Gaming machine

By controlling game states and error notifications in gaming machines, the system maintains gameplay and enhances player engagement during errors, addressing the decrease in interest due to conventional error displays.

JP7874906B2Active Publication Date: 2026-06-17KYORAKU IND CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
KYORAKU IND CO LTD
Filing Date
2025-04-22
Publication Date
2026-06-17

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Patent Text Reader

Abstract

To provide a game machine improved in management of displaying a game medium number according to a game state.SOLUTION: A game machine includes, as game states, a first normal state, a second normal state, and an auxiliary game advantageous state having a higher advantageous degree related to an auxiliary game. A notification mode of notification means can be changed according to a virtual game medium number displayed on a game medium number display device. When a complete error occurs in which a maximum acquisition game medium number exceeds a predetermined upper limit, resulting in a game impossible state, a notification of the complete error is enabled on an image display device. An error different from the complete error can be detected. When the complete error occurs, the game medium number display device does not display an error code and maintains displaying the virtual game medium number.SELECTED DRAWING: Figure 73
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Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] In a conventional enclosed gaming machine, when an error occurs, a technique has been proposed to display an error code corresponding to the occurred error on a game ball number display device that displays the number of game balls (see, for example, Patent Document 1 below).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the gaming machine described in Patent Document 1 above, since the interest of the game at the time of error occurrence decreases, there remains room for improvement.

[0005] In view of the above problems, an object of the present invention is to provide a gaming machine that can further enhance the interest of the game of the gaming machine.

Means for Solving the Problems

[0006] To solve the above problems, the present invention controls the transition of game states including a first game state, a second game state, and a specific game state in which control related to an auxiliary game is more advantageous than the first game state and the second game state, and the main control means, and the First game state and the The second game state occurs when a special game state is reached in each game state, after the special game state has ended. so that the ease of transition to the specific game state is different Controlled game stateThe system includes a virtual game medium count control means that performs subtraction and addition of the number of playable virtual game mediums and displays the number of virtual game mediums on a game medium count indicator, and the notification mode of a predetermined notification means can be changed according to the number of virtual game mediums displayed on the game medium count indicator, the main control means can generate a complete error that causes the game state to become unplayable when the maximum number of playable game mediums, which is different from the number of virtual game mediums displayed on the game medium count indicator, exceeds a predetermined upper limit, and the complete error can be notified by an image display device, the virtual game medium count control means can detect a specific error that causes an unplayable state different from the complete error, and when the complete error occurs and the game state becomes unplayable, the game medium count indicator does not display an error code and maintains the display of the number of virtual game mediums, and the First game state That is, and the above Second game state The system is characterized by the ability to transmit game state information, based on the game state indicating that a certain state is being played, to the card unit as common notification data. [Effects of the Invention]

[0007] The present invention makes it possible to further enhance the enjoyment of playing games on amusement machines. [Brief explanation of the drawing]

[0008] [Figure 1] These are front views of the gaming machine 1 and card unit 9 according to the first to sixth embodiments. [Figure 2] This is an enlarged view of the second large prize winning opening 17 in the gaming machine 1 of the first to sixth embodiments. [Figure 3] This is a rear perspective view of the gaming machine 1 and card unit 9 according to the first to sixth embodiments. [Figure 4] These are the main control board 110 and frame control board 160 of the first to sixth embodiments, and the covers 110c and 160c that cover them. [Figure 5] This is a block diagram showing the configuration of the gaming machine 1 according to the first to sixth embodiments. [Figure 6]This is a block diagram showing the configuration of the card unit 9 in the first to sixth embodiments. [Figure 7] This diagram shows the operation of inserting banknotes 200 into the card unit 9 and the lending operation in the card unit 9 according to the first to sixth embodiments. [Figure 8] This diagram shows the lending operation in the gaming machine 1 according to the first to sixth embodiments. [Figure 9] This figure shows the ejection and insertion operations of the card 201 in the card unit 9 of the first to sixth embodiments. [Figure 10] This diagram shows the game state of the gaming machine 1 according to the first to sixth embodiments. [Figure 11] This diagram shows the game flow of the gaming machine 1 according to the first to sixth embodiments. [Figure 12] This diagram shows the correspondence between the performance modes, game states, and background images of the gaming machine 1 according to the first to sixth embodiments. [Figure 13] This diagram shows the command transmission sequence between the main control board 110 and the frame control board 160 of the gaming machine 1 in the first to sixth embodiments. [Figure 14] This diagram shows the sequence of transmission of gaming machine information notification data from the frame control board 160 to the card unit 9 in the first to sixth embodiments. [Figure 15] This diagram shows the sequence of transmission of game machine information notification data and counting notification data from the frame control board 160 to the card unit 9 in the first to sixth embodiments. [Figure 16] This diagram shows the sequence of transmission of loan notification data and loan receipt result response data between the frame control board 160 and the card unit 9 in the first to sixth embodiments. [Figure 17] This diagram shows the power-on operation of the gaming machine 1 according to the first to sixth embodiments. [Figure 18] This is the win / loss determination table for the gaming machine 1 of the first to sixth embodiments. [Figure 19] These are the tables for determining the jackpot and minor jackpot symbols of the gaming machine 1 according to the first to sixth embodiments. [Figure 20]It is a special losing symbol and normal losing symbol determination table for the gaming machine 1 of the first to sixth embodiments. [Figure 21] It is a special game end setting table for the gaming machine 1 of the first to sixth embodiments. [Figure 22] It is a special losing symbol stop setting table for the gaming machine 1 of the first to sixth embodiments. [Figure 23] It is a special game control table for jackpot and minor win for the gaming machine 1 of the first to sixth embodiments. [Figure 24] It is a jackpot big winning opening / closing control table for the gaming machine 1 of the first to sixth embodiments. [Figure 25] It is a big winning opening / closing control table and a specific area opening / closing control table for minor win for the gaming machine 1 of the first to sixth embodiments. [Figure 26] It is a variation pattern determination table for the first special symbol in the normal state of the gaming machine 1 of the first to sixth embodiments. [Figure 27] It is a variation pattern determination table for the first special symbol in the short state at low base of the gaming machine 1 of the first to sixth embodiments. [Figure 28] It is a variation pattern determination table for the first special symbol in the short state at high base of the gaming machine 1 of the first to sixth embodiments. [Figure 29] It is a variation pattern determination table for the second special symbol of the gaming machine 1 of the first to sixth embodiments. [Figure 30] There is a preliminary determination table for the jackpot lottery of the first special symbol of the gaming machine 1 of the first to sixth embodiments. [Figure 31] It is a preliminary determination table for the jackpot lottery of the second special symbol of the gaming machine 1 of the first to sixth embodiments. [Figure 32] It is a diagram showing an example of a screen displayed on the image display device 31 of the gaming machine 1 of the first to sixth embodiments. [Figure 33] It is a normal symbol determination table and a variation pattern determination table for normal symbols of the gaming machine 1 of the first to sixth embodiments. [Figure 34]These are auxiliary game control tables and auxiliary game movable piece opening / closing control tables for the gaming machine 1 of the first to sixth embodiments. [Figure 35] This diagram shows the storage area of ​​the main RAM 110b of the gaming machine 1 according to the first to sixth embodiments. [Figure 36] This is a flowchart of the main processing of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 37] This is a flowchart of the initialization process of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 38] This is a flowchart of the initialization process of the main control board 110 of the gaming machine 1 in the first embodiment and the third to sixth embodiments. [Figure 39] This is a flowchart of the game machine information notification process of the main control board 110 of the game machine 1 in the first to sixth embodiments. [Figure 40] This is a flowchart of the power interruption monitoring process of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 41] This is a flowchart of the timer interrupt processing of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 42] This is a flowchart of the input control processing of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 43] This is a flowchart of the input processing for the first start port detection SW of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 44] This is a flowchart of the specific area detection SW input processing of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 45] This is a flowchart of the special feature and special electrical control processing of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 46] This is a flowchart of the special symbol memory determination process of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 47] This is a flowchart of the special symbol memory determination process of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 48]This is a flowchart of the jackpot determination process of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 49] This is a flowchart of the special symbol variation processing of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 50] This is a flowchart of the special symbol stopping process of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 51] This is a flowchart of the jackpot game processing on the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 52] This is a flowchart of the minor win game processing on the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 53] This is a flowchart of the Type 2 jackpot game transition process of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 54] This is a flowchart of the jackpot game termination process of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 55] This is a flowchart of the general power control processing of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 56] This is a flowchart of the normal symbol variation processing of the main control board 110 of the gaming machine 1 in the first to sixth embodiments. [Figure 57] This is a flowchart of the auxiliary game processing of the main control board 110 of the gaming machine 1 according to the first to sixth embodiments. [Figure 58] This is a flowchart of the main processing of the game ball count control unit 180 of the game machine 1 in the first to sixth embodiments. [Figure 59] This is a flowchart of the initial setup process for the game ball count control unit 180 of the game machine 1 in the first embodiment and the third to sixth embodiments. [Figure 60] This is a flowchart of the timer interrupt processing of the game ball count control unit 180 of the game machine 1 in the first to sixth embodiments. [Figure 61] This is a flowchart of the timer update process of the game ball count control unit 180 of the game machine 1 in the first to sixth embodiments. [Figure 62]This is a flowchart of the error detection process of the game ball count control unit 180 of the game machine 1 in the first to sixth embodiments. [Figure 63] This diagram shows the displays of the game ball count indicator 84 and the frame control indicator 85 of the game machine 1 according to the first to sixth embodiments. [Figure 64] This is a flowchart of the response processing of the game ball count control unit 180 of the game machine 1 in the first to sixth embodiments. [Figure 65] This is a flowchart of the game machine information notification process of the game ball count control unit 180 of the game machine 1 in the first to sixth embodiments. [Figure 66] This is a flowchart of the game machine information data transmission process of the game ball count control unit 180 of the game machine 1 in the first to sixth embodiments. [Figure 67] This is a flowchart of the counting process of the game ball count control unit 180 of the game machine 1 in the first to sixth embodiments. [Figure 68] This is a flowchart of the game ball count control unit 180's process for determining whether the game ball count transition condition is met in the game machine 1 of the first to sixth embodiments. [Figure 69] This figure shows the operation information storage area of ​​the game ball count RAM 180b of the game machine 1 according to the first to sixth embodiments, and an example of updating the operation information storage area. [Figure 70] This is a flowchart of the counting notification process of the game ball count control unit 180 of the game machine 1 in the first to sixth embodiments. [Figure 71] This is a flowchart of the lending control process of the game ball count control unit 180 of the game machine 1 in the first to sixth embodiments. [Figure 72] This is a flowchart of the game notification control process of the game ball count control unit 180 of the game machine 1 in the first and second embodiments. [Figure 73] This figure shows the table for determining the lamp illumination color while seated, the table for determining the background color while seated, the table for determining the lamp illumination color while away from the seat, and the table for determining the background color while away from the seat for the gaming machine 1 of the first to sixth embodiments. [Figure 74] This is a flowchart of the main processing of the launch control unit 170 of the gaming machine 1 in the first to sixth embodiments. [Figure 75]This is a flowchart of the launch control process of the launch control unit 170 of the gaming machine 1 in the first to sixth embodiments. [Figure 76] This is a flowchart of the main processing of the card unit control board 90 in the first to sixth embodiments. [Figure 77] This is a flowchart of the banknote input detection process of the card unit control board 90 in the first to sixth embodiments. [Figure 78] This is a flowchart of the card input detection process of the card unit control board 90 in the first to sixth embodiments. [Figure 79] This is a flowchart of the ball count update process of the card unit control board 90 in the first to sixth embodiments. [Figure 80] This is a flowchart of the lending process of the card unit control board 90 in the first to sixth embodiments. [Figure 81] This is a flowchart of the response confirmation process of the card unit control board 90 in the first to sixth embodiments. [Figure 82] This is a flowchart of the card ejection process of the card unit control board 90 in the first to sixth embodiments. [Figure 83] This is a flowchart of the gaming machine information analysis processing of the card unit control board 90 in the first to sixth embodiments. [Figure 84] This is a flowchart of the main processing of the performance control board 120 of the gaming machine 1 in the first to sixth embodiments. [Figure 85] This is a flowchart of the timer interrupt processing of the performance control board 120 of the gaming machine 1 in the first to sixth embodiments. [Figure 86] This is a flowchart of the command analysis process of the performance control board 120 of the gaming machine 1 according to the first to sixth embodiments. [Figure 87] This is a flowchart of the command analysis process of the performance control board 120 of the gaming machine 1 according to the first to sixth embodiments. [Figure 88] This is a flowchart of the command analysis process of the performance control board 120 of the gaming machine 1 according to the first to sixth embodiments. [Figure 89]This figure shows the table for determining the variation effect pattern for the first special symbol in the sea mode during the normal state of the gaming machine 1 of the first to sixth embodiments. [Figure 90] This figure shows the table for determining the variation animation pattern for the first special symbol in Sea Mode during the low-base time-saving state of the gaming machine 1 of the first to sixth embodiments. [Figure 91] This figure shows the table for determining the variable performance pattern for the first special symbol in ground mode when the gaming machine 1 of the first to sixth embodiments is in a low base state. [Figure 92] This figure shows the table for determining the variation effect pattern for the first special symbol in the high base time reduction state of the gaming machine 1 of the first to sixth embodiments. [Figure 93] This diagram shows the variable animation pattern determination table for the second special symbol of the gaming machine 1 according to the first to sixth embodiments. [Figure 94] This is a flowchart of the process for determining the variable performance pattern of the performance control board 120 of the gaming machine 1 in the first to sixth embodiments. [Figure 95] This is a flowchart of the training mode notification and performance control processing of the performance control board 120 of the gaming machine 1 in the first to sixth embodiments. [Figure 96] This is a flowchart of the special game performance control processing of the performance control board 120 of the game machine 1 in the first to sixth embodiments. [Figure 97] This figure shows the normal background setting table and the special background setting table for the gaming machine 1 of the first to sixth embodiments. [Figure 98] This is a flowchart of the background image display control processing of the performance control board 120 of the gaming machine 1 according to the first to sixth embodiments. [Figure 99] This is a flowchart of the main processing of the control unit 141 in the first to sixth embodiments. [Figure 100] This is a flowchart of the command reception interrupt processing and V-blank interrupt processing of the control unit 141 in the first to sixth embodiments. [Figure 101] This figure shows examples of the screen display for the normal variation effects of the gaming machine 1 according to the first to sixth embodiments. [Figure 102]This figure shows examples of the screen display for the normal reach animation of the gaming machine 1 according to the first to sixth embodiments. [Figure 103] This figure shows examples of the roulette display screens for the gaming machine 1 according to the first to sixth embodiments. [Figure 104] This figure shows examples of the SP reach animation screens for the gaming machine 1 according to the first to sixth embodiments. [Figure 105] This figure shows examples of battle sequences in the game machine 1 according to the first to sixth embodiments. [Figure 106] This figure shows detailed screen examples of the battle sequences in the first to sixth embodiments of the gaming machine 1. [Figure 107] This figure shows examples of screens during a jackpot animation for the first to sixth embodiments of the gaming machine 1. [Figure 108] This figure shows examples of screens during the high-base time-saving state of the gaming machine 1 according to the first to sixth embodiments. [Figure 109] This figure shows example screens of the training mode effects of the gaming machine 1 according to the first to sixth embodiments. [Figure 110] This is a flowchart of the initialization process of the main control board 110 of the gaming machine 1 in the second embodiment. [Figure 111] This is a flowchart of the initial setup process for the game ball count control unit 180 of the game machine 1 in the second embodiment. [Figure 112] This is a flowchart of the game notification control process of the game ball count control unit 180 of the game machine 1 in the third embodiment. [Figure 113] This is a flowchart of the game notification control process of the game ball count control unit 180 of the game machine 1 in the fourth embodiment. [Figure 114] This is a flowchart of the game notification control process of the game ball count control unit 180 of the game machine 1 in the fifth embodiment. [Figure 115] This is a flowchart of the game notification control process of the game ball count control unit 180 of the game machine 1 in the sixth embodiment. [Modes for carrying out the invention]

[0009] <First Embodiment> The first embodiment of the present invention will be described in detail below with reference to the drawings.

[0010] (Overview of Gaming Machine 1) Unlike well-known pachinko machines, gaming machine 1 does not use a game ball supply mechanism or game ball discharge mechanism of island equipment. Instead, it stores a predetermined number of game balls, plays the game by launching the stored game balls into the game area, collects the game balls after the game is finished, and plays the game again by launching the collected game balls.

[0011] (Basic configuration of gaming machine 1) First, the basic configuration of the gaming machine 1 will be described with reference to Figures 1 to 4. Figure 1 is a front view of the gaming machine 1 and card unit 9 of the present invention. Figure 2 is an enlarged view of the second large prize slot 17 of the gaming machine 1. Figure 3 is a perspective view of the rear side of the gaming machine 1 and card unit 9. Figure 4 shows the main control board 110 and frame control board 160, and the covers 110c and 160c covering them, on the rear side of the gaming machine 1.

[0012] The gaming machine 1, as shown in Figures 1 and 3, comprises an outer frame 60 and a rotatably supported glass frame 50. The outer frame 60 is provided with a game board 2 having a game area 6 through which game balls flow. The game area 6 has a left area 6L to the left of the center and a right area 6R to the right of the center.

[0013] One end of the glass frame 50 is connected to the outer frame 60 via a hinge mechanism 51, and the other end of the glass frame 50 is provided with a locking mechanism. The locking mechanism of the glass frame 50 can be unlocked with a special key, and by unlocking it, the hinge mechanism 51 can swing it open to release the game area 6. The glass frame 50 is provided with a door open detection switch 81c (not shown).

[0014] The glass frame 50 is provided with a pressable effect button 35, and the effect button 35 is equipped with an effect button detection SW 35a. When the effect button detection SW 35a detects the player's operation of the effect button 35, it outputs predetermined information to the gaming machine 1. Therefore, the player can input predetermined information to the gaming machine 1 by operating the effect button 35.

[0015] To the left of the performance button 35 is a pressable directional pad 39. The directional pad 39 has an upper cursor key 39A, a left cursor key 39B, a lower cursor key 39C, a right cursor key 39D, and a center cursor key 39E, each of which is equipped with a directional pad detection switch 39a, 39b, 39c, 39d, and 39e, respectively. When each directional pad detection switch detects the player's operation of the directional pad 39, it outputs predetermined information to the gaming machine 1. Therefore, the player can input predetermined information to the gaming machine 1 by operating the directional pad 39.

[0016] The glass frame 50 is provided with an operating handle 3 that, when rotated, launches game balls into the game area 6. The operating handle 3 is equipped with a touch sensor 3a. The touch sensor 3a detects when a player touches the operating handle 3. When the player rotates the operating handle 3, a launch volume 3b located near the operating handle 3 also rotates, and a launching member directly connected to a launching solenoid 4a rotates with a launching intensity corresponding to the amount of rotation of the launch volume 3b.

[0017] The ball-feeding solenoid 4b, located near the operating handle 3, feeds the game balls stored in the game machine 1 one by one to the launching member directly connected to the launching solenoid 4a. These touch sensors 3a, launching volume 3b, launching solenoid 4a, and ball-feeding solenoid 4b perform the above launching operations under the control of the launching control unit 170 in the frame control board 160.

[0018] The game balls, launched to the launching member, are launched between rails 5a and 5b by the rotation of the launching member, pass through the ball return prevention member 5c, and enter the game area 6. A launch ball sensor 2a, a foul ball sensor 2b, a small ball sensor 81a, and a steel ball sensor 81b are provided between rails 5a and 5b (none of which are shown).

[0019] The launch ball sensor 2a outputs a launch signal when it detects that a game ball launched between rails 5a and 5b has exceeded the launch detection point at the upper end of rail 5b. The foul ball sensor 2b outputs a foul signal when it detects that a game ball launched between rails 5a and 5b has returned without reaching the game area 6. The small ball sensor 81a outputs a small ball detection signal when it detects that a small ball has been launched between rails 5a and 5b. The steel ball sensor 81b outputs a steel ball detection signal when it detects that a steel ball has been launched between rails 5a and 5b.

[0020] The glass frame 50 is equipped with two audio output devices 32, which are speakers, on the left and right sides. The audio output devices 32 provide sound effects and other effects in accordance with the progress of the game. Near the two audio output devices 32 are a fourth effect lighting device 340d and two fifth effect lighting devices 340e. The fourth effect lighting device 340d and the fifth effect lighting devices 340e each have a fourth lamp 34d and a fifth lamp 34e, which are full-color LEDs. The fourth effect lighting device 340d and the fifth effect lighting devices 340e perform game effects by illuminating the fourth lamp 34d and the fifth lamp 34e, respectively, under the control of the lamp / drive control unit 150 of the effect control board 120.

[0021] Inside the game area 6 of the game board 2, there are a general prize entry point 12, a regular symbol gate 13, a first start entry point 14, a second start entry point 15, a first major prize entry point 16, a second major prize entry point 17, and an image display device 31.

[0022] There are three general prize slots 12 located below the game area 6L. Each general prize slot 12 is equipped with a general prize slot detection switch 12a. When the general prize slot detection switch 12a detects that a game ball has entered a general prize slot 12, a predetermined number of game balls are awarded to the player.

[0023] A first start opening 14 is provided in the lower center of the game area 6 of the game board 2. A second start opening 15 is provided on the right side of the game area 6 of the game board 2. When a game ball is launched towards the left area 6L of the game area 6 (left shot), the game ball can enter the first start opening 14, but it is difficult for the game ball to enter the second start opening 15. When a game ball is launched towards the right area 6R of the game area 6 (right shot), the game ball can enter the second start opening 15, but it is difficult for the game ball to enter the first start opening 14.

[0024] The first start port 14 is equipped with a first start port detection SW 14a. When the first start port detection SW 14a detects that a game ball has entered the first start port 14, a predetermined number of game balls are awarded to the player. The second start port 15 is equipped with a second start port detection SW 15a. When the second start port detection SW 15a detects that a game ball has entered the second start port 15, a predetermined number of game balls are awarded to the player. The number of game balls awarded for game balls entering the first start port 14 and the second start port 15 may be the same or different. Furthermore, as will be described in detail later, when game balls enter the first start port 14 or the second start port 15, various random values ​​are obtained that will be used for various processes related to the game, including the jackpot lottery.

[0025] The second starting port 15 is equipped with two movable pieces 15b and a starting port opening / closing solenoid 15c. The second starting port 15 changes between two states by the operation of the starting port opening / closing solenoid 15c: a closed state in which the entry of game balls is restricted, and an open state in which the entry of game balls is permitted. Specifically, the operation of the starting port opening / closing solenoid 15c controls the second starting port 15 to a closed state in which the entry of game balls is restricted by the movable piece 15b becoming approximately vertical, and to an open state in which the entry of game balls is permitted by the movable piece 15b becoming approximately horizontal.

[0026] Furthermore, the ease with which the game balls can enter the second starting opening 15 can be varied by changing the time it remains open. As will be explained in more detail later, the longer the second starting opening 15 remains open, the more opportunities there are for the game balls to enter, thus increasing the ease of winning.

[0027] A regular symbol gate 13 is provided in the upper right part of the game area 6 of the game board 2. The regular symbol gate 13 is equipped with a gate detection switch 13a. When the gate detection switch 13a detects the passage of a game ball through the regular symbol gate 13, it acquires random values ​​for determination, etc., for performing the regular symbol lottery described later.

[0028] A first large prize slot 16 is provided in the lower right area of ​​the game area 6 of the game board 2. The first large prize slot 16 is equipped with a first large prize slot detection SW 16a, a first large prize slot opening / closing door 16b, and a first large prize slot opening / closing solenoid 16c. The first large prize slot 16 changes between two states by the operation of the first large prize slot opening / closing solenoid 16c: a closed state in which the entry of game balls is restricted, and an open state in which the entry of game balls is permitted.

[0029] More specifically, when the first large prize opening 16 is turned off, the first large prize opening door 16b becomes approximately parallel to the surface of the game board 2, making it difficult for game balls to enter the opening. Conversely, when the first large prize opening solenoid 16c is turned on, the first large prize opening door 16b becomes approximately perpendicular to the surface of the game board 2, making it easy for game balls to enter the opening.

[0030] When the detection switch 16a detects that a game ball has entered the first major prize slot 16, a predetermined number of game balls are awarded to the player. The open state of the first major prize slot 16 changes to a closed state after a predetermined number of game balls have entered it (as described later) or after a predetermined open time has elapsed.

[0031] A second large prize slot 17 is provided in the right-hand area of ​​the game area 6 of the game board 2. The second large prize slot 17 is equipped with a second large prize slot detection SW 17a, a second large prize slot opening / closing door 17b, and a second large prize slot opening / closing solenoid 17c. The second large prize slot 17 changes between two states depending on the operation of the second large prize slot opening / closing solenoid 17c: a closed state in which the entry of game balls is restricted, and an open state in which the entry of game balls is permitted.

[0032] Specifically, when the second large prize slot 17 is turned off, the second large prize slot opening door 17b becomes approximately parallel to the surface of the game board 2, making it difficult for game balls to enter the slot. Conversely, when the second large prize slot opening door 17c is turned on, the second large prize slot opening door 17b becomes approximately perpendicular to the surface of the game board 2, making it easy for game balls to enter the slot.

[0033] As shown in Figure 2, the inside of the second large prize opening 17 is provided with a specific area 19B, a sliding member 19C, and a second large prize opening discharge port 19E. The sliding member 19C changes between two states by the operation of the specific area opening / closing solenoid 18d: a retracted state in which it is stored at the back of a gap provided in the inner wall 19 of the second large prize opening, and a forward state in which it is advanced in front of the gap.

[0034] Specifically, the sliding member 19C moves forward when the specific area opening / closing solenoid 18d is turned on, and moves backward when the specific area opening / closing solenoid 18d is turned off. The specific area 19B becomes closed when the sliding member 19C is in the forward position, making it difficult for the game ball to enter, and becomes open when the sliding member 19C is in the backward position, making it easy for the game ball to enter.

[0035] When the slide member 19C is in the forward position, game balls passing over the specific area 19B are discharged only through the second large prize opening discharge port 19E. However, when the slide member 19C is in the reverse position, they can be discharged through the specific area 19B. Game balls discharged through the second large prize opening discharge port 19E are detected by the second large prize opening detection SW 17a. Game balls discharged through the specific area 19B are detected by the specific area detection SW 18a. Regardless of which detection SW detects the balls, a predetermined number of game balls are awarded to the player.

[0036] An outlet 11 is provided at the lower center of the game area 6 of the game board 2. If a game ball launched into the game area 6 does not enter any of the general prize entry 12, the first start 14, the second start 15, the first major prize entry 16, or the second major prize entry 17, it is discharged from the game area 6 via the outlet 11.

[0037] An image display device 31 is provided in the center of the game area 6. The image display device 31 displays performance images according to the progress of the game, and also displays customer waiting performance images when the game is not in progress. As for the display of performance images according to the progress of the game, the left symbol 36L, the middle symbol 36C, the right symbol 36R (hereinafter referred to as "decorative symbols 36"), and the fourth symbol 36Z are displayed in a variable manner according to the variation of the special symbols. The decorative symbols 36 and the fourth symbol 36Z notify the same judgment result as the jackpot judgment result indicated by the special symbols of the first special symbol display device 20 and the second special symbol display device 21.

[0038] Additionally, a radio wave detection switch 19a is provided at the lower center of the game area 6 (not shown). The radio wave detection switch 19a outputs a radio wave detection signal when it detects radio waves.

[0039] Outside the game area 6 of the game board 2, there are a first special symbol display device 20, a second special symbol display device 21, a first special symbol hold indicator 22, a second special symbol hold indicator 23, a regular symbol display device 24, and a regular symbol hold indicator 25.

[0040] The first special symbol display device 20 is composed of 7-segment LEDs. When a game ball enters the first start opening 14 of the game area 6, the LEDs light up and turn off to display the changing special symbols and the stopping special symbols indicating the jackpot lottery result. Similarly, the second special symbol display device 21 is composed of 7-segment LEDs. When a game ball enters the second start opening 15 of the game area 6, the LEDs light up and turn off to display the changing special symbols and the stopping special symbols indicating the jackpot lottery result. Hereafter, the special symbols displayed by the first special symbol display device 20 will be referred to as the "first special symbols," and the special symbols displayed by the second special symbol display device 21 will be referred to as the "second special symbols."

[0041] When it is not possible to start a new variation of the first or second special symbol, such as during a variation of a special symbol or during a jackpot game (special game), the variation display of the special symbol is put into standby mode under predetermined conditions. The first special symbol reserve indicator 22 displays the number of standby variation displays for the first special symbol (hereinafter referred to as "reserve count"). The first special symbol reserve indicator 22 consists of two LEDs, left and right, and displays the reserve count of the first special symbol by the way they are displayed. Specifically, if the reserve count of the first special symbol is 1, only the left LED lights up; if the reserve count of the first special symbol is 2, only the right LED lights up; if the reserve count of the first special symbol is 3, the left LED blinks and the right LED lights up; and if the reserve count of the first special symbol is 4, both the left and right LEDs blink.

[0042] Similarly, the second special symbol hold indicator 23 displays the number of holds for the second special symbol. The second special symbol hold indicator 23 consists of two LEDs, one on the left and one on the right, and displays the number of holds for the second special symbol by the way they are displayed. Specifically, if there is one hold for the second special symbol, only the left LED lights up; if there are two hold for the second special symbol, only the right LED lights up; if there are three hold for the second special symbol, the left LED blinks and the right LED lights up; and if there are four hold for the second special symbol, both the left and right LEDs blink.

[0043] The regular symbol display device 24 consists of a single LED. When a game ball passes through the regular symbol gate 13 in the game area 6, the single LED lights up and turns off to display the variation of the regular symbols and the stop display indicating the lottery result. If it is not possible to start a new variation of the regular symbols, such as when the regular symbols are already varying, the variation of the regular symbols is put into standby mode under predetermined conditions.

[0044] The regular symbol hold indicator 25 consists of two LEDs, one on the left and one on the right, and displays the number of regular symbols held by the way they are displayed. Specifically, if there is one regular symbol held, only the left LED lights up; if there are two regular symbols held, only the right LED lights up; if there are three regular symbols held, the left LED blinks and the right LED lights up; and if there are four regular symbols held, both the left and right LEDs blink.

[0045] A first performance drive device 330a, a second performance drive device 330b, and a third performance drive device 330c are provided around the periphery of the game area 6 of the game board 2. The first performance drive device 330a has a first movable component 33a. The second performance drive device 330b has a second movable component 33b. The third performance drive device 330c has a third movable component 33c.

[0046] The first performance drive unit 330a, the second performance drive unit 330b, and the third performance drive unit 330c operate the first movable mechanism 33a, the second movable mechanism 33b, and the third movable mechanism 33c under the control of the lamp / drive control unit 150 of the performance control board 120, thereby performing game performances.

[0047] The first movable mechanism 33a performs a warning animation indicating a high probability of a jackpot by swaying near its origin position and dropping towards the center of the game area 6. The second movable mechanism 33b performs a warning animation indicating a high probability of a jackpot by swaying near its origin position and sliding to the left towards the center of the game area 6. The third movable mechanism 33c performs a warning animation indicating a high probability of a jackpot by swaying near its origin position and sliding to the lower right towards the center of the game area 6. These swaying, dropping, and sliding movements can occur individually or in combination, and the more combinations that occur, the higher the probability of a jackpot. In addition, there are multiple timings for the dropping and sliding movements, and the probability of a jackpot differs depending on the timing of the movement.

[0048] As shown in Figure 1, a first performance lighting device 340a is provided at the center of the first movable component 33a. A second performance lighting device 340b is provided at the center of the second movable component 33b. A third performance lighting device 340c is provided at the center of the third movable component 33c. The first performance lighting device 340a, the second performance lighting device 340b, and the third performance lighting device 340c are each equipped with a first lamp 34a, a second lamp 34b, and a third lamp 34c, which are full-color LEDs.

[0049] The first performance lighting device 340a, the second performance lighting device 340b, and the third performance lighting device 330c perform light emission operations of the first lamp 34a, the second lamp 34b, and the third lamp 34c, respectively, under the control of the lamp / drive control unit 150 of the performance control board 120, thereby performing game performances.

[0050] A game ball count indicator 84 is provided outside the game area 6 of the game board 2. The game ball count indicator 84 consists of a 6-digit 7-segment LED display. Based on display data transmitted from the frame control board 160, the game ball count indicator 84 displays information such as the number of game balls and error messages.

[0051] Specifically, the game ball count display 84 displays the number of game balls that the game machine 1 currently holds. In the cases shown below, the game ball count display 84 displays the number of game balls obtained by adding or subtracting a predetermined value from the currently displayed number of game balls.

[0052] In the game ball count display 84, the number of game balls displayed is obtained by subtracting a predetermined value from the currently displayed number of game balls when a game ball is launched and when the number of game balls held by the game machine 1 is transferred to the card unit 9. Specifically, each time a game ball is launched, the game ball count display 84 displays the number of game balls obtained by subtracting 1 from the displayed number of game balls. In addition, when the number of game balls held by the game machine 1 is transferred to the card unit 9, the game ball count display 84 displays the number of game balls obtained by subtracting the number transferred to the card unit 9 from the displayed number of game balls.

[0053] In the game ball count display 84, the number of game balls displayed is calculated by adding a predetermined value to the currently displayed number of game balls when a prize ball is won through gameplay, or when the display receives loan notification data from the card unit 9 indicating the number of loaned balls. A prize ball is won through gameplay when a game ball enters the general prize slot 12, the first start slot 14, the second start slot 15, the first major prize slot 16, or the second major prize slot 17.

[0054] An annular game notification lamp 86 is provided around the game ball count display 84. The game notification lamp 86 emits predetermined light according to the display data transmitted from the frame control board 160.

[0055] A counting button 82 is located to the left of the performance button 35. By operating the counting button 82, it is possible to transfer the number of balls stored in the gaming machine 1 to the card unit 9.

[0056] A card unit 9 connected to the gaming machine 1 is provided on the left side of the gaming machine 1. Above the card unit 9 is a banknote slot 91 equipped with a banknote identification device 91a. Below the banknote slot 91 is a monetary value display 93. The monetary value display 93 consists of a two-digit 7-segment LED.

[0057] Below the amount display 93 is a loan button 98 equipped with a loan button detection SW98a. Below the loan button 98 is a ball count display 94. The ball count display 94 consists of a 6-digit 7-segment LED.

[0058] Below the ball count indicator 94, there is a card slot 92 equipped with a card reader / writer 92a. Below the card slot 92, there is an eject button 99 equipped with an eject button detection switch 99a.

[0059] As shown in Figure 3, the back of the gaming machine 1 is equipped with a main control board 110, a performance control board 120, a frame control board 160, a power supply board 175, a power plug 176, and a power switch 177.

[0060] As shown in Figures 3 and 4, the main control board 110 is covered by a cover 110c. As shown in Figure 4, the main control board 110 is provided with a RAM clear switch 111a, and even when the cover 110c is attached to the main control board 110, the RAM clear switch 111a protruding from the hole 110e can be pressed.

[0061] As shown in Figures 3 and 4, the frame control board 160 is covered by a cover 160c. As shown in Figure 4, the frame control board 160 is equipped with a frame control display 85 and a game ball count clear switch 180e. The frame control display 85 consists of a 6-digit 7-segment LED and displays information such as the number of game balls and error messages based on display data transmitted from the frame control board 160. Even when the cover 160c is attached to the frame control board 160, the game ball count clear switch 180e, which protrudes from the hole 160e, can be pressed.

[0062] (Block diagram of the entire gaming machine) Next, we will explain each control means that controls the progress of the game using an overall block diagram of the gaming machine 1. Figure 5 is a block diagram showing the configuration of the gaming machine 1.

[0063] The gaming machine 1 includes a main control board 110 that comprehensively controls the progress of the game, an effects control board 120 that controls the effects related to the game, a frame control board 160 that controls the counting and launching of game balls, and a power supply board 175. The power supply board 175 supplies power to the main control board 110, the effects control board 120, and the frame control board 160.

[0064] The main control board 110 includes a main control unit 110m, which is a one-chip microcontroller equipped with a main CPU 110a for arithmetic processing, a main RAM 110b that serves as a work area for arithmetic processing, and a main ROM 110c that stores game control programs, as well as input / output ports and a RAM clear switch 111a.

[0065] The input / output ports of the main control board 110 are connected to the performance control board 120, the frame control board 160, the general prize entry detection SW 12a, the gate detection SW 13a, the first start entry detection SW 14a, the second start entry detection SW 15a, the first major prize entry detection SW 16a, the second major prize entry detection SW 17a, the specific area detection SW 18a, the start entry opening / closing solenoid 15c, the first major prize entry opening / closing solenoid 16c, the second major prize entry 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 first special symbol hold indicator 22, the second special symbol hold indicator 23, the normal symbol display device 24, and the normal symbol hold indicator 25.

[0066] Furthermore, communication between the main control board 110 and the frame control board 160 is bidirectional, allowing for the sending and receiving of commands. However, communication between the main control board 110 and the performance control board 120 is unidirectional, allowing command transmission only from the main control board 110 to the performance control board 120.

[0067] The main CPU 110a of the main control board 110 receives an operating clock from the crystal oscillator, reads the game control program stored in the main ROM 110c, and uses the main RAM 110b as a work area to perform calculations related to the game. The main CPU 110a performs control processing in response to detection signals from each input device (detection switch, etc.), control processing for each output device (display device, etc.), and control processing for sending and receiving control commands.

[0068] The main RAM 110b of the main control board 110 is provided with various data storage areas necessary for game control, as well as storage areas for various counters, as will be described in detail later. When the power is lost, the data in the used area of ​​the main RAM 110b is backed up by the backup power supply after a checksum is added. The data backed up by the backup power supply is restored after a data check using the checksum. The main ROM 110c of the main control board 110 stores game control programs and data, as will be described in detail later.

[0069] The performance control board 120 controls the image display device 31, the sound output device 32, the performance drive devices 330a, 330b, 330c, and the performance lighting devices 340a, 340b, 340c, 340d, and 340e based on performance control commands received from the main control board 110.

[0070] The performance control board 120 includes a performance control unit 120m that controls the progress of performances based on the reception of performance control commands from the main control board 110, a display / sound control unit 140 that performs control processing for image display and sound output based on the reception of performance control commands from the performance control unit 120m, a lamp / drive control unit 150 that performs control processing for light emission effects and movable mechanism effects based on performance control commands from the performance control unit 120m, and input / output ports for performance control.

[0071] The performance control unit 120m includes a sub-CPU 120a for calculation processing, a sub-RAM 120b which serves as a work area for calculation processing, a sub-ROM 120c which stores performance control programs, etc., and an RTC 120d. The RTC 120d operates using the power supplied to the gaming machine 1 when power is supplied to it, and operates using the power of the onboard backup power supply when power is not supplied to the gaming machine 1. The input ports of the performance control base unit 120m are connected to a performance button detection SW 35a and directional key detection SWs 39a, 39b, 39c, 39d, and 39e.

[0072] The sub-CPU 120a of the performance control unit 120m receives an operating clock from the crystal oscillator based on commands transmitted from the main control means 110 and input signals from the performance button detection SW35a, etc., reads the performance control program and data stored in the sub-ROM 120c, uses the sub-RAM 120b as a work area to perform calculation processing related to game performance, and transmits the performance control commands generated in this processing to the general control unit 141 and the lamp / drive control unit 150.

[0073] The sub-RAM 120b of the performance control unit 120m contains various data storage areas necessary for performance control, as well as storage areas for various counters, as will be described in detail later. The sub-ROM 120c of the performance control unit 120m stores programs and data for performance control, as will be described in detail later.

[0074] The display / sound control unit 140 controls the image display device 31 and the sound output device 32 based on performance control commands received from the performance control unit 120m and the frame control board 160. The display / sound control unit 140 includes a general control unit 141 that comprehensively controls image display and sound output based on performance control commands from the performance control unit 120m and the frame control board 160, a VDP 145 that controls the image display device 31 based on the reception of display control commands (such as display lists) from the general control unit 141, a CGROM 146 that stores image data, etc., a sound processor 144 that controls the sound output device 32 based on the reception of sound control commands from the general control unit 141, and a sound ROM 148 that stores sound data, etc. The image display device 31 and the sound output device 32 are connected to the input / output ports of the sound / display control unit 140.

[0075] The control unit 141 includes a control CPU 141a for performing calculations, a control RAM 141b used as a work area when performing calculations, a control ROM 141c in which control programs and the like are stored, and input / output ports to which the image display device 31 and the audio output device 32 are connected.

[0076] The integrated CPU 141a of the integrated control unit 141 receives an operating clock from the crystal oscillator based on a command transmitted from the performance control unit 120m, reads the integrated control program and data stored in the integrated ROM 141c, and uses the integrated RAM 141b as a work area to perform calculations related to image display and sound output. The integrated CPU 141a outputs a sound control command to the sound processor 144 that instructs the sound to be output to the sound output device 32, which was generated by the calculations, and outputs a display control command (display list, etc.) to the VDP 145 that instructs the performance images to be displayed on the image display device 31.

[0077] The voice processor 144 is connected to the voice ROM 148. The voice ROM 148 stores compressed voice data. Based on voice control commands received from the control unit 141, the voice processor 144 reads and decodes voice data from the voice ROM 148, and outputs voice from the voice output device 32 using the decoded data.

[0078] The VDP145 is connected to the CGROM146. The CGROM146 stores compressed image data and uncompressed palette data, etc. The image data consists of pixel information for sprite images and movie images to be displayed on the image display device 31. The pixel information of the image data consists of color number information and transparency (alpha value) for each pixel. The palette data is data in which color number information and display colors are associated.

[0079] The VDP145 is equipped with VRAM147. The VRAM147 includes a display list storage area, a compressed data decompression area, a first frame buffer area, and a second frame buffer area. The display list storage area is for storing the display list output from the control unit 141. The compressed data decompression area is for storing image data that has been decompressed from the compressed image data read from the CGROM146.

[0080] The first frame buffer area and the second frame buffer area are storage areas for display image data to be displayed on the image display device 31. While one buffer area has finished drawing the image to be displayed and is transferring the image data to the image display device 31, the other buffer area is drawing the next image to be displayed. By repeating this process alternately, high-speed and smooth display control is achieved.

[0081] The VDP145 stores the display list output from the control unit 141, reads image data corresponding to the display list from the CGROM 146, performs drawing processing in the drawing frame buffer using this image data, and generates RGB signals as video signals indicating the colors of the image from the image data stored in the display frame buffer, and outputs the generated RGB signals to the image display device 31.

[0082] The lamp / drive control unit 150 includes a lamp CPU 150a for performing calculations, a lamp RAM 150b used as a work area during calculations, a lamp ROM 150c for storing lamp control programs and data, and input / output ports. The performance drive devices 330a, 330b, 330c and the performance lighting devices 340a, 340b, 340c, 340d, 340e are connected to the input / output ports of the lamp / drive control unit 150.

[0083] The lamp CPU 150a of the lamp / drive control unit 150 receives an operating clock from the crystal oscillator based on commands transmitted from the performance control unit 120m and the frame control board 160, reads programs and data related to light emission control and mechanism driving stored in the lamp ROM 150c, and uses the lamp RAM 150b as a work area to perform calculation processing related to light emission control and mechanism driving processing. Through this calculation processing, the lamp CPU 150a performs drive control of the performance drive devices 330a, 330b, and 330c, and light emission control of the performance lighting devices 340a, 340b, 340c, 340d, and 340e.

[0084] The frame control board 160 controls the counting and launching of game balls. The frame control board 160 is connected to the main control board 110 in a bidirectional manner. The frame control board 160 includes a launch control unit 170, a game ball count control unit 180, an input port, an output port, and a game ball count clear switch 180e.

[0085] The input ports of the frame control board 160 are connected to the following sensors: launch ball sensor 2a, foul ball sensor 2b, touch sensor 3a, launch volume 3b, small ball sensor 81a, steel ball sensor 81b, door open detection SW 81c, counting button detection SW 82a, card unit input terminal board 83a, and radio wave detection SW 19a.

[0086] The output ports of the frame control board 160 are connected to a firing solenoid 4a, a ball feeding solenoid 4b, a card unit output terminal board 83b, a game ball count indicator 84, a frame control indicator 85, and a game notification lamp 86.

[0087] The launch control unit 170 includes a launch CPU 170a, a launch RAM 170b, and a launch ROM 170c. The launch CPU 170a reads programs and data stored in the launch ROM 170c and performs calculations using the launch RAM 170b as a work area. When the power is turned on, the launch CPU 170a performs initial setup processing and then controls the launch of the game balls.

[0088] The game ball count control unit 180 includes a game ball count CPU 180a, a game ball count RAM 180b, and a game ball count ROM 180c. The game ball count CPU 180a reads programs and data stored in the game ball count ROM 180c and performs calculations using the game ball count RAM 180b as a work area.

[0089] The game ball count CPU 180a performs initial setup processing when the power is turned on, and then, depending on the progress of the game, it performs processing related to subtracting or adding the number of playable game balls, and controls the operation of the counting button detection SW82a according to the progress of the game.

[0090] The game ball count RAM180c is equipped with various storage areas, including an error 1 occurrence information storage area, an error 2 occurrence information storage area, an error 3 occurrence information storage area, an error 4 occurrence information storage area, a count button operation enabled flag storage area, a count button operation disabled flag storage area, a game status flag storage area, a game machine information notification standby flag storage area, an away flag storage area, a game interruption judgment flag storage area, a count notification standby flag storage area, a communication failure judgment counter, a game machine information notification standby timer counter, a count notification standby timer counter, a game interruption judgment timer counter, a game ball count counter, a balls launched counter, a total prize ball count counter, and a counted ball count counter.

[0091] In the event of a power outage, the data in the used area of ​​the game ball count RAM180c is backed up by a backup power supply (not shown) with a checksum added. When power is restored, this backup information is recovered after a data check using the checksum.

[0092] The power supply board 175 generates the main power necessary for the operation of the gaming machine from power supplied from outside the gaming machine via the power plug 176, and supplies the generated main power to the main control board 110, the performance control board 120, the frame control board 160, etc. of the gaming machine 1. The power supply board 175 includes a power outage detection circuit (not shown) that detects whether the voltage of the externally supplied power has dropped and outputs a voltage drop signal to the main control board 110 and the frame control board 160 based on the voltage drop, and a backup power supply circuit (not shown) that supplies backup power to the main control board 110 and the frame control board 160 in the event of a power outage.

[0093] (Block diagram of the entire card unit) As shown in Figure 6, the card unit 9 is equipped with a card unit control board 90, a card unit SC board 95, and a power supply board 97, etc. When the card unit 9 is powered on, power is supplied from the power supply board 97 to the card unit control board 90 and the card unit SC board 95, and these boards start to operate.

[0094] The card unit control board 90 controls the basic operation of the card unit 9. Specifically, the card unit control board 90 performs data analysis processing received from the gaming machine 1, processing according to the inserted banknotes and cards, processing related to the buttons and displays on the card unit 9, and generating data to be transmitted to the gaming machine 1, the hall computer, etc.

[0095] The card unit SC board 95 controls communication between the card unit 9 and the outside world. Specifically, it controls communication between the card unit 9 and the gaming machine 1, the management center server (not shown), and the hall computer (not shown).

[0096] As shown in Figure 6, the card unit control board 90 includes a one-chip microcontroller 910m equipped with a unit CPU 910a, a unit RAM 910b, and a unit ROM 910c, as well as input ports, output ports, and the like.

[0097] The input ports of the card unit control board 90 are connected to a card reader / writer 92a, a lending button detection switch 98a, an eject button detection switch 99a, and a banknote identifier 91a. The lending button detection switch 98a outputs a signal indicating that the lending button has been pressed. The eject button detection switch 99a outputs a signal indicating that the eject button has been pressed.

[0098] A card reader / writer 92a, an amount display 93, and a ball count display 94 are connected to the output port of the card unit control board 90.

[0099] The card unit control board 90 includes a unit CPU 910a, a unit RAM 910b, and a unit ROM 910c. The unit CPU 910a reads programs and data stored in the unit ROM 910c and performs calculations using the unit RAM 910b as a work area.

[0100] The unit RAM 910b of the card unit control board 90 is provided with various storage areas, including a storage area for monetary amount information, a storage area for the number of balls held, a storage area for the waiting flag for the response of the loan receipt result, a storage area for the game status flag, a storage area for the flag for the invalid ejection button operation, a storage area for the flag for the invalid loan button operation, and a loan receipt result response waiting timer counter. The unit ROM 910c of the card unit control board 90 stores programs and various data for controlling the card unit 9.

[0101] (Flow of operations: lending, counting, inserting, and ejecting cards) Next, using Figure 7, we will explain the flow of the game ball dispensing operation performed by the card unit 9. When a banknote 200 is inserted into the banknote slot 91 of the card unit 9 (Figure 7(a)), a number indicating the amount of the inserted banknote (in the example in Figure 7, "5" indicating 5,000 yen) is displayed on the amount display 93 (Figure 7(b)).

[0102] When the dispensing button 98 is pressed once in this state (Figure 7(c)), the amount display 93 displays "4" to indicate that the amount data (5000 yen) stored in the card unit 9 has been reduced by 1000 yen to 4000 yen, and the game ball count display 84 of the game machine 1 displays "250" (Figure 7(d)). The reason why the amount is reduced by 1000 yen and 250 game balls are dispensed is because each ball is dispensed at a price of 4 yen.

[0103] Furthermore, when the card unit 9 and the gaming machine 1 are in the state shown in Figure 7(d), the player can press the dispensing button 98 once more to dispense another 1,000 yen worth of game balls. Specifically, when the dispensing button 98 is pressed once again in the state shown in Figure 7(d), "3" is displayed on the amount display 93 of the card unit 9, and "500" is displayed on the game ball count display 84 of the gaming machine 1.

[0104] However, if the card 201 containing the number of balls held is inserted into the card unit 9 and the dispensing button 98 is pressed, the dispensing of game balls by subtracting the number of balls held will take precedence over the dispensing by subtracting the amount data.

[0105] Next, using Figure 8, the flow of the counting operation performed in the gaming machine 1 will be explained. When the number of game balls is displayed on the game ball display 84 of the gaming machine 1, pressing the counting button 82 once will decrease the number of game balls displayed on the game ball display 84 by 1, and the number of balls held on the card unit 9's display 94 will increase by 1.

[0106] For example, if the game ball count display 84 of the game machine 1 displays "12345", and the counting button 82 is pressed briefly once (Figure 8(a-1)), the game ball count display 84 will display "12344", and the display on the game ball count display 94 of the card unit 9 will be updated from "0" to "1" (Figure 8(a-2)).

[0107] Furthermore, when the number of game balls is displayed on the game ball count display 84 of the game machine 1, pressing and holding the counting button 82 once will subtract 250 from the number of game balls displayed on the game ball count display 84, and the number of game balls displayed on the card unit 9's ball count display 94 will add 250 to the displayed number.

[0108] For example, if the game ball count display 84 of the game machine 1 displays "12345", pressing and holding the counting button 82 once (Figure 8(b-1)) will cause the game ball count display 84 to display "12095", and the display on the game ball count display 94 of the card unit 9 will be updated from "0" to "250" (Figure 8(b-2)).

[0109] Next, Figure 9 will be used to explain the flow of card ejection and insertion operations for card 201. When the ejection button 99 of card unit 9 is pressed, the amount data displayed on the amount display 93 and the number of balls displayed on the number of balls display 94 are written to card 201, and card 201 with the amount data and number of balls data written on it is ejected from the card slot 92.

[0110] For example, if the card unit 9 displays "4" on the amount display 93 and "1234" on the ball count display 94, and the eject button 99 is pressed (Figure 9(a-1)), a card 201 containing the amount data of 4000 yen and the ball count data of 1234 will be ejected from the card slot 92 (Figure 9(a-2)).

[0111] Furthermore, if the number of balls held is displayed on the game ball count display 84 of the game machine 1, and the eject button of the card unit 9 is pressed, the monetary data and the number of balls held will not be written to the card 201, nor will the card 201 be ejected. Therefore, if a player wishes to eject the card 201 in the above state, they must perform a counting operation by pressing the counting button 82 of the game machine 1, thereby transferring all the number of balls held stored in the game machine 1 to the card unit 9, and then eject the card 201 by pressing the eject button 99 of the card unit 9.

[0112] When a player inserts card 201, which contains monetary data and ball count data, into the card slot, card 201 is stored in card unit 9, the monetary data stored in card 201 is displayed on monetary display 93, and the ball count data stored in card 201 is displayed on ball count display 94.

[0113] For example, when a card 201 containing data for an amount of 4,000 yen and data for the number of balls held (1,234) is inserted into the card slot 92 (Figure 9(b-1)), the card 201 is stored in the card unit 9, the amount display 93 displays "4", and the ball count display 94 displays "1,234".

[0114] However, the card unit 9 will not accept the insertion of card 201 into the card slot if an amount is displayed on the amount display 93 or if the number of balls is displayed on the ball count display 94.

[0115] (Game status of gaming machine 1) The game state of the gaming machine 1 includes a normal state and a low-base time-saving state in which the game is played by shooting to the left, and a high-base time-saving state in which the game is played by shooting to the right. In these game states, the ease with which the game balls enter the second starting opening 15 differs.

[0116] The game machine 1 performs a regular symbol lottery when the conditions for starting the regular symbols are met based on the passage of a game ball through the regular symbol gate 13. If the result of the regular symbol lottery is a win, the regular symbols will change and display for a predetermined time, then stop in a winning stop pattern, and the movable piece 15b will be opened in a predetermined pattern. If the result of the regular symbol lottery is a loss, the regular symbols will change and display for a predetermined time, then stop in a losing stop pattern.

[0117] As shown in Figure 10, the variation time for the regular symbols is 90 seconds in the normal state, 89 seconds in the low-base time-saving state, and 4 seconds in the high-base time-saving state. In addition, the control time for opening the movable piece 15b when the result of the regular symbol lottery is a win is 0.1 seconds in the normal state, 0.11 seconds in the low-base time-saving state, and 8 seconds in the high-base time-saving state.

[0118] The ease with which a game ball can enter the second starting opening 15 increases as the variation time of the regular symbols decreases, as there are more opportunities for the regular symbols to be drawn, and the ease with which a game ball can enter increases as the opening time of the movable piece 15b when the result of the regular symbol drawing is a win increases. Therefore, in the high-base time-saving state, the variation time of the regular symbols is considerably shorter and the opening time of the second starting opening 15 is considerably longer compared to the normal state and the low-base time-saving state, making it easier for a game ball to enter the second starting opening 15 than in the normal state and the low-base time-saving state.

[0119] On the other hand, in the low-base time-saving state, the variation time of the regular symbols is slightly shorter compared to the normal state, and the opening time of the second start port 15 is also slightly longer, making it easier for game balls to enter the second start port 15 than in the normal state.

[0120] Therefore, the ease with which game balls can enter the second starting opening 15 increases in the order of high-base time-saving state, low-base time-saving state, and normal state. Thus, if we consider a game state that is more advantageous to the player as the ease with which game balls can enter the second starting opening 15 increases, then the game states that are more advantageous to the player are in the order of high-base time-saving state, low-base time-saving state, and normal state.

[0121] Furthermore, as shown in Figure 10, in addition to the three game states (normal state, low-base time-saving state, and high-base time-saving state) in which the ease of entry of game balls into the second starting port 15 differs, the game state of the game machine 1 also includes game-unplayable state 1 and game-unplayable state 2.

[0122] Game-Unavailable State 1 is a game state in which the game is not executed due to a complete function activation error occurring in the main control board 110. The complete function activation error is an error that occurs to restrict further game execution when the maximum number of game balls that can be acquired in the game machine 1 exceeds the daily limit of 95,000 balls.

[0123] Game-inoperable state 2 is a game state in which the game is not executed due to a specific error occurring in the frame control board 160. Specific errors in the frame control board 160 include small ball detection errors, steel ball detection errors, and radio wave detection errors.

[0124] In this embodiment, since non-magnetic game balls are used, an iron ball error is detected. However, if magnetic game balls are used, a magnet error may be detected instead of an iron ball error.

[0125] (Game flow) Next, we will explain the game flow of Gaming Machine 1 using the game flow of Gaming Machine 1. Figure 11 is a diagram showing the game flow of Gaming Machine 1.

[0126] The game machine 1 executes a jackpot lottery when the conditions for starting the first special symbol are met based on a game ball entering the first starting opening 14, and when the conditions for starting the second special symbol are met based on a game ball entering the second starting opening 15. If the special symbol lottery result is a jackpot, the special symbol will change display for a predetermined time, then stop in the jackpot stopping pattern, and the first large prize opening 16 will be opened in a predetermined pattern. If the special symbol lottery result is a minor win, the special symbol will change display for a predetermined time, then stop in the minor win stopping pattern, and the second large prize opening 17 will be opened in a predetermined pattern. If the special symbol lottery result is a miss, the special symbol will change display for a predetermined time, then stop in the miss stopping pattern. There are two types of misses: a normal miss and a special miss.

[0127] Special misses are misses that are selected only through a jackpot lottery triggered by the fulfillment of the conditions for starting the first special game, and consist of four types: special miss a, special miss b, special miss c, and special miss d. When a special miss occurs in the normal state, the game state transitions to either a low-base time-saving state or a high-base time-saving state.

[0128] The gaming machine 1 is equipped with six types of Type 1 jackpots and three types of Type 2 jackpots. A Type 1 jackpot is a special game in which, after a special symbol stops on a jackpot symbol, the first large prize slot 16 is controlled to open in a predetermined manner. A Type 2 jackpot is a special game that is performed when a game ball passes through a specific area 19B after the special symbol stops on a small win symbol and the second large prize slot 17 is controlled to open in a predetermined manner.

[0129] A Type 1 jackpot includes four types of special games that are played when the first special symbol stops on a jackpot symbol (Type 1 10R jackpot A, Type 1 2R jackpot B, Type 1 2R jackpot C, Type 1 10R jackpot D), and two types of special games that are played when the second special symbol stops on a jackpot symbol (Type 1 10R jackpot F, Type 1 2R jackpot G).

[0130] In the first type 10R rounds A, D, and F, a round game is played 10 times in which the first large prize slot 16 is controlled to be open in a state where game balls can enter. In each round game, the first large prize slot 16 is controlled to be open until a predetermined number of game balls (for example, 9 balls) enter the first large prize slot 16, or until the open time of the first large prize slot 16 reaches a predetermined time (for example, 29 seconds).

[0131] In the first type 2R win B, first type 2R win C, and first type 2R win G, two rounds of gameplay are played in which the first large prize slot 16 is controlled to be open in a state where game balls can enter. In each round of gameplay, the first large prize slot 16 is controlled to be open until a predetermined number of game balls (for example, 9 balls) enter the first large prize slot 16, or until the open time of the first large prize slot 16 reaches a predetermined time (for example, 29 seconds).

[0132] The second type of jackpot includes three types of special games (Type 2 9R jackpot H, Type 2 2R jackpot I, and Type 2 9R jackpot J) that are executed when the second special symbol stops on a minor win symbol and the game ball passes through a specific area 19B during the minor win.

[0133] In the second type 9R win H and the second type 9R win J, a round game is played 9 times in which the first large prize slot 16 is controlled to be open in a state where game balls can enter. In each round game, the first large prize slot 16 is controlled to be open until a predetermined number of game balls (for example, 9 balls) enter the first large prize slot 16, or until the open time of the first large prize slot 16 reaches a predetermined time (for example, 29 seconds).

[0134] In the second type 2R win I, two rounds of gameplay are played in which the first large prize slot 16 is controlled to be open in a state where game balls can enter. In each round of gameplay, the first large prize slot 16 is controlled to remain open until a predetermined number of game balls (for example, 9 balls) enter the first large prize slot 16, or until the open time of the first large prize slot 16 reaches a predetermined time (for example, 29 seconds).

[0135] The game flow of the gaming machine 1 will be explained below using Figure 11. If a Type 1 10R win A or a Type 1 2R win B occurs in the normal state, the game state after the special game ends will return to the normal state. If a Type 1 2R win C or a Type 1 10R win D occurs in the normal state, the game state after the special game ends will be a high-base time-saving state where the upper limit of the high-base time-saving rounds (J) is 100 rounds.

[0136] If special miss a occurs in the normal state, the game state changes to a high-base time-saving state where the maximum number of high-base time-saving rounds (J) is 100. If special miss b, special miss c, or special miss d occurs in the normal state, the game state changes to a low-base time-saving state. The maximum number of low-base time-saving rounds (B) in the low-base time-saving state, which is transitioned to by the occurrence of the above three types of special misses, is 600 (special miss b), 400 (special miss c), and 200 (special miss d), respectively. In the case of a normal miss, which is a miss other than the above four types of special misses, the game state does not change (except when the number of fluctuations (L), described later, reaches 800).

[0137] If a Type 1 2R win C occurs in the low-base time-saving state, the game state after the special game ends will be the low-base time-saving state, where the maximum number of low-base time-saving rounds (B) is 100. If a Type 1 10R win A or a Type 1 2R win B occurs in the low-base time-saving state, the game state after the special game ends will be the normal state. If a Type 1 10R win D occurs in the low-base time-saving state, the game state after the special game ends will be the high-base time-saving state, where the maximum number of high-base time-saving rounds (J) is 100.

[0138] In the low-base time-saving state, if a special miss or a normal miss occurs and the number of low-base time-saving rounds (B) reaches a predetermined number (100, 200, 400, or 600 rounds), the game state returns to the normal state.

[0139] In either the normal state or the low-base time-saving state, if a special miss or a normal miss occurs and the number of spins (L) reaches 800, the game state will change to the high-base time-saving state, where the upper limit of the high-base time-saving spins (J) becomes 100.

[0140] In the high-base time-saving state, if a Type 1 10R win F, a Type 1 2R win G, a Type 2 9R win H, or a Type 2 2R win I occurs, the game state after the special game ends will return to the high-base time-saving state, where the maximum number of high-base time-saving spins (J) is again 100. In the high-base time-saving state, if a Type 2 9R win J occurs, the game state after the special game ends will return to the normal state. In the high-base time-saving state, if a special miss or a normal miss occurs and the number of high-base time-saving spins (J) reaches 100, the game state will return to the normal state.

[0141] As the above game flow shows, the low-base time-saving state is a game state in which it is more difficult to transition to the high-base time-saving state than the normal state. Specifically, the conditions for transitioning from the low-base time-saving state to the high-base time-saving state are that the number of spins (L) reaches 800, and that a Type 1 10R win D is achieved. However, in addition to the two conditions above, the conditions for transitioning from the normal state to the high-base time-saving state also include the occurrence of a special miss a and the occurrence of a Type 1 2R win C.

[0142] Therefore, in terms of the ease of getting the game ball into the second starting opening 15, the low-base time-saving state is better than the normal state, but in terms of the ease of transitioning to the high-base time-saving state, which is the most advantageous state, the normal state is better than the low-base time-saving state. Therefore, when a player is in the low-base time-saving state, they will play with the aim of transitioning to the normal state. Specifically, when a player is in the low-base time-saving state, they will play with the aim of achieving either a Type 1 10R win A or a Type 1 2R win B, or to use up the prescribed number of low-base time-saving rounds (B).

[0143] In addition to the route from the normal state to transition to the high-base time-saving state, there is also a route to directly transition from the low-base time-saving state to the high-base time-saving state. Specifically, when a Type 1 10R win D occurs in the low-base time-saving state, or when the number of spins (L) reaches 800, the game transitions from the low-base time-saving state to the high-base time-saving state. Therefore, even when a player is in the low-base time-saving state, if a Type 1 10R win D occurs, they will transition to the high-base time-saving state, allowing them to play with the expectation of always transitioning to the high-base time-saving state.

[0144] Furthermore, even when a player is in a low-base time-saving state, if the number of spins (L) is close to 800, they can play with a very high sense of anticipation because by using up the remaining spins, the number of spins (L) will reach 800 and they will reliably transition to a high-base time-saving state.

[0145] Furthermore, once the game transitions to a high-base time-saving state, if the following continue to occur before the second-type 9R win J occurs: first-type 10R win F, first-type 2R win G, second-type 9R win H, and second-type 2R win I, the high-base time-saving state will continue after the special game ends, making it possible to acquire a large number of game balls. Also, after the second-type 9R win J occurs and the game exits the high-base time-saving state, the game state returns to a normal state that makes it easier to transition to the high-base time-saving state, so it can be expected to return to the high-base time-saving state in a short period of time.

[0146] (Mode background image) Next, we will explain the background images for the performance modes corresponding to the game state of the gaming machine 1. Figure 12 is a diagram showing the mode background images of the gaming machine 1.

[0147] As shown in Figure 12, the gaming machine 1 has three performance modes: Ground Mode, Sea Mode, and Underwater Temple Mode. Ground Mode is a performance mode that corresponds to a low-base time-saving state. Sea Mode is a performance mode that corresponds to a normal state. Underwater Temple Mode is a performance mode that corresponds to a high-base time-saving state. However, although the performance mode and game state generally correspond as described above, there are exceptions where the above correspondence does not apply, as will be explained in detail later.

[0148] In land mode, a land background image (rural background, city background, desert background) is displayed. In ocean mode, an underwater background image (shallow water background, deep sea background) is displayed. In underwater temple mode, an underwater temple background image is displayed.

[0149] From the perspective of gameplay flow, the game states become more advantageous in the order of high base time reduction state, normal state, and low base time reduction state, as mentioned above. Therefore, the background images in the performance modes are set so that the closer you get to the seabed, the more advantageous the background image becomes.

[0150] In ground mode, there are three types of background images: a rural background image, a city background image, and a desert background image. However, the displayed background image may be changed according to the progress of the low-base time reduction count (B). For example, the fewer the remaining low-base time reduction counts until the specified count is used up, the more likely the desert background image, city background image, and rural background image are to be displayed in that order.

[0151] Furthermore, as will be described later, when transitioning to Sea Mode under predetermined conditions, regardless of whether the game state is a low-base time-saving state or a normal state, the game state may be indicated to the player by the length of time the shallow water background image and the deep sea background image are displayed, or by the transition state. In that case, for example, the more often the deep sea background image is displayed, the more likely it is that the game state is normal.

[0152] (Command transmission and reception between the frame control board, the main control board, and the card unit) The main control board 110 of the gaming machine 1 generates a gaming machine information notification command and transmits the generated gaming machine information notification command to the frame control board 160. The gaming machine information notification command is a command that includes information indicating the game status of the gaming machine 1 and the progress and stop status of the game.

[0153] Specifically, the gaming machine information notification command is a command that includes information indicating whether or not a complete function activation error has occurred, information indicating that a game ball has entered the starting slot, information indicating that a game ball has entered the big prize slot, and so on.

[0154] When the frame control board 160 receives a game machine information notification command from the main control board 110, it sends a response command to the main control board 110. The main control board 110 checks whether or not it has received the response command and determines whether or not a communication failure has occurred based on the reception status of the response command.

[0155] Figure 13 shows an example of the transmission and reception of game machine information notification commands and response commands between the main control board 110 and the frame control board 160. As shown in Figure 13, the main control board 110 transmits game machine information notification commands to the frame control board 160 every 108ms. If the main control board 110 fails to receive a response command from the frame control board 160 within 10ms of transmitting a game machine information notification command for 10 consecutive times, it determines that a communication failure has occurred and displays a communication failure notification on the image display device 31. Details of the game machine information notification processing of the main control board 110 will be described later.

[0156] As shown in Figure 14, the frame control board 160 of the gaming machine 1 transmits gaming machine information notification data to the card unit 9 every 300ms. Details of the gaming machine information notification processing of the frame control board 160 will be described later.

[0157] The gaming machine information notification data includes information indicating the game status of gaming machine 1, information indicating whether gaming machine 1 is in the middle of a jackpot, information indicating whether there is a complete function activation error, information indicating whether a small ball detection error has occurred, information indicating whether a steel ball detection error has occurred, information indicating whether a radio wave detection error has occurred, information indicating the number of game balls, information indicating the number of balls launched, information indicating the total number of prize balls, information indicating that a ball has entered the starting slot, and information indicating that a ball has entered the big prize slot, etc.

[0158] As shown in Figure 15, the frame control board 160 transmits counting notification data to the card unit 9 100ms after transmitting game machine information notification data to the card unit 9. The counting notification data is data indicating the number of game balls transferred from the game machine 1 to the card unit 9. Details of the counting notification process of the card unit control board 90 will be described later.

[0159] As shown in Figure 16, when the card unit 9 receives a loan operation via the operation of the loan button 98, it sends loan notification data to the frame control board 160. The loan notification data is data indicating the number of game balls that can be played on the game machine 1, which is then transferred from the card unit 9 to the game machine 1.

[0160] When the frame control board 160 receives loan notification data from the card unit 9, it sends loan acceptance result response data to the card unit 9. If the card unit 9 does not receive the loan acceptance result response data from the frame control board 160 within 10ms of sending the loan notification data, it resends the loan notification data. Details of the loan processing and response confirmation processing of the card unit 9 will be described later.

[0161] (Regarding the operation of turning on the power of the gaming machine) When the power switch 177 located on the back of the gaming machine 1 is operated to turn on the power, power is supplied from the power supply board 175 to the main control board 110, the performance control board 120, and the frame control board 160, and each board starts up.

[0162] There are four types of power-on operations for the gaming machine 1: normal power-on operation, main control board RAM clear power-on operation, frame control board RAM clear power-on operation, and full RAM clear power-on operation. The above four types of power-on operations will be explained below with reference to Figure 17.

[0163] Normally, the power-on operation is performed by turning on the power switch 177 without pressing the RAM clear switch 111a and the game ball count clear switch 180e (Figure 17(a-1)) (Figure 17(a-2)).

[0164] The main control board RAM clear power-on operation is performed by pressing the RAM clear SW111a and not pressing the game ball count clear SW180e (Figure 17(b-1)), and then turning on the power SW177 (Figure 17(b-2)). When the power is turned on by the main control board RAM clear power-on operation, an initialization process is performed on the main control board 110, which involves clearing the entire area of ​​the main RAM 110b. Details of the initialization process of the main control board 110 will be described later.

[0165] The frame control board RAM clear power-on operation is performed by pressing the game ball count clear SW180e without pressing the RAM clear SW111a (Figure 17(c-1)) and then turning on the power SW177 (Figure 17(c-2)). When the power is turned on by the frame control board RAM clear power-on operation, an initialization process is performed on the frame control board 160, which involves clearing the entire area of ​​the game ball count RAM180b. Details of the initial setup process for the frame control board 160 will be described later.

[0166] The full RAM clear power-on operation is performed by pressing the RAM clear SW111a and the game ball count clear SW180e (Figure 17(d-1)) and then turning on the power SW177 (Figure 17(d-2)). When the power is turned on by the full RAM clear power-on operation, initialization processing is performed on each board, which involves clearing the entire area of ​​the main RAM 110b of the main control board 110 and the entire area of ​​the game ball count RAM 180b of the frame control board 160.

[0167] Next, we will explain the various tables stored in the main ROM 110c. Figure 18 shows the winning / losing determination table for special symbols and the winning / losing determination table for regular symbols of the gaming machine 1.

[0168] (Win / Loss Determination Table) Specifically, Figure 18(a) is the jackpot lottery determination table for the first special symbol display device, Figure 18(b) is the jackpot lottery determination table for the second special symbol display device, and Figure 18(c) is the winning lottery determination table for the regular symbol display device.

[0169] As shown in Figure 18(a), the lottery results for the first special symbol are of three types: jackpot, special miss, and regular miss. As shown in Figure 18(b), the lottery results for the second special symbol are also of three types: jackpot, minor win, and regular miss. The main CPU 110a refers to the jackpot lottery determination table shown in Figures 18(a) and 18(b) and determines the lottery result based on the acquired jackpot random value.

[0170] As shown in Figure 18(c), the result of the lottery using ordinary symbols is either a win or a loss. The main CPU 110a refers to the win lottery determination table shown in Figure 18(c) and determines the lottery result based on the acquired random values ​​of ordinary symbols. As shown in Figure 18(c), the probability of winning with the ordinary symbol lottery is the same in the normal state, the low-base time-saving state, and the high-base time-saving state. However, the probability of winning with the ordinary symbol lottery may be changed depending on the game state.

[0171] (Pattern determination table) Figure 19 shows the jackpot and minor win symbol determination tables for the gaming machine 1. Specifically, Figure 19(a) is the jackpot symbol determination table. The jackpot symbol determination table associates the type of special symbol display device, the special symbol random value, the type of special symbol (type of jackpot), the stopped symbol data, and the symbol specification command.

[0172] Figure 19(b) is the table for determining the symbols for minor wins. The table associates the random value of the special symbol, the type of special symbol (the type of jackpot that is executed when the ball enters a specific area 19B), the stopped symbol data, and the symbol specification command. In the game machine 1, minor wins are only achieved by the lottery of the second special symbol, but minor wins may also be achieved by the lottery result of the first special game.

[0173] A pattern specification command consists of a 1-byte MODE data indicating the classification of the control command and a 1-byte DATA indicating the content of the control command to be executed. Furthermore, even for control commands transmitted from other main control boards 110 to the performance control unit 120m (for example, a variation pattern specification command), the data structure of the command is the same as that of the pattern specification command.

[0174] Figure 20 shows the symbol determination table for losing symbols in game machine 1. Specifically, Figure 20(a) is the symbol determination table for special losing symbols. Figure 20(b) is the symbol determination table for normal losing symbols.

[0175] As shown in Figure 18, special misses are selected only in the win / loss lottery using the first special symbol. Therefore, the special miss symbol determination table shown in Figure 20(a) contains only data associated with the first special symbol display device 20. The special miss symbol determination table associates the special symbol random value, the type of special symbol (type of special miss), the stopped symbol data, and the symbol specification command. The normal miss symbol determination table shown in Figure 20(b) associates the type of special symbol display device, the special symbol random value, the type of special symbol (type of normal miss), and the stopped symbol data.

[0176] When the special symbols begin to change, the main CPU 110a determines a symbol specification command based on the symbol determination table shown in Figures 19 and 20 and the acquired special symbol random value, and transmits the determined symbol specification command to the performance control unit 120m.

[0177] (Setting table at the end of special game) Figure 21 is a special game end setting table for determining the game state after the special game of the gaming machine 1 has ended.

[0178] The special game end setting table associates the type of special symbol display device, the type of special symbol, the stopped symbol data, the game state information set in the game state buffer, the game state at the end of the special game, the number of low-base time-saving rounds (B), and the high-base time-saving state (J).

[0179] The "game state buffer" is a memory area located in the main RAM 110b, where information indicating the game state at the time of a jackpot win is stored. As described above, the game state of the gaming machine 1 consists of a normal state, a low-base time-saving state, and a high-base time-saving state.

[0180] When a jackpot is won during a spin, the game state is as follows: if the game state information in the game state buffer is "00H", it is the normal state; if the game state information in the game state buffer is "01H", it is the low-base time-saving state; and if the game state information in the game state buffer is "02H", it is the high-base time-saving state.

[0181] The main CPU 110a refers to the special game end setting table shown in Figure 21 and determines the game state after the special game ends, the low-base time reduction rounds (B), and the high-base time reduction rounds (J) based on the special symbol stop data and the game state information in the game state buffer.

[0182] The following section explains the changes in the game state when each jackpot symbol stops as a special symbol, although this overlaps somewhat with the game flow explained using Figure 11.

[0183] When special symbol A stops (when type 1 10R win A is selected), and when special symbol B stops (when type 1 2R win B is selected), the game state after the special game ends will be the normal state regardless of the game state information in the game state buffer.

[0184] If special symbol C stops (if type 1 2R win C is selected), the game state after the special game ends will be a high-base time-saving state where the maximum number of high-base time-saving rounds (J) is 100 if the game state information in the game state buffer is in a normal state, and a low-base time-saving state where the maximum number of low-base time-saving rounds (B) is 100 if the game state information in the game state buffer is in a low-base time-saving state or a high-base time-saving state.

[0185] If special symbol D stops (if type 1 10R win D is selected), the game state after the special game ends will be a high-base time-saving state where the maximum number of high-base time-saving rounds (J) is 100, regardless of the game state information in the game state buffer.

[0186] When special symbol F stops (when Type 1 10R win F is selected), when special symbol G stops (when Type 1 2R win G is selected), when special symbol H stops (when Type 2 9R win H is selected), and when special symbol I stops (when Type 2 2R win I is selected), the game state after the special game ends will be a high-base time-saving state where the maximum number of high-base time-saving rounds (J) is 100, regardless of which game state the game state information in the game state buffer is.

[0187] If the special symbol J stops (when the second type 9R winning J is selected), the game state after the special game ends will be the normal state, regardless of the game state information in the game state buffer.

[0188] In this embodiment, only the second type 9R jackpot J is provided as a jackpot based on the lottery result of the second special symbol that transitions from a high-base time-saving state to a normal state after completion. However, multiple types of jackpots based on the lottery result of the second special symbol that transitions from a high-base time-saving state to a normal state after completion may be provided. Also, instead of two types of jackpots, one type of jackpot may be provided as a jackpot based on the lottery result of the second special symbol that transitions from a high-base time-saving state to a normal state after completion.

[0189] In this embodiment, when a jackpot is achieved and the game transitions from the normal state to the high-base time-saving state, the upper limit of the high-base time-saving rounds (J) is set to 100 rounds regardless of the type of jackpot. However, the upper limit of the high-base time-saving rounds (J) may be set differently depending on the type of jackpot achieved.

[0190] In this embodiment, the upper limit of the number of high-base time-saving spins (J) is set to the same 100 spins whether the transition from the normal state to the high-base time-saving state is triggered by a big win, or when the transition to the high-base time-saving state is triggered by a special miss or a normal miss resulting in 800 spins (L). However, different upper limits may be set for each case.

[0191] (Setting table when special losing symbols and regular losing symbols stop) Figure 22 is a diagram showing the special losing symbol stop setting table for determining the game state after a special losing symbol stops on the game machine 1.

[0192] The special losing symbol stop setting table associates the type of special symbol display device, the type of special symbol, the stopped symbol data, the game state before the symbol stops, the game state when the symbol stops, the number of low-base time-saving rounds (B), and the number of high-base time-saving rounds (J).

[0193] The following section explains the changes in the game state when each losing symbol stops as a special symbol, although this overlaps somewhat with the game flow explained using Figure 11.

[0194] If special symbol a stops (if special miss a is selected), the game state will be as follows: if the game state before the symbol stopped was the normal state, the game state will be the high-base time-saving state, where the maximum number of high-base time-saving rounds (J) will be 100; if the game state before the symbol stopped was the low-base time-saving state, the game state and the low-base time-saving rounds (B) will be maintained; and if the game state before the symbol stopped was the high-base time-saving state, the game state and the high-base time-saving rounds (J) will be maintained.

[0195] If special symbol b stops (if special miss b is selected), the game state will be as follows: if the game state before the symbol stopped was the normal state, the game state will be the low-base time-saving state with a maximum of 600 low-base time-saving rounds (B); if the game state before the symbol stopped was the low-base time-saving state, the game state and low-base time-saving rounds (B) will be maintained; and if the game state before the symbol stopped was the high-base time-saving state, the game state and high-base time-saving rounds (J) will be maintained.

[0196] If special symbol c stops (if special miss c is selected), the game state will be as follows: if the game state before the symbol stopped was the normal state, the game state will be the low-base time-saving state with a maximum of 400 low-base time-saving rounds (B); if the game state before the symbol stopped was the low-base time-saving state, the game state and low-base time-saving rounds (B) will be maintained; and if the game state before the symbol stopped was the high-base time-saving state, the game state and high-base time-saving rounds (J) will be maintained.

[0197] If special symbol d stops (if special miss d is selected), the game state will be as follows: if the game state before the symbol stopped was the normal state, the game state will be the low-base time-saving state with a maximum of 200 low-base time-saving rounds (B); if the game state before the symbol stopped was the low-base time-saving state, the game state and low-base time-saving rounds (B) will be maintained; and if the game state before the symbol stopped was the high-base time-saving state, the game state and high-base time-saving rounds (J) will be maintained.

[0198] Although not shown in the table in Figure 22, when special symbol y stops (when a normal miss is selected by the lottery for the first special symbol) and when special symbol z stops (when a normal miss is selected by the lottery for the second special symbol), the game state does not change, unlike when a special miss is selected.

[0199] The game state when the symbols stop after a special miss or a normal miss is as described above, however, there are cases where the control of the game state differs from the control described above. Specifically, when the number of spins (L) reaches 800 in the normal state or low-base time-saving state, the game state becomes a high-base time-saving state where the upper limit of the high-base time-saving spins (J) is 100, regardless of the type of miss symbol. Also, when the number of high-base time-saving spins (J) reaches 100 in the high-base time-saving state, the game state becomes the normal state, regardless of the type of miss symbol.

[0200] In this embodiment, only one special miss, special miss a, is provided as a special miss that transitions to the high base time reduction state in the normal state. However, multiple types of special misses that transition to the high base time reduction state may be provided. In that case, the upper limit of the number of high base time reduction rounds (J) may be set to different numbers depending on the type of special miss that occurs.

[0201] (Special game control table) Figure 23 shows a special game control table that is referenced when controlling the special game of the gaming machine 1. Figure 23(a) shows a special game control table for Type 1 jackpots. In the special game control table for Type 1 jackpots, the stop symbol data, opening time, opening specification command, table number of the jackpot opening / closing control table, ending time, and ending specification command are associated for each of the six types of Type 1 jackpots.

[0202] The main CPU 110a, as will be explained in more detail later, controls the opening game, round game, and ending game of the Type 1 jackpot based on the stopped symbol data by referring to the special game control table for Type 1 jackpots.

[0203] Special gameplay consists of an opening game, a round game, and an ending game. The opening game is played from the start of the special game until the first large prize slot 16 or the second large prize slot 17 is opened. The round game is played after the first large prize slot 16 or the second large prize slot 17 has been open for a predetermined period of time and then closed. The ending game is played from the end of the last round game until the special game ends. Opening time is the time from the start of the special game until the start of the first round game, and ending time is the time from the end of the last round game until the special game ends.

[0204] The opening command and ending command are both commands transmitted from the main control board 110 to the performance control board 120. As will be explained in more detail later, when the performance control board 120 receives the opening command or ending command, it performs the performance control for the opening game animation and the ending game animation.

[0205] Figure 23(b) shows a special game control table for Type 2 jackpots. The special game control table for Type 2 jackpots associates stop symbol data, opening time, opening specification command, table number of the jackpot opening / closing control table, ending time, and ending specification command.

[0206] The main CPU 110a, as will be explained in more detail later, refers to a special game control table for Type 2 jackpots and controls the opening game, round game, and ending game of a Type 2 jackpot based on the stopped symbol data.

[0207] Figure 23(c) shows a special game control table for minor wins. The special game control table for minor wins associates the stop symbol data, opening time, opening specification command, the table number of the big prize opening / closing control table, ending time, and ending specification command.

[0208] The main CPU 110a, which will be described in detail later, refers to the special winning combination game control table for minor wins and controls the opening game, round game, and ending game of minor wins based on the stop symbol data.

[0209] (Big winning opening / closing control table) FIG. 24 is a diagram showing the big winning opening / closing control table of the gaming machine 1. FIG. 24(a) is a diagram showing the big winning opening / closing control table for the first type of big win. In the big winning opening / closing control table for the first type of big win, the table number, round number, type of big winning opening, special electric operation number, and the opening time and closing time of the big winning opening in each round game are associated with each other.

[0210] As described above, the first type of big win includes a 10R big win and a 2R big win. The opening control of the big winning opening in each round game is performed by referring to table number "01" and table number "02".

[0211] The main CPU 110a, which will be described in detail later, refers to the big winning opening / closing control table for the first type of big win and performs the opening control and closing control of the first big winning opening 16 based on the table number when performing the round game in the first type of big win.

[0212] FIG. 24(b) is a diagram showing the big winning opening / closing control table for the second type of big win. In the big winning opening / closing control table for the second type of big win, the table number, round number, type of big winning opening, special electric operation number, and the opening time and closing time of the big winning opening in each round game are associated with each other.

[0213] As described above, the second type of big win includes a 9R big win and a 2R big win. The opening control of the big winning opening in each round game is performed by referring to table number "03" and table number "04".

[0214] As will be explained in more detail later, when a round of play occurs during a Type 2 jackpot, the main CPU 110a refers to the Type 2 jackpot opening / closing control table and, based on the table number, controls the opening and closing of the first jackpot 16.

[0215] Figure 25 shows the control table for opening and closing the large prize slot for small wins and the control table for opening and closing a specific area for small wins in the gaming machine 1. Figure 25(a) shows the control table for opening and closing the large prize slot for small wins. The control table for opening and closing the large prize slot for small wins associates the table number, round number, type of large prize slot, special electric activation number, and the opening time and closing time of the large prize slot.

[0216] As will be explained in more detail later, the main CPU 110a, when performing a minor win game, refers to the minor win major prize slot opening / closing control table to control the opening and closing of the second major prize slot 17. Note that the opening and closing control of the major prize slot during a minor win is of only one type: the second major prize slot 17 is opened for 0.1 seconds and closed for 0.05 seconds, repeated 10 times.

[0217] In this embodiment, there is only one pattern for controlling the opening and closing of the second large prize slot 17 during a minor win game, but multiple patterns may be provided. In that case, multiple opening and closing control patterns for the second large prize slot 17 are provided, which differ in the ease with which the game ball enters the specific area 19B during a minor win game, so that the ease with which a Type 2 jackpot occurs based on the entry of the game ball into the specific area 19B differs depending on the type of minor win. In addition, among the multiple opening and closing control patterns for the second large prize slot 17, a pattern in which the game ball enters the specific area 19B easily during normal gameplay and a pattern in which the game ball enters the specific area 19B difficult may be provided to change the ease with which a Type 2 jackpot occurs.

[0218] Figure 25(b) is a diagram showing the control table for opening and closing the specific area for minor wins. The control table for opening and closing the specific area for minor wins associates the elapsed time since the second major prize opening 17 opened, the opening time when the specific area 19B is opened by the sliding member 19C moving into a retracted state, and the closing time when the specific area 19B is closed by the sliding member 19C moving into an advanced state.

[0219] In this embodiment, there is only one pattern for controlling the opening and closing of the specific area 19B during a minor win game, but multiple patterns may be provided. In that case, multiple opening and closing control patterns for the specific area 19B may be provided, which differ in the ease with which the game ball enters the specific area 19B during a minor win game, thereby varying the ease with which a Type 2 jackpot occurs based on the entry of the game ball into the specific area 19B. Furthermore, among the multiple opening and closing control patterns for the specific area 19B, patterns may be provided in which it is easy for the game ball to enter the specific area 19B during normal gameplay, and patterns in which it is difficult for the game ball to enter the specific area 19B, thereby changing the ease with which a Type 2 jackpot occurs.

[0220] As will be explained in more detail later, the main CPU 110a, when performing a minor win game, refers to a specific minor win area opening / closing control table and performs opening and closing control of the specific area 19B.

[0221] (Table for determining the variation pattern of special symbols) Figures 26, 27, 28, and 29 show the special symbol variation pattern determination tables that are referenced to determine the variation pattern of the first or second special symbol of the gaming machine 1.

[0222] Specifically, the variable pattern determination table for the first special symbol consists of three types of tables: one for the normal state (Figure 26), one for the low-base time-saving state (Figure 27), and one for the high-base time-saving state (Figure 28).

[0223] Furthermore, the table for determining the variation pattern of the special symbol for the second special symbol consists of two types of tables: one for the period from the end of the jackpot to the end of the 30th variation in the high-base time-saving state that is started as a result of a jackpot (Figure 29(a)), and one for the entire period in the high-base time-saving state that is started as a result of a special miss, or for the period from the end of the jackpot to the 31st rotation onwards in the high-base time-saving state that is started as a result of a jackpot (Figure 29(b)).

[0224] Therefore, the table for determining the special symbol variation patterns of game machine 1 consists of five types of tables. All of these variation pattern determination tables are stored in the main ROM 120c.

[0225] The special symbol variation pattern determination tables shown for the first special symbol in normal mode (Figure 26), the first special symbol in low-base time-saving mode (Figure 27), and the second special symbol (Figure 29) associate the special symbol, the number of reserved symbols, the random value for reach determination, the random value for special symbol variation, the special symbol variation pattern, the special symbol variation time, and the variation pattern specification command. Note that the variation pattern determination table shown for the first special symbol in high-base time-saving mode (Figure 28) does not associate the number of reserved symbols and the random value for reach determination, but associates the special symbol, the random value for special symbol variation, the special symbol variation pattern, the special symbol variation time, and the variation pattern specification command.

[0226] The random number used for determining a winning combination is a random number composed of 100 values ​​whose random number range is from 0 to 99. Since the winning combination is always used when a winning combination is achieved, the random number used for determining a winning combination is not referenced when special symbols corresponding to a winning combination are selected.

[0227] Furthermore, the random values ​​used for determining a reach are not referenced in the case of special symbols corresponding to special misses, as a reach animation is always performed when a special miss occurs in the normal state and the low-base time-saving state, and a shortened spin is always performed when a special miss occurs in the high-base time-saving state. Therefore, the random values ​​used for determining a reach are only referenced in the case of special symbols corresponding to normal misses (special symbol y and special symbol z).

[0228] The following describes the table for determining the variation pattern of the first special symbol, which is referenced in the normal state, using Figure 26. In the table for determining the variation pattern of the first special symbol, which is referenced in the normal state, when the variation display shows that special symbol A (Type 1 10R win A) stops, one of variation patterns 10, 11, or 12 is associated with the value of the random value used for special symbol variation.

[0229] The random values ​​used for special symbol variations are random values ​​composed of 100 values ​​whose random number range is from 0 to 99. When special symbol A is displayed, the distribution of variation patterns increases in the order of variation pattern 12, variation pattern 11, and variation pattern 10. Also, the variation times T10, T11, and T12 for variation patterns 10, 11, and 12 are 20 seconds, 30 seconds, and 50 seconds, respectively.

[0230] In the first special symbol variation pattern determination table, which is referenced in the normal state, when special symbol B (Type 1 2R win B), special symbol C (Type 1 2R win C), and special symbol D (Type 1 10R win D) stop, multiple variation patterns are associated with the variation patterns and variation times of the special symbols according to the random value used for special symbol variation, just as with special symbol A.

[0231] In the variation pattern determination table of the first special symbol referred to in the normal state, as the variation pattern when the special symbol a (special losing a) stops, variation pattern 30 and variation pattern 31 are associated according to the value of the random number value for special symbol variation. Also, regarding the variation patterns when the special symbol b (special losing b), the special symbol c (special losing c), and the special symbol d (special losing d) stop, similar to the special symbol a, two variation patterns are associated for each special symbol according to the value of the random number value for special symbol variation.

[0232] For variation pattern 30, variation pattern 32, variation pattern 34, and variation pattern 36 corresponding to special losing in the normal state, the variation time is all the same T30 (30 seconds). Also, for variation pattern 33, variation pattern 35, and variation pattern 37 corresponding to special losing in the normal state, the variation time is all the same T32 (40 seconds).

[0233] In the variation pattern determination table of the first special symbol referred to in the normal state, the variation pattern and variation time of the special symbol when the special symbol y (normal losing) stops are allocated according to the first special symbol reservation number (U1), the reach determination random number value, and the random number value for special symbol variation.

[0234] Specifically, when the first special symbol reservation number (U1) is 0 or 1, if the reach determination random number value is from 0 to 69, variation pattern 40 is associated, and if the reach determination random number value is from 70 to 99, one of variation patterns 41, 42, 43, 44 is associated according to the value of the random number value for special symbol variation. Similarly, when the first special symbol reservation number is 2 or 3, if the reach determination random number value is from 0 to 89, variation pattern 45 is associated, and if the reach determination random number value is from 90 to 99, one of variation patterns 46, 47, 48, 49 is associated according to the value of the random number value for special symbol variation.

[0235] While a maximum of 4 special symbols can be stored as reserved symbols, the variation pattern for special symbols is determined by subtracting 1 from the reserved number of special symbols. Therefore, when referring to the special symbol variation pattern determination table, the situation where the reserved number is 4 does not occur, and thus the case of 4 reserved symbols is not included in the special symbol variation pattern determination table.

[0236] Furthermore, the variation time T40 for variation pattern 40 is 4 seconds, and the variation time T44 for variation pattern 45 is 2 seconds. Therefore, the average variation time of the special symbols when a normal miss occurs is set to be longer when the number of reserved first special symbols (U1) is 0 or 1 than when it is 2 or 3. This setting is intended to serve two purposes: to make it easier to accumulate reserved symbols when the number of reserved symbols is small, and to allow for faster processing of misses when the number of reserved symbols is large, thus enabling smooth gameplay.

[0237] Furthermore, when special symbol y stops, the random value for special symbol variation is selected between 50 and 69 in variation patterns 42 and 47, and both have a variation time of T30 (30 seconds), which is the same variation time as when variation patterns 30 (special symbol a), 32 (special symbol b), 34 (special symbol c), and 36 (special symbol d), which correspond to special misses, stop. As will be explained in more detail later, in the case of the above variation patterns, the same roulette animation is performed in all cases, and therefore the variation time is the same.

[0238] Next, using Figure 27, we will explain the table for determining the variation pattern of the first special symbol, which is referenced in the low-base time-saving state. Similar to the table referenced in the normal state, in the case of a big win or a special miss, the variation pattern is assigned according to the type of special symbol and the value of the random number used for special symbol variation. In the case of a normal miss, the variation pattern is assigned according to the number of reserved balls, the random number used for reach determination, and the random number used for special symbol variation. In either case, the assigned variation pattern is associated with the variation time and the variation pattern specification command.

[0239] The variable pattern determination table for the first special symbol, which is referenced in both the normal state and the low-base time-saving state, has the same number of variable patterns assigned to each special symbol except for special symbol d, and the distribution values ​​for the number of reserved symbols, the random value for reach determination, and the random value for special symbol variation are also the same.

[0240] In the normal state, special symbol d can have two different variation patterns determined by the random number used for special symbol variation, but in the low-base time-saving state, only one variation pattern is determined regardless of the random number used for special symbol variation.

[0241] Furthermore, comparing the variation times in the variation pattern determination tables for the normal state and the low-base time-saving state, all variation patterns have the same variation time except for variation pattern 31 (normal state) and variation pattern 64 (low-base time-saving state), where the random value for special symbol variation when the special symbol is a special miss a is "20-99".

[0242] In addition, the fluctuation time T31 for fluctuation pattern 31, which results in special miss a under normal conditions, is 50 seconds, and the fluctuation time T44 for fluctuation pattern 64, which results in special miss a under low base time reduction conditions, is 35 seconds.

[0243] Next, using Figure 28, we will explain the table for determining the variation pattern of the first special symbol that is referenced in the high-base time-saving state. As mentioned above, the table for determining the variation pattern of the first special symbol in the high-base time-saving state is not associated with the number of reserved balls and the random value for reach determination, but rather with the special symbol, the random value for special symbol variation, the variation pattern of the special symbol, the variation time of the special symbol, and the variation pattern specification command.

[0244] In the high-base time-saving state, the first special symbol variation pattern determination table determines the variation pattern according to the type of special symbol and the random value used for special symbol variation in the case of a jackpot. In addition, in the high-base time-saving state, for both special misses and normal misses, one variation pattern is associated with each special symbol, and the same variation time T59 is associated with all variation patterns. Note that the variation time T59 is a reduced variation time of 2 seconds.

[0245] Next, we will explain the table for determining the variation pattern of the second special symbol using Figure 29. Figure 19(a) shows the variable pattern determination table for the second special symbol variation, which is referenced during the period from the end of a big win until the variation display for the 30th spin. In the variable pattern determination table for the second special symbol shown in Figure 29(a), when special symbol F (Type 1 10R win F) and special symbol G (Type 1 2R win G) stop, multiple types of variable patterns are associated for each special symbol according to the value of the random value for special symbol variation, similar to the variable pattern determination table for the first special symbol.

[0246] In the second special symbol variation pattern determination table shown in Figure 29(a), when special symbols H, I, and J, which correspond to minor wins, stop, variation patterns 210, 211, and 212 are associated with them, respectively. Furthermore, variation patterns 210, 211, and 212 all have the same variation time of T55 (50 seconds).

[0247] In the second special symbol variation pattern determination table shown in Figure 29(a), the variation pattern and variation time of the special symbol when the special symbol z, which is normally a miss, stops are associated with the number of reserved special symbols (U2), the random value for reach determination, and the random value for special symbol variation, similar to the case when the special symbol y (normally a miss) stops in the first special symbol variation pattern determination table.

[0248] Furthermore, when the special symbol z stops, the random value for special symbol variation is selected between 40 and 89 in variation patterns 222 and 226, and both have a variation time of T55 (50 seconds), which is the same variation time as when variation patterns 210 (special symbol H), 211 (special symbol I), and 212 (special symbol J), which correspond to minor wins, stop. As will be explained in more detail later, in the case of the above variation patterns, the same chance effect is performed in all cases, and therefore the variation time is the same.

[0249] Figure 29(b) shows the variable pattern determination table for the second special symbol variation, which is referenced during the period from the end of a big win until the 30th spin when the variation display is performed. Specifically, it shows the variable pattern determination table for the second special symbol variation, which is referenced in the high-base time-saving state from the next spin after a special miss a occurs in the normal state, and in the high-base time-saving state from the 31st spin onwards after transitioning to the high-base time-saving state after a big win.

[0250] The variation pattern determination table for the second special symbol variation shown in Figure 29(b) has fewer variation pattern specification commands than the variation pattern determination table for the second special symbol variation shown in Figure 29(a). Specifically, in Figure 29(a), there are many cases where multiple variation pattern specification commands are assigned to one type of special symbol depending on the value of the random value for special symbol variation, but in Figure 29(b), only one type of variation pattern specification command is associated with each special symbol except for special symbol z.

[0251] Furthermore, the spin times for the jackpot spins selected in Figure 29(b) are set to be shorter than the spin times for the jackpot spins selected in Figure 29(a). Specifically, the spin times selected for special symbol F in Figure 29(a) are T52 (60 seconds), T51 (40 seconds), and T50 (20 seconds), while the spin time selected for special symbol F in Figure 29(b) is T60 (5 seconds). Also, for special symbols G, H, I, and J, the spin time selected in Figure 29(b) is T60, which is shorter than the spin times selected in Figure 29(a), similar to special symbol F.

[0252] Furthermore, the variation times for the losing variations selected in Figure 29(b) are set to be shorter than the variation times for the losing variations selected in Figure 29(a). Specifically, the variation times selected for the special symbol z, which is a normal losing variation in Figure 29(a), are T58 (60 seconds), T55 (50 seconds), T57 (20 seconds), T56 (6 seconds), and T59 (3 seconds). On the other hand, the variation times selected for the special symbol z, which is a normal losing variation in Figure 29(b), are T61 (2 seconds) and T62 (1 second).

[0253] Based on the above, the variation time for the second special symbol is more likely to be shorter when selected by the variation pattern determination table in Figure 29(b) than when selected by the variation pattern determination table in Figure 29(a). In other words, the variation time for the second special symbol is set to be shorter for the variation display after the occurrence of special miss a, and for the variation display from the 31st spin after the end of the jackpot, than for the variation display from the 30th spin after the end of the jackpot.

[0254] Therefore, the high-base time-saving state from the next spin display after a special miss a occurs, and from the 31st spin after the end of a jackpot, progresses faster than the high-base time-saving state from the end of a jackpot to the 30th spin. As will be explained in more detail later, in the high-base time-saving state, three different performance modes are executed depending on the period: "from the next spin display after a special miss a occurs", "from the 31st spin after the end of a jackpot", and "from the end of a jackpot to the 30th spin".

[0255] As will be explained in more detail later, the main CPU 110a refers to the special symbol variation pattern determination table shown in Figures 26, 27, 28, or 29, and determines the special symbol variation pattern, the special symbol variation time, and the variation pattern specification command based on the type of special symbol display, the type of special symbol, the number of special symbols held, the random value for reach determination, and the random value for special symbol variation.

[0256] As will be explained in more detail later, the performance control board 120 controls the game performance based on the variation pattern specification command received from the main control board 110. Figures 26, 27, 28, and 29 show examples of performances that the performance control board 120 executes in accordance with each variation pattern specification command.

[0257] The following explains each of the performance details described in Figures 26, 27, 28, or 29. "Reach" refers to a spinning pattern where, after all 36 decorative symbols have been displayed in a spinning manner, the same type of decorative symbol temporarily stops on the left symbol 36L and the right symbol 36R, while the spinning of the middle symbol 36C, which has not been temporarily stopped, continues. If the middle symbol 36C that temporarily stops last is the same type as the left symbol 36L and the right symbol 36R that temporarily stopped earlier, it is a combination of decorative symbols 36 that indicates a jackpot. If the middle symbol 36C that temporarily stops last is a different type from the left symbol 36L and the right symbol 36R that temporarily stopped earlier, it is a combination of decorative symbols 36 that indicates a loss.

[0258] "Normal spin" and "shortened spin" refer to spins where multiple decorative symbols 36 do not result in a winning combination during the spin, and instead stop on different types of decorative symbols 36. Also, "normal spins" have a longer spin time than "shortened spins."

[0259] However, if the combination of decorative symbols 36 that results in a losing combination is a specific combination of decorative symbols 36 that indicates a specific jackpot (for example, "0", "0", "7", etc.). Also, in the case of a losing reach, the middle symbol 36C may be temporarily stopped to a specific type of decorative symbol 36 that indicates a specific jackpot, thereby creating a combination of decorative symbols 36 that indicates a specific jackpot (for example, "1", "2R win", "1", etc.).

[0260] A "normal reach" is a reach animation with a low probability of winning, in which the left symbol 36L and the right symbol 36R of the same type temporarily stop while the middle symbol 36C changes. An "SP reach" is a reach with a higher probability of winning than a normal reach, and is an animation that uses characters etc. on a different background than that of a normal reach to tease which type of decorative symbol 36 will temporarily stop on the middle symbol 36C. A "full rotation reach" is a reach that guarantees a win, in which three decorative symbols 36 of the same type are combined and change at a slow speed.

[0261] The "roulette animation" is an animation that occurs after the 36 decorative symbols indicating a missed reach (for example, "3", "2", "3") have temporarily stopped. It indicates a change in the animation mode or a continuation of the animation mode.

[0262] As shown in Figures 26 and 27, the roulette animation is performed when the first special symbol is either a special miss or a regular miss. The outcomes that make up the roulette animation are three types of images corresponding to "Ground Mode," "Sea Mode," and "Underwater Temple Mode." As will be explained in more detail later, the image corresponding to "Ground Mode" is an image with the word "Ground" attached, the image corresponding to "Sea Mode" is an image with the word "Sea" attached, and the image corresponding to "Underwater Temple Mode" is an image with the word "Temple" attached.

[0263] The roulette animation, following the game flow described above, notifies the player of a change in the animation mode or continuation of the animation mode based on the final outcome of the roulette wheel corresponding to the decision made. Note that the roulette animation is only performed when the first special symbol is displayed in Sea Mode, and is not performed when the second special symbol is displayed.

[0264] If the roulette animation indicates a change in the mode, the background image will switch to the background image corresponding to the new mode. If the roulette animation indicates a continuation of the current mode, the displayed background image will remain, or it will switch to a different background image within the same mode (for example, in ocean mode, the background image will switch from the "shallow water background image" to the "deep sea background image").

[0265] A "battle sequence" is a sequence that displays the outcome of a battle (win, loss, or draw) to notify the player of a jackpot, or to indicate a transition or continuation of a sequence mode. This sequence can only be performed when the sequence mode is Sea Mode.

[0266] The battle victory animation is performed when a Type 1 2R win C or a special miss a occurs in the normal state of Sea Mode, and when a Type 1 10R win D occurs in the low-base time-saving state and in the normal state of Sea Mode. In all cases, the game state will transition to the high-base time-saving state.

[0267] The battle defeat animation is performed in normal Sea Mode when special miss b, special miss c, or special miss d occurs (when the game state transitions to a low-base time-saving state). The battle defeat animation is also performed in Sea Mode during the low-base time-saving state when certain special misses occur (when the game state remains in the low-base time-saving state).

[0268] The battle draw animation is performed in the normal state of Sea Mode when a Type 1 10R win A, a Type 1 2R win B, or a normal miss occurs (when the game state remains the normal state). The battle draw animation is also performed in the low-base time-saving state of Sea Mode when certain special misses occur (when the game state remains the low-base time-saving state). Details of the battle animation will be described later.

[0269] A "chance animation" is an animation that is performed after the 36 decorative symbols that indicate a failed reach (for example, "5", "4", "5") have temporarily stopped, and it indicates either a minor win or a failed reach.

[0270] The chance animation is triggered when the second special symbol results in a minor win or a regular loss. Note that the chance animation is only triggered when the second special symbol is displayed in a variable position, and not when the first special symbol is displayed in a variable position.

[0271] During the chance animation, one of three images will be displayed: "9R win," "2R win," or "miss." Specifically, the chance animation is a treasure chest-like image from which one of the three images mentioned above will appear, and the winning result will be announced based on the image that appears.

[0272] The image that appears from the treasure chest image will be the "9R Win" image if the second special symbol is a Type 2 9R Win H or Type 2 9R Win J, the "2R Win" image if the second special symbol is a Type 2 2R Win I, and the "Loss" image if the second special symbol is a normal loss.

[0273] The treasure chest image consists of three different designs, and the probability of winning the jackpot varies depending on the type of treasure chest image. A plain treasure chest is more likely to show a losing image, a regular treasure chest will show all three types equally, and a luxurious treasure chest is more likely to show a 9R winning image or a 2R winning image.

[0274] The "instant win animation" is an animation in which the left reel 36L, the right reel 36R, and the middle reel 36C stop in rapid succession without any build-up animations to indicate whether or not a jackpot will be achieved, resulting in the jackpot symbols aligning. In the case of a Type 1 jackpot (special reel F, special reel J), a combination of the same decorative reel 36 is displayed when the reels stop. In the case of a Type 2 jackpot (special reel H, special reel I, special reel J), the same decorative reel 36 is displayed when the left reel 36L and the right reel 36R stop, and then a special reel ("V win") indicating a minor win is displayed when the middle reel 36C stops.

[0275] As mentioned above, after the special game for a Type 2 9R win H ends, the game state becomes a high-base time-saving state, and after the special game for a Type 2 9R win J ends, it returns to the normal state. When a notification image indicating a Type 2 9R win is displayed during a chance event, it is made difficult to distinguish which Type 2 9R win was won, and the type of win is indicated by the effects during the jackpot. Details of the effects during the jackpot that indicate which type of jackpot it is will be described later.

[0276] Furthermore, as will be explained in more detail later using a flowchart, if, during a minor win game that triggers a transition to special symbols H, I, or J in the high-base time-saving state, the game ball does not pass through the specific area 19B of the second major prize entry point 17, the game state after the minor win game ends will transition from the high-base time-saving state to the normal state.

[0277] (Pre-determination table for the grand prize lottery) Figures 30 and 31 show pre-determination tables referenced to determine the outcome of the jackpot lottery for the gaming machine 1. Figure 30 shows the pre-determination table for the jackpot lottery for the first special symbol. Figure 31 shows the pre-determination table for the jackpot lottery for the second special symbol.

[0278] Specifically, Figure 31(a) is a diagram showing the pre-determination table for the jackpot lottery for the second special symbol, which is referenced during the period when the spin display is shown from the end of a jackpot to the 30th spin. Figure 31(b) is a diagram showing the pre-determination table for the jackpot lottery for the second special symbol, which is referenced during the spin display from the next spin display after a special miss a occurs, and during the period when the spin display is shown from the end of a jackpot to the 31st spin.

[0279] As shown in Figures 30 and 31, the pre-determination table for the jackpot lottery associates special symbol random values, random values ​​for reach determination, random values ​​for special symbol variation, winning information, and the starting winning specification command.

[0280] As will be explained in more detail later, when a game ball enters the first starting gate 14 or the second starting gate 15, a special symbol random value, a reach determination random value, and a special symbol variation random value are obtained for that entry. By using these obtained random values ​​and the pre-determination table for the jackpot lottery, it becomes possible to determine the lottery result for the variation display based on that entry before the variation display based on that entry begins.

[0281] The pre-determination tables for the jackpot lottery shown in Figures 30 and 31, and the tables for determining the special symbol variation patterns shown in Figures 26, 27, or 29, are similar tables. However, they differ in that the pre-determination tables for the jackpot lottery are referenced when a game ball enters the starting slot, while the tables for determining the special symbol variation patterns are referenced when the special symbol variation begins.

[0282] The common element between the pre-determination table for the jackpot lottery and the table for determining the variation pattern of special symbols is the distribution of variation patterns depending on whether the lottery result is a jackpot, a minor win, or a special loss. Therefore, for variations that result in a jackpot, minor win, or special loss, the planned variation pattern and the content of the effects can be determined at the pre-determination stage, making it possible to perform effects (pre-announcement effects) for the planned variations before the variation display begins. Pre-announcement effects will be explained later.

[0283] The difference between the pre-determination table for the jackpot lottery and the table for determining the variation pattern of special symbols lies in the distribution of variation patterns for normal misses. Specifically, the pre-determination table for the jackpot lottery does not have a distribution of variation patterns based on the number of reserved balls, whereas the table for determining the variation pattern of special symbols does have a distribution of variation patterns based on the number of reserved balls.

[0284] Specifically, the distribution of random values ​​for determining a reach in a normal miss ("0 to 89", "90 to 99") in Figure 30 is different from the distribution of random values ​​for determining a reach in a normal miss (number of reserved balls "0, 1") ("0 to 69", "70 to 99") in Figures 26 and 27, and is the same as the distribution of random values ​​for determining a reach in a normal miss (number of reserved balls "2, 3") ("0 to 89", "90 to 99").

[0285] In other words, even if the first special symbol is normally a miss, if the random value used for determining a reach is between 70 and 89, depending on the number of reserved balls at the start of the spin, it may result in either a miss (number of reserved balls "0" or "1") or a non-miss (number of reserved balls "2" or "3"). Since it is impossible to know the number of reserved balls at the start of the spin during the pre-determination stage, in the pre-determination, only the random value used for determining a reach, between 90 and 99, which results in a reach regardless of the number of reserved balls, is pre-determined as a reach spin effect.

[0286] Therefore, when the first special symbol is a normal miss, if the random value used for determining a reach is between 90 and 99, it is possible to perform a pre-announcement animation that confirms a reach. However, if the random value used for determining a reach is between 70 and 89, it is not possible to perform a pre-announcement animation that confirms a reach, and only a pre-announcement animation that makes a reach highly likely can be performed.

[0287] Similarly, because the number of reserved symbols at the start of the variation cannot be determined in advance, if the first special symbol is a normal miss, and the random value for reach determination is between "0 and 69", it is not possible to know in advance whether a normal variation or a shortened variation will occur. Furthermore, the same situation as described above for a normal miss with the first special symbol may occur with a normal miss with the second special symbol.

[0288] (Display screen in an image display device) Next, in order to explain the pre-reading effect, we will move away from the explanation of the table stored in the main ROM 110c and use Figure 32 to describe the outline of the screen displayed on the image display device 31.

[0289] Figure 32 shows an example of a display screen shown on the image display device 31 of the gaming machine 1. The decorative symbols 36 consist of the left symbol 36L, the middle symbol 36C, the right symbol 36R, and the fourth symbol 36Z. The left symbol 36L, the middle symbol 36C, and the right symbol 36R are displayed in the center of the display screen. The fourth symbol 36Z is displayed in the lower left of the display screen.

[0290] At the bottom center of the image display device 31, a variation image 40 corresponding to the currently occurring variation is displayed. To the left of the variation image 40, the first hold image 41(1) of the first hold (the hold that is the first to be in variation standby) of the first special symbol and the first hold image 41(2) of the second hold (the hold that is the second to be in variation standby) of the first special symbol are displayed. If the number of holds for the first special symbol is the maximum of 4, then the first hold image 41(3) of the third hold (the hold that is the third to be in variation standby) of the first special symbol and the first hold image 41(4) of the fourth hold (the hold that is the fourth to be in variation standby) of the first special symbol are displayed to the left of the first hold image (2).

[0291] To the right of the variable image 40, the second variable image 42(1) of the first variable (the variable that is the first to be in standby) of the second special symbol is displayed. If the number of variable symbols in standby is the maximum of 4, then the second variable image 42(2) of the second variable (the variable that is the second to be in standby), the second variable image 42(3) of the third variable (the variable that is the third to be in standby), and the second variable image 42(4) of the fourth variable (the variable that is the fourth to be in standby) of the second special symbol are displayed to the right of the second variable image (1).

[0292] The lower left of the image display device 31 displays the fourth symbol 36Z, the first reserved number image 43, and the second reserved number image 44. The first reserved number image shows the number of reserved symbols for the first special symbol in numbers. The second reserved number image shows the number of reserved symbols for the second special symbol in numbers. The number of images in the first reserved image 41 is the same as the number shown in the first reserved number image 43, and the number of images in the second reserved image 42 is the same as the number shown in the second reserved number image 44.

[0293] When a game ball enters the first starting slot 14, increasing the number of reserved first special symbols, the first reserved image 41 and the first reserved number image 43 corresponding to the increased number of reserved symbols are displayed. When a game ball enters the second starting slot 15, increasing the number of reserved second special symbols, the second reserved image 42 and the second reserved number image 44 corresponding to the increased number of reserved symbols are displayed.

[0294] When the number of reserved symbols for the first special symbol decreases due to the start of the first special symbol's variation, the first reserved symbol image 41 and the first reserved symbol number image 43 are displayed according to the reduced number of reserved symbols. When the number of reserved symbols for the second special symbol decreases due to the start of the second special symbol's variation, the second reserved symbol image 42 and the second reserved symbol number image 44 are displayed according to the reduced number of reserved symbols.

[0295] Furthermore, the display change of the first reserved image 41 in response to an increase or decrease in the number of reserved symbols of the first special symbol is a change effect accompanied by animation for a predetermined duration, whereas the display change of the first reserved number image 43 is a change effect without animation for a duration shorter than the predetermined duration.

[0296] Therefore, the execution time for the display change animation of the first reserved image 41 in response to an increase / decrease in the number of reserved first special symbols is longer than the execution time for the display change animation of the first reserved number image 43 in response to an increase / decrease in the number of reserved first special symbols. Similarly, the execution time for the display change animation of the second reserved image 42 in response to an increase / decrease in the number of reserved second special symbols is longer than the execution time for the display change animation of the second reserved number image 44 in response to an increase / decrease in the number of reserved second special symbols.

[0297] The variable image 40 disappears when the variable display of the first special symbol ends. The first reserved image 41(1) moves to the position where the variable image 40 was displayed and changes to the variable image 40 when the variable image 40 disappears. The first reserved image 41(2) moves to the position where the first reserved image 41(1) was displayed and changes to the first reserved image 41(1) when the first reserved image 41(1) moves and changes to the first reserved image 41(1). The second reserved image 42 also moves and changes in display in the same way as the first reserved image 41 when the variable display of the second special symbol ends.

[0298] The first reserved image 41 consists of images of the same design in multiple colors (white, blue, yellow, green, red, rainbow). The first reserved image 41 indicates the probability of a big win based on the displayed color of the reserved image. The probability of a big win increases in the order of rainbow, red, green, yellow, blue, and white. Furthermore, the display color of the first reserved image 41 can only be changed to a display color that has a higher probability of a big win than the current display color.

[0299] The display color of the first reserved image 41 is determined based on the pre-determination of the jackpot lottery mentioned above. Performances that are performed based on this pre-determination of the jackpot lottery will henceforth be referred to as "pre-read performances." Furthermore, among pre-read performances, those that change the display color of the first reserved image 41 or the second reserved image 42 will henceforth be referred to as "pre-read reserved image change performances."

[0300] In the pre-read hold change effect, the first hold image 41, displayed in rainbow, red, or green colors, can only be displayed if the pre-determined variation for that hold is a reach variation. On the other hand, the first hold image 41, displayed in yellow, blue, or white colors, is displayed regardless of whether it is a reach variation or not.

[0301] As described above, the pre-announcement effect is performed to suggest the possibility of a big win in the display of the pending symbols that are the target of the pre-announcement, but it may also be performed to suggest the possibility of a specific losing outcome. Specifically, the pre-announcement effect may be performed based on the determination that a special losing outcome a has occurred in the normal state through a pre-determination of the big win lottery.

[0302] Furthermore, instead of relying on a pre-determined jackpot lottery, pre-announcement effects may be performed based on the remaining number of low-base time-saving rounds (B). As will be explained in more detail later, in the low-base time-saving state, the game machine 1 suggests a transition to the normal state by executing a specific performance mode, but this may also be done through pre-announcement effects.

[0303] (Normal pattern determination table) Let's return to the explanation of the tables stored in the main ROM 110c. Figure 33 shows the various determination tables for the regular symbols of the gaming machine 1. Figure 33(a) shows the regular symbol determination table of the gaming machine 1. In the regular symbol determination table, the game state, the win / loss judgment result, the type of regular symbol, the stopped symbol data, and the regular symbol specification command are associated.

[0304] The main CPU 110a determines the normal symbol and stop symbol data by referring to the normal symbol determination table based on the win / loss determination result determined based on the win / loss determination table shown in Figure 18(c) and the normal symbol random value, as well as the current game state. Based on the determined normal symbol and stop symbol data, the main CPU 110a determines the normal symbol specification command and transmits the determined normal symbol specification command to the performance control board 120.

[0305] Figure 33(b) shows the table for determining the variation pattern of the regular symbols. The table associates the game state, the win / loss judgment result, the variation pattern of the regular symbols, the variation time, and the command for specifying the variation of the regular symbols. Note that in each game state, the variation time is the same whether it is a win or a loss judgment, but the variation time may be made different depending on the win / loss judgment.

[0306] The main CPU 110a determines the pattern of the normal symbols by referring to the normal symbol variation pattern determination table shown in Figure 33(b), based on the win / loss determination result determined based on the win / loss determination table shown in Figure 18(c), the normal symbol random value, and the current game state. Based on the determined normal symbol variation pattern, the main CPU 110a determines a normal symbol variation specification command and transmits the determined normal symbol specification command to the performance control board 120.

[0307] (Auxiliary game control table) Figure 34 shows the auxiliary gameplay table for the gaming machine 1. Figure 34(a) shows the auxiliary gameplay control table. The auxiliary gameplay control table associates the game state, stop symbol data, opening time, table number of the auxiliary gameplay movable piece opening / closing control table, and ending time.

[0308] The main CPU 110a, based on the stopped symbol data, refers to the auxiliary game control table to determine the opening time, the table number of the auxiliary game movable piece control table, and the ending time.

[0309] (Control table for opening and closing movable pieces for auxiliary games) Figure 34(b) shows the control table for opening and closing the auxiliary game movable piece. The control table for opening and closing the auxiliary game movable piece associates the table number of the control table for the auxiliary game movable piece with the number of times the movable piece 15b is opened, the opening time of the movable piece 15b, and the closing time of the movable piece 15b.

[0310] The main CPU 110a, based on the table number in the auxiliary game movable piece control table, refers to the auxiliary game movable piece opening / closing control table to determine the number of times the movable piece 15b is opened, the opening time of the movable piece 15b, and the closing time of the movable piece 15b.

[0311] (Various storage areas) Figure 35 shows the various memory areas set in the main RAM 110b of the gaming machine 1. Figure 35(a) shows the special symbol memory area. The special symbol memory area includes a 0th memory unit corresponding to the fluctuation, a 1st special symbol memory area that stores judgment information acquired when a game ball enters the 1st start opening 14, and a 2nd special symbol memory area that stores judgment information acquired when a game ball enters the 2nd start opening 15.

[0312] The first special symbol memory area includes a first memory unit corresponding to the first hold, a second memory unit corresponding to the second hold, a third memory unit corresponding to the third hold, and a fourth memory unit corresponding to the fourth hold. Similarly, the second special symbol memory area includes a first memory unit corresponding to the first hold, a second memory unit corresponding to the second hold, a third memory unit corresponding to the third hold, and a fourth memory unit corresponding to the fourth hold.

[0313] Furthermore, the number of judgment information items stored in the first to fourth memory units of the first special symbol memory area becomes the number of reserved special symbols (U1), and the number of judgment information items stored in the first to fourth memory units of the second special symbol memory area becomes the number of reserved special symbols (U2).

[0314] Figure 35(b) shows the memory units of the special symbol memory area. As shown in Figure 35(b), the memory units of the first special symbol memory area and the second special symbol memory area are provided with areas for storing the jackpot random value, the special symbol random value, the special symbol variation random value, and the reach determination random value.

[0315] When a game ball enters the first start opening 14 and judgment information is acquired, the acquired judgment information is stored in the smallest numbered memory unit among the first to fourth memory units of the first special symbol memory area that does not already have judgment information stored. Similarly, when a game ball enters the second start opening 15 and judgment information is acquired, the acquired judgment information is stored in the smallest numbered memory unit among the first to fourth memory units of the second special symbol memory area that does not already have judgment information stored.

[0316] When the start condition for the variation display of the first special symbol is met, the judgment information stored in the first memory unit of the first special symbol memory area is shifted to the zero memory unit of the special symbol memory area. Similarly, when the start condition for the variation display of the second special symbol is met, the judgment information stored in the first memory unit of the second special symbol memory area is shifted to the zero memory unit of the special symbol memory area. Then, when performing the variation display of a special symbol for which the start condition has been met, the judgment information shifted to the zero memory unit is referenced in order to perform the variation display of the special symbol.

[0317] Figure 35(c) shows the normal symbol determination area. The normal symbol memory area has a 0th memory unit corresponding to the variation, a 1st memory unit corresponding to the 1st hold, a 2nd memory unit corresponding to the 2nd hold, a 3rd memory unit corresponding to the 3rd hold, and a 4th memory unit corresponding to the 4th hold.

[0318] Figure 35(d) shows each memory unit of the normal symbol memory area. As shown in Figure 35(d), each memory unit of the normal symbol memory area is provided with a region for storing normal symbol random values. Since there is only one normal symbol variation pattern for each win / loss judgment result in each game state, there is no normal symbol variation random value for distributing normal symbol variation patterns.

[0319] When a game ball passes through the regular symbol gate 13 and a regular symbol random value is obtained, the obtained judgment information is stored in the smallest numbered memory unit among the first to fourth memory units of the regular symbol memory area that does not already have judgment information stored in it.

[0320] When the conditions for starting the display of a variation in a normal symbol are met, the judgment information stored in the first memory unit of the normal symbol memory area is shifted to the zero memory unit of the normal symbol memory area. Then, when the display of a variation in a normal symbol for which the start conditions have been met is performed, the judgment information shifted to the zero memory unit is referenced in order to perform the display of the variation in the normal symbol.

[0321] Next, the progress of the game as performed by the main control board 110 in the gaming machine 1 will be explained in detail using a flowchart.

[0322] (Main processing on the main control board) Figure 36 is a flowchart showing the main processing of the main control board 110 of the gaming machine 1. The main processing starts when power is supplied to the main control board 110 by the power supply board 175, causing a system reset to occur in the main CPU 110a.

[0323] As shown in Figure 36, in step S10, the main CPU 110a performs an initialization process. During the initialization process, the main CPU 110a reads the game control program and game control data from the main ROM 110c into the main RAM 110b in response to power-on. Subsequently, the main CPU 110a determines whether or not to recover the data based on the on / off status of the RAM clear SW 111a located on the back of the game machine 1 at the time of power-on, and the contents of the power outage information and checksum backed up in the power outage monitoring process (S30) during the previous power outage. If it is determined that the data should be recovered, the data in the main RAM 110b is recovered; if it is determined that the data should not be recovered, the main RAM 110b is cleared (RAM cleared). Details of the initialization process will be described later.

[0324] In step S20, the main CPU 110a executes the game machine information notification process. In the game machine information notification process, the main CPU 110a generates a game machine information notification command to notify the frame control board 160 of the game status of game machine 1, including the progress and stop status of the game, and transmits the generated game machine information notification command to the frame control board 160. Details of the game machine information notification process of the main control board 110 will be described later.

[0325] Next, in step S30, the main CPU 110a performs a power outage monitoring process. In the power outage monitoring process, the main CPU 110a monitors whether or not a power outage has occurred in the gaming machine 1. If a power outage occurs, the main CPU 110a sends a launch prohibition command to the launch control unit 170, causing the launch CPU 170a to stop supplying power to the launch solenoid 4a and the ball feeding solenoid 4b, thereby stopping the launch of the game balls. The main CPU 110a also clears the output ports, creates and saves the checksum of the main RAM 110b, and sets the power outage occurrence information, and then sets access to the main RAM 110b to prohibit it in preparation for a power outage. Details of the power outage monitoring process will be described later.

[0326] Next, in step S40, the main CPU 110a performs a random value update process for gameplay. In this random value update process, the main CPU 110a updates the random values ​​for reach determination and the random values ​​for special symbol variation. Next, in step S50, the main CPU 110a performs an initial random value update process. In this initial random value update process, the main CPU 110a updates the initial random values ​​for jackpots, the initial random values ​​for normal symbols, and the initial random values ​​for special symbols.

[0327] The main CPU 110a repeats the loop processing from step S20 to step S50. During this loop processing, the main CPU 110a executes the timer interrupt processing described later, when a clock pulse is generated at predetermined intervals (for example, 2ms) by a reset clock pulse generation circuit provided on the main control board 110.

[0328] (Initialization process of the main control board) Figures 37 and 38 are flowcharts showing the initialization process of the gaming machine 1 in step S10 in Figure 36.

[0329] In step S10-1, the main CPU 110a performs a security check and waits for processing for 2000ms.

[0330] In step S10-2, the main CPU 110a grants access to the main RAM 110b. Next, in step S10-3, the main CPU 110a configures the serial communication port.

[0331] Next, in step S10-4, the main CPU 110a sets a watchdog timer. The watchdog timer monitors whether the main control unit 110m of the main control board 110 is operating normally. The main CPU 110a periodically sends a signal to the watchdog timer indicating that it is operating normally, and the watchdog timer is cleared upon receiving this signal. If the processing of the main control unit 110m is stopped or an infinite loop processing of a specific process is running, the watchdog timer counts up without being cleared, and when the timer value reaches a predetermined count value, the main control unit 110m is reset.

[0332] Next, in step S10-5, the main CPU 110a sends a power-on specification command to the performance control board 120 and the frame control board 160. Next, in step S10-6, the main CPU 110a sends a launch permission command to the launch control unit 170.

[0333] When the launch CPU 170a receives a launch permission command, it sets a launch permission flag in the launch permission flag storage area of ​​the launch RAM 170b. If the launch permission flag is set in the launch permission flag storage area of ​​the launch RAM 170b, the launch CPU 170 detects input from the touch sensor 3a and the launch volume 3b, and controls the launch solenoid 4a and the ball feeding solenoid 4b to enable the launch of the game ball.

[0334] Next, in step S10-7, the main CPU 110a determines whether the RAM clear switch 111a is on or off. If the RAM clear switch 111a is on, the main CPU 110a proceeds to step S10-14 (Figure 38); if the RAM clear switch 111a is off, the main CPU 110a proceeds to step S10-8.

[0335] Next, in step S10-8, the main CPU 110a determines whether the power outage information stored in the main RAM 110b is normal. If the power outage information is normal, the main CPU 110a proceeds to step S10-9; otherwise, it proceeds to step S10-11.

[0336] Next, in step S10-9, the main CPU 110a calculates the checksum of the main RAM 110b. Then, in step S10-10, the main CPU 110a determines whether the calculated checksum is normal or not. If the calculated checksum is normal, the main CPU 110a proceeds to step S10-19; otherwise, it proceeds to step S10-11.

[0337] Furthermore, whether the calculated checksum is valid or not is determined by whether the checksum calculated at the time of the previous power outage and stored in the main RAM 110b matches the checksum newly calculated in step S10-9. If they do not match, it is determined to be invalid.

[0338] In step S10-11, the main CPU 110a sends an irrecoverable command to the performance control board 120. Upon receiving the irrecoverable command, the performance control board 120 executes a process to display an irrecoverable notification on the image display device 31.

[0339] "Notification of irrecoverable gameplay" refers to processes such as displaying an image on the image display device 31 indicating that the game cannot be recovered, specific illumination of performance lighting devices such as the first performance lighting device 340a, or specific audio output from the audio output device 32 ("The game cannot be recovered," "Please clear the RAM").

[0340] In steps S10-12, the main CPU 110a sends a launch prohibition command to the launch control unit 170 in order to prohibit the launch of the game ball.

[0341] In step S10-13, the main CPU 110a prohibits access to the main RAM 110b and then executes an infinite loop process.

[0342] In step S10-14, the main CPU 110a clears the used area of ​​the main RAM 110b. Next, in step S10-15, the main CPU 110a configures the RAM for when backup is not enabled. Next, in step S10-16, the main CPU 110a clears the watchdog timer.

[0343] Next, in step S10-17, the main CPU 110a sends a RAM clear command to the performance control board 120 and proceeds to step S10-18. When the performance control board 120 receives the RAM clear command, it executes a process to notify the system that the system is ready to clear the RAM.

[0344] "RAM clear preparation notification" refers to processes such as displaying an image on the image display device 31 to notify that a RAM clear is being performed, specific illumination of performance lighting devices such as the first performance lighting device 340a, and specific audio output from the audio output device 32 ("RAM clear in progress").

[0345] Next, in step S10-18, the main CPU 110a performs initial setup of the devices around the CPU and proceeds to step S10-22. Specifically, the main CPU 110a sets the output settings for the performance control board 120, the CTC (counter timer circuit) to be used, and the interrupt timer (2ms) of the CTC to be used.

[0346] In step S10-19, the main CPU 110a configures the RAM if backup is enabled. Specifically, the main CPU 110a clears the backup flag and checksum stored in the main RAM 110b, and then recovers the data in each used area of ​​the main RAM 110b based on the power failure information.

[0347] The data recovered based on the power outage information includes: special symbol memory area, special symbol special power processing data memory area, stopped symbol data memory area, normal symbol hold memory area, normal symbol normal power processing data memory area, normal symbol data memory area, complete information memory area, game state flag memory area, specific area winning flag memory area, game state buffer, round count (R) counter, big winning entry ball count (C) counter, 1st special symbol hold count (U1) counter, 2nd special symbol hold count (U2) counter, normal symbol hold count (G) Counter, low base time reduction count, (B) counter, high base time reduction count, (J) counter, fluctuation count, (L) counter, opening count, (S) counter, special electric operation number, (K) counter, special symbol time counter, special game timer counter, normal symbol time counter, auxiliary game timer counter, game machine information transmission standby timer counter, response reception standby timer counter, communication failure judgment counter, maximum acquired game ball count counter, data stored in data storage areas such as the performance transmission data storage area.

[0348] Next, in steps S10-20, the main CPU 110a performs initial setup of the devices around the CPU. Specifically, it sets the output settings for the performance control board 120, the CTC (counter timer circuit) to be used, and the interrupt timer (2ms) of the CTC to be used.

[0349] Next, in step S10-21, the main CPU 110a determines whether the game state stored in the game state flag storage area of ​​the main RAM 110b is a normal state. If the game state stored in the game state flag storage area of ​​the main RAM 110b is a normal state, the main CPU 110a proceeds to step S10-22. If the game state stored in the game state flag storage area of ​​the main RAM 110b is not a normal state, the main CPU 110a proceeds to step S10-21.

[0350] In step S10-22, the main CPU 110a sends a power recovery command corresponding to the normal state to the performance control board 120 and the frame control board 160, and proceeds to step S10-26. The reason why the processing in step S10-22 is performed after step S10-18 is that the normal state is set in the game state flag storage area of ​​the main RAM 110b in step S10-15.

[0351] In step S10-23, the main CPU 110a determines whether the game state stored in the game state flag storage area of ​​the main RAM 110b is a low-base time-saving state. If the game state stored in the game state flag storage area of ​​the main RAM 110b is a low-base time-saving state, the main CPU 110a proceeds to step S10-24. If the game state stored in the game state flag storage area of ​​the main RAM 110b is not a low-base time-saving state, the main CPU 110a proceeds to step S10-25.

[0352] In step S10-24, the main CPU 110a sends a low base time reduction state and a corresponding power recovery command to the performance control board 120 and the frame control board 160, and proceeds to step S10-23.

[0353] In step S10-25, the main CPU 110a sends a high base time reduction state and a corresponding power recovery command to the performance control board 120 and the frame control board 160, and proceeds to step S10-24.

[0354] In step S10-26, the main CPU 110a sends a game state specification command corresponding to the game state after power restoration to the performance control board 120, and then terminates the initialization process.

[0355] Furthermore, if a power outage occurs during the low-base time-saving state, one of the five game states shown in Figure 10, the main control board 110 backs up the low-base time-saving state game state flag and the game ball counter count value in the game state flag storage area of ​​the main RAM 110b, and the game ball counter control unit 180 of the frame control board 160 backs up the low-base time-saving state game state flag and the game ball counter count value in the game state flag storage area of ​​the game ball RAM 180b.

[0356] Furthermore, when the normal power-on operation shown in Figure 17(a) or the main control board RAM clear power-on operation shown in Figure 17(b) is performed, a game ball count restoration specification command for the restored game ball count is sent to the main control board 110 during the initial setup processing performed by the game ball count control unit 180 of the frame control board 160, which will be described later. However, when the frame control board RAM clear power-on operation shown in Figure 17(c) or the full RAM clear power-on operation shown in Figure 17(d) is performed, the game ball count restoration specification command is not sent to the main control board 110.

[0357] (Gaming machine information notification processing on the main control board) Figure 39 is a diagram showing the processing of the game machine information notification process of the main control board 110 shown in step S20 of Figure 36.

[0358] In step S20-1, the main CPU 110a determines whether the value of the gaming machine information transmission standby timer counter stored in the main RAM 110b is greater than 0. If the value of the gaming machine information transmission standby timer counter is greater than 0, the main CPU 110a proceeds to step S20-2; otherwise, it proceeds to step S20-5.

[0359] The gaming machine information transmission standby timer counter is a counter used to measure the transmission period of 108ms of gaming machine information notification commands from the main control board 110 to the frame control board 160, as shown in Figure 13.

[0360] The counter value of the gaming machine information transmission standby timer counter is updated in the counter update process of the timer interrupt processing of the main control board 110, which will be described later. Specifically, the counter value of the gaming machine information transmission standby timer counter is updated by decrementing by 2 each time the timer update process within the timer interrupt processing is performed, which is executed every 2ms.

[0361] In step S20-2, the main CPU 110a determines whether or not it has received a response command from the frame control board 160. If the main CPU 110a has received a response command, it proceeds to step S20-3; otherwise, it proceeds to step S20-8.

[0362] In step S20-3, the main CPU 110a clears the communication failure detection counter in the main RAM 110b. The communication failure detection counter is used to determine if there has been no response command from the frame control board 160 to the transmission of a game machine information notification command for 10 consecutive times.

[0363] In step S20-4, the main CPU 110a clears the response reception waiting timer counter of the main RAM 110b and proceeds to step S20-12.

[0364] In step S20-5, the main CPU 110a sends a game machine information notification command to the frame control board 160. In step S20-6, the main CPU 110a sets the game machine information transmission standby timer counter to "108".

[0365] In step S20-7, the main CPU 110a sets the value of "10" to the communication failure detection counter in the main RAM 110b, and proceeds to step S20-11.

[0366] In step S20-8, the main CPU 110a determines whether the value of the response reception waiting timer counter in the main RAM 110b is greater than 0. If the value of the response reception waiting timer counter is greater than 0, the main CPU 110a proceeds to step S20-12. If the value of the response reception waiting timer counter is not greater than 0 (i.e., it is 0), the main CPU 110a proceeds to step S20-9.

[0367] In step S20-9, the main CPU 110a decrements the value of the communication failure detection counter in the main RAM 110b by 1. In step S20-10, the main CPU 110a determines whether the value of the communication failure detection counter in the main RAM 110b is greater than 0. If the value of the communication failure detection counter is greater than 0, the main CPU 110a proceeds to step S20-11; if the value of the communication failure detection counter is not greater than 0 (i.e., it is 0), the main CPU 110a proceeds to step S20-14.

[0368] In step S20-11, the main CPU 110a sets the response reception waiting timer counter of the main RAM 110b to "10". The response reception waiting timer counter is used to measure the 10ms waiting time from the transmission of the game machine information notification command to the reception of a response command from the frame control board 160.

[0369] The counter value of the response reception standby timer counter is updated in the counter update process of the timer interrupt processing of the main control board 110, which will be described later. Specifically, the counter value of the response reception standby timer counter is updated by subtracting 2 each time the timer update process in the timer interrupt processing is performed, because the timer update process in the timer interrupt processing is executed every 2ms.

[0370] In step S20-12, the main CPU 110a determines whether or not it has received a game ball count specification command from the frame control board 160. If the main CPU 110a has received a game ball count specification command, it proceeds to step S20-13. If it has not received a game ball count specification command, it terminates the game machine information notification process.

[0371] The game ball count specification command, as will be explained in more detail later, is a command sent from the game ball count control unit 180 to the main control unit 110 when the game ball count counter in the game ball count RAM 180b of the frame control board 160 is updated.

[0372] In step S20-13, the main CPU 110a performs an update process to add or subtract the number of game balls indicated by the received game ball count specification command to the maximum acquired game ball counter in the main RAM 110b, and then terminates the game machine information notification process. Note that the value of the maximum acquired game ball counter in the main RAM 110b updated by the above update process will be a different value from the game ball counter in the game ball count RAM 180b.

[0373] In step S20-14, the main CPU 110a sends a communication failure command to the performance control board 120. Upon receiving the communication failure command, the performance control board 120 performs processing to cause the image display device 31 to display a notification of a communication failure.

[0374] In step S20-15, the main CPU 110a is set to interrupt disable. In step S20-16, the main CPU 110a sends a launch disable command to the launch control unit 170. As will be described in more detail later, when the launch control unit 170 receives the launch disable command, it clears the launch permission flag and stops power supply to the launch solenoid 4a and the ball feed solenoid 4b.

[0375] In step S20-17, the main CPU 110a prohibits access to the main RAM 110b and then performs a waiting process.

[0376] (Main control board power interruption monitoring process) Figure 40 is a flowchart showing the power cutoff monitoring process of the main control board 110.

[0377] In step S30-1, the main CPU 110a sets interrupt disable. Next, in step S30-2, the main CPU 110a determines whether or not a power outage has occurred in the gaming machine 1. Specifically, the main CPU 110a determines that a power outage has occurred if a power outage detection signal is input from a power supply detection circuit (not shown) provided on the power supply board 175.

[0378] If the main CPU 110a determines that a power outage has occurred, it proceeds to step S30-4; if it determines that no power outage has occurred, it proceeds to step S30-3.

[0379] In step S30-3, the main CPU 110a sets interrupt enable and terminates the power outage monitoring process.

[0380] In step S30-4, the main CPU 110a sends a launch prohibition command to the launch control unit 170. Next, in step S30-5, the main CPU 110a clears the output port. Next, in step S30-6, the main CPU 110a sends a power cut-off command to the launch control unit 170 and the game ball count control unit 180 of the frame control board 160.

[0381] In step S30-7, the main CPU 110a calculates the checksum of the data in the used area of ​​the main RAM 110b and sets it in a predetermined area of ​​the main RAM 110b.

[0382] The data that the main CPU 110a uses to calculate the checksum includes: special symbol memory area, special symbol special electrical processing data memory area, stopped symbol data memory area, normal symbol hold memory area, normal symbol normal electrical processing data memory area, normal symbol data memory area, complete information memory area, game state flag memory area, specific area winning flag memory area, game state buffer, round count (R) counter, big winning entry ball count (C) counter, first special symbol hold count (U1) counter, second special symbol hold count (U2) counter. This data is stored in data storage areas such as the normal symbol hold count (G) counter, low base time reduction count (B) counter, high base time reduction count (J) counter, variation count (L) counter, opening count (S) counter, special electric activation number (K) counter, special symbol time counter, special game timer counter, normal symbol time counter, auxiliary game timer counter, game machine information transmission standby timer counter, response reception standby timer counter, communication failure judgment counter, maximum acquired game ball count counter, and performance transmission data storage area.

[0383] Next, in step S30-8, the main CPU 110a sets a backup flag, which will be referenced when restoring from a power outage, in a predetermined area of ​​the main RAM 110b. Then, in step S30-9, the main CPU 110a prohibits access to the main RAM 110b. After that, the main CPU 110a performs an infinite loop process and waits until the power supply voltage is completely cut off.

[0384] (Timer interrupt processing on the main control board) Figure 41 is a flowchart showing the timer interrupt processing of the main control board 110 of the gaming machine 1. Except in special cases such as when the power is turned on or turned off, the main CPU 110a executes timer interrupt processing at each generation cycle (for example, 2ms) when a clock pulse signal is generated by the reset clock pulse generation circuit provided on the main control board 110.

[0385] When a clock pulse signal is generated, the main CPU 110a saves the information stored in its registers to the stack area in step S100.

[0386] Next, in step S110, the main CPU 110a performs counter update processing. Specifically, the main CPU 110a updates the special symbol time counter, special game timer counter, normal symbol time counter, auxiliary game timer counter, game machine information transmission standby timer counter, and response reception standby timer counter stored in the main RAM 110b. In the counter update processing, each counter is decremented by 2. The reason for decrementing each counter by 2 in the counter update processing is that these counters indicate time, and because the timer interrupt processing is executed every 2ms, the counter update processing within the timer interrupt processing is performed every 2ms.

[0387] The special symbol time counter is used by the main CPU 110a to determine whether the special symbol's variation time has elapsed or whether the special symbol's stop time has elapsed. The special game timer counter is used by the main CPU 110a to control the opening and closing of the first large prize slot 16 and the second large prize slot 17. The normal symbol time counter is used to determine whether the normal symbol's variation time has elapsed or whether the normal symbol's stop time has elapsed. The auxiliary game timer counter is used by the main CPU 110a to control the opening and closing of the second start slot 15. Details of the control using each of these counters will be described later.

[0388] As explained in the game machine information notification processing of the main control board 110 shown in Figure 39, the game machine information transmission standby timer counter is a counter used when the main CPU 110a transmits a game machine information notification command from the main control board 110 to the frame control board 160. The response reception standby timer counter is a counter used when the main CPU 110a determines whether or not communication between the main control board 110 and the frame control board 160 is being performed normally.

[0389] Next, in step S120, the main CPU 110a updates the jackpot random value, the normal symbol random value, and the special symbol random value. Specifically, the main CPU 110a increments each random value and random counter by 1. If the incremented random counter exceeds the maximum value of the random range (the random counter completes one cycle), the main CPU 110a resets the random counter to 0 and updates each random value again from the initial random value at that time.

[0390] Next, in step S130, the main CPU 110a performs an initial random value update process. Specifically, the main CPU 110a updates the initial random values ​​for jackpots, regular symbols, and special symbols.

[0391] Next, in step S200, the main CPU 110a performs input control processing. Specifically, the main CPU 110a determines whether there is input to each of the following switches: general prize hole detection SW12a, gate detection SW13a, first start hole detection SW14a, second start hole detection SW15a, first major prize hole detection SW16a, second major prize hole detection SW17a, and specific area detection SW18a. If there is input, it executes predetermined processing. Details of the input control processing will be described later.

[0392] Next, in step S300, the main CPU 110a executes special feature and special power control processing. Specifically, the main CPU 110a updates the values ​​of the special feature and special power processing data stored in the main RAM 110b according to the progress of the game, and executes predetermined processing based on the updated values ​​of the special feature and special power processing data. Details of the special feature and special power control processing will be described later.

[0393] Next, in step S400, the main CPU 110a executes the regular power control process. Specifically, the main CPU 110a updates the values ​​of the regular power control data stored in the main RAM 110b according to the progress of the game, and executes predetermined processing based on the updated values ​​of the regular power control data. Details of the regular power control process will be described later.

[0394] Next, in step S500, the main CPU 110a executes the prize ball control process. Specifically, the main CPU 110a refers to the general prize ball counter, the first start-up prize ball counter, the second start-up prize ball counter, the first major prize-winning slot prize ball counter, and the second major prize-winning slot prize ball counter stored in the main RAM 110b, and sends a prize ball number specification command to the frame control board 160 instructing the awarding of the number of game balls indicated by each counter.

[0395] Next, in step S600, the main CPU 110a executes a completion determination process. The completion determination process determines whether or not to activate a function (completion function) that restricts further gameplay if the maximum number of game balls acquired by the game machine 1 exceeds the daily limit of 95,000 balls.

[0396] Specifically, the main CPU 110a determines whether the maximum number of game balls acquired counter in the main RAM 110b has exceeded 95,000. If the maximum number of game balls acquired counter has exceeded 95,000, the main CPU 110a stores the completion information in the completion information storage area of ​​the main RAM 110b, stores an error-type designation command indicating error 1 in the performance transmission data storage area, and sets a launch prohibition command in the transmission buffer to stop the launch of game balls for the launch control unit 170.

[0397] The maximum number of game balls acquired counter is a counter that adds the number indicated by each prize ball counter when game balls are awarded, and subtracts 1 when game balls are launched while the counter value is 1 or more, and the minimum value of this counter is 0.

[0398] Next, in step S700, the main CPU 110a performs data generation processing. Specifically, the main CPU 110a performs the processing to create drive data for the start gate opening / closing solenoid 15c, drive data for the first major prize gate opening / closing solenoid 16c, drive data for the second major prize gate opening / closing solenoid 17c, drive data for the specific area opening / closing solenoid 18d, display data for the first special symbol display device 20, display data for the second special symbol display device 21, display data for the normal symbol display device 24, display data for the first special symbol hold indicator 22, display data for the second special symbol indicator 23, and display data for the normal symbol hold indicator 25.

[0399] Next, in step S800, the main CPU 110a executes output control processing. Specifically, the main CPU 110a outputs the display data, drive data, and external information signals generated in the data generation processing in step S700. The main CPU 110a also executes processing to send commands set in the performance transmission data storage area and transmission buffer of the main RAM 110b to the performance control board 120 and the frame control board 160.

[0400] Next, in step S900, the main CPU 110a restores the information that was saved to the stack area in step S100 to its registers, and terminates the timer interrupt processing.

[0401] (Input control processing on the main control board) Figure 42 is a flowchart showing the input control processing of the main control board 110 of the gaming machine 1.

[0402] In step S210, the main CPU 110a executes the general prize slot detection SW input processing. Specifically, the main CPU 110a determines whether or not there is a detection signal from the general prize slot detection SW 12a. If there is a detection signal from the general prize slot detection SW 12a, the main CPU 110a performs an update process to add a predetermined number (for example, 1) to the general prize slot ball counter stored in the main RAM 110b, and proceeds to step S220. If there is no detection signal from the general prize slot detection SW 12a, the main CPU 110a proceeds to step S220 without any further processing.

[0403] In step S220, the main CPU 110a executes the input processing for the large prize slot detection switch. Specifically, the main CPU 110a determines whether or not there is a detection signal from the first large prize slot detection switch 16a or the second large prize slot detection switch 17a. If there is a detection signal from the first large prize slot detection switch 16a or the second large prize slot detection switch 17a, the main CPU 110a increments the large prize slot ball count (C) counter stored in the main RAM 110b by 1 and proceeds to step S230. If there is no detection signal from the first large prize slot detection switch 16a or the second large prize slot detection switch 17a, the main CPU 110a proceeds to step S230.

[0404] Next, in step S230, the main CPU 110a executes the input processing for the first start gate detection switch. Specifically, the main CPU 110a determines whether or not a detection signal has been received from the first start gate detection switch 14a. If there is no detection signal from the first start gate detection switch 14a, the main CPU 110a proceeds directly to step S240. If a detection signal has been received from the first start gate detection switch 14a, the main CPU 110a executes the prize ball counter update process, the acquisition of various random values, pre-determination processing, and the setting of various commands, and then proceeds to step S240. Details of the input processing for the first start gate detection switch will be described later.

[0405] Next, in step S240, the main CPU 110a executes the input processing for the second start port detection switch. Specifically, the main CPU 110a determines whether or not a detection signal has been received from the second start port detection switch 15a. If there is no detection signal from the second start port detection switch 15a, the main CPU 110a proceeds to step S250. If there is a detection signal from the second start port detection switch 15a, the main CPU 110a performs the prize ball counter update process, acquires various random values, performs pre-determination processing, and sets various commands, and then proceeds to step S250.

[0406] The details of the input process for the second start gate detection switch are the same as those for the first start gate detection switch input process, which will be explained in detail later. Specifically, the second start gate detection switch input process replaces the "number of reserved special symbols for the first special symbol (U1)" with the "number of reserved special symbols for the second special symbol (U2)" and replaces the "first start gate detection switch 14a" with the "second start gate detection switch 15a," etc., replacing items provided for the first start gate with items provided for the second start gate.

[0407] Next, in step S250, the main CPU 110a executes the specific area detection switch input processing. Specifically, the main CPU 110a determines whether or not there is a detection signal from the specific area detection switch 18a. If there is no detection signal input from the specific area detection switch 18a, the main CPU 110a proceeds to step S260. If there is a detection signal input from the specific area detection switch 18a, the main CPU 110a executes predetermined processing and proceeds to step S260. Details of the specific area detection switch input processing will be described later.

[0408] Next, in step S260, the main CPU 110a performs gate detection SW input processing. Specifically, the main CPU 110a determines whether or not there is a detection signal from the gate detection SW 13a. If there is a detection signal input from the gate detection SW 13a and the number of normal symbols held (G) is 3 or less, the main CPU 110a increments the number of normal symbols held (G) by 1, obtains a normal symbol random value, and stores the obtained judgment information in the smallest numbered storage unit among the first to fourth storage units of the normal symbol storage area that does not already have judgment information stored in it.

[0409] Even if the main CPU 110a receives a detection signal from the gate detection SW 13a, if the number of normal symbols held (G) is 4, it proceeds to step S270. Also, if the main CPU 110a does not receive a detection signal from the gate detection SW 13a, it terminates the input control process.

[0410] (Input processing of the first start port detection switch on the main control board) Figure 43 is a flowchart showing the input processing of the first start port detection SW on the main control board 110 of the gaming machine 1.

[0411] In step S230-1, the main CPU 110a determines whether or not there is a detection signal from the first start port detection SW 14a. If there is a detection signal from the first start port detection SW 14a, the main CPU 110a proceeds to step S230-2. If there is no detection signal from the first start port detection SW 14a, the main CPU 110a terminates the first start port detection SW input processing.

[0412] Next, in step S230-2, the main CPU 110a performs an update process to add a predetermined number (for example, 3) to the prize ball counter for the starting gate.

[0413] Next, in step S230-3, the main CPU 110a determines whether the count value of the first special symbol hold count (U1) counter is less than 4. If the count value of the first special symbol hold count (U1) counter is less than 4, the main CPU 110a proceeds to step S230-4. If the count value of the first special symbol hold count (U1) counter is not less than 4, the main CPU 110a terminates the first start gate detection SW input process.

[0414] Next, in step S230-4, the main CPU 110a reads the counter value of the first special symbol reserve count (U1) stored in the memory area of ​​the main RAM 110b, adds 1 to the read count value of the first special symbol reserve count (U1), and stores it in the memory area of ​​the main RAM 110b.

[0415] Next, in step S230-5, the main CPU 110a acquires a jackpot random value and stores the acquired jackpot random value in the smallest numbered memory unit among the first to fourth memory units in the first special symbol memory area of ​​the main RAM 110b that does not already have a jackpot random value stored in it.

[0416] Next, in step S230-6, the main CPU 110a acquires a special symbol random value and stores the acquired special symbol random value in the smallest numbered memory unit among the first to fourth memory units in the first special symbol memory area of ​​the main RAM 110b that does not already have a special symbol random value stored in it.

[0417] Next, in step S230-7, the main CPU 110a acquires a random value for determining a winning combination and stores the acquired random value for determining a winning combination in the smallest numbered storage unit among the first to fourth storage units in the first special symbol storage area of ​​the main RAM 110b that does not already have a random value for determining a winning combination stored in it.

[0418] Next, in step S230-8, the main CPU 110a acquires a random value for special symbol variation and stores the acquired random value for special symbol variation in the smallest numbered memory unit among the first to fourth memory units in the first special symbol memory area of ​​the main RAM 110b that does not already store a random value for special symbol variation.

[0419] Next, in step S230-9, the main CPU 110a performs a pre-determination process. Specifically, the main CPU 110a refers to the pre-determination table (Figure 30) for the jackpot lottery for the first special symbol stored in the main ROM 120c, and determines the winning information based on the jackpot random value, special symbol random value, special symbol variation random value, and reach determination random value obtained this time.

[0420] In step S230-10, the main CPU 110a sets a start prize designation command corresponding to the prize information determined in step S230-9 into the performance transmission data storage area of ​​the main RAM 110b.

[0421] Furthermore, the performance control board 120, based on the start-up prize designation command received from the main CPU 110a, can execute pre-announcement effects that suggest the possibility of a big win or a special miss even before the special symbol variation begins based on the prize entry into the first start-up slot 14. Pre-announcement effects include those that occur over multiple variations, such as changes in the display manner (e.g., color, design, etc.) of the first reserved image 41 displayed on the image display device 31 or the display of a special background image, as well as those that occur when a prize is won, such as making the prize sound output at the time of the start-up prize a special prize sound, or causing the performance lighting device to emit a special light.

[0422] In step S230-11, the main CPU 110a sets a special symbol memory count specification command indicating the number of first special symbols to be held (U1) determined in step S230-4 into the performance transmission data storage area of ​​the main RAM 110b, and terminates the first start gate detection SW input processing. The performance control board 120 then performs processing to increase the number of first held images 41 displayed on the image display device 31 and to output a winning sound to the sound output device 32, based on the special symbol memory count specification command received from the main CPU 110a.

[0423] (Input processing of the specific area detection switch on the main control board) Figure 44 is a flowchart showing the input processing of a specific area detection switch on the main control board 110 of the gaming machine 1.

[0424] In step S250-1, the main CPU 110a determines whether or not there is a detection signal from the specific area detection SW 18a. If there is no detection signal from the specific area detection SW 18a, the main CPU 110a terminates the specific area detection SW input processing. If there is a detection signal from the specific area detection SW 18a, the main CPU 110a proceeds to step S250-2.

[0425] Next, in step S250-2, the main CPU 110a sets the special area winning flag in the storage area of ​​the main RAM 110b. The special area winning flag is a flag that indicates that a game ball has entered the special area 19B located within the second large winning opening 17. As mentioned above, the second type of win is a big win that occurs when a game ball enters the special area 19B located within the second large winning opening 17.

[0426] Next, in step S250-3, the main CPU 110a sets a command to designate a specific area for winning in the main RAM 110b's transmission data storage area for performance.

[0427] Next, in step S250-4, the main CPU 110a stores the game state (the game state when a game ball enters a specific area 19B) stored in the game state buffer of the main RAM 110b, and terminates the specific area detection SW input processing.

[0428] (Special electrical control processing of the main control board) Figure 45 is a flowchart showing the special feature special electrical control processing of the main control board 110 of the gaming machine 1.

[0429] In step S301, the main CPU 110a loads the special feature processing data stored in the main RAM 110b.

[0430] In step S302, the main CPU 110a executes the processing corresponding to the loaded special symbol and special electric processing data. Specifically, if the special symbol and special electric processing data is 0, it executes the special symbol memory determination processing in step S310; if the special symbol and special electric processing data is 1, it executes the special symbol variation processing in step S320; if the special electric processing data is 2, it executes the special symbol stop processing in step S330; if the special symbol and special electric processing data is 3, it executes the jackpot game processing in step S340; if the special symbol and special electric processing data is 4, it executes the minor win game processing in step S350; and if the special symbol and special electric processing data is 5, it executes the jackpot game termination processing in step S360. After executing one of these processes, the main CPU 110a terminates the special symbol and special electric control processing. Details of each control process will be described later.

[0431] (Special pattern memory determination process on the main control board) Figures 46 and 47 are flowcharts showing the special symbol memory determination process of the gaming machine 1.

[0432] In step S310-1, the main CPU 110a determines whether or not the special symbol is changing. Specifically, the main CPU 110a refers to the special symbol time counter stored in the main RAM 110b. If the counter value is 0, it determines that the special symbol is not changing; if the counter value is not 0, it determines that the special symbol is changing. If the special symbol is changing, the main CPU 110a terminates the special symbol memory determination process. If the special symbol is not changing, the main CPU 110a proceeds to step S310-2.

[0433] In step S310-2, the main CPU 110a determines whether the number of reserved second special symbols (U2) stored in the main RAM 110b is 0. If the number of reserved second special symbols (U2) is 0, the main CPU 110a proceeds to step S310-4. If the number of reserved second special symbols (U2) is not 0, the main CPU 110a proceeds to step S310-3.

[0434] In step S310-3, the main CPU 110a deducts 1 from the number of reserved second special symbols (U2) in the main RAM 110b, and then proceeds to step S310-9.

[0435] In step S310-4, the main CPU 110a determines whether the number of reserved first special symbols (U1) stored in the main RAM 110b is 0. If the number of reserved first special symbols (U1) is 0, the main CPU 110a proceeds to step S310-6. If the number of reserved first special symbols (U1) is not 0, the main CPU 110a proceeds to step S310-5.

[0436] In step S310-5, the main CPU 110a deducts 1 from the number of reserved special symbols (U1) in the main RAM 110b, and then proceeds to step S310-9.

[0437] In step S310-6, the main CPU 110a determines whether the customer waiting state flag stored in the main RAM 110b is set. The customer waiting state flag indicates that the gaming machine 1 is not performing a special game and is in a state where the number of reserved symbols is 0 and no change display is being shown (customer waiting state). If the customer waiting flag is not set, the main CPU 110a proceeds to step S310-7. If the customer waiting flag is set, the main CPU 110a terminates the special symbol memory determination process.

[0438] In step S310-7, the main CPU 110a sets the customer waiting status flag in the customer waiting status flag storage area of ​​the main RAM 110b.

[0439] In step S310-8, the main CPU 110a sets a customer waiting state specification command, indicating that the gaming machine 1 is in a customer waiting state, in the performance transmission data storage area of ​​the main RAM 110b, and terminates the special symbol memory determination process.

[0440] In step S310-9, the main CPU 110a performs a memory area shift process in the main RAM 110b. Specifically, if the number of reserved second special symbols is reduced by 1 in step S310-3, the data stored in the first memory unit of the second special symbol memory area of ​​the main RAM 110b is written to the zero memory unit of the special symbol memory area, and the data stored in the second to fourth memory units are each written to the previous memory unit. Also, if the number of reserved first special symbols is reduced by 1 in step S310-5, the data stored in the first memory unit of the first special symbol memory area of ​​the main RAM 110b is written to the zero memory unit of the special symbol memory area, and the data stored in the second to fourth memory units are each written to the previous memory unit.

[0441] Furthermore, any data that was already stored in the 0th memory section of the special symbol memory area before this memory area shift process will be overwritten by the new data and therefore erased.

[0442] In addition, the display of the second special symbol's variation is prioritized over the display of the first special symbol's variation (prioritizing the second special symbol's variation), but it is also possible to display the first and second special symbols' variation in parallel (simultaneous variation of the first and second special symbols), or to prioritize the display of the first special symbol's variation over the display of the second special symbol's variation (prioritizing the first special symbol's variation).

[0443] In step S310-10, the main CPU 110a sets a command to specify the number of special symbols to be held in the main RAM 110b's transmission data storage area for performance. Specifically, if the main CPU 110a subtracts 1 from the second number of special symbols to be held (U2) in step S310-3, it sets a command to specify the number of special symbols to be held, indicating the subtracted second number of special symbols to be held, in the main RAM 110b's transmission data storage area for performance. Also, if the main CPU 110a subtracts 1 from the first number of special symbols to be held (U1) in step S310-5, it sets a command to specify the number of special symbols to be held, indicating the subtracted first number of special symbols to be held, in the main RAM 110b's transmission data storage area for performance.

[0444] Furthermore, the performance control board 120 refers to the special symbol memory count specification command received from the main CPU 110a based on the current memory area shift processing, and performs processing to cause the image display device 31 to display a new variable image 40, decrease the display of the first reserved image 41 and the second reserved image 42, and update the display of the first reserved number image 43 and the second reserved number image 44.

[0445] In step S310-11, the main CPU 110a determines whether the number of low-base time reductions (B) stored in the main RAM 110b is 1 or greater. If the number of low-base time reductions (B) stored in the main RAM 110b is 1 or greater, the main CPU 110a proceeds to step S310-12. If the number of low-base time reductions (B) stored in the main RAM 110b is not 1 or greater, the main CPU 110a proceeds to step S310-14.

[0446] In step S310-12, the main CPU 110a decrements the number of low-base time reductions (B) stored in the main RAM 110b by 1 and stores it.

[0447] In step S310-13, the main CPU 110a determines whether the number of low-base time reductions (B) after subtracting 1 is 0. If the number of low-base time reductions (B) after subtracting 1 is 0, the main CPU 110a proceeds to step S310-20. If the number of low-base time reductions (B) after subtracting 1 is not 0, the main CPU 110a proceeds to step S311.

[0448] In step S310-14, the main CPU 110a determines whether the number of high-base time reductions (J) stored in the main RAM 110b is 1 or greater. If the number of high-base time reductions (J) stored in the main RAM 110b is 1 or greater, the main CPU 110a proceeds to step S310-15. If the number of high-base time reductions (J) stored in the main RAM 110b is not 1 or greater, the main CPU 110a proceeds to step S311.

[0449] In step S310-15, the main CPU 110a decrements the number of high-base time reductions (J) stored in the main RAM 110b by 1 and stores it.

[0450] In step S310-16, the main CPU 110a determines whether the number of high-base time reductions (J) after subtracting 1 is 0. If the number of high-base time reductions (J) after subtracting 1 is 0, the main CPU 110a proceeds to step S310-20. If the number of high-base time reductions (J) after subtracting 1 is not 0, the main CPU 110a proceeds to step S311.

[0451] In step S310-20, the main CPU 110a sets the normal game state in the game state flag storage area of ​​the main RAM 110b, and then proceeds to step S311.

[0452] In this embodiment, one of the conditions for transitioning from the high-base time-saving state to the normal state is that the number of high-base time-saving spins (J) becomes 0 (at the end of the 100th losing spin in the high-base time-saving state, "YES" in step S310-16 and S310-20 in Figure 46). However, as mentioned above, other conditions include the end of a special game that transitions to the normal state after the special game ends (for example, a Type 2 9R win J), or when no game ball enters a specific area 19B during a small win that triggers a transition to a special game that transitions to the high-base time-saving state after the special game ends (for example, a Type 2 9R win H).

[0453] In this embodiment, the conditions for transitioning from the high-base time-saving state to the normal state are as described above, but conditions based on the number of times the normal symbols change, conditions based on the number of times the second start opening 15 is opened triggered by the winning of a normal symbol, or conditions based on the number of times the normal symbols are won may also be used.

[0454] In other words, the conditions for transitioning from the high-base time-saving state to the normal state may be, for example, the completion of the first or predetermined number of regular symbol fluctuation displays in the high-base time-saving state, the opening of the second start gate 15 once or a predetermined number of times due to a regular symbol win, or the determination of a regular symbol win once or a predetermined number of times.

[0455] In step S311, the main CPU 110a executes the jackpot determination process. Specifically, the main CPU 110a refers to various tables stored in the main ROM 110c shown in Figures 18, 19, and 20, based on the jackpot random value and special symbol random value newly stored in the 0th memory unit, and the type of special symbol display device of the data shifted to the 0th memory unit, to determine the type of special symbol and the stopped symbol data, etc. Details of the jackpot determination process will be described later.

[0456] In step S312, the main CPU 110a determines the variation pattern of the special symbol to be executed. Specifically, based on the type of special symbol determined in step S311, the random values ​​for reach determination and special symbol variation newly stored in the 0th memory unit, and the number of first and second special symbols held, the main CPU 110a refers to the variation pattern determination table for the first special symbol (Figure 26 (normal state), Figure 27 (low base time reduction state), Figure 28 (high base time reduction state)) and the variation pattern determination table for the second special symbol (Figure 29) stored in the main ROM 110c, and determines the variation pattern of the special symbol to start variation.

[0457] In step S313, the main CPU 110a sets a variation pattern specification command corresponding to the variation pattern of the special symbol determined in step S312 into the performance transmission data storage area of ​​the main RAM 110b.

[0458] The performance control board 120 performs processing to execute a variation performance corresponding to the variation pattern of the special symbols, based on the variation pattern specification command received from the main CPU 110a.

[0459] In step S314, the main CPU 110a sets a game state specification command corresponding to the game state stored in the game state flag storage area of ​​the main RAM 110b into the performance transmission data storage area of ​​the main RAM 110b.

[0460] In step S315, the main CPU 110a sets a command to specify the number of time-saving rounds corresponding to the low-base time-saving rounds (B) and high-base time-saving rounds (J) stored in the game state flag storage area of ​​the main RAM 110b, into the performance transmission data storage area of ​​the main RAM 110b.

[0461] In step S316, the main CPU 110a executes a process to start the display of the special symbols. Specifically, the main CPU 110a sets the variable display data for causing the first special symbol display device 20 or the second special symbol display device 21 to display the special symbols in a predetermined area of ​​the main RAM 110b.

[0462] Next, in step S317, the main CPU 110a sets the variation time for the special symbol. Specifically, the main CPU 110a sets the variation time corresponding to the variation pattern of the special symbol determined in step S312 in the special symbol time counter of the main RAM 110b. The special symbol time counter is decremented every 2ms in the counter update process within the timer interrupt process in step S110 (Figure 41) described above.

[0463] Next, in step S318, the main CPU 110a sets 1 in the special symbol special electrical processing data storage area of ​​the main RAM 110b and terminates the special symbol storage determination process.

[0464] Furthermore, in the data generation process within the timer interrupt processing of step S600 (Figure 41) described above, the main CPU 110a creates on / off data for the LEDs of the first special symbol display device 20 or the second special symbol display device 21 based on the display data set in step S316. Then, in the output control process within the timer interrupt processing of step S700 (Figure 41) described above, the main CPU 110a outputs the LED on / off data created in step S600 to the first special symbol display device 20 or the second special symbol display device 21, thereby starting the display of changing special symbols on the first special symbol display device 20 or the second special symbol display device 21.

[0465] (Main control board's jackpot determination process) Figure 48 is a flowchart showing the process for determining a jackpot in the gaming machine 1.

[0466] In step S311-1, the main CPU 110a determines whether the special symbol that starts the variable display is a jackpot. Specifically, based on the jackpot random value newly stored in the 0th storage unit of the special symbol storage area, the main CPU 110a refers to the jackpot lottery determination table for the first special symbol display device stored in the main ROM 110c (Figure 18(a)) if the data newly stored in the 0th storage unit has been shifted from the first special symbol storage area, and refers to the jackpot lottery determination table for the second special symbol display device stored in the main ROM 110c (Figure 18(b)) to determine whether the special symbol that starts the variable display is a jackpot.

[0467] Then, if the special symbol that starts the variable display is a jackpot, the main CPU 110a proceeds to step S311-2. If the special symbol that starts the variable display is not a jackpot, the main CPU 110a proceeds to step S311-5.

[0468] In step S311-2, the main CPU 110a executes the jackpot symbol determination process. Specifically, based on the special symbol random value newly stored in the 0th memory unit and the type of special symbol display device to start the variable display, the main CPU 110a refers to the jackpot symbol determination table (Figure 19(a)) stored in the main ROM 110c to determine the type of special symbol to start the variable display and the stop symbol data, and stores the determined stop symbol data in the stop symbol data area of ​​the main RAM 110b.

[0469] In step S311-3, the main CPU 110a sets the symbol specification command corresponding to the stop symbol data determined in step S311-2 into the performance transmission data storage area of ​​the main RAM 110b.

[0470] Next, in step S311-4, the main CPU 110a stores the game state information (game state information at the time of jackpot determination processing) stored in the game state flag of the main RAM 110b into the game state buffer of the main RAM 110b, and then terminates the jackpot determination processing.

[0471] In step S311-5, the main CPU 110a determines whether the special symbol that starts the variable display is a minor win. Specifically, if the data newly stored in the 0th storage area of ​​the special symbol storage area has been shifted from the 2nd special symbol storage area, the main CPU 110a refers to the jackpot lottery determination table for the 2nd special symbol display device stored in the main ROM 110c (Figure 18(b)) based on the jackpot random value newly stored in the 0th storage area, and determines whether the special symbol that starts the variable display is a minor win.

[0472] The reason why a minor win is determined only when the data newly stored in the 0th memory section of the special symbol memory area has been shifted from the 2nd special symbol memory area is that minor wins are determined only for the 2nd special symbol (Figure 18(b)). Therefore, if the data newly stored in the 0th memory section has been shifted from the 1st special symbol memory area, the main CPU 110a determines that the special symbol that starts the variation display is not a minor win.

[0473] While the setting currently allows for the determination of minor wins to be made using only the second special symbol, it is also possible to determine minor wins using both the first and second special symbols, or to set it to be done using only the first special symbol.

[0474] Then, if the special symbol that starts the variable display is a minor win, the main CPU 110a proceeds to step S311-6. If the special symbol that starts the variable display is not a minor win, the main CPU 110a proceeds to step S311-8.

[0475] Next, in step S311-6, the main CPU 110a executes the minor win symbol determination process. Specifically, based on the special symbol random value newly stored in the 0th memory unit, the main CPU 110a refers to the minor win symbol determination table (Figure 19(b)) stored in the main ROM 110c, determines the type of special symbol to start the variation display and the stop symbol data, and stores the determined stop symbol data in the stop symbol data area of ​​the main RAM 110b.

[0476] Next, in step S311-7, the main CPU 110a sets the symbol specification command corresponding to the stop symbol data determined in step S311-6 into the performance transmission data storage area of ​​the main RAM 110b, and terminates the jackpot determination process.

[0477] In step S311-8, the main CPU 110a determines whether the special symbol that will start the variable display is a special miss. Specifically, if the data newly stored in the 0th storage area of ​​the special symbol storage area has been shifted from the 1st special symbol storage area, the main CPU 110a refers to the jackpot lottery determination table for the 1st special symbol display device stored in the main ROM 110c (Figure 18(a)) based on the jackpot random value newly stored in the 0th storage area, and determines whether the special symbol that will start the variable display is a special miss.

[0478] The reason why a special miss is determined only when the data newly stored in the 0th memory section of the special symbol memory area has been shifted from the 1st special symbol memory area is that special misses are set to be determined only for the 1st special symbol (see Figure 18). Therefore, if the data newly stored in the 0th memory section has been shifted from the 2nd special symbol memory area, the main CPU 110a determines that the special symbol that starts the variation display is not a special miss.

[0479] Then, if the special symbol that starts the variable display is a special miss, the main CPU 110a proceeds to step S311-9. If the special symbol that starts the variable display is not a special miss, the main CPU 110a proceeds to step S311-11.

[0480] In step S311-9, the main CPU 110a performs a special losing symbol determination process. Specifically, based on the special symbol random value newly stored in the 0th memory unit, the main CPU 110a refers to the special losing symbol determination table (Figure 20(a)) stored in the main ROM 110c to determine the type of special symbol to start the variation display and the stopping symbol data, and stores the determined stopping symbol data in the stopping symbol data area of ​​the main RAM 110b.

[0481] Next, in step S311-10, the main CPU 110a sets the symbol specification command corresponding to the stop symbol data determined in step S311-9 into the performance transmission data storage area of ​​the main RAM 110b, and terminates the jackpot determination process.

[0482] In step S311-11, the main CPU 110a performs a normal losing symbol determination process. Specifically, based on the type of special symbol display device that starts the variable display and the special symbol random value newly stored in the 0th memory unit, the main CPU 110a refers to the normal losing symbol determination table (Figure 20(b)) stored in the main ROM 110c to determine the type of special symbol to start the variable display and the stop symbol data, and stores the determined stop symbol data in the stop symbol data area of ​​the main RAM 110b.

[0483] In step S311-12, the main CPU 110a sets the symbol specification command corresponding to the stop symbol data determined in step S311-11 into the performance transmission data storage area of ​​the main RAM 110b, and terminates the jackpot determination process.

[0484] (Special pattern variation processing on the main control board) Figure 49 is a flowchart showing the special symbol variation processing of unit 110 on the main control board of the gaming machine 1.

[0485] In step S320-1, the main CPU 110a determines whether the special symbol variation time has elapsed. Specifically, the main CPU 110a refers to the special symbol time counter stored in the main RAM 110b. If the counter value is 0, it determines that the special symbol variation time has elapsed; if the counter value is not 0, it determines that the special symbol variation time has not elapsed. If the special symbol variation time has elapsed, the main CPU 110a proceeds to step S320-2. If the special symbol variation time has not elapsed, the main CPU 110a terminates the special symbol variation process.

[0486] In step S320-2, the main CPU 110a executes a process for displaying the special symbols in a stopped state. Specifically, the main CPU 110a clears the display data set in step S316 of the special symbol memory determination process, and sets display data in a predetermined area of ​​the main RAM 110b to display the special symbols corresponding to the stopped symbol data set in the stopped symbol data area of ​​the main RAM 110b in a stopped state on the first special symbol display device 20 or the second special symbol display device 21.

[0487] Next, in step S320-3, the main CPU 110a sets a symbol confirmation command in the main RAM 110b's performance transmission storage area, indicating that the special symbol has stopped.

[0488] Next, in step S320-4, the main CPU 110a sets the symbol stop time. Specifically, the main CPU 110a sets the symbol stop time (for example, 0.5 seconds) in the special symbol time counter storage area of ​​the main RAM 110b.

[0489] Next, in step S320-5, the main CPU 110a sets 2 in the special symbol special electrical processing data storage area of ​​the main RAM 110b and terminates the special symbol variation processing.

[0490] (Special symbol stop processing on the main control board) Figure 50 is a flowchart showing the special symbol stopping process of the main control board 110 of the gaming machine 1.

[0491] In step S330-1, the main CPU 110a determines whether the special symbol stop time has ended. Specifically, if the special symbol time counter in the main RAM 110b is 0, the main CPU 110a determines that the special symbol stop time has ended and proceeds to step S330-2. If the special symbol time counter in the main RAM 110b is not 0, the main CPU 110a determines that the special symbol stop time has not ended and terminates the special symbol stop process.

[0492] In step S330-2, the main CPU 110a adds 1 to the fluctuation count (L) counter of the main RAM 110b.

[0493] Next, in step S330-3, the main CPU 110a determines whether the stop symbol data stored in the stop symbol data storage area of ​​the main RAM 110b is for a jackpot. If the stop symbol data is for a jackpot, the main CPU 110a proceeds to step S330-4. If the stop symbol data is not for a jackpot, the main CPU 110a proceeds to step S330-11.

[0494] In step S330-4, the main CPU 110a sets the normal game state flag in the game state flag storage area of ​​the main RAM 110b. Next, in 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 of the main RAM 110b. Next, in step S330-6, the main CPU 110a resets the fluctuation count (L) counter of the main RAM 110b.

[0495] Next, in step S330-7, the main CPU 110a executes the preparation process for the first type of jackpot game. Specifically, the main CPU 110a determines the reference destination of the special game control table for the first type of jackpot (Figure 23(a)) stored in the main ROM 110c, based on the symbol stop data stored in the symbol stop data storage area of ​​the main RAM 110b.

[0496] Next, in step S330-8, the main CPU 110a sets the opening specification command. Specifically, the main CPU 110a determines the opening specification command from the reference location of the special game control table for the first type of jackpot determined in step 330-7, and sets the determined opening specification command in the performance transmission data storage area of ​​the main RAM 110b.

[0497] Furthermore, when the performance control board 120 receives an opening designation command from the main CPU 110a, it performs processing to execute the opening performance for the jackpot game using the image display device 31, sound output device 32, etc.

[0498] Next, in step S330-9, the main CPU 110a sets the start interval time. Specifically, the main CPU 110a determines the opening time from the reference of the special game control table for the first type of jackpot determined in step 330-7, and sets the determined opening time in the special game timer counter of the main RAM 110b.

[0499] Next, in step S330-10, the main CPU 110a sets 3 in the special feature special electrical processing data storage area of ​​the main RAM 110b, and proceeds to step S330-24.

[0500] In step S33-11, the main CPU 110a determines whether the stop symbol data stored in the stop symbol data storage area of ​​the main RAM 110b is a minor win. If the stop symbol data is a minor win, the main CPU 110a proceeds to step S330-12. If the stop symbol data is not a minor win, the main CPU 110a proceeds to step S330-16.

[0501] In step S330-12, the main CPU 110a executes the minor win game preparation process. Specifically, the main CPU 110a determines the reference location of the special minor win game control table (Figure 23(c)) stored in the main ROM 110c based on the stop symbol data stored in the stop symbol data storage area of ​​the main RAM 110b. The main CPU 110a also resets the value of the special electric operation number (K) counter.

[0502] In step S330-13, the main CPU 110a sets the opening specification command. Specifically, the main CPU 110a determines the opening specification command from the reference location of the special game control table for minor wins determined in step S330-12, and sets the determined opening specification command in the performance transmission data storage area of ​​the main RAM 110b.

[0503] Next, in step S330-14, the main CPU 110a sets the start interval time. Specifically, the main CPU 110a determines the opening time from the reference of the special game control table for minor wins determined in step 330-12, and sets the determined opening time in the special game timer counter of the main RAM 110b.

[0504] Next, in step S330-15, the main CPU 110a sets 4 in the special feature special electrical processing data storage area of ​​the main RAM 110b, and proceeds to step S330-24.

[0505] In step S330-16, the main CPU 110a determines whether the counter value of the fluctuation count (L) of the main RAM 110b has reached a specified number of times (800 times). If the counter value of the fluctuation count (L) has reached a specified number of times (800 times), the main CPU 110a proceeds to step S330-17. If the counter value of the fluctuation count (L) has not reached a specified number of times (800 times), the main CPU 110a proceeds to step S330-19.

[0506] In step S330-17, the main CPU 110a resets the low base time reduction count (B) counter and the variation count (L) counter of the main RAM 110b, and then proceeds to step S330-18.

[0507] In step S330-18, the main CPU 110a sets the high-base time-saving state game state flag in the game state flag storage area of ​​the main RAM 110b, sets the high-base time-saving count (J) counter of the main RAM 110b to 100, and proceeds to step S330-22.

[0508] In step S330-19, the main CPU 110a determines whether the stop symbol data stored in the stop symbol data storage area of ​​the main RAM 110b is a special miss. If the stop symbol data is a special miss, the main CPU 110a proceeds to step S330-20. If the stop symbol data is not a special miss, the main CPU 110a proceeds to step S330-22.

[0509] In step S330-20, the main CPU 110a executes the game state setting process. Specifically, the main CPU 110a refers to the special miss symbol stop setting table (Figure 22) stored in the main ROM 110c based on the stop symbol data stored in the stop symbol data storage area of ​​the main RAM 110b and the game state flag stored in the game state flag storage area, determines the game state when a special miss occurs, and sets the determined game state in the game state flag storage area of ​​the main RAM 110b.

[0510] Next, in step S330-21, the main CPU 110a executes the remaining number setting process. Specifically, the main CPU 110a refers to the special miss symbol stop setting table (Figure 22) stored in the main ROM 110c based on the stop symbol data stored in the stop symbol data storage area of ​​the main RAM 110b and the game state flag stored in the game state flag storage area, determines the low-base time reduction count (B) and high-base time reduction count (J) when a special miss occurs, and sets the determined low-base time reduction count (B) and high-base time reduction count (J) when a special miss occurs in the low-base time reduction count (B) counter and high-base time reduction count (J) counter of the main RAM 110b.

[0511] Next, in step S330-22, the main CPU 110a generates a count specification command indicated by the low-base time reduction count (B) counter of the main RAM 110b, and a count specification command indicated by the high-base time reduction count (J) counter of the main RAM 110b, and sets the generated count specification commands in the transmission data storage area for performance.

[0512] In step S330-23, the main CPU 110a sets 0 to the special feature special electrical processing data storage area of ​​the main RAM 110b, and proceeds to step S330-24.

[0513] In step S330-24, the main CPU 110a sets a game state specification command corresponding to the game state stored in the game state flag storage area of ​​the main RAM 110b into the performance transmission data storage area, and then terminates the special symbol stop process.

[0514] (Main control board's jackpot game processing) Figure 51 is a flowchart showing the jackpot game processing of the main control board 110 of the gaming machine 1.

[0515] In step S340-1, the main CPU 110a determines whether the current process is in the opening phase of a jackpot. If it is in the opening phase, the main CPU 110a proceeds to step S340-2. If it is not in the opening phase, the main CPU 110a proceeds to step S340-6.

[0516] In step S340-2, the main CPU 110a determines whether the start interval time has elapsed. Specifically, if the special game timer counter stored in the main RAM 110b is 0, the main CPU 110a determines that the start interval time has elapsed and proceeds to step S340-3. If the special symbol time counter stored in the main RAM 110b is not 0, the main CPU 110a determines that the start interval time has not elapsed and terminates the current jackpot game process.

[0517] In step S340-3, the main CPU 110a sets the count value of the round count (R) counter stored in the main RAM 110b to 1.

[0518] In step S340-4, the main CPU 110a executes the process of opening the big prize slot. Specifically, the main CPU 110a reads the table number of the big prize slot opening and closing control table from the reference of the special game control table for the first type of big win (Figure 23(a)) determined in step S330-7, or from the reference of the special game control table for the second type of big win (Figure 23(b)) determined in step S351-5, described later. Based on the read table number and the current number of rounds (R), the main CPU 110a refers to the big prize slot opening and closing control table for the first type of big win (Figure 24(a)) or the big prize slot opening and closing control table for the second type of big win (Figure 24(b)) stored in the main ROM 110c, determines the opening time of the first big prize slot 16, and sets the determined opening time in the special game timer counter. Furthermore, the main CPU 110a sets power-up data to energize the first large prize opening solenoid 16c in order to open the first large prize opening door 16b. In addition, the main CPU 110a sets the special operation number (K) of the main RAM 110b to 1.

[0519] In step S340-5, the main CPU 110a executes a round start command transmission determination process. Specifically, the main CPU 110a sets the round start command corresponding to the current round number (R) in the performance transmission data storage area and terminates the jackpot game processing.

[0520] In step S340-6, the main CPU 110a determines whether the current process is in the middle of a jackpot ending. If it is in the middle of an ending, the main CPU 110a proceeds to step S340-17. If it is not in the middle of an ending, the main CPU 110a proceeds to step S340-7.

[0521] In step S340-7, the main CPU 110a determines whether the first large prize opening 16 is closed or not. Specifically, the main CPU 110a determines that the first large prize opening 16 is closed if no energizing data is set for the first large prize opening opening / closing solenoid 16c. If the first large prize opening 16 is closed, the main CPU 110a proceeds to step S340-8. If the first large prize opening 16 is not closed, the main CPU 110a proceeds to step S340-9.

[0522] In step S340-8, the main CPU 110a determines whether the closing time for the first jackpot 16 has elapsed. Specifically, the main CPU 110a determines that the closing time for the first jackpot 16 has elapsed if the value of the special game timer counter is 0. If the main CPU 110a determines that the closing time for the first jackpot 16 has elapsed, it proceeds to step S340-4. If the main CPU 110a determines that the closing time for the first jackpot 16 has not elapsed, it terminates the jackpot game processing.

[0523] In step S340-9, the main CPU 110a determines whether the conditions for ending the opening of the first jackpot 16 have been met. Specifically, the main CPU 110a determines that the conditions for ending the opening of the first jackpot 16 have been met if the count value of the jackpot entry ball count (C) counter in the main RAM 110b reaches a predetermined number (for example, 9 balls), or if the special game timer counter is 0 (the opening time has elapsed). If the conditions for ending the opening of the first jackpot 16 have been met, the main CPU 110a proceeds to step S340-10. If the conditions for ending the opening of the first jackpot 16 have not been met, the main CPU 110a terminates the jackpot game processing.

[0524] In step S340-10, the main CPU 110a executes the closing process for the first prize slot 16. Specifically, in order to close the opening / closing door 16b of the first prize slot, the main CPU 110a stops the power supply data that was energizing the solenoid 16c of the first prize slot. The main CPU 110a also refers to the opening / closing control table for the first type of jackpot (Figure 24(a)) and determines the closing time of the first prize slot 16 based on the count value of the current round count (R) counter, and sets the determined closing time in the special game timer counter.

[0525] In step S340-11, the main CPU 110a performs round data initialization processing. Specifically, the main CPU 110a resets the main RAM 110b's big prize ball entry count (C) counter value. However, the main CPU 110a does not reset the main RAM 110b's round count (R) counter value.

[0526] Next, in step S340-12, the main CPU 110a determines whether the count value of the round count (R) of the main RAM 110b is at its maximum value. If the count value of the round count (R) of the main RAM 110b is at its maximum value, the main CPU 110a proceeds to step S340-14. If the count value of the round count (R) of the main RAM 110b is not at its maximum value, the main CPU 110a proceeds to step S340-13.

[0527] In step S340-13, the main CPU 110a adds 1 to the round count (R) value of the main RAM 110b and terminates the jackpot game processing.

[0528] In step S340-14, the main CPU 110a resets the round count (R) value of the main RAM 110b.

[0529] In step S340-15, the main CPU 110a sets the ending specification command. Specifically, the main CPU 110a reads the ending specification command from the reference location of the special game control table for the first type of jackpot (Figure 23(a)) determined in step S330-7, or from the reference location of the special game control table for the second type of jackpot (Figure 23(b)) determined in step S351-5, described later, and sets the read ending specification command in the transmission data storage area for the performance.

[0530] In step S340-16, the main CPU 110a reads the ending time from the reference location of the special game control table for the first type of jackpot (Figure 23(a)) determined in step S330-7, or from the reference location of the special game control table for the second type of jackpot (Figure 23(b)) determined in step S351-5, described later, and sets the read ending time in the special game timer counter.

[0531] In step S340-17, the main CPU 110a determines whether the termination interval has elapsed. Specifically, the main CPU 110a determines that the termination interval has elapsed if the value of the special game timer counter is 0. If the main CPU 110a determines that the termination interval has elapsed, it proceeds to step S340-18. If the main CPU 110a determines that the termination interval has not elapsed, it terminates the jackpot game processing.

[0532] In step S340-18, the main CPU 110a sets the special feature special electrical processing data in the main RAM 110b to 5 and terminates the jackpot game processing.

[0533] (Main control board's processing of minor wins) Figure 52 is a flowchart showing the processing of small wins on the main control board 110 of the gaming machine 1.

[0534] In step S350-1, the main CPU 110a determines whether the current process is in the opening phase of a minor win. If it is in the opening phase, the main CPU 110a proceeds to step S350-2. If it is not in the opening phase, the main CPU 110a proceeds to step S350-5.

[0535] In step S350-2, the main CPU 110a determines whether the start interval time has elapsed. Specifically, if the special game timer counter in the main RAM 110b is 0, the main CPU 110a determines that the start interval time has elapsed and proceeds to step S350-3. If the special game timer counter in the main RAM 110b is not 0, the main CPU 110a determines that the start interval time has not elapsed and terminates the minor win game processing.

[0536] In step S350-3, the main CPU 110a executes the process of opening the main prize slot. Specifically, the main CPU 110a increments the value of the special electric operation number (K) counter in the main RAM 110b by 1. The main CPU 110a refers to the small prize slot opening / closing control table (Figure 25(a)) stored in the main ROM 110c, determines the opening time based on the current value of the special electric operation number (K) counter, and sets the determined opening time in the special game timer counter in the main RAM 110b. Then, the main CPU 110a sets the power supply data to energize the second main prize slot solenoid 17c in order to open the second main prize slot opening / closing door 17b.

[0537] Next, in step S350-4, the main CPU 110a executes a specific prize slot opening and closing control process. Specifically, the main CPU 110a refers to the small prize specific area opening and closing control table (Figure 25(b)) stored in the main ROM 110c, determines the opening time after the second large prize slot 17 opens, the opening time of the slide member 19C, and the closing time of the slide member 19C. The determined times are then set in predetermined counters in predetermined areas of the main RAM 110b, and the small prize game process ends. Based on these set predetermined counter values, the movement control of the slide member 19C is executed.

[0538] In step S350-5, the main CPU 110a determines whether the current process is in the middle of a minor win ending. If it is in the middle of an ending, the main CPU 110a proceeds to step S350-13. If it is not in the middle of an ending, the main CPU 110a proceeds to step S350-6.

[0539] In step 350-6, the main CPU 110a determines whether the second large prize slot 17 is open or not. Specifically, the main CPU 110a determines that the second large prize slot 17 is open if energization data is set for the second large prize slot opening / closing solenoid 17c. If the second large prize slot 17 is open, the main CPU 110a proceeds to step S350-8. If the second large prize slot 17 is not open, the main CPU 110a proceeds to step S350-7.

[0540] In step S350-7, the main CPU 110a determines whether the closing time for the second large prize slot 17 has elapsed. Specifically, the main CPU 110a determines that the closing time for the second large prize slot 17 has elapsed if the value of the special game timer counter is 0. If the main CPU 110a determines that the closing time for the second large prize slot 17 has elapsed, it proceeds to step S350-3. If the main CPU 110a determines that the closing time for the second large prize slot 17 has not elapsed, it terminates the small prize game processing.

[0541] In step S350-8, the main CPU 110a determines whether the conditions for ending the opening of the second large prize slot 17 have been met. Specifically, the main CPU 110a determines that the conditions for ending the opening of the second large prize slot 17 have been met if the count value of the balls entering the large prize slot (C) counter in the main RAM 110b reaches a specified number (for example, 9 balls), if the special game timer counter is 0 (the opening time has elapsed), or if the specific area winning flag is set. If the conditions for ending the opening of the second large prize slot 17 have been met, the main CPU 110a proceeds to step S350-9. If the conditions for ending the opening of the second large prize slot 17 have not been met, the main CPU 110a terminates the small prize game process.

[0542] In step S350-9, the main CPU 110a executes the closing process for the second large prize slot 17. Specifically, in order to close the second large prize slot opening / closing door 17b, the main CPU 110a stops the power supply data that was energizing the second large prize slot solenoid 17c. The main CPU 110a also refers to the closing time in the small prize slot opening / closing control table stored in the main ROM 110c, determines the closing time for the second large prize slot 17 based on the current count value of the special electric operation number (K) counter, and sets the determined closing time in the special game timer counter.

[0543] In step S350-10, the main CPU 110a determines whether the minor prize game has ended. Specifically, the main CPU 110a determines that the minor prize game has ended if the value of the special electric operation number (K) counter in the main RAM 110b is the maximum value of 10, the value of the number of balls entered into the big prize pocket (C) counter has reached a specified number (for example, 9), or the specific area entry flag is set. If the main CPU 110a determines that the minor prize game has ended, it proceeds to step S350-11. If the main CPU 110a determines that the minor prize game has not ended, it terminates the minor prize game processing.

[0544] In step S350-11, the main CPU 110a executes the process to terminate the minor win game. Specifically, the main CPU 110a resets the value of the special electric operation number (K) counter and the value of the big win entry ball count (C) counter in the main RAM 110b.

[0545] Next, in step S350-12, the main CPU 110a executes the ending process. Specifically, the main CPU 110a sets a minor win ending specification command in the transmission data storage area for the performance.

[0546] In step S350-13, the main CPU 110a determines whether the termination interval has elapsed. Specifically, the main CPU 110a determines that the termination interval has elapsed if the value of the special game timer counter in the main RAM 110b is 0. If the main CPU 110a determines that the termination interval has elapsed, it proceeds to step S350-14. If the main CPU 110a determines that the termination interval has not elapsed, it terminates the minor win game processing.

[0547] In step S350-14, the main CPU 110a determines whether or not the special area winning flag is set in the special area winning flag storage area of ​​the main RAM 110b. If the special area winning flag is not set, the main CPU 110a proceeds to step S350-15. If the special area winning flag is set, the main CPU 110a proceeds to step S351.

[0548] In step S350-15, the main CPU 110a sets the normal state flag in the game state flag storage area of ​​the main RAM 110b.

[0549] In step S350-16, the main CPU 110a sets the special feature special electric processing data in the main RAM 110b to 0 and terminates the minor win game processing.

[0550] In step S351, the main CPU 110a executes the transition process to the second type of jackpot game, and then terminates the minor jackpot game process. The transition process to the second type of jackpot game will be described later.

[0551] As explained in the flowchart above, if no game balls enter the specific area 19B during a minor win, the game state after the minor win ends will revert to the normal state. Therefore, even if a minor win occurs that triggers a Type 2 jackpot which transitions to a high-base time-saving state, if no game balls enter the specific area 19B during the minor win, not only will the Type 2 jackpot not be won, but the game will also transition to the normal state, which is less advantageous than the high-base time-saving state, after the minor win ends.

[0552] However, it could be argued that it is too harsh on the player to have the game transition from a high-base time-saving state to a normal state after the end of a minor win simply because the game ball failed to enter the specific area 19B during gameplay.

[0553] Therefore, even if a game ball does not enter a specific area 19B during a mini-win game in a high-base time-saving state, the game may be returned to the normal state after the mini-win game ends, but only in the case of a specific mini-win.

[0554] Specifically, in the case of a minor win that triggers a Type 2 jackpot (Type 2 9R jackpot J) that transitions to the normal state after completion, the transition to the normal state may be made by preventing the game ball from entering the specific area 19B. Also, even in the case of a minor win that triggers a Type 2 jackpot that transitions to a high-base time-saving state after completion, the transition to the normal state may be made by preventing the game ball from entering the specific area 19B, but only in the case of a specific minor win (for example, a minor win that triggers a Type 2 2R jackpot I).

[0555] Furthermore, the game may transition from a high-base time-saving state to a normal state depending on the number of times a minor win occurs during gameplay in which the game ball does not enter a specific area 19B. For example, the game may count the number of minor win games in which the game ball does not enter a specific area 19B, and after the third minor win game in which this count value is reached, the game may transition from a high-base time-saving state to a normal state.

[0556] Furthermore, depending on both the number of times a minor win occurred in which no game balls entered a specific area 19B during gameplay, and the type of minor win, the game may be transitioned from a high-base time-saving state to a normal state after the minor win game ends.

[0557] Furthermore, during the low-base time-saving state, the opening time of the movable piece 15b is 0.11 seconds, making it extremely difficult for game balls to enter the second start port 15 compared to the high-base time-saving state. However, depending on the launch strength and timing of the game balls, it is possible, very rarely, for game balls to enter the second start port 15 even during the low-base time-saving state, and in such cases, a minor win may occur in the corresponding draw.

[0558] In this situation, if a player deliberately stops launching game balls during a minor win, and fails to enter the specific area 19B during the minor win, the game will transition from a low-base time-saving state to a normal state. This makes it possible to intentionally transition to the normal state, which is more advantageous than the low-base time-saving state.

[0559] Therefore, in the case of a minor win that occurs in a low-base time-saving state, even if the game ball does not enter the specific area 19B during the minor win game, the game may be kept in a low-base time-saving state without transitioning to the normal state after the minor win game ends.

[0560] (Main control board's Type 2 jackpot game transition processing) Figure 53 is a flowchart showing the transition process for the second type of jackpot game on the main control board 110 of the gaming machine 1.

[0561] In step S351-1, the main CPU 110a clears the specific area winning flag storage area of ​​the main RAM 110b. Next, in step S351-2, the main CPU 110a sets the normal state flag in the game state flag storage area of ​​the main RAM 110b.

[0562] Next, in step S351-3, the main CPU 110a resets the counter value of the low-base time reduction count (B) counter and the counter value of the high-base time reduction count (J) counter of the main RAM 110b. Next, in step S351-4, the main CPU 110a resets the counter value of the fluctuation count (L) counter of the main RAM 110b.

[0563] Next, in step S351-5, the main CPU 110a executes the preparation process for the second type of jackpot game. Specifically, the main CPU 110a determines the reference point of the special game control table for the second type of jackpot (Figure 23(b)) stored in the main ROM 110c, based on the stop symbol data stored in the stop symbol data storage area of ​​the main RAM 110b. The main CPU 110a reads the opening time from the determined reference point, sets the determined opening time in the special game timer counter of the main RAM 110b, and sets the count value of the round count (R) counter of the main RAM 110b to 0. The main CPU 110a reads the opening specification command from the determined reference point and sets the read opening specification command in the performance transmission data storage area.

[0564] Next, in step S351-6, the main CPU 110a sets the special feature special electrical processing data of the main RAM 110b to 3, and terminates the transition process to the second type of jackpot game.

[0565] (Main control board's jackpot game termination process) Figure 54 is a flowchart showing the jackpot game termination process of the main control board 110 of the gaming machine 1.

[0566] In step S360-1, the main CPU 110a loads the stop symbol data stored in the stop symbol data storage area of ​​the main RAM 110b, and the game state information stored in the game state buffer.

[0567] Next, in step S360-2, the main CPU 110a performs the remaining number setting process. Specifically, based on the loaded stop symbol data and game state information, the main CPU 110a refers to the special game end setting table (Figure 21) stored in the main ROM 110c and determines the low-base time reduction number (B) and high-base time reduction number (J) at the end of the special game. The main CPU 110a sets the determined low-base time reduction number (B) and high-base time reduction number (J) in the low-base time reduction number (B) counter and high-base time reduction number (J) counter of the main RAM 110b, respectively.

[0568] Next, in step 360-3, the main CPU 110a executes the game state setting process. Specifically, based on the loaded stop symbol data and game state information, the main CPU 110a refers to the special game end setting table (Figure 21) stored in the main ROM 110c and determines the game state at the end of the special game. The main CPU 110a sets the determined game state at the end of the special game in the game state flag storage area of ​​the main RAM 110b.

[0569] Next, in step S360-4, the main CPU 110a sets the game state specification command corresponding to the game state stored in the game state flag storage area of ​​the main RAM 110b into the performance transmission data storage area.

[0570] Next, in step S360-5, the main CPU 110a sets the special feature special electrical processing data in the main RAM 110b to 0 and terminates the jackpot game termination process.

[0571] (General power control processing of the main control board) Figure 55 is a flowchart showing the general power control process of the main control board 110 of the gaming machine 1.

[0572] In step S401, the main CPU 110a loads the general diagram and general power processing data from the main RAM 110b. In step S402, the main CPU 110a references the branch destination address from the loaded general diagram and general power processing data.

[0573] Subsequently, the main CPU 110a executes the processing of the branch destination address referenced in step S402. Specifically, if the value of the loaded general diagram general power processing data is 0, the main CPU 110a proceeds to step S410, and if the value of the loaded general diagram general power processing data is 1, it proceeds to step S420.

[0574] In step S410, the main CPU 110a executes the normal symbol variation process and terminates the normal symbol normal power control process. In step S420, the main CPU 110a executes the auxiliary game process and terminates the normal symbol normal power control process. Details of the normal symbol variation process and the auxiliary game process will be described later.

[0575] (Normal pattern variation processing on the main control board) Figure 56 is a flowchart showing the normal symbol variation processing of the main control board 110 of the gaming machine 1.

[0576] In step S410-1, the main CPU 110a determines whether or not the normal symbols are currently being displayed in a variable state. If the normal symbols are currently being displayed in a variable state, the main CPU 110a proceeds to step S410-12. If the normal symbols are not currently being displayed in a variable state, the main CPU 110a proceeds to step S410-2.

[0577] In step S410-2, the main CPU 110a determines whether the counter value of the normal symbol reserve count (G) counter in the main RAM 110b is 0. If the counter value of the normal symbol reserve count (G) counter is 0, the main CPU 110a terminates the normal symbol variation process. If the counter value of the normal symbol reserve count (G) counter is not 0, the main CPU 110a proceeds to step S410-3.

[0578] In step S410-3, the main CPU 110a decrements the counter value of the normal symbol hold count (G) counter in the main RAM 110b by 1.

[0579] Next, in step S410-4, the main CPU 110a performs a shift operation of the normal symbol determination information stored in the normal symbol memory area of ​​the main RAM 110b. Specifically, the main CPU 110a shifts the normal symbol determination information that was stored in the first to fourth memory units of the normal symbol memory area shown in Figure 35(c) to the previous memory unit. Since the normal symbol determination information that was stored in the first memory unit is shifted to the zeroth memory unit, the normal symbol determination information that was previously stored in the zeroth memory unit will be erased by this shift operation.

[0580] Next, in step S410-5, the main CPU 110a performs the normal symbol win determination process. Specifically, the main CPU 110a refers to the win lottery table for the normal symbol display device stored in the main ROM 110c (Figure 18(c)), and in step S410-4, determines whether the normal symbol lottery is successful or not based on the normal symbol random value newly stored in the 0th storage section of the normal symbol storage area of ​​the main RAM 110b.

[0581] Next, in step S410-6, the main CPU 110a executes the normal symbol determination process. Specifically, the main CPU 110a refers to the normal symbol determination table (Figure 33(a)) stored in the main ROM 110c, and based on the current game state and the win / loss determination result performed in step S410-5, determines the type of normal symbol to stop and the stop symbol data, and sets the determined stop symbol data in the normal symbol data storage area of ​​the main RAM 110b.

[0582] Next, in step S410-7, the main CPU 110a sets a normal symbol specification command. Specifically, the main CPU 110a sets a normal symbol specification command corresponding to the stop symbol data determined in step S410-6 in the performance transmission data storage area of ​​the main RAM 110b.

[0583] Next, in step S410-8, the main CPU 110a performs the process of determining the variation pattern of the regular symbols. Specifically, the main CPU 110a refers to the variation pattern determination table of the regular symbols (Figure 33(b)) stored in the main ROM 110c and determines the variation pattern of the regular symbols based on the win / loss judgment result determined in step S410-5 and the current game state.

[0584] Next, in step S410-9, the main CPU 110a sets a command to specify the variation pattern of the regular symbols. Specifically, the main CPU 110a sets a command to specify the variation pattern of the regular symbols, which corresponds to the variation pattern of the regular symbols determined in step S410-8, in the performance transmission data storage area of ​​the main RAM 110b.

[0585] Next, in step S410-10, the main CPU 110a starts displaying the variation of the normal symbols. Specifically, the main CPU 110a sets the normal symbol display data for causing the normal symbol display device 24 to display the variation of the normal symbols into a predetermined area of ​​the main RAM 110b.

[0586] Furthermore, in the data generation process within the timer interrupt processing of step S600 (Figure 41) described above, the main CPU 110a creates LED on / off data for the normal pattern display device 24 based on the normal pattern display data set in the predetermined area. Then, in the output control process within the timer interrupt processing of step S700 (Figure 41) described above, the main CPU 110a outputs the LED on / off data created in step S600 to the normal pattern display device 24, thereby starting the display of changing normal patterns on the normal pattern display device 24.

[0587] Next, in step S410-11, the main CPU 110a sets the variation time for the regular symbols. Specifically, the main CPU 110a sets the variation time corresponding to the variation pattern of the regular symbols determined in step S410-8 in the regular symbol time counter of the main RAM 110b, and then terminates the regular symbol variation process.

[0588] In step S410-12, the main CPU 110a determines whether the normal symbol variation time has ended. Specifically, the main CPU 110a determines that the normal symbol variation time has ended if the normal symbol time counter in the main RAM 110b is 0. If the main CPU 110a determines that the normal symbol variation time has ended, it proceeds to step S410-13. If the main CPU 110a determines that the normal symbol variation time has not ended, it terminates the normal symbol variation process.

[0589] In step S410-13, the main CPU 110a executes a normal symbol variation stop process. Specifically, it clears the display data set in a predetermined area of ​​the main RAM 110b in step S410-10. After that, the main CPU 110a sets display data for stopping and displaying the normal symbols corresponding to the stop symbol data determined in step 410-6 in a predetermined area of ​​the main RAM 110b.

[0590] Next, in step S410-14, the main CPU 110a sets the normal symbol confirmation command in the main RAM 110b's data storage area for performance transmission.

[0591] Next, in step S410-15, the main CPU 110a determines whether the stop symbol data of the normal symbol stored in the normal symbol data storage area of ​​the main RAM 110b is a win. If the stop symbol data of the normal symbol is a win, the main CPU 110a proceeds to step S410-16. If the stop symbol data of the normal symbol is not a win, the main CPU 110a terminates the normal symbol variation process.

[0592] In step S410-16, the main CPU 110a executes the process of preparing to open the second start port 15. Specifically, the main CPU 110a refers to the auxiliary game control table (Figure 34(a)) stored in the main ROM 110c and determines the table number of the auxiliary game movable piece opening / closing control table based on the stop symbol data of the normal symbols stored in the normal symbol data storage area of ​​the main RAM 110b. The main CPU 110a refers to the auxiliary game movable piece opening / closing control table (Figure 34(b)) stored in the main ROM 110c and determines the reference destination of the auxiliary game movable piece opening / closing control table based on the determined table number.

[0593] In step S410-17, the main CPU 110a sets the start interval time for the second start port 15. Specifically, the main CPU 110a refers to the auxiliary game control table (Figure 34(a)) stored in the main ROM 110c and determines the start interval time for the auxiliary game based on the stop symbol data of the normal symbols stored in the normal symbol data storage area of ​​the main RAM 110b. The main CPU 110a sets the determined start interval time in the auxiliary game timer counter of the main RAM 110b. The main CPU 110a also sets the count value of the number of openings (S) in the main RAM 110b to 0.

[0594] In step S410-18, the main CPU 110a sets the normal pattern change processing data in the main RAM 110b to 1 and terminates the normal pattern change processing.

[0595] (Auxiliary game processing on the main control board) Figure 57 is a flowchart showing the auxiliary game processing of the main control board 110 of the gaming machine 1.

[0596] In step S420-1, the main CPU 110a determines whether or not the auxiliary game is in the opening state. If the auxiliary game is in the opening state, the main CPU 110a proceeds to step S420-2. If the auxiliary game is not in the opening state, the main CPU 110a proceeds to step S420-4.

[0597] In step S420-2, the main CPU 110a determines whether the opening time has elapsed. Specifically, the main CPU 110a determines that the opening time has elapsed if the count value of the auxiliary game timer counter in the main RAM 110b is 0. If the opening time has elapsed, the main CPU 110a proceeds to step S420-3. If the opening time has not elapsed, the main CPU 110a terminates the auxiliary game processing.

[0598] In step S420-3, the main CPU 110a executes the process of opening the movable piece 15b. Specifically, the main CPU 110a adds 1 to the count value of the number of openings (S) in the main RAM 110b and sets energizing data to energize the start port opening / closing solenoid 15c in order to open the movable piece 15b of the second start port 15. The main CPU 110a reads the opening time from the reference location of the auxiliary game movable piece opening / closing control table (Figure 34(b)) determined in step S410-16 and sets the read opening time in the auxiliary game timer counter of the main RAM 110b.

[0599] In step S420-4, the main CPU 110a determines whether or not the auxiliary game is in the ending state. If the auxiliary game is in the ending state, the main CPU 110a proceeds to step S420-12. If the auxiliary game is not in the ending state, the main CPU 110a proceeds to step S420-5.

[0600] In step S420-5, the main CPU 110a determines whether the movable piece 15b of the second start port 15 is closed. Specifically, if the main CPU 110a has not set the energizing data to energize the start port opening / closing solenoid 15c, it determines that the movable piece 15b of the second start port 15 is closed. If the movable piece 15b of the second start port 15 is closed, the main CPU 110a proceeds to step S420-6. If the movable piece 15b of the second start port 15 is not closed, the main CPU 110a proceeds to step S420-7.

[0601] In step S420-6, the main CPU 110a determines whether the closing time for the movable piece 15b of the second start opening 15 has elapsed. Specifically, the main CPU 110a determines that the closing time for the movable piece 15b of the second start opening 15 has elapsed if the value of the auxiliary game timer counter is 0. If the main CPU 110a determines that the closing time for the movable piece 15b of the second start opening 15 has elapsed, it proceeds to step S420-3. If the main CPU 110a determines that the closing time for the movable piece 15b of the second start opening 15 has not elapsed, it terminates the auxiliary game processing.

[0602] In step S420-7, the main CPU 110a determines whether the conditions for ending the opening of the movable piece 15b of the second start opening 15 have been met. Specifically, the main CPU 110a determines that the conditions for ending the opening of the movable piece 15b of the second start opening 15 have been met if the count value of the balls entering the second start opening (M) counter in the main RAM 110b reaches a specified number (for example, 9 balls), or if the auxiliary game timer counter is 0 (the opening time has elapsed). If the main CPU 110a determines that the conditions for ending the opening of the movable piece 15b of the second start opening 15 have been met, it proceeds to step S420-8. If the main CPU 110a determines that the conditions for ending the opening of the movable piece 15b of the second start opening 15 have not been met, it terminates the auxiliary game processing.

[0603] In step S420-8, the main CPU 110a executes the closing process of the movable piece 15b of the second start port 15. Specifically, the main CPU 110a stops the energizing data that energizes the second start port opening / closing solenoid 15c. The main CPU 110a also reads the closing time from the reference location of the auxiliary game movable piece opening / closing control table (Figure 34(b)) determined in step S410-16, and sets the read closing time in the auxiliary game timer counter of the main RAM 110b.

[0604] In step S420-9, the main CPU 110a determines whether or not to terminate the auxiliary game. Specifically, the main CPU 110a determines to terminate the auxiliary game if the count value of the number of openings (S) of the main RAM 110b reaches the maximum number, or if the count value (M) of the second start slot ball entry counter reaches a specified number (9 balls). If the main CPU 110a determines to terminate the auxiliary game, it proceeds to step S420-10. If the main CPU 110a determines not to terminate the auxiliary game, it terminates the auxiliary game process.

[0605] In step S420-10, the main CPU 110a executes the auxiliary game termination process. Specifically, the main CPU 110a clears the count value of the opening count (S) counter and the count value of the second start gate entry count (M) counter in the main RAM 110b.

[0606] In step S420-11, the main CPU 110a sets the ending time. Specifically, the main CPU 110a refers to the auxiliary game control table (Figure 34(a)) stored in the main ROM 110c, determines the ending time of the auxiliary game based on the stopping symbol data of the normal symbols stored in the normal symbol data storage area of ​​the main RAM 110b, and sets the determined ending time in the auxiliary game timer counter.

[0607] In step S420-12, the main CPU 110a determines whether the ending time for the auxiliary game has elapsed. Specifically, the main CPU 110a determines that the ending time has elapsed if the auxiliary game timer counter in the main RAM 110b is 0. If the main CPU 110a determines that the ending time has elapsed, it proceeds to step S420-13. If the main CPU 110a determines that the ending time has not elapsed, it terminates the auxiliary game process.

[0608] In step S420-13, the main CPU 110a sets the general diagram and general power processing data in the main RAM 110b to 0 and terminates the auxiliary game processing.

[0609] (Main processing of the game ball count control unit) Next, we will explain the control of the game ball count control unit 180 of the frame control board 160. Figure 58 is a flowchart showing the main processing of the game ball count control unit 180.

[0610] In step S701, the game ball count CPU 180a performs an initial setup process. Specifically, the game ball count CPU 180a determines whether or not to back up the data. If it determines to back up the data, it backs up the predetermined data to the game ball count RAM 180b based on the backup information. If it determines not to back up the data, it clears the game ball count RAM 180b. Details of the initial setup information will be described later.

[0611] In step S702, the game ball count CPU 180a determines whether or not a power outage detection signal, which is detected when a voltage drop below a predetermined level occurs, has been input from the power supply detection circuit (not shown) provided on the power supply board 175. If a power outage detection signal is input, the game ball count CPU 180a proceeds to step S703; if no power outage detection signal is input, it returns to step S702.

[0612] In step S703, the game ball count CPU 180a determines whether a power outage detection signal has been continuously input for a predetermined period (for example, 10 ms) from a power supply detection circuit (not shown) provided on the power supply board 175. If the game ball count CPU 180a has been continuously input for the predetermined period, it proceeds to step S704; otherwise, it returns to step S702.

[0613] In step S704, the game ball count CPU 180a sets interrupt disable. Next, in step S705, the game ball count CPU 180a sends a launch disable command to the launch control unit 170 to disable the launch of game balls. Next, in step S706, the game ball count CPU 180a creates a checksum of the data in the used area of ​​the game ball count RAM 180b and saves the created checksum to the game ball count RAM 180b. Next, in step S707, the game ball count CPU 180a saves the backup flag. Next, in step S708, the game ball count CPU 180a disables access to the game ball count RAM 180b and then enters an infinite loop to prepare for power outages.

[0614] (Initial setup process for the game ball count control unit) Figure 59 is a flowchart showing the initial setup process of the game ball count control unit 180. In step S701-1, the game ball count CPU 180a performs initial CPU settings, such as initial settings of its built-in registers. In step S701-2, the game ball count CPU 180a grants permission to access the game ball count RAM 180b. In step S701-3, the game ball count CPU 180a sends a launch permission command to the launch control unit 170 to grant permission to launch game balls.

[0615] In step S701-4, the game ball count CPU 180a determines whether the game ball count clear SW 180e is pressed based on the presence or absence of a detection signal input from the game ball count clear SW 180e. If the game ball count CPU 180a determines that the game ball count clear SW 180e is pressed, it proceeds to step S701-5. If it determines that the game ball count clear SW 180e is not pressed, it proceeds to step S701-6.

[0616] Note that the case where the game ball count clear SW180e is pressed is when the frame control board RAM clear operation is performed as shown in (c-1) and (c-2) of Figure 17, and when the full RAM clear operation is performed as shown in (d-1) and (d-2) of Figure 17. On the other hand, the case where the game ball count clear SW180e is not pressed is when the normal power-on operation is performed as shown in (a-1) and (a-2) of Figure 17, and when the main control board RAM clear operation is performed as shown in (b-1) and (b-2) of Figure 17.

[0617] In step S701-5, the game ball count CPU 180a clears the entire area of ​​the game ball count RAM 180b and proceeds to step S701-13.

[0618] In step S701-6, the game ball count CPU 180a determines whether or not a backup flag is saved in the game ball count RAM 180b. If the backup flag is saved, the game ball count CPU 180a proceeds to step S701-7; otherwise, it proceeds to step S701-5.

[0619] In step S701-7, the game ball count CPU 180a calculates a checksum of the backup information of the game ball count RAM 180b. In step S701-8, the game ball count CPU 180a determines whether the checksum is valid or not.

[0620] Specifically, the game ball count CPU 180a determines whether the checksum calculated in step S701-7 matches the checksum saved in the game ball count RAM 180b. If they match, it determines that the checksum is normal; if they do not match, it determines that the checksum is abnormal. If the game ball count CPU 180a determines that the checksum is normal, it proceeds to step S701-9; if the checksum is abnormal, it proceeds to step S701-11.

[0621] In step S701-9, the game ball count CPU 180a clears the backup flag and checksum stored in the game ball count RAM 180b and restores the backup information to the game ball count RAM 180b.

[0622] In step S701-10, the game ball count CPU 180a sends a game ball count recovery specification command, which is associated with the recovered game ball count, to the main control board 110.

[0623] In step S701-11, the game ball count CPU 180a sends an irrecoverable command to the performance control board 120. Upon receiving the irrecoverable command, the performance control board 120 executes control to cause the image display device 31 to display an irrecoverable notification.

[0624] In step S701-12, the game ball count CPU 180a prohibits access to the game ball count RAM 180b and then performs a waiting process by executing an infinite loop.

[0625] In step S701-13, the game ball count CPU 180a sets the count button operation enable flag in the count button operation enable flag storage area of ​​the game ball count RAM 180b.

[0626] In step S701-14, the game ball count CPU 180a performs an interrupt initial setting. This determines the interrupt period for the timer interrupt processing of the game ball count control unit 180, which will be described later. In this embodiment, it is set to 2ms.

[0627] In step S701-15, the game ball count CPU 180a enables interrupts and completes the initial setup process. With this interrupt enablement setting, the game ball count control unit 180 will execute a timer interrupt process every 2ms thereafter.

[0628] (Timer interrupt processing in the game ball count control unit) Figure 60 is a flowchart showing the timer interrupt processing of the game ball count control unit 180. When a clock pulse signal is generated, the game ball count CPU 180a saves the information stored in the registers of the game ball count CPU 180a to the stack area in step S801.

[0629] In step S810, the game ball count CPU 180a performs a timer update process. The timer update process updates the values ​​of the game machine information notification standby timer counter, the counting notification standby timer counter, and the game interruption determination timer counter. Details of the timer update process will be described later.

[0630] As explained using Figure 15, the game machine information notification data is transmitted from the frame control board 160 to the card unit 9 every 300ms, and the counting notification data is transmitted from the frame control board 160 to the card unit 9 100ms after the game machine information notification data has been transmitted. Therefore, the next game machine information notification data will be transmitted 200ms after the counting notification data has been transmitted.

[0631] The Gaming Machine Information Notification Standby Timer Counter is a timer counter used to measure the time (200ms) between sending the above-mentioned counting notification data and sending the next Gaming Machine Information Notification data. The Counting Notification Standby Timer Counter is a timer counter used to measure the time between sending the above-mentioned Gaming Machine Information Notification data and sending the counting notification data 100ms later. Furthermore, the Game Interruption Judgment Timer Counter is a timer counter used to determine whether or not the player is away from their seat. Details of the various controls using these timer counters will be described later.

[0632] In step S820, the game ball count CPU 180a performs error detection processing. In the error detection processing, the game ball count CPU 180a determines whether there is a complete function activation error in the main control board 110, and whether there is a small ball detection error, a steel ball detection error, or a radio wave detection error in the frame control board 160. Details of the error detection processing will be described later.

[0633] In step S830, the game ball count CPU 180a performs a response process. In the response process, the game ball count CPU 180a determines whether or not it has received a game machine information notification command from the main control board 110. If it determines that it has received a game machine information notification command, it sends a response command to the main control board 110. Details of the response process will be described later.

[0634] In step S840, the game ball count CPU 180a performs game machine information notification processing. In the game machine information notification processing, the game ball count CPU 180a generates game machine information notification data to notify the card unit 9 of the game status of game machine 1, including the progress and stop status of the game, and transmits the generated game machine information notification data to the card unit 9. Details of the game machine information notification processing will be described later.

[0635] In step S850, the game ball count CPU 180a performs counting processing. In the counting processing, the game ball count CPU 180a determines a number determined by whether or not the count button 82 is operated and the manner of operation, based on the input signal from the count button detection SW82a, as the number of counted balls to be transferred to the card unit 9, and adds the determined number of counted balls to the counted ball counter of the game ball count RAM 180b.

[0636] Furthermore, in the counting process, the game ball CPU 180a performs subtraction and addition of the game ball counter, the number of balls launched counter, and the total number of prize balls counter in the game ball RAM 180b based on input signals from the launched ball sensor 2a, the foul ball sensor 2b, and the prize ball designation command from the main control board 110. Details of the counting process will be described later.

[0637] In step S860, the game ball count CPU 180a performs a count notification process. In the count notification process, the game ball count CPU 180a generates count notification data and sends the generated count notification data to the card unit 9. Details of the count notification process will be described later.

[0638] In step S870, the game ball count CPU 180a executes the lending control process. In the lending control process, the game ball count CPU 180a determines whether or not it has received lending notification data from the card unit 9. If it determines that it has received lending notification data, it increments and updates the game ball count counter in the game ball count RAM 180b and sends lending receipt result response data to the card unit 9.

[0639] In step S880, the game ball count CPU 180a executes game notification control processing. In the game notification control processing, the game ball count CPU 180a determines whether the player is seated or away from their seat, determines the notification mode according to the seated or away state, and sends commands to the performance control board 120 to control the illumination of the game notification lamp 86 and the image to be displayed on the image display device 31 according to the determined notification mode. Details of the game notification control processing will be described later.

[0640] In step S881, the game ball count CPU 180a restores the information saved in the stack area in step S801 to its registers and terminates the timer interrupt processing.

[0641] (Timer update process of the game ball count control unit) Figure 61 is a flowchart showing the timer update process of the game ball count control unit 180. In step S810-1, the game ball count CPU 180a determines whether or not the game machine information notification wait flag is set in the game machine information notification wait flag storage area of ​​the game ball count RAM 180b. If the game machine information notification wait flag is set, the game ball count CPU 180a proceeds to step S810-2; if the game machine information notification wait flag is not set, it proceeds to step S810-3.

[0642] In step S810-2, the game ball count CPU 180a updates the game ball count RAM 180b by subtracting 2 from the value of the game machine information notification standby timer counter. The reason for subtracting 2 from the game machine information notification standby timer counter is that the interrupt period of the timer interrupt process in which the timer update process is performed is 2ms, and the timer update process is performed every 2ms.

[0643] In step S810-3, the game ball count CPU 180a determines whether or not the count notification wait flag is set in the count notification wait flag storage area of ​​the game ball count RAM 180b. If the count notification wait flag is set, the game ball count CPU 180a proceeds to step S810-4; otherwise, it proceeds to step S810-5.

[0644] In step S810-4, the game ball count CPU 180a updates the value of the count notification standby timer counter in the game ball count RAM 180b by deducting 2. The reason for deducting 2 from the count notification standby timer counter is that the interrupt period of the timer interrupt process in which the timer update process is performed is 2ms, and the timer update process is performed every 2ms.

[0645] In step S810-5, the game ball count CPU 180a determines whether or not the game interruption determination flag is set in the game interruption determination flag storage area of ​​the game ball count RAM 180b. If the game interruption determination flag is set, the game ball count CPU 180a proceeds to step S810-6; otherwise, it terminates the timer update process.

[0646] In step S810-6, the game ball count CPU 180a updates the game interruption determination timer counter in the game ball count RAM 180b by deducting 2, and then terminates the timer update process. The reason for deducting 2 from the game interruption determination timer counter is that the interrupt period of the timer interrupt process in which the timer update process is performed is 2ms, and the timer update process is performed every 2ms....

Claims

[Claim 1] A main control means that controls the transition between a first game state, a second game state, and a specific game state in which the control of auxiliary games is more advantageous than the first game state and the second game state. The first game state and the second game state are game states that are controlled such that when a special game state is entered in each game state, the ease of transitioning to the specified game state after the end of the special game state differs. The system includes a virtual game medium count control means that performs subtraction and addition of the number of playable virtual game mediums and displays the number of virtual game mediums on a game medium count display, The notification mode of a predetermined notification means can be changed according to the number of virtual game media displayed on the game media count indicator. The main control means can generate a complete error that causes the game state to become unplayable when the maximum number of acquired game media, which is different from the number of virtual game media displayed on the game media display unit, exceeds a predetermined upper limit, and can notify the complete error on the image display unit. The virtual game media count control means is capable of detecting a specific error that results in a game-unplayable state different from the complete error, and when the complete error occurs and the game state becomes game-unplayable, the game media count display does not display an error code, but maintains the display of the virtual game media count. A gaming machine characterized in that it can transmit game state information based on game states indicating the first game state and the second game state as common notification data to a card unit.