game becomes the normal state, the effect control board 120, upon receiving a game state designation command for the normal state as the special game ends, selects the evening background, which is the original background for the normal state, and displays the background image of the evening background on the image display device 31. After this, 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 time-shortening state, and upon receiving a game state designation command for the low base time-shortening state, it changes the background to the daytime background in accordance with the game state designation command.
[0463] As shown in the example of Figure 62(b), in the case where A is won for 10R of the first type or C is won for 2R of the first type in the high base time reduction state and the game state after the special game becomes a low base time reduction state, when the game state designation command for the low base time reduction state is received as the special game ends, the effect control board 120 selects an evening background, which is the same background as the normal state, and displays a background image of the evening background on the image display device 31. After this, the effect control board 120 sets the next jackpot win as a predetermined condition for returning to the original background, and until the special symbol stops again on the jackpot symbol, if a game state designation command for the low base time reduction state is received while the same background image as the normal state is being displayed, the game state designation command is ignored and the background image of the evening background is maintained. When the special symbol stops at a symbol of a big win, a special game is executed, and a predetermined condition is satisfied, the background is returned to the original one, and when a game state designation command for the normal state is received, a background image of an evening background corresponding to the normal state is displayed, and when a game state designation command for the low base time reduction state is received, a background image of a day background corresponding to the low base time reduction state is displayed.
[0464] The above is the details of the first embodiment. According to the first embodiment, it is possible to enhance the interest of the gaming machine 1 that has a normal state and a gaming state in which the advantageous degree related to the auxiliary game is higher than that in 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 a type called a one-type two-type hybrid machine, and has three gaming modes: a normal mode, a low base time-saving mode, and a high base time-saving mode. The types of jackpots and special misses of the gaming machine 1 of this embodiment are the same as those of the first embodiment.
[0466] In this embodiment, part of the command analysis processing of the performance control board 120 is different from that of the first embodiment. As shown in Figures 63 and 64, in the command analysis processing of the performance control board 120 of this embodiment, steps S1611 and S1667 of the command analysis processing of the performance control board 120 of the first embodiment are replaced with steps S1611A and S1667A.
[0467] 63, sub CPU 120a determines whether the power restoration designation command in the receive buffer corresponds to the normal state. If the power restoration designation command corresponds to the normal state (S1611A: Yes), sub CPU 120a proceeds to step 1612, and if not (S1611A: No), proceeds to step 1620.
[0468] In step S1667A of FIG. 64, the sub-CPU 120a determines whether the variation stops on a jackpot symbol that will cause the game state after the special game to become normal. As shown in the special game end setting table of FIG. 46, of the three types of jackpots for the first special symbol, the one that causes the game state after the special game to become normal is the first type 2R B. Therefore, if the variation stops on the first type 2R B symbol, the determination result of this step is "Yes," and if it stops on the first type 10R A symbol, the first type 2R C symbol, or a losing symbol, the determination result of this step is "No." If the variation stops on a jackpot symbol that will cause the game state after the special game to become normal (S1667A: Yes), the sub-CPU 120a proceeds to step S1668. If the fluctuation stops at a symbol that is not a jackpot symbol that will cause the game state after the special game to return to the normal state (S1667A: No), the process proceeds to step S1670.
[0469] Furthermore, in this embodiment, the contents of the special background setting table referenced in step S1622-4 of the background image display control process (FIG. 59) differ from those in the first embodiment.
[0470] 65(b) is a diagram showing a special background setting table of this embodiment. In this special background setting table, the normal state and the low base time-saving state are associated with a daytime background, and the high base time-saving state is associated with a nighttime background.
[0471] In this embodiment, if the power restoration designation command corresponds to the normal state, the processing proceeds to step S1611A: Yes → step 1612 in Figure 63, and a special background image setting flag is set in the special background image setting flag memory area of the sub-RAM 120c, so that immediately after the gaming machine 1 is powered on, the performance 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 time reduction state, as a performance image common to the normal state and the low base time reduction state, regardless of whether the gaming machine 1 has recovered power in the normal state or the low base time reduction state.
[0472] More specifically, in this embodiment, as shown in the example of FIG. 66(a), when the gaming state immediately after powering on the gaming machine 1 is the normal state, the effect control board 120 selects a daytime background, which is the same background as the low-base time-saving state, and displays the background image of the daytime background on the image display device 31. After this, the effect control board 120 sets 30 variations of the special symbol as the predetermined condition for returning to the original background. Until the 30 variations of the special symbol are completed, if a gaming state designation command for the normal state is received while the background image identical to the low-base time-saving state is displayed, the effect control board 120 ignores the gaming state designation command and maintains the display of the daytime background. Once the 30 variations of the special symbol are completed and the predetermined condition is met, the background is returned to the original one. When a gaming state designation command for the low-base time-saving state is received, the effect control board 120 displays a daytime background image, which is the background corresponding to the low-base time-saving state, and when a gaming state designation command for the normal state is received, the effect control board 120 displays an evening background image, which is the background corresponding to the normal state.
[0473] As shown in the example of Figure 66(b), when the gaming state immediately after the gaming machine 1 is powered on is the low base time-shortened state, the performance control board 120 selects the daytime background, which is the original background of the low base time-shortened state, and displays the background image of the daytime background on the image display device 31. After this, the performance control board 120 maintains the display of the background image of the daytime background until it receives a gaming state designation command for the normal state, and when it receives the gaming state designation command for the normal state, it changes the background to an evening background in accordance with the gaming state designation command.
[0474] Also, in this embodiment, when the fluctuation stops at the pattern B for 1st type 2R, the processing proceeds to step S1667A: Yes → step S1668 in Figure 64, and the special background image standby setting flag is set in the special background image standby setting flag memory area of the sub-RAM 120c, so that 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 time-shortening state, as an effect image common to the normal state and the low base time-shortening state after the end of the special game of 1st type 2R B, which is the first jackpot, and after the end of the special game of 1st type 10R A and 1st type 2R C, which are the second jackpots.
[0475] 67(a), in the case where a first-type 2R win B is won in the high base time-shortening state and the game state after the special game becomes the normal state, the effect control board 120, upon receiving a game state designation command for the normal state as the special game ends, selects a daytime background, which is the same background as in the low base time-shortening state, and displays the background image of the daytime background on the image display device 31. After this, the effect control board 120 sets the next jackpot win as a predetermined condition for returning to the original background, and until the special symbol stops again on the jackpot symbol, if a game state designation command for the normal state is received while the same background image as in the low base time-shortening state is being displayed, the effect control board 120 ignores the game state designation command and maintains the display of the background image of the daytime background. When the special symbol stops at a symbol of a big win, a special game is executed, and a predetermined condition is satisfied, the background is returned to the original one, and when a game state designation command for a low base time reduction state is received, a background image of a daytime background corresponding to the low base time reduction state is displayed, and when a game state designation command for a normal state is received, a background image of an evening background corresponding to the normal state is displayed.
[0476] As shown in the example of Figure 67(b), in the case where A is won for 10R of the first type or C for 2R of the first type is won in the high base time-shortened state and the game state after the special game becomes a low base time-shortened state, the effect control board 120, upon receiving a game state designation command for the low base time-shortened state as the special game ends, selects the daytime background, which is the original background for the low base time-shortened state, and displays the background image of the daytime background on the image display device 31. After this, the effect control board 120 maintains the display of the background image of the daytime background until it receives a game state designation command for the normal state, and when it receives a game state designation command for the normal state, it changes the background to an evening background in accordance with the game state designation command.
[0477] The above is the details of the second embodiment. The second embodiment can also achieve the same effects as the first embodiment.
[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 the various presentation modes, game states, and background images of the gaming machine 1 of this embodiment. Like the first and second embodiments, the gaming machine 1 of this embodiment is a so-called "type 1 / type 2 hybrid machine" and has three game states: normal state, low-base time-saving state, and high-base time-saving state. However, as shown in FIG. 69, in this embodiment, the game states corresponding to the evening mode and day mode are reversed from those of the first and second embodiments. In the low-base time-saving state, the evening mode is activated and an evening background image is displayed, and in the normal state, the day mode is activated and a day background image is displayed.
[0479] The gaming machine 1 of this embodiment has a total of nine types of jackpots: five types of first type jackpots and four types of second type jackpots. The nine types of jackpots are as follows:
[0480] A3. Type 1 10R A This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the conditions for starting the first special symbol. In this jackpot special game, rounds 1 to 10 are played. In each round, the first major prize opening 16 is opened until the number of winning balls in the first major prize opening 16 reaches a predetermined number or a predetermined time has elapsed, and then closed for two seconds.
[0481] As shown in the game flow in Figure 68, if the first type 10R per A is reached in the normal state, the game state after the special game will return to the normal state. If the first type 10R per A is reached in the low base time-saving state, the game state after the special game will return to the low base time-saving state. The number of time-saving times (B) when the game returns to the low base time-saving state after the first type 10R per A special game is reached is 100.
[0482] B3. Type 1 2R B This jackpot is one of the winnings that can be selected in a jackpot lottery triggered by the establishment of the triggering conditions for the first special symbol. In this jackpot special game, round games from the first round to the second round are played. In each round game, the first major prize opening 16 is opened until the number of winning balls in the first major prize opening 16 reaches a predetermined number or a predetermined time has elapsed, and then closed for two seconds.
[0483] As shown in the game flow in Figure 68, if the first type 2R per B is reached in the normal state, the game state after the special game will return to the normal state. If the first type 2R per B is reached in the low base time-saving state, the game state after the special game will return to the low base time-saving state. The number of time-saving times (B) when the game returns to the low base time-saving state after the first type 2R per B special game is 100 times.
[0484] C3. 1st Class 2R C This jackpot is one of the winnings that can be selected in a jackpot lottery triggered by the establishment of the triggering conditions for the first special symbol. In this jackpot special game, round games from the first round to the second round are played. In each round game, the first major prize opening 16 is opened until the number of winning balls in the first major prize opening 16 reaches a predetermined number or a predetermined time has elapsed, and then closed for two seconds.
[0485] As shown in the game flow in Figure 68, if the game reaches C per Type 1 2R in the normal state, the game state after the special game will be in a low base time-saving state. The number of time-saving times (B) when the game reaches the low base time-saving state after the special game of C per Type 1 2R is 100 times. If the game reaches C per Type 1 2R in the low base time-saving state, the game state after the special game will be in a high base time-saving state. The number of time-saving times (J) when the game reaches the high base time-saving state after the special game of C per Type 1 2R is 100 times.
[0486] F3. 1st Class 10R F This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the triggering conditions for the second special symbol. In this jackpot special game, rounds 1 to 10 are played. In each round, the first major prize opening 16 is opened until the number of winning balls in the first major prize opening 16 reaches a predetermined number or a predetermined time has elapsed, and then closed for two seconds.
[0487] As shown in the game flow of Figure 68, if the first type 10R per F is played in the high base time-saving state, the game state after the special game will return to the high base time-saving state. The number of time-saving times (J) when the high base time-saving state is reached after the first type 10R per F special game is played is 100 times.
[0488] G3.G per 2R of the first class This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the triggering conditions for the second special symbol. In this jackpot special game, round games from the first round to the second round are played. In each round game, the first major prize opening 16 is opened until the number of winning balls in the first major prize opening 16 reaches a predetermined number or a predetermined time has elapsed, and then the first major prize opening 16 is closed for two seconds.
[0489] As shown in the game flow in Figure 68, if the first type 10R per G is played in the high base time-saving state, the game state after the special game will return to the high base time-saving state. The number of time-saving times (J) when the high base time-saving state is reached after the first type 10R per G special game is reached is 100.
[0490] H3. Type 2 actual 9R per H This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the activation conditions for the second special symbol. In this jackpot special game, after the small jackpot game, which is essentially the first round, and winning in the specific area 19B, round games from round 2 to round 10 are played. In each round game, first large prize opening 16 is opened until the number of winning balls in first large prize opening 16 reaches a specified number or a specified time has elapsed, and then first large prize opening 16 is closed for two seconds.
[0491] As shown in the game flow of Figure 68, if the second type actual 9R H is reached in the high base time-saving state, the game state after the special game will return to the high base time-saving state. The number of time-saving times (J) when the high base time-saving state is reached after the special game of the second type actual 9R H is reached is 100 times.
[0492] I3. Type 2 Actual 2R per I This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the activation conditions for the second special symbol. In this jackpot special game, after the small jackpot game, which is essentially the first round, and winning in the specific area 19B, round games (rounds 2 and 3) are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a predetermined number or a predetermined time has elapsed, and then the first large prize opening 16 is closed for two seconds.
[0493] As shown in the game flow of Figure 68, if the second type of actual 2R per 1 is reached in the high base time-saving state, the game state after the special game will return to the high base time-saving state. The number of time-saving times (J) when the high base time-saving state is reached after the second type of actual 2R per 1 special game is reached is 100.
[0494] J3. Type 2 Actual 2R J This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the activation conditions for the second special symbol. In this jackpot special game, after the small jackpot game, which is essentially the first round, and winning in the specific area 19B, round games (rounds 2 and 3) are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a predetermined number or a predetermined time has elapsed, and then the first large prize opening 16 is closed for two seconds.
[0495] As shown in the game flow of Figure 68, when the second type actual 2R per J occurs in a high base time-shortening state, the game state after the special game becomes the normal state.
[0496] K3. Type 2 actual 2R K This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the activation conditions for the second special symbol. In this jackpot special game, after the small jackpot game, which is essentially the first round, and winning in the specific area 19B, round games (rounds 2 and 3) are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a predetermined number or a predetermined time has elapsed, and then the first large prize opening 16 is closed for two seconds.
[0497] As shown in the game flow of Figure 68, if the second type of actual 2R per K is played in the high base time-saving state, the game state after the special game will be the low base time-saving state. The number of time-saving times (B) when the low base time-saving state is entered after the second type of actual 2R per K special game is played will be 20 times.
[0498] In the gaming machine 1 of this embodiment, during the high base time-shortening state, if the result is F per 10R of the first type, G per 2R of the first type, H per 9R of the second type, or I per 2R of the second type, the most advantageous high base time-shortening state continues, but if the result is J per 2R of the second type, or K per 2R of the second type, the state falls back to the normal state or the low base time-shortening state.
[0499] The gaming machine 1 of this embodiment has five types of special losses. The five types of special losses are as follows.
[0500] a3. Time-saving special miss a As shown in the game flow of Figure 68, if this special miss a occurs in the normal state, the game will enter a low base time-saving state. The number of time-saving times (B) when the game enters a low base time-saving state after passing through special miss a is 20 times. If this special miss a occurs in the low base time-saving state, the game will enter a high base time-saving state. The number of time-saving times (J) when the game enters a high base time-saving state after passing through special miss a is 100 times.
[0501] b3. Time-saving special miss b As shown in the game flow of Figure 68, if this special miss b occurs in the normal state, the game will enter a low base time-saving state. The number of time-saving times (B) when the game enters a low base time-saving state after passing through special miss b is 40 times. If this special miss b occurs in the low base time-saving state, the game will enter a high base time-saving state. The number of time-saving times (J) when the game enters a high base time-saving state after passing through special miss b is 100 times.
[0502] c3. Time-saving special miss c As shown in the game flow of Figure 68, if this special miss c occurs in the normal state, the game will enter a low base time-saving state. The number of time-saving times (B) when the game enters a low base time-saving state after passing through special miss c is 60 times. If this special miss c occurs in the low base time-saving state, the game will enter a high base time-saving state. The number of time-saving times (J) when the game enters a high base time-saving state after passing through special miss c is 100 times.
[0503] d3. Time-saving special miss d As shown in the game flow of Figure 68, if this special miss d occurs in the normal state, the game will enter a low base time-saving state. The number of time-saving times (B) when the game enters a low base time-saving state after passing through special miss d is 80 times. If this special miss d occurs in the low base time-saving state, the game will enter a high base time-saving state. The number of time-saving times (J) when the game enters a high base time-saving state after passing through special miss d is 100 times.
[0504] e3. Time-saving special miss As shown in the game flow of Figure 68, if this special miss e occurs in the normal state, the game will enter a low base time-saving state. The number of time-saving times (B) when the game enters a low base time-saving state after passing through the special miss e is 100 times. If this special miss e occurs in the low base time-saving state, the game will enter a high base time-saving state. The number of time-saving times (J) when the game enters a high base time-saving state after passing through the special miss e is 100 times.
[0505] As described above, the low-base time-saving state offers a higher advantage in terms of auxiliary games than the normal state. Furthermore, as shown in the game flow diagram of FIG. 68, in the normal state, stopping the special symbol on any symbol does not result in a high-base time-saving state. In contrast, in the low-base time-saving state, if the special symbol stops on the C symbol for a Type 1 2R win, the high-base time-saving state is entered after the special game ends. If the special symbol stops on the symbols a, b, c, d, or e for time-saving activation special misses, the high-base time-saving state is entered immediately. Therefore, in terms of the ease of entering the high-base time-saving state, the low-base time-saving state is more advantageous than the normal state. Therefore, in this embodiment, the player hopes to remain in the low-base time-saving state and gain more opportunities to advance to the high-base time-saving state by winning the C symbol for a Type 1 2R win or the symbols a, b, c, d, or e for time-saving activation special misses. Also, during the normal state, the player hopes to advance to the low base time-saving state as soon as possible by winning the first type 2R win C or the time-saving activation special miss a, b, c, d, or e.
[0506] The processing of the main control board 10a in this embodiment is the same as in the first and second embodiments, but the pre-judgment table, pattern determination table, variation pattern determination table, special game control table, setting table when special missing pattern stops, and setting table when special game ends in the main ROM 110b of the main control board 10 are replaced with those corresponding to the jackpots A3. to K3. and special missing of a3. to e3. in this embodiment mentioned 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 a set of a jackpot random number value, a special symbol random number value, a game state (normal state, low base time-saving state, or high base time-saving state), a reach determination random number value, a special symbol variation random number value, winning information, and a start winning designation command.
[0508] Figure 71(a) is a diagram showing a jackpot symbol determination table referred to in step S311-2 of Figure 29. This jackpot symbol determination table stores sets of special symbol random number values, types of special symbols (types of jackpots), stop symbol data, and symbol designation commands for the five types of first-class jackpots in this embodiment.
[0509] Figure 71(b) is a diagram showing a small win symbol determination table referred to in step S311-6 of Figure 29. This small win symbol determination table stores sets of special symbol random number values, types of special symbols (types of big wins determined by winning in the specific area 19B), stop symbol data, and symbol designation commands for small wins that trigger four types of second-class big wins in this embodiment.
[0510] Figure 72(a) is a diagram showing a symbol determination table for special losses referred to in step S311-9 of Figure 29. This symbol determination table for special losses stores sets of special symbol random number values, types of special symbols (types of special losses), stop symbol data, and symbol designation commands for the five types of special losses in this embodiment.
[0511] Figure 72(b) is a diagram showing a symbol determination table for normal losses that is referred to in step S311-11 of Figure 29. This symbol determination table for normal losses stores sets of special symbol random number values, types of special symbols (types of normal losses), stop symbol data, and symbol designation commands for normal losses.
[0512] Figure 73 is a diagram showing a variation pattern determination table for the first special symbol referred to in step S312 of Figure 28. This variation pattern determination table for the first special symbol 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 variation pattern of special symbol, variation time, and variation start command.
[0513] Figure 74 is a diagram showing a variation pattern determination table for the second special symbol referred to in step S312 of Figure 28. This variation pattern determination table for the second special symbol 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 variation pattern of the special symbol, variation time, and variation start command.
[0514] Figure 75(a) is a diagram showing the special game control table for the first type jackpot that is referenced in step S330-7 of Figure 36. This special game control table for the first type jackpot stores sets of stopped symbol data, opening time, opening designation command, table number of the big prize opening control table for the first type jackpot, ending time, and symbol designation command for the five types of first type jackpots in this embodiment.
[0515] Figure 75(b) is a diagram showing the special game control table for second type jackpots referenced in step S351-11 of Figure 44. This special game control table for second type jackpots stores sets of stopped symbol data, opening time, opening designation command, table number of the big prize opening control table for second type jackpots, ending time, and symbol designation command for the four types of second type jackpots in this embodiment.
[0516] Figure 76 is a diagram showing a setting table when a special losing symbol stops, which is referred to in steps S330-19 and S330-20 in Figure 36. This setting table when a special losing symbol stops stores, for five types of special losing symbols in this embodiment, a set of stopped symbol data, data indicating the game state before the special losing symbol stops, data indicating the game state when the special losing symbol stops, data indicating the low base time-saving number of times (B), and data indicating the high base time-saving number of times (J).
[0517] Fig. 77 is a diagram showing a setting table at the end of a special game referred to in steps S360-2 and S360-3 in Fig. 45. This setting table at the end of a special game stores, for nine types of jackpots in this embodiment, sets of stopped symbol data, game status information set in the game status buffer, data indicating the game status at the end of the special game, data indicating the low base time-shortening number of times (B), and data indicating the high base time-shortening number of times (J).
[0518] As shown in the game flow diagram of Figure 68, during the high base time-saving state, play is performed by hitting the ball to the right. Therefore, in the high base time-saving state, it is almost impossible for the first start slot 14 to start winning, the first special symbol display device 20 to change, and the first special symbol to be drawn as a jackpot. However, in rare cases, during the low base time-saving state, one or more reserved first special symbols may remain, resulting in a Type 1 2R win C or special misses a, b, c, d, or e. After the high base time-saving state is entered, a jackpot may result from the corresponding change in the reserved first special symbol. For this reason, the special game end setting table also stores data indicating the game state to which the game will transition when the game state information in the game state buffer is 02H (high base time-saving state) for the stop symbol data "01," "02," and "03" corresponding to the first special symbol display device 20.
[0519] Furthermore, because play is performed by hitting the left hand during normal or low-base time-saving modes, 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 or low-base time-saving modes. However, during normal or low-base time-saving modes, 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 or low-base time-saving modes. For this reason, the special game 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 mode) or 01H (low-base time-saving mode) for the stop symbol data "04," "05," "06," "07," "08," and "09" corresponding to the second special symbol display device 21.
[0520] The processing of the performance control board 120 in this embodiment is the same as in Embodiment 1. The sub-ROM 120b of the performance control board 120 stores a normal background setting table and a special background setting table.
[0521] Here, in this embodiment, when the gaming machine 1 is powered off, the main control board 10 backs up information indicating the game status in the main RAM 110c through the power off monitoring process of Figure 20 (step S20-9 of Figure 20), and when the power to the gaming machine 1 is turned back on, the main control board 10 restores the game status at the time of the power outage on the previous day through the initialization process of Figures 18 and 19 (step S10-15 of Figure 19), and sends a power restoration designation command and a game status designation command indicating the game status in which the power was restored to the presentation control board 120 (steps S10-16 to S10-25 of Figure 19).
[0522] In contrast, the command analysis process of the performance control board 120 in this embodiment is the same as the command analysis process of the second embodiment (Figs. 63, 64, 57, and 58). Therefore, in each case where power is restored in a normal state and in a low base time-shortened state, the content of the process when the performance 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 in the second embodiment.
[0523] In this embodiment, unlike the first embodiment, the low base time-saving state is more advantageous than the normal state in terms of the likelihood of transitioning to the high base time-saving state. Therefore, as shown in FIG. 60(c), in the normal background setting table, the normal state is associated with a daytime background and the low base time-saving state with an evening background, which is the opposite of the first embodiment. The contents of the special background setting table are the same as those in FIG. 60(b) of the first embodiment. Immediately after the gaming machine 1 is powered on, the effect control board 120 causes the image display device 31 to display the background image of the evening background, which is the background for the low base time-saving state, as an effect image common to the normal state and the low base time-saving state, regardless of whether the gaming machine 1 is powered on in the normal state or in the low base time-saving state.
[0524] Here, as shown in the setting table at the end of special game in Figure 77, the gaming machine 1 assumes the rare case where a jackpot occurs in a variation corresponding to the reservation of the first special pattern during a high base time-shortening state, and stores data indicating the game state to transition to when the game state information in the game state buffer is 02H (high base time-shortening state) for the stopping pattern data "01" corresponding to A for the first type 10R, "02" corresponding to B for the first type 2R, and "03" corresponding to C for the first type 2R.
[0525] According to the setting table at the end of special play in Figure 77, if you win A for 10R of the first type in a high base time reduction state, the state will change to a low base time reduction state after the end of special play, and if you win B for 2R of the first type in a high base time reduction state, the state will change to normal after the end of special play.
[0526] In the special symbol special power control processing of the main control board 10, when the special symbol starts to change, a change start command and a game state designation command are sent (steps S313 and S314 in Figure 28), when the special symbol changes, a pattern determination command and a game state designation command are sent (step S320-3 in Figure 35 and step S330-23 in Figure 36), and when a jackpot occurs, an opening designation command is sent at the start of the special game (step S330-8 in Figure 36), a round start command is sent at the start of the round of the special game (step S340-5 in Figure 41), an ending designation command is sent at the end of the special game (step S340-16 in Figure 41), and a game state designation command is sent at the end of the special game (step S360-4 in Figure 45).
[0527] In contrast, the command analysis process of the performance control board 120 in this embodiment is the same as the command analysis process of the second embodiment (Fig. 63, Fig. 64, Fig. 57, Fig. 58). Therefore, in each case where A is won for 10R of the first kind and B is won for 2R of the first kind, the content of the process when the performance control board 120 receives a variation start command, a game state designation command, a pattern determination command, an opening designation command, and an ending designation command from the main control board 10 is also the same as in the second embodiment.
[0528] Therefore, in this embodiment, after the end of the special game of B per Type 1 2R, which is the first jackpot, and after the end of the special game of A per Type 1 10R, which is the second jackpot, the effect control board 120 displays the background image of the evening background, which is the background of the low base time-shortening state, on the image display device 31 as an effect image common to the normal state and the low base time-shortening state.
[0529] <Fourth embodiment> Next, a fourth embodiment of the present invention will be described. The gaming machine 1 of this embodiment is also a type called a one-type two-type hybrid machine, and has three gaming modes: a normal mode, a low base time-saving mode, and a high base time-saving mode. The types of jackpots and special misses of the gaming machine 1 of this 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 of the first to third embodiments, which are one-type two-type mixed machines. The processing of the performance control board 120 in this embodiment is the same as that of the first embodiment. The sub-ROM 120b of the performance control board 120 stores a normal background setting table and a special background setting table.
[0531] In this embodiment, unlike the second embodiment, the low base time-saving state is more advantageous than the normal state in terms of the likelihood of transitioning to the high base time-saving state. Therefore, as shown in FIG. 65(c), in the normal background setting table, the normal state is associated with a daytime background and the low base time-saving state with an evening background, in contrast to the second embodiment. The contents of the special background setting table are the same as those in FIG. 65(b) of the second embodiment. Immediately after the gaming machine 1 is powered on, the effect control board 120 causes the image display device 31 to display a background image of the daytime background, which is the background for the normal state, as an effect image common to the normal state and the low base time-saving state, regardless of whether the gaming machine 1 is powered on in the normal state or in the low base time-saving state.
[0532] In addition, the command analysis process of the performance control board 120 in this embodiment is the same as the command analysis process of the first embodiment (Fig. 55, Fig. 56, Fig. 57, Fig. 58). Therefore, in each case where A is won for 10R of the first kind and B is won for 2R of the first kind, the content of the process when the performance control board 120 receives a variation start command, a game state designation command, a pattern determination command, an opening designation command, and an ending designation command from the main control board 10 is also the same as in the first embodiment.
[0533] Therefore, in this embodiment, after the end of the special game of B per Type 1 2R, which is the first jackpot, and after the end of the special game of A per Type 1 10R, which is the second jackpot, the effect control board 120 causes the image display device 31 to display a background image of a daytime background, which is the background for the normal state, as an effect image common to the normal state and the low base time-saving state.
[0534] Fifth Embodiment Next, a fifth embodiment of the present invention will be described. The gaming machine 1 of this embodiment is a type known as a type of probability variable machine. Figure 78 is a diagram showing the game flow of the gaming machine 1 of this embodiment. The gaming machine 1 of this embodiment has five game states: a normal state in which the game is played by hitting the left side, a low base time-saving state, and a state without high probability time-saving, and a high base time-saving state in which the game is played by hitting the right side, and a state with high probability time-saving.
[0535] In the high probability time-saving state, the probability of winning the jackpot becomes 1 / 30, which is higher than the normal state, the normal symbol variation time becomes 5 seconds, which is the same as in the high base time-saving state, and the opening time of the movable piece 15b per winning normal symbol lottery becomes 6 seconds, which is the same as in the high base time-saving state.
[0536] In the state without high probability time reduction, the probability of winning the jackpot becomes 1 / 30, which is higher than the normal state, the variation time of the normal symbols becomes 60 seconds, which is the same as the normal state, and the opening time of the movable piece 15b per winning of the normal symbol lottery becomes 0.1 seconds, which is the same as the normal state.
[0537] As shown in FIG. 79, the gaming machine 1 has an evening mode, a day mode, a night mode, a labyrinth mode, and a morning mode. The labyrinth mode is a mode when a high probability time-saving state is in effect. During the labyrinth mode, a background image showing the player wandering around the labyrinth is displayed during normal fluctuations. The morning mode is a mode when a high probability time-saving state is not in effect. During the morning mode, a background image showing the morning scene is displayed during normal fluctuations.
[0538] FIG. 80 is a block diagram showing the overall configuration of the gaming machine 1 of this embodiment. Because the gaming machine 1 of this embodiment is a type 1 variable probability machine, it does not have a specific area opening / closing solenoid 18d that opens and closes the specific area 19B (V winning port) or a specific area detection switch 18a that detects the winning of the specific area 19B. Instead, it has a second large winning port detection switch 17a that detects the entry of a gaming ball into the second large winning port 17. Furthermore, since the gaming machine 1 of this embodiment has a second special symbol reserved, it is provided with a second special symbol reserved indicator 24. Furthermore, as shown in FIGS. 81(a) and 81(c), the second special symbol memory area of the main RAM 110c of the gaming machine 1 and the second effect information memory area of the sub-RAM 120c have a first memory section corresponding to the first reserved symbol of the second special symbol, a second memory section corresponding to the second reserved symbol of the second special symbol, a third memory section corresponding to the third reserved symbol of the second special symbol, and a fourth memory section corresponding to the fourth reserved symbol of the second special symbol.
[0539] The gaming machine 1 of this embodiment has ten types of jackpots. The ten types of jackpots are as follows:
[0540] A5. 1st Special Chart 10R A This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the conditions for starting the first special symbol. In this jackpot special game, rounds 1 to 10 are played. In each round, the first major prize opening 16 is opened until the number of winning balls in the first major prize opening 16 reaches a predetermined number or a predetermined time has elapsed, and then closed for two seconds.
[0541] As shown in the game flow in Figure 78, if the first special chart 10R results in an A in normal play, the game state after the special play will be in a state with high probability of time reduction. The number of time reductions (J) when the high probability of time reduction state is reached after the special play of the first special chart 10R A is reached is 800. If the first special chart 10R results in an A in low base time reduction state, the game state after the special play will be in a state without high probability of time reduction. If the first special chart 10R results in an A in a state without high probability of time reduction, the game state after the special play will again be in a state without high probability of time reduction.
[0542] B5. 1st Special Chart 2R B This jackpot is one of the winnings that can be selected in a jackpot lottery triggered by the establishment of the triggering conditions for the first special symbol. In this jackpot special game, round games from the first round to the second round are played. In each round game, the first major prize opening 16 is opened until the number of winning balls in the first major prize opening 16 reaches a predetermined number or a predetermined time has elapsed, and then closed for two seconds.
[0543] As shown in the game flow in Figure 78, if the first special chart 2R hit is B in normal mode, the game state after the special game will be in a state with high probability of time reduction. The number of time reductions (J) when the high probability of time reduction state is reached after the special game of the first special chart 2R hit B is 800. If the first special chart 2R hit is B in a low base time reduction state, the game state after the special game will be in a state without high probability of time reduction. If the first special chart 2R hit is B in a state without high probability of time reduction, the game state after the special game will again be in a state without high probability of time reduction.
[0544] C5. 1st Special 10R C This jackpot is one of the jackpots that can be selected in a jackpot lottery triggered by the establishment of the conditions for starting the first special symbol. In this jackpot special game, rounds 1 to 10 are played. In each round, the first major prize opening 16 is opened until the number of winning balls in the first major prize opening 16 reaches a predetermined number or a predetermined time has elapsed, and then closed for two seconds.
[0545] As shown in the game flow in Figure 78, if the first special chart 10R hits C in normal mode, the game state after the special game will be in a state with high probability of time reduction. Even if the first special chart 10R hits C in a low base time reduction state, the game state after the special game will be in a state with high probability of time reduction. Even if the first special chart 10R hits C in a state without high probability of time reduction, the game state after the special game will be in a state with high probability of time reduction. The number of time reductions (J) when the high probability of time reduction state is reached after the special game of the first special chart 10R C is 800 times.
[0546] D5. 1st Special Chart 2R D This jackpot is one of the winnings that can be selected in a jackpot lottery triggered by the establishment of the triggering conditions for the first special symbol. In this jackpot special game, round games from the first round to the second round are played. In each round game, the ...
Claims
1. A special game execution means; An auxiliary game execution means; a presentation means including an image display means; a main control means for causing the special game execution means to execute a special game based on a jackpot in the special symbol lottery, and for causing the auxiliary game execution means to execute an auxiliary game based on the result of the normal symbol lottery, and for generating a plurality of types of commands including commands according to the progress of the game; a performance control means for receiving a command generated by the main control means and performing a performance by the performance means based on the received command; Equipped with The main control means includes a game state setting means for setting the game state of the gaming machine to one of a normal state, a slight time-shortening state in which the degree of advantage in relation to the auxiliary game is slightly higher than that in the normal state, and a high base time-shortening state in which the degree of advantage in relation to the auxiliary game is sufficiently higher than that in the normal state and the slight time-shortening state, The game state setting means In the normal state, when a special game is executed based on winning a predetermined jackpot, the game state after the execution of the special game is set to the high base time-shortening state; In the minute time-shortening state, when a special game is executed based on winning the predetermined jackpot, the game state after the execution of the special game is set to the minute time-shortening state; When misses continue for a predetermined number of times in the normal state or the slight time-shortening state, the gaming state of the gaming machine is set to the high base time-shortening state, In the normal state, the advantage of the high base time-shortening state, which is set when a special game is executed based on winning the predetermined jackpot, the advantage of the high base time-shortening state, which is set when misses continue for a predetermined number of times in the normal state, and the advantage of the high base time-shortening state, which is set when misses continue for a predetermined number of times in the slight time-shortening state, are the same; Even if the misses have not continued for a predetermined number of times, if the special symbol stops with a special miss, the gaming state of the gaming machine is set to the high base time-shortening state, The presentation control means, when the gaming state immediately after powering on the gaming machine is the normal state, causes the presentation means to display a background image of the normal state, and when the gaming state immediately after powering on the gaming machine is the slight time-shortening state, causes the presentation means to display a background image identical to the normal state, and when a gaming state designation command corresponding to the slight time-shortening state generated by the main control means is received while the same background image is being displayed, does not execute a change of the background image triggered by the reception of the gaming state designation command. A gaming machine characterized by:
2. If a predetermined condition is satisfied, when a game state designation command corresponding to the minute time-shortening state generated by the main control means is received while the same background image is being displayed, a background image corresponding to the minute time-shortening state is displayed.
2. The gaming machine according to claim 1 .
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