Game machine

JP2023115195A5Pending Publication Date: 2025-05-07SANSEI R&D KK
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Patent Information

Application Number
JP2023105532
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-06-27
Publication Date
2025-05-07

AI Technical Summary

Technical Problem

Existing gaming machines lack techniques to enhance player engagement and interest in games.

Method used

Incorporation of display effects such as suggestive images for guiding the shooting direction, variable display patterns, and dynamic game modes to improve player interaction and excitement.

Benefits of technology

Enhances player engagement and enjoyment by providing dynamic game elements that guide play and increase the unpredictability and excitement of game outcomes.

✦ Generated by Eureka AI based on patent content.

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Abstract

To increase interest of a game.SOLUTION: A game machine having display means capable of displaying multiple types of images can execute a first performance in which a suggestive image is displayed during a winning game consisting of multiple round games and a second performance in which the display of the suggestion image disappears before the round game is completed after the first performance, in which one of the multiple types of images is the suggestive image that suggests the shooting direction of a game ball.SELECTED DRAWING: Figure 55
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Description

Technical field

[0001] The present invention relates to a game machine such as a pachinko game machine. [Background technology]

[0002] 2. Description of the Related Art Conventionally, there has been known a gaming machine capable of executing a display effect using a display device when a game ball enters a starting hole (for example, see Patent Document 1).

[0003] In such a game machine, display effects using character images, patterns, and the like can be performed. [Prior art documents] [Patent document]

[0004] [Patent document 1] Japanese Patent Application Laid-Open No. 2016-202930 [Patent document 2] JP 2016-198339 A [Patent Document 3] Japanese Patent Application Laid-Open No. 2016-182376 [Outline of the invention] [Problems to be solved by the invention]

[0005] However, even with the gaming machines described above, there is still room for improvement in terms of techniques for enhancing the interest in games.

[0006] SUMMARY OF THE INVENTION The present invention has been made to solve the above-described problems, and an object of the present invention is to improve the enjoyment of games. [Means for solving the problem]

[0007] The present invention has been made to solve at least part of the above problems, and can be implemented as the following application examples. In addition, the reference numerals in parentheses and supplementary explanations in this column indicate the correspondence with the embodiments described later in order to help the understanding of the present invention, and do not limit the present invention in any way. .

[0008] [Application example 1] A gaming machine comprising display means capable of displaying a plurality of types of images, one of the plurality of types of images is a suggestive image suggesting the shooting direction of the game ball; A first effect in which the suggestive image is displayed during a winning game consisting of a plurality of round games; a second effect in which the suggestive image disappears before the round game ends after the first effect; A gaming machine characterized by: [Application example 2] The gaming machine according to Application Example 1, After the first effect, there is a case where a third effect is executed in which the winning game ends without the second effect being executed, When the third effect is executed, it shifts to a relatively advantageous mode after the end of the winning game than when the second effect is executed, A gaming machine characterized by: [Application example 3] The gaming machine according to Application Example 1 or Application Example 2, one of the plurality of types of images is a won ball number image representing the number of won balls including the number of balls won in the winning game; In the second effect, when the display of the suggestive image disappears, the acquired ball number image also disappears. A gaming machine characterized by:

Effect of the invention

[0009] According to the present invention, it is possible to improve the interest of the game. [Brief description of the drawing]

[0010]

Figure 1

Figure 2

[0011] <First Embodiment> 1. Machine structure FIG. 1 is a front view of a gaming machine 1 as one embodiment of the present invention. In the following description, the left-right direction of the gaming machine 1 corresponds to the left-right direction viewed from the player facing the gaming machine 1. FIG. Also, the front direction of the gaming machine 1 will be described as the direction from the gaming machine 1 to the player, and the rearward direction of the gaming machine 1 will be described as the direction from the player to the gaming machine 1 .

[0012] The gaming machine 1 is a pachinko gaming machine that shoots game balls based on the player's shooting operation, and pays out a predetermined number of game balls to the player based on the winning when the game balls win in a specific winning device. be. The game machine 1 includes a game machine frame 50 and a game board 2, and the game board 2 is attached inside the game machine frame 50. - 特許庁 The game machine frame 50 includes a front frame (front frame portion) 53, an outer frame (base frame portion) that forms the outer shell of the game machine, and an inner frame to which the game board 2 is attached inside the outer frame. I have. The front frame (front frame portion) 53 is a vertical rectangular unit arranged in front of the outer frame and the inner frame. ) 62, production button 63, sub-display screen 64 (right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U), sword member 65, frame lamp 66, speaker 67, A select button 68, a frame movable body 69, an audio button 55, and a brightness button 56 are provided. An opening is formed in the center of the front frame 53, and the game area 3 of the game board 2 can be viewed through the opening.

[0013] The handle 60 is arranged at the lower end on the right side of the front frame 53, and shoots the game ball with a shooting intensity corresponding to the rotation angle. On the right and left sides of the handle 60, frame movable bodies 69 (also referred to as frame movable accessories 69), which are movable so-called gimmicks, are provided. The frame movable body 69 is configured such that two members arranged on the left and right sides of the handle 60 are movable in the left-right direction. Each of the two members is formed of a flexible plate-like member, and is configured such that the main surface moves toward or away from the handle 60 . The frame movable body 69 normally rests at a retracted position (FIG. 1) away from the handle 60 on the left and right sides of the handle 60, and moves (extends) from the retracted position toward the handle 60 so as to approach each other (advance). ) and rest in a position where the handle 60 is touched. The frame movable body 69 touches the handle 60 or the right hand of the player operating the handle 60 when it is in the advanced position.

[0014] A batted ball supply tray (upper tray) 61 is provided below the front frame 53 and stores game balls. The surplus ball receiving tray (lower tray) 62 is arranged below the hit ball supply tray (upper tray) 61, and stores game balls that cannot be accommodated in the hit ball supply tray 61. The production button 63 is an operation unit arranged near the batted ball supply tray (upper tray) 61, and is operated (pressed) by the player at the time of production performed as the game progresses. A vibration motor is arranged inside the effect button 63, and the button itself is configured to vibrate vertically and horizontally according to the effect. The sword member 65 is a sword-shaped operation unit, and can be pushed downward by the player during effects that are executed as the game progresses. The sword member 65 is configured to be able to execute a first operation of pushing the whole sword member 65 downward and a second operation of pushing the whole sword member 65 upward. The sub-display screen 64 is a screen of a liquid crystal display device, and includes a right sub-display screen 64R, a left sub-display screen 64L, and an upper sub-display screen 64U. The right sub-display screen 64R is provided on the right side of the front frame 53, the left sub-display screen 64L is provided on the left side of the front frame 53, and the upper sub-display screen 64U is provided on the upper side of the front frame 53. The right sub-display screen 64R and the left sub-display screen 64L are arranged in pairs with the game board 2 interposed therebetween. The upper sub-display screen 64U is arranged above the game board 2. As shown in FIG. Right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U are arranged so as to surround the opening of front frame 53. As shown in FIG. The sub-display screen 64 may be a liquid crystal display device, or may be another image display device such as an organic EL display device, a plasma display, a projector, or a dot matrix. The frame lamp 66 includes a right frame lamp and a left frame lamp, is arranged above the front frame 53, and emits light during a game or the like. The right frame lamp is an oblique linear light-emitting portion arranged between the upper sub-display screen 64U and the right sub-display screen 64R. The left frame lamp is an oblique linear light-emitting portion arranged between the upper sub-display screen 64U and the left sub-display screen 64L. The speakers 67 are arranged on the upper left and upper right sides of the front frame 53, and perform sound effects during a game or the like. The select button 68 is arranged near the batted ball supply tray (upper tray) 61 and to the left of the performance button 63, and is an operation unit composed of an upper button, a right button, a lower button, and a left button. It is operated (pressed) by the player when changing or changing various parameters related to the effect. The volume button 55 is located near the batted ball supply tray (upper tray) 61 and between the select button 68 and the performance button 63, and is an operation unit composed of a volume down button and a volume up button. It is operated (pressed) by the player when raising or lowering the level. The brightness button 56 is an operation unit arranged between the select button 68 and the effect button 63 and on the front side of the volume button 55, and is composed of a brightness down button and a brightness up button. It is operated (pressed) by the player when it is lowered.

[0015] The game board 2 includes a game area 3, a rail member 4, a board lamp 5, an image display device 7, a center decorative body 10, a first board movable body 14, a second board movable body 15, and a fixed prize. A device (navel) 19, a normal variable winning device (electric chew) 22, a gate (through chucker) 28, a first big winning device (first attacker) 31, and a second big winning device (second attacker) 36 , a large winning opening opening start opening 17, a general winning opening 27 (ordinary winning opening 27), an out opening 16, and indicators 40.

[0016] The game area 3 is an area where a game ball shot by operating the handle 60 flows down, and a plurality of game pegs for guiding the game ball are protruded. The rail member 4 is arranged at the left end of the game area 3 and guides the game ball shot by operating the handle 60 toward the upper part of the game area 3 . The board lamp 5 is arranged on the back side of the game area 3, and emits light from the back side of the game area 3. Here, some of the board lamps 5 are connected to the right frame lamp and the left frame lamp, and are configured so that the form and light emission are continuous.

[0017] The image display device 7 is provided near the center of the game area 3 and has a display screen 7a. The image display device 7 may be a liquid crystal display device, or may be another image display device such as an organic EL display device, a plasma display, a projector, or a dot matrix. The display screen 7a of the image display device 7 includes a production pattern display area in which production patterns (decorative patterns) 8L, 8C, and 8R are variably displayed (also referred to as variable display) and a pending image display in which pending images 9A and 9B are displayed. and a suspended digested image display area (the suspended display area) in which the suspended digested image 9C is displayed. The pending images 9A and 9B are images representing pending and are also called pending icons 9A and 9B. The pending digest image 9C is an image representing the pending, and is also called the pending image 9C, the pending icon 9C, the variable icon 9C, and the variable icon 9C. The pending icon 9C may also be simply called a pending icon.

[0018] The performance symbol display area includes three symbol display areas of "left", "middle" and "right". The left pattern display area displays the left effect pattern (left decorative pattern) 8L. In the middle design display area, a middle production design (middle decoration design) 8C is displayed. The right design pattern (right decorative pattern) 8R is displayed in the right design display area. The production patterns 8L, 8C, and 8R are composed of a plurality of patterns representing numbers "1" to "9", for example. The variable display of the effect symbols 8L, 8C, 8R is synchronized with the variable display of the first special symbol and the second special symbol which will be described later. The image display device 7 displays first special symbols displayed by a first special symbol display device 41a and a second special symbol display device 41b described later, and The result of variable display of the second special symbol (big hit lottery result) can be displayed in an easy-to-understand manner for the player.

[0019] For example, when a jackpot is won, the production pattern is stopped and displayed with double eyes such as "777". If it is out, the production pattern is stopped and displayed with loose eyes such as "637". This makes it easier for the player to grasp the progress of the game. The player can grasp the jackpot lottery result by the image display device 7 in addition to the first special symbol display device 41a and the second special symbol display device 41b. The position of the pattern display area may not be fixed. Moreover, as a mode of the variable display of the effect symbols, a mode of scrolling in the vertical direction may be used, or a mode other than that may be used. It is not limited to the above, and can be arbitrarily set as to what combination of performance symbols to stop display according to each lottery result. Hereinafter, the effect of displaying the effect patterns 8L, 8C, and 8R is also called “variation effect of effect pattern”, “variation effect of decorative symbol”, or simply “variation effect” and “variation display”. It should be noted that the variation production of this decorative pattern, the production in the period from the start of the special design to the stop (also called special design fluctuation period) is counted as one fluctuation production (variation production of one cycle). Therefore, even if there is a case in which the decorative symbols are temporarily stopped during the period from when the special symbols start to fluctuate until they stop, the performance of the temporary stop is included in the variable performance of the decorative symbols.

[0020] The image display device 7 can display, on the display screen 7a, in addition to the effect pattern variation effect, a big win effect performed in parallel with a big win game (an example of a special game), a demo effect for waiting for customers, and the like. In the production design variation production, production images such as a background image and a character image may be displayed in addition to the production design. In addition to the effect pattern, the image display device 7 is an identification display (fourth pattern, not shown) that can suggest that the special pattern is changing or that the special pattern lottery result can be suggested. may be displayed on the display screen 7a. The identification display (fourth pattern) may be displayed by a light emitter such as an LED provided in the game area 3.

[0021] The reserved image display area displays the reserved image 9A according to the number of memories of the first special figure reservation described later, and the reserved image 9B according to the number of memories of the second special figure reservation described later. and a second reserved display area. By the display of the pending images 9A and 9B, the number of memories of the first special figure pending displayed on the first special figure pending display 43a described later, and the second special figure pending displayed on the second special figure pending display 43b can be displayed in an easy-to-understand manner for the player. The pending digest image display area includes a pending digest display area that displays a pending digest image 9C. The pending digested image 9C corresponds to the production pattern (the production pattern 8L, 8C, 8R) currently fluctuating on the display screen 7a or the display screen 7b. 2 It is possible to display in an easy-to-understand manner for the player that the special figure reservation is digested ("digestion of special figure reservation" described later).

[0022] On the left side of the image display device 7, a first board movable body 14 (also referred to as a first movable accessory 14), which is a movable so-called gimmick, is provided. The first movable accessory 14 is configured such that a vertically long rod-shaped member can move in the left-right direction in front of the image display device 7 (front surface). The first movable accessory 14 is normally stationary at the retracted position (FIG. 1) on the left side of the image display device 7, and moves (advances) from the retracted position toward the right end of the display screen 7a to display the display screen 7a. can rest in any advanced position in front of the The first movable accessory 14 is formed to have substantially the same length as the vertical direction of the image display device 7, and covers part of the image display device 7 from top to bottom at the advanced position.

[0023] Above the image display device 7, a second board movable body 15 (also referred to as a second movable accessory 15), which is a movable so-called gimmick, is provided. The second movable accessory 15 is configured such that a rectangular member (decorative portion) labeled with "OARO" is movable in the vertical direction. The second movable accessory 15 is normally stationary at the retracted position (FIG. 1) above the image display device 7, and is displayed by moving (advancing) downward from the retracted position toward the center of the display screen 7a. It can stand still at the advanced position in front of the screen 7a. The second movable accessory 15 covers part of the image display device 7 when stopped at the advanced position.

[0024] The center decorative body 10 is arranged near the center of the game area 3 and in front of the image display device 7 . A stage portion 11 is formed in the lower portion of the center decorative body 10 corresponding to the lower portion of the image display device 7 . The stage portion 11 has a shape capable of guiding a game ball rolling on the upper surface of the stage portion 11 to the first starting port 20 described later. A warp portion 12 is provided at the lower left portion of the center decorative body 10 corresponding to the lower left portion of the image display device 7 . The warp portion 12 has an entrance portion into which game balls flow in and an exit portion into which game balls flow out, and the game balls flowing in from the entrance portion flow out to the stage portion 11 from the exit portion.

[0025] The fixed winning device (navel) 19 is arranged below the image display device 7 in the game area 3, and the first start opening (first start winning opening, first ball entry opening) in which the ease of entering the game ball is always unchanged. mouth, fixed starting mouth) 20. The winning of the game ball to the first starting port 20 is a trigger for the first special symbol lottery (jackpot lottery). In other words, the winning of the game ball to the first starting port 20 is a trigger for the acquisition of a jackpot random number or the like and the jackpot determination or the like.

[0026] Ordinary variable winning device (electric chew) 22 is arranged below the first starting opening 20 in the game area 3, and has a second starting opening (second starting winning opening, second ball opening, variable starting opening) 21 ing. The winning of the game ball to the second starting port 21 is a trigger for the second special symbol lottery (jackpot lottery). The electric chew 22 has a movable member 23 in front of the second starting port 21, and the second starting port 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric tuning solenoid 24 (FIG. 3). A game ball can enter the second starting port 21 when the movable member 23 is in an open state. It is sufficient for the electric chew 22 to enter the second starting port 21 more easily when the movable member 23 is in the open state than when it is in the closed state. It may be possible to enter the ball into.

[0027] The gate (through chucker) 28 is arranged above the first big winning device (first attacker) 31 in the game area 3, and is configured so that game balls can pass through it. Passage of the game ball to the gate 28 is a trigger for a normal symbol lottery that determines whether or not to open the electric chew 22. In other words, the passage of the game ball to the gate 28 is triggered by the acquisition of the normal symbol random number (hit random number) and the hit determination.

[0028] Here, the "lottery of special symbols" means that when the game ball wins in the first start port 20 or the second start port 21, a random number for special symbol determination is obtained, and the obtained random number is determined in advance. It is a process of determining whether or not a big win is made by comparing with the value corresponding to the "big win". The lottery result of this "jackpot" is not immediately notified to the player, the fluctuation display of the special symbol is performed in the first special symbol display device 41a or the second special symbol display device 41b, which will be described later, and the predetermined variation When the time elapses, the special symbol corresponding to the lottery result is stopped and displayed (confirmed display), and the player is notified of the lottery result. In the image display device 7, a pattern matching game is performed to variably display performance symbols in synchronism with the variable display of the special symbols, and the result of the lottery of the big win is reported to the player more effectively by this pattern matching game.

[0029] In addition, "lottery of normal symbols" means that when a game ball passes through the gate 28, a random number for normal symbol determination is obtained, and the obtained random number is compared with a value corresponding to a predetermined "hit". By doing so, it means the process of judging whether or not it is a hit. As for the lottery result of this normal design, the game ball passes through the gate 28 and the lottery result is not immediately notified, but the normal design is displayed in the normal design display 42 described later, and the predetermined fluctuation is performed. When the time elapses, the normal symbol corresponding to the lottery result is fixedly displayed (lighted or extinguished), and the player is notified of the lottery result.

[0030] The first big winning device (first attacker, first special variable winning device) 31 is arranged on the upper right side of the first starting port 20 in the game area 3, and the first big winning port (first special winning port) 30 and , a V region 39 , a non-V region 70 and a V opening / closing member 71 . The first big winning opening 30 includes an opening / closing member (first special winning opening opening / closing member) 32 that allows or inhibits the reception of game balls by a swing-type opening / closing operation. The opening / closing member 32 is driven by a first grand prize winning solenoid 33 (FIG. 3). When the opening / closing member 32 is in the open state, the game ball can enter the first big winning hole 30. - 特許庁

[0031] The first big prize winning device 31 internally includes a V area (specific area) 39, a V area sensor 39a (FIG. 3), a non-V area (non-specific area) 70, and a non-V area sensor 70a (FIG. 3). , the first big winning opening sensor 30a (FIG. 3), a V opening and closing member 71, and a V opening and closing member solenoid 73 (FIG. 3). The V area (specific area) 39 and the non-V area (non-specific area) 70 are configured as areas within the first big winning device 31 through which the game balls that have passed through the first big winning hole 30 can pass. . The first big winning hole sensor 30a is arranged upstream of the V area 39 and the non-V area 70, and detects the winning of the game ball to the first big winning hole 30. The V area sensor 39a is arranged in the V area 39 and detects passage of the game ball to the V area 39. The non-V area sensor 70a is arranged in the non-V area 70 and detects passage of the game ball to the non-V area 70. The V opening / closing member 71 distributes the game ball that has passed through the first big winning hole 30 to either the V area 39 or the non-V area 70. The V opening / closing member solenoid 73 drives the V opening / closing member 71 . The V opening / closing member 71 is configured to rotate (clockwise and counterclockwise with respect to the game board 2), and when the V opening / closing member solenoid 73 is energized, it rotates counterclockwise from the origin position to release the game ball. It becomes the first state (rotating state) that distributes to the V area 39, and when the V opening and closing member solenoid 73 is not energized, it becomes the second state (stop state) that distributes the game ball to the non-V area 70 located at the origin . In addition, the V opening and closing member 71 is not limited to rotational movement, as long as it has a function of distributing the game ball that has passed through the first big winning hole 30 to either the V area 39 or the non-V area 70, for example, It may be configured to move in the horizontal direction with respect to the game board 2 . That is, when the V opening and closing member solenoid 73 is energized, it becomes a retracted state (first state) in which the game ball is distributed to the V region 39, and when the V opening and closing member solenoid 73 is not energized, the game ball is distributed to the non-V region 70 Advance state (Second state). In addition, in the gaming machine 1, the passage of the game ball to the V area 39 triggers the transition to the high probability state described later. That is, the V region 39 is a variable probability operating port. On the other hand, the non-V region 70 is not a variable probability operating port. The first big winning device 31 of this embodiment further includes a first big winning device ejection sensor (not shown) that counts the number of game balls discharged from the first big winning device 31 . The first big winning device discharge sensor is provided at a point where the V area 39 and the non-V area 70 merge downstream, and counts the number of game balls that have passed through the V area sensor 39a or the non-V area sensor 70a.

[0032] A second big winning device (second attacker, second special variable winning device) 36 is arranged above the first big winning port 30 in the game area 3, and a second big winning port (second special winning port) 35. It has The second big winning opening 35 includes an opening / closing member (second special winning opening opening / closing member, movable member) 37 that inhibits or allows reception of game balls by a swing-type opening / closing operation. The opening / closing member 37 is driven by a second grand prize-winning solenoid 38 (FIG. 3). When the opening / closing member 37 is open, the game ball can enter the second big winning hole 35 .

[0033] The large winning opening opening start opening 17 is arranged above the first large winning opening 30 in the game area 3, and the first large winning opening 30 is opened when the game ball passes through. However, the gaming machine 1 does not have to include the big winning opening opening start opening 17 .

[0034] The general winning opening 27 is provided in the lower part of the game area 3. As shown in FIG. The out port 16 is provided in the lower part of the game area 3, and discharges out of the game area 3 the game balls that have not won any of the winning openings. The display devices 40 are arranged near the center on the right side of the game board 2 . Details of the display devices 40 will be described later. The general winning opening 29 is arranged in the lower right part of the game area 3 and adjacent to the right side of the first big winning opening 30 .

[0035] The game area 3 includes a left game area 3A on the left side of the center in the horizontal direction and a right game area 3B on the right side. A hitting method of shooting a game ball so that the game ball flows down the left game area 3A is called "left hitting". On the other hand, a method of shooting a game ball so that the game ball flows down the right game area 3B is called "right hitting". In the gaming machine 1, it is possible to aim to win a prize at the first start hole 20 by hitting to the left. On the other hand, it is configured so that it is possible to aim to pass through the gate 28, and to win a prize at the second start hole 21, the first big prize hole 30, and the second big prize hole 35 by hitting to the right.

[0036] FIG. 2 is an enlarged view of the display devices 40. As shown in FIG. The display devices 40 include a first special symbol display device 41a, a second special symbol display device 41b, a normal symbol display device 42, a first special symbol reservation display device 43a, and a second special symbol reservation display device 43b. , and a normal map hold indicator 44 . The first special symbol display 41a variably displays the first special symbol. The second special symbol display 41b variably displays the second special symbol. The normal symbol display 42 variably displays normal symbols. 1st special figure reservation indicator 43a displays the number of memory of operation reservation (1st special figure reservation) of 1st special design indicator 41a. 2nd special figure reservation indicator 43b displays the number of memory of operation reservation (2nd special figure reservation) of 2nd special design indicator 41b. Normal pattern hold indicator 44 displays the number of memory of the operation hold (normal pattern hold) of normal pattern display 42. The variable display of the first special symbol is performed with the winning of the game ball to the first starting port 20 as a trigger. The variable display of the second special symbol is performed with the winning of the game ball to the second starting port 21 as a trigger. Below, the first special design and the second special design are also collectively referred to as "special design". Also, the first special symbol display device 41a and the second special symbol display device 41b are collectively referred to as "special symbol display device 41". Also, the first special figure reservation display 43a and the second special figure reservation display 43b are collectively referred to as "special figure reservation display 43".

[0037] The special symbol display device 41 variably displays (variable display) the special symbol (identification information), and then displays it in a stopped state, thereby allowing a lottery based on winning the first start port 20 or the second start port 21 (lottery per special symbol). , jackpot lottery) results. A special symbol to be stopped and displayed (a stop symbol, a special symbol derived and displayed as a display result of variable display) is one special symbol selected from a plurality of types of special symbols by a special symbol lottery. When the stop pattern is a special pattern (jackpot pattern) of a predetermined jackpot stop mode, the first big prize opening 30 is opened in an opening pattern corresponding to the type of the stopped jackpot pattern (type of jackpot won). Alternatively, a special game (jackpot game) for opening the second big winning port 35 is performed. It should be noted that the opening pattern of the large winning opening (first large winning opening 30 and second large winning opening 35) in the special game will be described later.

[0038] The special symbol display device 41 is composed of eight LEDs arranged side by side, and displays a special symbol corresponding to the result of the special symbol lottery by the lighting mode thereof. For example, if you win a jackpot (one of the multiple types of jackpots described later), you can say ``○○●●○○●●'' (○: lit, ●: unlit) , Displays the jackpot pattern with the 5th and 6th LEDs lit. In the case of a failure, a failure pattern is displayed in which only the rightmost LED lights up, such as "●●●●●●●○". You may employ|adopt the aspect which turns off all the LED as a losing pattern. Before the special symbols are stopped and displayed, the special symbols are variably displayed (variably displayed) for a predetermined variable time. As for the aspect of the variable display, for example, each LED may light so that the light repeatedly flows from left to right. The mode of the variable display is not limited to the above mode, but can be any lighting mode, as long as each LED is not in stop display (lighting display in a specific mode). For example, all LEDs may blink simultaneously in the variable display aspect.

[0039] In the gaming machine 1, when a game ball enters the first start port 20 or the second start port 21 (enters a ball), the values ​​(numerical information) of various random numbers such as jackpot random numbers acquired for the win are , It is temporarily stored in the special figure reservation storage area 85 (FIG. 5). Specifically, if the winning to the first starting port 20, it is stored in the first special drawing reservation storage area 85a (FIG. 5) as the first special drawing reservation, if the winning to the second starting port 21 , It is stored in the second special figure reservation storage area 85b (FIG. 5) as the second special figure reservation. There is an upper limit to the number of special figure reservations that can be stored in each special figure reservation storage area 85, and the upper limit in this embodiment is the first special figure reservation storage area 85a and the second special figure reservation storage area 85b. There are 4. The special figure reservation stored in the special figure reservation storage area 85 is digested when the variable display of the special design based on the special figure reservation becomes possible. "Digestion of special figure reservation" means to determine a jackpot random number or the like corresponding to the special figure reservation and execute variable display of special symbols for showing the determination result. Therefore, in the gaming machine 1, when the variable display of the special symbol based on the winning of the game ball to the first start port 20 or the second start port 21 cannot be performed immediately after the winning, that is, the execution of the variable display of the special symbol Even if a prize is won during execution of a special game, the right of a jackpot lottery for the prize can be reserved with a predetermined number as the upper limit. The number of special figure reservations is displayed on the special figure reservation indicator 43. The first special figure reservation indicator 43a and the second special figure reservation indicator 43b are each composed of four LEDs, for example. Each special figure reservation indicator 43 displays the number of special figure reservations by lighting the LED by the number of special figure reservations.

[0040] The variable display of normal symbols is performed with the passage of the game ball to the gate 28 as a trigger. The normal symbol display device 42 notifies the result of the normal symbol lottery based on the passage of the game ball to the gate 28 by performing a stop display after variably displaying (variable display) the normal symbol. A normal symbol to be stopped and displayed (normal symbol stop symbol, normal symbol derived and displayed as a display result of variable display) is one normal symbol selected from a plurality of types of normal symbols by a normal symbol lottery. When the normal pattern stop pattern is a predetermined specific normal pattern (normal pattern of a predetermined stop mode ie normal winning pattern), the auxiliary game to open the second start port 21 to the opening pattern according to the current game state is done. The opening pattern of the second starting port 21 will be described later.

[0041] The normal symbol display device 42 is composed of two LEDs, and displays normal symbols according to the result of the normal symbol lottery according to the lighting mode thereof. For example, when the lottery result is a win, a normal winning pattern with both LEDs lit is displayed, such as "○○" (○: lit, ●: unlit). If the lottery result is a loss, a normal losing pattern is displayed with only the right LED lit, such as "●○". A mode in which all the LEDs are turned off as a normal losing pattern may be adopted. Before the normal symbols are stop-displayed, the normal symbols are varied and displayed for a predetermined variation time. As for the aspect of the variable display, for example, both LEDs may alternately light up. The mode of the variable display is not limited to the above mode, but can be any lighting mode, as long as each LED is not in a stop display (lighting display in a specific mode). For example, all LEDs may blink simultaneously in the variable display mode.

[0042] In the gaming machine 1, when the game ball passes through the gate 28, the value of the normal pattern random number (hit random number) acquired for the passage is stored in the normal pattern reservation storage area 86 (Fig. 5) as a normal pattern reservation. memorized once. There is an upper limit to the number of normal pattern reservations that can be stored in the normal pattern reservation storage area 86, and the upper limit value in this embodiment is four. The general pattern reservation stored in the general pattern reservation storage area 86 is digested when the variable display of the normal pattern based on the general pattern reservation becomes possible. The digestion of the normal pattern reservation means that the normal design random number (hit random number) corresponding to the normal pattern reservation is determined, and the variable display of the normal design is executed to show the determination result. Therefore, in the gaming machine 1, when the variable display of the normal symbols based on the passage of the game ball to the gate 28 cannot be performed immediately after the passage, that is, during the execution of the variable display of the normal symbols or during the execution of the auxiliary game Even if there is, it is possible to reserve the right of the normal symbol lottery for the passage, with a predetermined number as the upper limit. The number of normal map reservations is displayed on the normal map reservation display 44. The normal map hold indicator 44, for example, is composed of four LEDs, and displays the number of normal map reserves by lighting the LEDs by the number of normal map reserves.

[0043] 2. Electrical configuration of game machine The electrical configuration of the gaming machine 1 will be described based on FIGS. 3 and 4. FIG. FIG. 3 is a block diagram showing the electrical configuration of the main control board side of the gaming machine 1. As shown in FIG. FIG. 4 is a block diagram showing the electrical configuration of the sub-control board side of the gaming machine 1. As shown in FIG. The gaming machine 1 includes a main control board 80 (FIG. 3), a sub control board 90 (FIG. 4), an image control board 100 (FIG. 4), a lamp control board 107 (FIG. 4), and an audio control board 106 ( 4) and a payout control board 110 (FIG. 3). The main control board 80 is a game control board that controls game profits such as jackpot lottery and game state transition, and constitutes a main control unit. The sub-control board 90 is an effect control board that controls effects to be executed as the game progresses, and constitutes a sub-control section together with the image control board 100, the lamp control board 107, and the sound control board 106. Note that the sub-control section can be constructed if at least the sub-control board 90 is provided.

[0044] The main control board 80 includes a game control microcomputer 81 and an input / output circuit 87. The game control microcomputer 81 is a one-chip microcomputer mounted on the main control board 80, and controls the progress of the game of the gaming machine 1 according to a program. The game control microcomputer 81 includes a main ROM 83 that stores a program for controlling the progress of the game, a main RAM 84 that is used as a work memory, and a main CPU 82 that executes the program stored in the main ROM 83. contains. Details of the data stored in the main ROM 83 and details of the storage areas provided in the main RAM 84 will be described later. The main ROM 83 may be configured as an external ROM. The game control microcomputer 81 transmits and receives data to and from other boards and the like via an input / output circuit (I / O port section) 87 . The input / output circuit 87 may be built in the game control microcomputer 81.

[0045] Various sensors and solenoids are connected to the main control board 80 via an input / output circuit 87 and a relay board 88 . The main control board 80 receives signals output from each sensor and outputs signals to each solenoid. Sensors connected via the relay board 88 include the large winning opening opening sensor 17a, the first starting opening sensor 20a, the second starting opening sensor 21a, the gate sensor 28a, the first large winning opening sensor 30a, the 2 large winning opening sensor 35a, V area sensor 39a, non-V area sensor 70a, and normal winning opening sensors 27a, 29a are illustrated. As the solenoids connected via the relay board 88, the electric tuning solenoid 24, the first big winning opening solenoid 33, the second big winning opening solenoid 38, and the V opening / closing member solenoid 73 are exemplified. The large winning opening opening start opening sensor 17a is provided inside the large winning opening opening starting opening 17, and detects a game ball entering the large winning opening opening starting opening 17. The first starting hole sensor 20a is provided inside the first starting hole 20, and detects a game ball that has entered the first starting hole 20. The second starting hole sensor 21a is provided inside the second starting hole 21, and detects a game ball that has entered the second starting hole 21. The gate sensor 28a is provided inside the gate 28 and detects a game ball that has passed through the gate 28. As shown in FIG. The first big winning hole sensor 30a is provided inside the first big winning hole 30, and detects a game ball that has won the first big winning hole 30. The second big winning hole sensor 35a is provided inside the second big winning hole 35, and detects a game ball that has won the second big winning hole 35. The V area sensor 39a is provided in the V area 39 inside the first big winning hole 30, and detects a game ball that has passed through the V area 39. The non-V area sensor 70a is provided in the non-V area 70 inside the first big winning hole 30, and detects a game ball that has passed through the non-V area 70. The normal winning hole sensor 27a is provided inside the normal winning hole 27 and detects a game ball that has entered the normal winning hole 27.例文帳に追加 The normal winning opening sensor 29a detects a game ball that has passed through the inside of the normal winning opening 29. Electric chew solenoid 24 drives movable member 23 of electric chew 22 . The first big winning opening solenoid 33 drives the opening / closing member 32 of the first big winning device 31 . The second big winning opening solenoid 38 drives the opening / closing member 37 of the second big winning device 36 . The V opening / closing member solenoid 73 drives the V opening / closing member 71 of the first big winning device 31 .

[0046] Display devices 40 are connected to the main control board 80 via an input / output circuit 87 . The game control microcomputer 81 includes a first special symbol display device 41a, a second special symbol display device 41b, a normal symbol display device 42, a first special symbol reservation display device 43a, a second special symbol reservation display device 43b, and a general design reservation. Display control of the display device 44 is performed.

[0047] A payout control board 110 is connected to the main control board 80 via an input / output circuit 87 . The main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 for payout monitoring. The payout control board 110 is connected with the prize ball payout device 120, the rental ball payout device 130, and the card unit 135, and is connected with the shooting device 112 via the shooting control circuit 111. The prize ball payout device 120 pays out prize balls. Based on the signal from the game control microcomputer 81, the payout control board 110 drives the prize ball motor 121 of the prize ball payout device 120 to pay out the prize balls. Prize balls to be dispensed are detected by a prize ball sensor 122 for counting. The rental ball dispensing device 130 discharges the rental balls. Based on the signal from the card unit 135 connected to the gaming machine 1, the payout control board 110 drives the ball rental motor 131 of the ball rental device 130 to pay out the rental balls. The rented balls to be paid out are detected by a rented ball sensor 132 for counting. The card unit 135 is arranged adjacent to the gaming machine 1, and outputs information regarding ball lending based on information such as the inserted prepaid card. Firing device 112 includes handle 60 ( FIG. 1 ), firing motor 113 , touch switch 114 and firing volume 115 . When the player operates the handle 60 , the shooting device 112 detects the contact of the handle 60 with the touch switch 114 and detects the amount of rotation of the handle 60 with the shooting volume 115 . Then, the shooting motor 113 is driven so that the game ball is shot with an intensity corresponding to the magnitude of the detection signal of the shooting volume 115 .

[0048] A sub-control board 90 (FIG. 4) is connected to the main control board 80 via an input / output circuit 87 . The main control board 80 transmits various commands to the sub control board 90 . The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only transmission of signals from the main control board 80 to the sub-control board 90 . That is, between the main control board 80 and the sub-control board 90, a unidirectional circuit (for example, a circuit using a diode) (not shown) is interposed as communication direction control means.

[0049] The sub-control board 90 includes a production control microcomputer 91 and an input / output circuit 95. The production control microcomputer 91 is a one-chip microcomputer mounted on the sub-control board 90, and controls the game production of the gaming machine 1 according to a program. Effect control microcomputer 91, a sub-ROM93 for storing a program for controlling the effect with the progress of the game, a sub-RAM94 used as a work memory, and a sub-ROM93 for executing the program stored Includes CPU92 and . Details of the data stored in the sub-ROM 93 and details of the storage area provided in the sub-RAM 94 will be described later. The sub ROM 93 may be configured as an external ROM. The effect control microcomputer 91 transmits and receives data to and from other boards and the like via an input / output circuit (I / O port section) 95 . The input / output circuit 95 may be built in the effect control microcomputer 91. An image control board 100 , an audio control board 106 , a lamp control board 107 and a relay board 108 are connected to the sub control board 90 via an input / output circuit 95 .

[0050] The image control board 100 includes an image control microcomputer 101, an input circuit 105a, and an output circuit 105b. The image control microcomputer 101 is a one-chip microcomputer mounted on the image control board 100, and performs display control of the image display device 7 and the sub display screen 64 according to a program. The image control microcomputer 101 includes a CPU 102, a ROM 103, and a RAM 104. In the ROM 103, in addition to programs for performing display control, still image data and moving image data displayed on the image display device 7 and the sub display screen 64, specifically, characters, items, figures, characters, numbers and symbols Image data such as (including effect patterns) and background images are stored. A RAM 104 is used as a memory for developing image data. CPU 102 executes programs stored in ROM 103 . The effect control microcomputer 91 causes the image control microcomputer 101 to perform display control of the image display device 7 and the sub display screen 64 based on the command received from the main control board 80 . The image control microcomputer 101 reads out image data from the ROM 103 based on commands from the performance control microcomputer 91, and performs display control based on the read image data.

[0051] A speaker 67 is connected to the audio control board 106, and based on commands received from the main control board 80, the production control microcomputer 91 outputs sounds, music, and sound effects from the speaker 67 via the audio control board 106. and so on. Acoustic data such as voice output from the speaker 67 is stored in the sub ROM 93 of the sub control board 90 . Note that the voice control board 106 may be equipped with a CPU, and the CPU may execute voice control based on commands. Furthermore, the audio control board 106 may be implemented with ROM, and may store audio data in that ROM. Alternatively, the speaker 67 may be connected to the image control board 100 to cause the CPU 102 of the image control board 100 to perform voice control. Furthermore, the ROM 103 of the image control board 100 may store sound data.

[0052] The frame lamp 66, the board lamp 5, the first movable accessory 14, the second movable accessory 15, and the frame movable accessory 69 are connected to the lamp control board 107, and these are controlled. . Effect control microcomputer 91, based on the command received from the main control board 80, via the lamp control board 107, the frame lamp 66 and the board lamp 5 and the like lighting control of the lamp. In other words, the production control microcomputer 91 creates light emission pattern data (data for deciding on / off, light emission color, etc., also referred to as lamp data) that determines the light emission mode of the lamps such as the frame lamp 66 and the board lamp 5, and creates the light emission pattern. Light emission of lamps such as the frame lamp 66 and the board lamp 5 is controlled according to the data. Data stored in the sub ROM 93 of the sub control board 90 is used to create the light emission pattern data. The effect control microcomputer 91 operates the first movable accessory 14, the second movable accessory 15, and the frame movable accessory 69 based on the command received from the main control board 80. The performance control microcomputer 91 creates motion pattern data (driving data) that determines the motion mode of each of the first movable accessory 14, the second movable accessory 15, and the frame movable accessory 69, and operates according to the motion pattern data. It controls the operations of the first movable accessory 14, the second movable accessory 15, and the frame movable accessory 69. The data stored in the sub ROM 93 is used to create the operation pattern data. Incidentally, the lamp control board 107 may be mounted with a CPU, and the CPU may execute lamp lighting control and operation control of the movable accessories 14 and 15 based on commands. In this case, the lamp control board 107 may be mounted with a ROM, and the ROM may store data relating to light emission patterns and operation patterns.

[0053] The relay board 108 is connected with an effect button detection switch 63a and a select button detection switch 68a. The volume button detection switch 55a detects that the volume button 55 (FIG. 1) has been pressed. When the volume button 55 is pressed, a switch signal is output to the sub-control board 90 via the relay board 108 from the volume button detection switch 55a. The brightness button detection switch 56a detects that the brightness button 56 (FIG. 1) has been pressed. When the brightness button 56 is pressed, a switch signal is output from the brightness button detection switch 56a to the sub-control board 90 via the relay board 108. FIG. The production button detection switch 63a detects that the production button 63 (FIG. 1) is pressed. When the effect button 63 is pressed, a switch signal is output to the sub-control board 90 through the relay board 108 from the effect button detection switch 63a. A vibration motor is attached to the effect button detection switch 63a, and is driven according to a signal from the relay board 108, so that the effect button 63 can be vibrated. The select button detection switch 68a detects that the select button 68 has been pressed. When the select button 68 is pressed, a switch signal is output to the sub-control board 90 via the relay board 108 from the select button detection switch 68a. In addition, the relay board 108 is also connected with a sword member detection switch for detecting that the sword member 65 has been detected.

[0054] 3. Data configuration of game machines The data configuration of the gaming machine 1 will be described based on FIGS. 5 and 6. FIG. FIG. 5(A) is a diagram for explaining a table stored in the main ROM 83. FIG. FIG. 5B is a diagram for explaining storage areas provided in the main RAM 84. As shown in FIG. FIG. 6(A) is a diagram for explaining the table stored in the sub ROM 93. As shown in FIG. FIG. 6B is a diagram for explaining storage areas provided in the sub-RAM 94. As shown in FIG.

[0055] The main ROM 83 (Fig. 5 (A)) includes a jackpot determination table T1, a reach determination table T2, a normal symbol hit determination table T3, a normal symbol variation pattern determination table T4, a jackpot type determination table T5, and a variation pattern. A judgment table T6, an electric chew opening pattern judgment table T7, a big winning opening pattern judgment table T8, and a V opening / closing member opening pattern judgment table T9 are stored. These determination tables are referred to by the game control microcomputer 81 in the main control main process (described later) executed by the game control microcomputer 81 . Specific contents of each determination table will be described later.

[0056] The main RAM 84 (FIG. 5(B)) includes a command set area 84a, a flag set area 84b, a counter set area 84c, a special action status set area 84d, a special figure pending storage area 85, and a general figure pending storage. A region 86 is provided. The command set area 84a is an area (output buffer) in which a command to be output from the main control unit side to the sub control unit side is set in the main control main process (described later). Variation start command, variation stop command, opening command, round designation command, ending command, game state designation command, V pass command, customer waiting command, etc. are set. The flag set area 84b is an area in which a flag indicating the state of the gaming machine or the game state is set in the main control main process (described later), and the jackpot flag, the jackpot end flag, the first prize flag, the second prize flag, A ceiling flag, a V flag, a variable probability flag, a time saving flag, etc. are set. Counter set area 84c is an area where a counter used in the main control main process (described later) is set, and a random number counter, round counter, ceiling counter, probability variable counter, time saving counter, etc. are set. The special action status set area 84d is an area in which a status is set for special action processing, which will be described later. The special figure reservation storage area 85 includes a first special figure reservation storage area 85a in which the first special figure reservation is stored, and a second special figure reservation storage area 85b in which the second special figure reservation is stored. In the 1st special figure reservation storage area 85a, a random number group (reservation information) such as a random number per special symbol corresponding to the 1st special figure reservation 1st, 2nd, 3rd, and 4th respectively A first storage area, a second storage area, a third storage area, and a fourth storage area are provided for storing. In the second special figure reservation storage area 85b, the first for storing the random number group (reservation information) corresponding to the first, second, third, and fourth of the second special figure reservation A storage area, a second storage area, a third storage area, and a fourth storage area are provided. The general pattern reservation storage area 86 stores a random number group (reservation information) such as normal pattern random numbers (per random number) corresponding to the first, second, third, and fourth general pattern reservation. A first storage area, a second storage area, a third storage area, and a fourth storage area are provided. In addition to the above areas, the main RAM 84 is set with a hit type set buffer in which special figure stop pattern data is set, and drive data for driving the movable accessories 14, 15 and the frame movable body 600. A drive data buffer and the like are provided. The information stored in the main RAM 84 is not cleared even when the power of the game machine 1 is turned off and on, and is maintained as it is. That is, the above-mentioned commands, flags, counters, status information, and hold information do not change their states even when the power is turned off and on, and the information is maintained. On the other hand, the information stored in the main RAM 84 is reset by RAM clear of the gaming machine 1. FIG. When reset, the ceiling flag is set to "ON" and the other flags are set to "OFF" as the initial state of the flags. Also, as the initial state of the counters, "500" is set in the ceiling counter and "0" is set in the other counters.

[0057] The sub ROM 93 (FIG. 6(A)) stores a look-ahead effect pattern determination table T51, a basic effect pattern determination table T52, a chance up effect pattern determination table T53, and a stop symbol pattern determination table T54. . These determination tables are referred to by the effect control microcomputer 91 in the sub-control main process (described later) executed by the effect control microcomputer 91 . Specific contents of each determination table will be described later.

[0058] The sub-RAM 94 (FIG. 6(B)) is provided with a command storage area 94a, an effect command set area 94b, a prior determination information storage area 94c, and a counter set area 94d. The command storage area 94a is an area (input buffer) in which commands input from the main control unit side are stored in the sub-control main process (described later), and is a pre-determining command, a pending ball number command, a variation start command, a variation A stop command, an opening command, a round designation command, an ending command, a game state designation command, a V passage command, a customer waiting command, etc. are stored. The production command set area 94b is an area where commands output from the sub-control board 90 to the image control board 100, the sound control board 106, the lamp control board 107, and the relay board 108 are set in the sub-control main process (described later) ( It is an output buffer), and variable production start commands, fluctuation end pre-commands, fluctuation production end commands, opening production start commands, round production start commands, ending production start commands, etc. are set. The prior determination information storage area 94c stores prior determination information in a sub-control main process (described later). Counter set area 94d is an area where the counter used in sub-control main processing (described later) is set, random number counter, first special figure pending effect counter, second special figure pending effect counter, general figure pending effect counter , Ceiling production counter, overnight production counter, probability variable production counter, time saving production counter, etc. are set. Of the information stored in the sub-RAM 94, information other than the overnight effect counter is maintained without being cleared even when the gaming machine 1 is turned off and on. That is, the above-mentioned commands, counters other than the late-night production counter, and advance determination information do not change their states even when the power is turned off and on, and the information is maintained. The overnight effect counter is reset by turning off and on the power of the gaming machine 1, and 0 is set as an initial state. The information stored in the sub-RAM 94 is reset by RAM clear of the game machine 1. When reset, 500 is set in the ceiling effect counter and 0 is set in the other counters as the initial state of the counters.

[0059] FIG. 7 is a diagram for explaining various random numbers used in the gaming machine 1. As shown in FIG. FIG. 7(A) shows a random number acquired by the game control microcomputer 81 on the main control section side, and FIG. 7(B) shows a random number acquired by the production control microcomputer 91 on the sub control section side. there is The game control microcomputer 81 acquires "jackpot random number", "jackpot type random number", "reach random number", "fluctuation pattern random number", and "normal symbol random number (hit random number)" at the timing described later. is configured as The “jackpot random number” is a random number used in a lottery (jackpot determination) to determine whether a jackpot will be won or not, and takes a value ranging from 0 to 65535. "Jackpot type random number" is a random number used in the lottery (jackpot type determination) of the type of the winning jackpot, and takes a value in the range of 0 to 127. "Reach random number" is a random number used to determine whether or not to generate a reach in the effect pattern variation effect that indicates the result when the jackpot judgment is a loss, and is a value in the range of 0 to 127. take. Reach is a state in which only one of the multiple production patterns (decorative patterns) that is displayed in a variable manner remains. It is a state (for example, the state of "7 ↓ 7") that is a combination of production patterns that indicate a jackpot winning. In addition, the production pattern that is stopped and displayed in the ready-to-win state may be displayed as if it is shaking within the display screen 7a. The “fluctuation pattern random number” is a random number used to determine a fluctuation pattern including fluctuation time, and takes a value in the range of 0-127. “Normal symbol random number (hit random number)” is used for a lottery (normal symbol lottery) for determining whether or not to perform an auxiliary game to open the electric chew 22 . Normally, random numbers in the design range from 0 to 255. The "jackpot random number", "jackpot type random number", "reach random number", and "fluctuation pattern random number" are obtained based on the ball entering the starting port (first starting port 20 or second starting port 21). The random value group obtained based on the entry to the first starting port 20 is stored in the first special figure reservation storage area 85a, and the random value group obtained based on the entry to the second starting port 21 is It is stored in the second special figure reservation storage area 85b. "Normal symbol random number (hit random number)" is obtained based on the passage of the gate 28. The acquired normal symbol random number value is stored in the normal pattern reservation storage area 86.

[0060] The effect control microcomputer 91 is configured to acquire the "read-ahead effect random number" and the "chance-up random number" at the timing described later. “Random number for look-ahead effect” is a random number used for determining the look-ahead effect at the time of variable effect, and takes a value in the range of 0-127. The “chance-up random number” is a random number used to determine the chance-up effect during the variable effect, and takes a value in the range of 0-127. The "read-ahead effect random number" is acquired based on the output of a pre-determination command from the main control section to the sub-control section. The acquired random value group is stored in the sub-RAM 94 . The "chance-up random number" is acquired based on the output of a variation start command from the main control section to the sub-control section. The acquired random value is stored in sub-RAM 94 .

[0061] FIG. 8 is a diagram for explaining determination tables T1 to T4. FIG. 8(A) shows a diagram for explaining the jackpot determination table T1, FIG. 8(B) shows a diagram for explaining the reach determination table T2, and FIG. 8(C) , A diagram for explaining the normal symbol hit determination table T3 is shown, and FIG. 8(D) shows a diagram for explaining the normal symbol variation pattern determination table T4.

[0062] The jackpot determination table T1 determines whether the jackpot random number value (one of 0 to 65535) acquired by the game control microcomputer 81 in the main control main process (described later) corresponds to "jackpot" or "losing". It is a table referred to for determination. In FIG. 8(A), in the "normal probability state", if the jackpot random value is "0 to 164", it is determined to be a "jackpot", and the jackpot random value is a number other than "0 to 164 (165 to 65535 )” is determined to be “losing”. Also, in the "high probability state", if the jackpot random value is "0 to 649", it is determined as "jackpot", and if the jackpot random value is "a number other than 0 to 649 (650 to 65535)" is determined to be "losing". The contents of the "normal probability state" and the "high probability state" will be described later.

[0063] Reach determination table T2, the game control microcomputer 81 in the main control main processing (described later), the reach random number (any of 0 to 127) acquired corresponds to "with reach" or corresponds to "no reach" This table is referenced to determine whether In FIG. 8(B), in the "non-time saving state", if the reach random number is "0 to 13", it is determined to be "with reach", and the reach random number is a number other than "0 to 13 (14 to 127)” is determined to be “no reach”. Also, in the "time saving state", if the reach random number is "0 to 5", it is determined to be "with reach", and if the reach random number is "a number other than 0 to 5 (6 to 127)" is determined to be "no reach". The contents of the "time saving state" and the "non-working time saving state" will be described later. In the reach determination table T2, the time saving state is less likely to reach the time of loss than the non-working time saving state. This is to speed up the digestion speed of the special figure reservation by selecting more reach no loss with short fluctuation time in the time saving state.

[0064] In the normal symbol hit determination table T3, the game control microcomputer 81 in the main control main process (described later), the normal symbol random number value (any of 0 to 255) acquired corresponds to "hit" or corresponds to "loss". This table is referenced to determine whether to In FIG. 8 (C), in the "non-time saving state", if the normal symbol random number is "0 to 2", it is determined to be "hit", and the normal symbol random number is a number other than "0 to 2 (3 ~255)” is determined to be “losing”. Also, in the "time saving state", if the normal symbol random number is "0 to 254", it is determined as "hit", and if the normal symbol random number is "0 to 254 other than (255)" , is determined as “losing”.

[0065] Normal design variation pattern determination table T4, the game control microcomputer 81 in the main control main processing (described later), depending on the game state (whether it is a non-time saving state or time saving state), determines how many seconds the normal design fluctuation time is This table is referenced to In FIG. 8 (D), when the "non-time saving state", the normal pattern fluctuation time is determined as "30 seconds", and when the "time saving state", the normal pattern fluctuation time is determined as "1 second" is shown.

[0066] FIG. 9 is a diagram for explaining the jackpot type determination table T5. The jackpot type determination table T5 is a game control microcomputer 81 in the main control main process (described later), according to the jackpot type random number value (any of 0 to 127) acquired, "jack type" and "special symbol. It is a table referred to in order to determine "type". In FIG. 9, when winning in the lottery of the first special symbol (special figure 1), if the jackpot type random number is "0 to 24", the jackpot type is determined to be "16RV passage scheduled jackpot", and the special figure 1 stop design (special stop design) is determined to be "jackpot design 1". When the jackpot type random value is "25 to 49", the jackpot type is determined as "16RV passage scheduled jackpot", and the special figure stop design is determined as "jackpot design 2". When the jackpot type random value is "50 to 55", the jackpot type is determined as "16R (real 15R) V passage scheduled jackpot", and the special figure stop design is determined as "jackpot design 3". When the jackpot type random value is "56 to 67", the jackpot type is determined as "16R (real 13R) V passage scheduled jackpot", and the special figure stop design is determined as "jackpot design 4". When the jackpot type random value is "68 to 127", the jackpot type is determined as "16R (real 13R) V non-passing scheduled jackpot", and the special figure stop design is determined as "jackpot design 5". On the other hand, when winning in the lottery of the second special pattern (special figure 2), if the jackpot type random number is "0 to 82", the jackpot type is determined to be "16RV passage planned jackpot", and special figure 2 Stop design (special figure stop design) is determined to be "jackpot design 1". When the jackpot type random value is "83 to 127", the jackpot type is determined as "16R (real 13R) V non-passing scheduled jackpot", and the special figure stop design is determined as "jackpot design 5". In addition, by referring to the jackpot type determination table T5, "special figure stop design data" corresponding to the special figure stop design, special game "opening (OP) command", "round designation command", "ending (ED) command" can also be specified. Regarding the specific contents of "16RV scheduled passage jackpot", "16R (real 15R) V scheduled passage jackpot", "16R (real 13R) V scheduled passage jackpot" and "16R (real 13R) V non-passage scheduled jackpot" will be described later.

[0067] FIG. 10 is a diagram for explaining the variation pattern determination table T6 during the non-time saving state. FIG. 11 is a diagram for explaining the variation pattern determination table T6 during the time saving state. Variation pattern determination table T6 is a table referred to for determining the variation pattern according to the variation pattern random number value (0 to 127) acquired in the main control main process (described later) by the game control microcomputer 81. . In FIG. 10, for example, the first start port 20 is won in a non-time saving state, it is determined as "losing" in the big hit determination table T1, and it is determined as "with reach" in the reach determination table T2, and the number of pending balls is "1 ~2” and the variation pattern random number is “0~60”, the variation pattern is determined to be “P7”. In FIG. 11, for example, the second starting port 21 is won in the time saving state, it is determined as "jackpot" in the jackpot determination table T1, and it is determined as "16RV passage scheduled jackpot" in the jackpot type determination table T5, and the variation pattern random value is "0 to 10", the variation pattern is determined to be "P61". As shown in FIGS. 10 and 11, once the variation pattern is determined, the variation time is also determined. In addition, when it becomes a reach, it is also determined whether the reach becomes a normal reach or a super reach (SP reach). Super reach is a reach production with a longer fluctuation time after reach than normal reach. Here, five types of super reach (SP1, SP2, SP3, SP4, SP5) with different fluctuation times are set. In SP1~3, it is executed expansively through normal reach. The difference between SP1 to SP5 may be, for example, the presence or absence of pseudo-ream.

[0068] FIG. 12 is a diagram for explaining the electric tube opening pattern determination table T7. The electric chew opening pattern determination table T7 is used by the game control microcomputer 81 in the main control main process (described later), depending on the game state (whether it is a non-time saving state or a time saving state), in order to determine the opening pattern of the electric chew 22 It is a referenced table. In FIG. 12(A), when the "non-time saving state", the open pattern of the electric tube 22 is determined as "open pattern 11", and when the "time saving state", the open pattern is determined as "open pattern 12" is shown. FIG. 12(B) shows the contents of the open pattern 11 and the open pattern 12. As shown in FIG. In the opening pattern 11, the electric chew 22 is opened once for an opening time of 0.2 seconds. In the opening pattern 12, the electric tube 22 is opened three times, with an opening time of 2.0 seconds per time, and an interval (opening interval) of 1.0 second. However, the opening of this electric chew 22 is closed even if the opening time remains when there is a predetermined number of game ball winnings (prescribed number of winnings, maximum 10).

[0069] FIG. 13 is a diagram for explaining the big winning opening open pattern determination table T8. In the game control microcomputer 81, in the main control main process (described later), according to the special figure stop symbol data (FIG. 9), the large winning opening opening pattern determination table T8 is the first large winning opening 30 and the second large winning opening pattern determination table T8. It is a table referred to for determining 35 opening patterns. In FIG. 13(A), when the special figure stop symbol data is "11H", "12H", or "21H", the opening pattern of the first big winning hole 30 and the second big winning hole 35 is "open pattern 21 ”, When the special figure stop design data is “14H”, “15H”, “22H”, the open pattern is determined as “open pattern 22”, and when the special figure stop design data is “13H”, open It is shown that the pattern is determined to be "open pattern 23". FIG. 13(B) shows the contents of open pattern 21, open pattern 22, and open pattern 23. FIG. In the opening pattern 21, in the 1st to 13th and 15th rounds, the first big prize-winning opening 30 is opened (long opening) with the number of times of opening 1 time and the opening time of 29.5 seconds (long opening), and in the 14th and 16th rounds, the number of times of opening is 1 time and the opening time is 1. The opening (long opening) of the second big prize opening 35 is performed for 29.5 seconds. In the opening pattern 22, in the 1st to 13th rounds, the first big prize-winning port 30 is opened (long opening) with the number of opening times of 1 time and the opening time of 29.5 seconds, and in the 14th and 16th rounds, the opening number of times is 1 time and the opening time is 0.1 seconds. In the 15th R, the second big winning hole 35 is opened (short opening), and the first big winning hole 30 is opened (short opening) with one opening time and 0.1 second opening time. In the opening pattern 23, in the 1st to 13th and 15th rounds, the first big prize opening 30 is opened (long opening) with the number of opening times of 1 time and the opening time of 29.5 seconds (long opening). In the 16th R, the second big winning hole 35 is opened (short opening) with 1 opening time and 29.5 seconds opening time (long opening). However, the opening of the first big prize-winning port 30 and the second big prize-winning port 35 is not possible even if the opening time remains if there is a predetermined number of game ball wins (regular number of wins, maximum 9). Closed.

[0070] FIG. 14 is a diagram for explaining the V opening / closing member opening pattern determination table T9. The V opening / closing member opening pattern determination table T9 is used by the game control microcomputer 81 to determine the opening pattern of the V opening / closing member 71 according to the special figure stop symbol data (FIG. 9) in the main control main process (described later). It is a referenced table. In FIG. 14(A), when the special figure stop design data is "11H", "12H" or "21H", the opening pattern of the V opening / closing member 71 is determined as "opening pattern 31", and the special figure stop design When the data is "13H", the open pattern is determined as "open pattern 32", and when the special stop design data is "14H", the open pattern is determined as "open pattern 33", and the special stop design data is It is shown that the open pattern is determined to be "open pattern 34" when "15H" or "22H". FIG. 14(B) shows the contents of open pattern 31, open pattern 32, open pattern 33, and open pattern . In the opening pattern 31, in the 2nd, 4th, 6th, and 8th rounds, when the first prize is won in the first big prize winning port 30, the V opening / closing member 71 is short-opened with an opening time of 0.1 second. In the 10th and 12th rounds, when the first prize is won in the first prize-winning port 30, the V opening / closing member 71 is short-opened with an opening time of 0.1 seconds, and when there is a second prize, the maximum opening time is 31.5. Long opening of the V opening / closing member 71 is performed for a second. In the opening pattern 32, in the 2nd, 4th, 6th, and 12th R, when the first prize is won in the first big prize winning port 30, the V opening / closing member 71 is short-opened with an opening time of 0.1 second. In the 8th and 10th rounds, when the first prize is won in the first prize-winning hole 30, the V opening and closing member 71 is short-opened with an opening time of 0.1 seconds, and when there is a second prize, the maximum opening time is 31.5. Long opening of the V opening / closing member 71 is performed for a second. In the opening pattern 33, in the 2nd and 6th rounds, when there is a first prize in the first big prize opening 30, the V opening / closing member 71 is short-opened with an opening time of 0.1 second, and when there is a second prize. The V opening / closing member 71 is opened for a long time with a maximum opening time of 31.5 seconds. In the 4th, 8th, 10th, and 12th rounds, when the first prize is won in the first big prize opening 30, the V opening / closing member 71 is short-opened with an opening time of 0.1 second. In the opening pattern 34, in the 2nd, 4th, 6th, 8th, 10th, and 12th rounds, when the first prize is won in the first big prize winning port 30, the V opening / closing member 71 is short-opened with an opening time of 0.1 second.

[0071] 4. Explanation of jackpots, etc. In the gaming machine 1, there are "jackets" and "losses" as a result of a jackpot lottery (special symbol lottery). In the case of "big win", the special symbol display 41 stops displaying the "big win symbol". When "losing", the special symbol display 41 stops displaying "losing". When the jackpot is won, the jackpot game opens the jackpots (the first jackpot 30 and the second jackpot 35) in an opening pattern corresponding to the type of the stopped special symbol (the jackpot type). ” is executed. A jackpot game is an example of a special game. The jackpot game includes multiple round games (unit open games), the opening (OP) before the first round game starts, and the ending (ED) after the final round game ends. there is Each round begins with the end of the opening or the end of the previous round and ends with the beginning of the next round. The closing time (interval time) of the big winning opening between round games is included in the open round game before closing.

[0072] There are multiple types of jackpots. The types of jackpots are as shown in FIG. Here, the types of jackpots are roughly divided into two, "V-passing scheduled jackpot" and "V non-passing scheduled jackpot". The "V passage scheduled jackpot" operates the opening / closing member 32, the opening / closing member 37 and the V opening / closing member 71 in an opening pattern (V passage scheduled opening pattern) that allows the game ball to pass through the V area 39 during the jackpot game. It's a big hit. Here, the special figure stop symbol data 11H ~ 14H, 21H jackpot corresponds to the "V passage scheduled jackpot (probability variable jackpot)". The combination of the opening pattern of the opening / closing member 32 and the opening / closing member 37 shown in FIG. 13 and the opening pattern of the V opening / closing member 71 shown in FIG. ), or (open pattern 23: open pattern 32), it is possible to pass the game ball to the V area 39 during the jackpot game. The "V non-passing scheduled jackpot (normal jackpot)" is an opening pattern (V non-passing scheduled opening pattern) in which the game ball cannot pass through the V area 39 during the jackpot game. It is a big win that activates the V opening / closing member 71 . Here, the special figure stop design data is 15H, and the jackpot of 22H corresponds to "V non-passing scheduled jackpot". When the combination of the opening pattern of the opening / closing member 32 and the opening / closing member 37 shown in FIG. 13 and the opening pattern of the V opening / closing member 71 shown in FIG. Passage of the game ball to 39 becomes impossible. As described above, the opening pattern 22 of the opening / closing member 32 and the opening / closing member 37 serves both as a V-passing planned opening pattern and a V non-passing planned opening pattern.

[0073] The "V passage scheduled jackpot" includes "16RV scheduled passage jackpot", "16R (real 13R) V passage scheduled jackpot", and "16R (real 15R) V passage scheduled jackpot". "16RV planned passage jackpot" has a substantial total number of rounds of 16R. From 1R to 13R and 15R, the 1st big prize opening 30 is opened for a maximum of 29.5 seconds per 1R. 14R and 16R open the second big prize-winning port 35 for a maximum of 29.5 seconds per 1R (Fig. 13: opening pattern 21). In 10R and 12R, the V opening and closing member 71 is long opened (FIG. 14: open pattern 31), and passage to the V area 39 in the first big winning hole 30 is easily possible.

[0074] "16R (substantially 13R) V planned passing jackpot" has a total number of rounds of 16R, but a substantial total number of rounds is 13R. In other words, from 1R to 13R, the first big prize mouth 30 is opened for a maximum of 29.5 seconds per 1R, but in 15R the first big prize mouth 30 is only opened for 0.1 second per 1R, and in 14R and 16R, the second The big winning opening 35 is opened only for 0.1 second per 1R (Fig. 13: opening pattern 22). Therefore, in this "16R (actually 13R) V passage scheduled jackpot", from 14R to 16R, the opening time of the big prize opening is extremely short, making it a round in which prize balls cannot be expected. In other words, "16R (real 13R) V passing schedule jackpot" is a real 13R jackpot. In 2R and 6R, the V opening / closing member 71 is long opened (FIG. 14: open pattern 33), and passage to the V area 39 in the first big winning hole 30 is easily possible.

[0075] "16R (real 15R) V planned passing jackpot" has a total number of rounds of 16R, but a substantial total number of rounds is 15R. In other words, from 1R to 13R and 15R, the 1st Grand Prize Opening 30 is opened for a maximum of 29.5 seconds per 1R, and in the 16R, the 2nd Grand Prize Opening 35 is opened for a maximum of 29.5 seconds per 1R, but in the 14R, the 2nd Prize is opened. The mouth 35 is opened only for 0.1 second per 1R (Fig. 13: opening pattern 23). Therefore, in this "16R (actually 15R) V passage scheduled jackpot", 14R is a round in which the opening time of the big winning opening is extremely short and no prize balls can be expected. In other words, "16R (real 15R) V passing schedule jackpot" is a real 15R jackpot. In 8R and 10R, the V opening and closing member 71 is long opened (FIG. 14: open pattern 32), and passage to the V area 39 in the first big winning hole 30 is easily possible.

[0076] The "V non-passing scheduled jackpot" is a "16R (substantially 13R) V non-passing scheduled jackpot" of open pattern 22 in which the total number of rounds is 16R, but the substantial total number of rounds is 13. In other words, from 1R to 13R, the first big prize mouth 30 is opened for a maximum of 29.5 seconds per 1R, but in 15R the first big prize mouth 30 is only opened for 0.1 second per 1R, and in 14R and 16R, the second The big winning opening 35 is opened only for 0.1 seconds per 1R (Fig. 13: opening pattern 22). Therefore, in this "16R (actually 13R) V non-passing scheduled jackpot", from 14R to 16R, the opening time of the big winning opening is extremely short, making it a round in which no prize balls can be expected. In other words, "16R (real 13R) V non-passing scheduled jackpot" is a real 13R jackpot. In 2R, 4R, 6R, 8R, 10R and 12R, although the V opening and closing member 71 is opened, the opening is short opening (Fig. It is almost impossible for a game ball to pass through.

[0077] As is clear from the above description, the "16R (real 13R) V non-passing scheduled jackpot" and "16R (real 13R) V passing scheduled jackpot" are the first big prize opening 30 and the second big prize opening 35 ( The opening / closing member 32 and the opening / closing member 37) have the same opening pattern (opening pattern 22), and only the opening pattern of the V opening / closing member 71 is different (opening pattern 34 and opening pattern 33). In addition, as will be described later, "16R (real 13R) V non-passing scheduled jackpot" and "16R (real 13R) V passing scheduled jackpot" are performed after the jackpot game (100 times in this example). It's becoming That is, "16R (substantially 13R) V non-passing scheduled jackpot" is almost impossible for the game ball to pass through the V area 39 in the first big winning hole 30, and the game state after the jackpot It becomes a low probability short time state (low probability high base state). On the other hand, the "16R (actually 13R) V passing scheduled jackpot" makes it easy for the game ball to pass through the V area 39 in the first big winning hole 30, and the game state after the jackpot is highly reliable. It becomes a time saving state (high accuracy high base state). From this, it becomes difficult for the player to distinguish between the "16R (real 13R) V non-passing scheduled jackpot" and the "16R (real 13R) V passing scheduled jackpot", and the gaming state after the jackpot is low. It becomes difficult to determine whether it will be a short time state (low probability high base state) or a high probability short time state (high probability high base state). Also, after the time-saving game is over, the game state becomes a low probability base state (normal state) in "16R (real 13R) V non-passing scheduled jackpot", and the game state in "16R (real 13R) V passing scheduled jackpot" appears to be in a normal high probability low base state. That is, in the "16R (substantially 13R) V passing schedule jackpot", when the game ball passes through the V area 39 in the first big winning hole 30, when the time saving state after the jackpot game ends, the gaming state is A high-probability-low base state with a high probability becomes a latent state (variable latent probability state), and it is difficult for the player to distinguish this variable latent probability state. That is, "16R (real 13R) V non-passing scheduled jackpot" and "16R (real 13R) V non-passing scheduled jackpot", "16R (real 13R) V non-passing scheduled jackpot" Low probability time-saving state (low probability High base state) and “16R (real 13R) V passing scheduled jackpot” High probability time saving state (high accuracy high base state) after the jackpot game, and “16R (real 13R) V non-passing scheduled jackpot” time saving end The later low-probability-low base state and the high-probability-low base state after the time-saving end of "16R (actually 13R) V-passing scheduled jackpot" are performed in a manner that is difficult for the player to distinguish.

[0078] Also, as shown in Figure 9, the distribution rate of the jackpot in the lottery of the first special pattern (special pattern 1) is 68 / 128 (about 53%) for the V-passing planned jackpot and 60 / 128 for the V non-passing jackpot. 128 (about 47%). On the other hand, the distribution rate of the jackpot in the lottery of the second special pattern (special pattern 2) is 83 / 128 (about 64.8%) for the V-passing jackpot and 45 / 128 (about 35.2%) for the V non-passing jackpot. ). In this way, in the gaming machine 1, the jackpot lottery (lottery of the first special symbol) is performed by winning the game ball in the first start port 20, and the jackpot is performed by winning the game ball in the second start port 21. The lottery (lottery for the second special symbol) is set to be more advantageous for the player.

[0079] 5. Explanation of game state A game state of the game machine 1 will be described. The game control microcomputer 81 can execute "probability variation control" and "variation time reduction control" for the special symbols displayed on the special symbol display device 41 and the normal symbols displayed on the normal symbol display device 42, respectively. is. Here, the state in which the game control microcomputer 81 is controlling the probability variation with respect to the special symbol of the special symbol display device 41 is called "high probability state (high probability state, probability variation state, probability variation state)", probability variation The uncontrolled state is simply called "normal probability state (non-high probability state, low probability state, normal state)". The game control microcomputer 81 uses a jackpot determination table (FIG. 8 (A)) in which the number of jackpot random numbers determined to be jackpots is higher than in the normal probability state as the probability fluctuation control of the special symbol. A high probability state is realized by performing a big hit determination. Therefore, in the high-probability state, the probability of winning a jackpot is higher than in the normal-probability state. That is, when the game control microcomputer 81 is executing the probability variation control for the special symbols of the special symbol display device 41, compared with the case where the probability variation control is not performed, the special symbol display device 41 The probability that the display result (stopped pattern) of the variable display of the special pattern becomes a jackpot pattern increases.

[0080] In addition, the state in which the microcomputer 81 for game control is performing variable time shortening control for the special symbols of the special symbol display 41 is called "shortening of working hours", and the state of not performing variable time shortening control is simply "non-shortening of working hours". It says. In the time saving state, the fluctuation time of the special symbol (the time from the start of the fluctuation display to the time of derivation display of the display result) is shorter than the non-time saving state. Game control microcomputer 81, when the time saving state, the variation pattern determination table T6 (FIGS. 10 and 11) determined so that the variation pattern with a short variation time is selected more often than the non-time saving state The variation pattern used is determined. That is, when the game control microcomputer 81 is executing the variation time shortening control for the special symbols of the special symbol display device 41, compared with the case where the variation time shortening control is not performed, the special symbols are variable. A short variation time is likely to be selected as the display variation time. As a result, in the time saving state, the pace of digestion of the special figure reservation becomes faster, and the effective winning to the starting opening (the winning that can be stored as a special figure reservation) is likely to occur. As a result, it is possible to aim for a big hit under the smooth progress of the game. In addition, the game control microcomputer 81 may simultaneously execute the probability fluctuation control and the fluctuation time shortening control for the special symbols of the special symbol display 41, or may execute only one of them.

[0081] The game control microcomputer 81 executes probability variation control and variation time shortening control for the normal symbols of the normal symbol display 42 in synchronization with the variation time shortening control for the special symbols of the special symbol display 41 . That is, the game control microcomputer 81 normally executes the probability fluctuation control and the fluctuation time shortening control for the symbol in the case of the time saving state, and does not execute it in the case of the non-time saving state. The game control microcomputer 81, as the probability fluctuation control of normal symbols, the normal symbol hit determination table T3 ( Using FIG. 8 (C)), hit determination (normal design determination) is performed. Therefore, in the time saving state, the probability of winning is higher than in the normal symbol normal probability state. That is, when the game control microcomputer 81 is performing probability variation control for the normal symbols of the normal symbol display device 42, compared with the case where the probability variation control is not performed, the normal symbol display device 42 The probability that the display result (stopped pattern) of the variable display of the normal pattern becomes a winning pattern increases. In the time saving state, the fluctuation time of the normal pattern is shorter than the non-working time saving state. Here, the normal pattern variation time is 30 seconds in the non-time saving state, but 1 second in the time saving state (FIG. 8(D)). Furthermore, in the time saving state, the opening time of the electric chew 22 in the auxiliary game is longer than the non-time saving state (Fig. 12). That is, the game control microcomputer 81 is executing the opening time extension control for the electric chew 22. In addition, in the time saving state, the number of opening times of the electric chew 22 in the auxiliary game is greater than the non-time saving state (Fig. 12). That is, the game control microcomputer 81 is executing the opening frequency increase control for the electric chew 22 . game control microcomputer 81, the probability variation control and variation time shortening control for the normal symbol of the normal symbol display device 42, and the opening time extension control and opening frequency increase control for the electric chew 22, Compared to the case where these controls are not executed, the electric chew 22 is opened frequently, and the game ball enters the second starting port 21 frequently. As a result, the base, which is the ratio of the number of balls awarded to the number of balls fired, increases. Therefore, the state in which these controls are executed is called the "high base state", and the state in which they are not executed is called the "low base state". In the high base state, you can aim for a big hit without greatly reducing the number of game balls you have. In addition, the high base state is a state in which so-called electric support control (control for supporting winning to the second starting port 21 by the electric chew 22) is being executed. The high base state (electrical support control state) may not execute all of the above controls. That is, the probability variation control for the normal pattern of the normal symbol display device 42, the variation time shortening control for the normal symbol of the normal symbol display device 42, the opening time extension control for the electric chew 22, and the opening frequency increase control for the electric chew 22 By executing one or more controls, it is sufficient that the electric chew 22 is more likely to be opened than when the controls are not executed. In addition, the high base state (electrical support control state) may be controlled independently without accompanying the time saving state.

[0082] In the gaming machine 1, the game state after the jackpot game by winning the V passage scheduled jackpot is a high-probability state, a short-time state, and a high-base state if the passage to the V area 39 is made during the jackpot game. . This game state is particularly referred to as a "high probability high base state" or a "high probability short working time state". Specifically, the jackpot in which the game state after the jackpot game becomes a high-precision base state is, among the jackpot types shown in FIG. 16R (real 13R) V passing scheduled jackpot”. "16RV passage scheduled jackpot" and "16R (real 15R) V passage scheduled jackpot" are high-precision high base state, after the jackpot game, the next jackpot (next jackpot) will be won and the jackpot game will be executed. ends with "16R (real 13R) V passing scheduled jackpot" is a high-probability-high base state, after the jackpot game, a predetermined number of special symbols (here, 100 times) variable display is executed. state), or the next jackpot (next jackpot) is won and the jackpot game is executed. In addition, the game state after the jackpot game by winning the V non-passing scheduled jackpot is a normal probability state (non-high probability state (i.e., low-probability state) and short-time state and high-base state. This game state is particularly referred to as "low probability high base state" and "low probability time saving state". Specifically, the jackpot in which the gaming state after the jackpot game becomes a low-probability base state is "16R (substantially 13R) V non-passing schedule jackpot" among the jackpot types shown in FIG. In this jackpot, in the low probability high base state, after the jackpot game, the variable display of the special pattern is executed a predetermined number of times (here, 100 times), or the next jackpot (next jackpot) is won and the jackpot The game ends when the game is executed. When the game machine 1 is played for the first time, the game state after power-on is a normal probability state, a non-time saving state, and a low base state (non-electric support control state). This game state is particularly referred to as a "low probability low base state". The low probability low base state "normal game state", or "low probability non-time saving state (simply referred to as non-time saving state)", may also be referred to. In addition, the state during execution of the special game (jackpot game) may be referred to as "special game state (jackpot game state)". Furthermore, the state controlled to at least one of the high probability state and the high base state may be referred to as a "specific game state".

[0083] In high-base states such as high-probability-high base state and low-probability-high base state, it is possible to advance the game advantageously by entering the game ball into the right game area 3B (FIG. 1) by striking to the right. Due to the electric sapo control, the electric tube 22 is easier to open than in the low base state, and it is easier to win the second start opening 21 than the first start opening 20. be. From this, in the high base state, while allowing the game ball to pass through the gate 28 that triggers the normal symbol lottery, hit the right to win the game ball to the second start port 21. This makes it possible to obtain a larger number of starting prizes (winning to the starting port) than hitting left. In addition, in the gaming machine 1, the game is played by hitting to the right even during the jackpot game. On the other hand, in the low base state, it is possible to advance the game more advantageously by entering the game ball into the left game area 3A (FIG. 1) by hitting to the left. Since the electric sapo control is not executed, it is difficult to open the electric tube 22 compared to the high base state, and it is easier to win the first start 20 than the second start 21. This is because From this, in the low base state, to hit the game ball to the first start opening 20 to win the left hand. This allows you to get more starting prizes than hitting right.

[0084] 6. Operation of game control microcomputer 81 The operation of the game control microcomputer 81 provided on the main control board 80 (FIG. 3) will be described with reference to FIGS. 15 to 34. FIG. Counters, flags, statuses, buffers, etc. appearing in the explanation of the operation of the game control microcomputer 81 are provided in the main RAM 84. The game control microcomputer 81 corresponds to the success / failure determination means (FIG. 23) and the success / failure preliminary determination means (FIGS. 18 and 19).

[0085] [Main control main processing] FIG. 15 is a flowchart of main control main processing. Game control microcomputer 81, when the game machine 1 is powered on, reads a program for executing the main control main process from the main ROM83. In the main control main process, the game control microcomputer 81 first performs initial setting (step S001). In the initial setting, for example, setting of the main CPU 82, resetting of various flags, status and counters, etc. are performed. As for the initial value of the flag, the ceiling flag is "1", ie, "ON", and the initial value of the other flags is "0", ie, "OFF". The initial value of status is "1". The initial value of the counter is "500" for the ceiling counter and "0" for the other counters. Note that the initial setting is performed only once after the power is turned on, and is not performed thereafter.

[0086] After the initial setting, the game control microcomputer 81 prohibits the interruption of the interruption process (step S002), and performs normal design / special design main random number update process (step S003). In this normal symbol / special symbol main random number update process, the game control microcomputer 81 can be used for various random number counter values ​​(jackpot random number, jackpot type random number, reach random number, fluctuation pattern random number) shown in FIG. , Normal random number) is updated by adding 1. Each random number counter value returns to "0" and is added again when it reaches the set upper limit. The initial value of each random number counter may be a value other than "0", or may be changed randomly. Also, each random number may be a so-called hardware random number generated using a known random number generation circuit such as a counter IC.

[0087] After the normal design / special design main random number update process, the game control microcomputer 81 permits an interruption of the interruption process (step S004). While interrupts are enabled, it is possible to execute main-side timer interrupt processing (step S005). The main-side timer interrupt processing is executed based on interrupt pulses that are repeatedly input to the main CPU 82 at a predetermined cycle (eg, 4 msec cycle). That is, the main-side timer interrupt processing is executed at predetermined intervals (for example, 4 msec intervals). Then, after the main side timer interrupt processing is completed, until the next main side timer interrupt processing is started, the update processing of various counter values ​​by the normal symbol / special symbol main random number update processing is repeatedly executed. . If an interrupt pulse is input to the main CPU 82 while the interrupt is disabled, the main timer interrupt process will not start immediately, but will start after the interrupt is enabled.

[0088] [Main side timer interrupt processing] FIG. 16 is a flowchart of main-side timer interrupt processing (FIG. 15: step S005). In the main side timer interrupt process, the game control microcomputer 81 first performs a random number update process (step S101). Specifically, the game control microcomputer 81 updates various random number counter values ​​shown in FIG. 7(A). This random number update process is the same as the normal symbol / special symbol main random number update process performed in the main control main process (FIG. 15) described above. In other words, the processing for updating the various random number counter values ​​consists of the execution period of the main-side timer interrupt processing and the other period (the period from the end of the main-side timer interrupt processing to the start of the next main-side timer interrupt processing). and both.

[0089] After the random number update process, the game control microcomputer 81 performs input process (step S102). In the input process, the game control microcomputer 81 reads detection signals detected by various sensors attached to the gaming machine 1, and outputs payout data to the main RAM 84 for paying out prize balls according to the type of winning hole. set in the buffer. The various sensors include, for example, the first start sensor 20a, the second start sensor 21a, the first big prize sensor 30a, the second big prize sensor 35a, the normal prize sensor 27a, the normal prize sensor 29a (Fig. 3).

[0090] After the input process, the game control microcomputer 81 performs the starting opening sensor detection process (step S103), normal operation process (step S104), special operation process (step S105), V area sensor detection process (step S106), and ball holding. The number processing (step S107) is executed in order. Details of these processes will be described later. After the pending ball number processing, the game control microcomputer 81 performs output processing (step S108). In the output process, the game control microcomputer 81 outputs to the sub-control board 90 the commands set in the command set area 84a of the main RAM 84 in each process described above. After the output process, the game control microcomputer 81 performs other processes (step S109). In other processing, for example, based on the number of special figure 2 reserved balls described later, the second special figure reservation indicator 43b is controlled to the display mode indicating the number, and the first special figure based on the number of special figure 1 reserved balls The hold indicator 43a is controlled to display the number.

[0091] [Starting port sensor detection process] FIG. 17 is a flowchart of the starting port sensor detection process (FIG. 16: step S103). The game control microcomputer 81 first determines whether or not the game ball has passed through the gate 28 (step S201). This determination is made depending on whether or not the game ball is detected by the gate sensor 28a. If the game ball has not passed through the gate 28 (step S201: NO), the process skips to step S205. When the game ball passes through the gate 28 (step S201: YES), the game control microcomputer 81 determines whether or not the normal symbol reserved ball number is "4 (upper limit)" (step S202). The number of normal design reservation balls is the number of normal design reservations, and more specifically, the value of the counter that counts the number of normal design reservations provided in the main RAM84. If the number of normal design holding balls is "4" (step S202: YES), the process skips to step S205. When the number of normal design reserved balls is "3" or less (step S202: NO), after adding "1" to the normal number of design reserved balls (step S203), normal design random number acquisition processing is performed (step S204). Here, the game control microcomputer 81 acquires the value of the normal symbol random number counter (Figure 7: the value of the label-TRND-H), and stores the acquired random number in the first to the normal symbol reservation storage area 86 of the main RAM84. Of the fourth storage area, it is stored in the storage area according to the current number of normal design holding balls.

[0092] In step S205, the game control microcomputer 81 determines whether or not the game ball has entered the second starting hole 21. This determination is made by whether or not the game ball is detected by the second starting opening sensor 21a. When the game ball has not won the second starting port 21 (step S205: NO), the process skips to step S210. When the game ball wins (step S205: YES), the game control microcomputer 81 determines whether or not the number of special figure 2 reserved balls is "4 (upper limit)" (step S206). The special figure 2 reservation ball number is the number of the second special figure reservation, more specifically, the value of the counter that counts the number of the second special figure reservation provided in the main RAM84. If the special figure 2 pending ball number is "4" (step S206: YES), the process skips to step S210. If the number of special figure 2 reserved balls is "3" or less (step S206: NO), after adding "1" to the number of special figure 2 reserved balls (step S207), perform special figure 2 related random number acquisition processing (step S208). Here, the jackpot random number counter value (Figure 7: Label-TRND-A value), the jackpot type random number counter value (Figure 7: Label-TRND-AS value), the reach random number counter value (Figure 7: Label -TRND-RC value) and the fluctuation pattern random number counter value (Figure 7: Label -TRND-T1 value). The game control microcomputer 81 stores the acquired random value group in the storage area corresponding to the current special figure 2 reserved ball number among the first to fourth storage areas of the second special figure reserved storage area 85b. The game control microcomputer 81 temporarily stores the obtained random number group in a buffer (preliminary determination buffer) different from the second special figure reservation storage area 85b for the special figure 2 preliminary determination process (FIG. 18) described later. memory (hold). After the special figure 2 related random number acquisition process, the game control microcomputer 81 performs special figure 2 pre-determination process (step S209). The details of the special figure 2 pre-determination process will be described later.

[0093] In step S210, the game control microcomputer 81 determines whether or not the game ball has entered the first start hole 20. This determination is made by whether or not the game ball is detected by the first starting opening sensor 20a. When the game ball has not won the first starting port 20 (step S210: NO), this process is terminated. When the game ball wins the first start port 20 (step S210: YES), the game control microcomputer 81 determines whether or not the special figure 1 reserved ball number is "4 (upper limit)" ( step S211). The special figure 1 reserved ball number is the number of the first special figure reservation, more specifically, the value of the counter that counts the number of the first special figure reservation provided in the main RAM84. If the special figure 1 reserved ball number is "4" (step S211: YES), this process is terminated. If the number of special figure 1 reserved balls is "3" or less (step S211: NO), after adding "1" to the number of special figure 1 reserved balls (step S212), special figure 1 related random number acquisition processing is performed (step S213). Here, as in the special figure 2 relation random number acquisition process (step S208) described above, the value of the jackpot random number counter, the value of the jackpot type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter are obtained. The game control microcomputer 81 stores the obtained random number group in a storage area corresponding to the current special figure 1 reserved ball number among the first to fourth storage areas of the first special figure reserved storage area 85a. The game control microcomputer 81 temporarily stores the obtained random number group in a buffer (preliminary determination buffer) different from the first special figure reservation storage area 85a for the special figure 1 preliminary determination process (FIG. 19) described later. memory (hold). After the special figure 1 related random number acquisition process, the game control microcomputer 81 performs special figure 1 prior determination process (step S214). Details of special figure 1 prior determination processing will be described later.

[0094] [Special figure 2 pre-judgment process] Figure 18 is a flowchart of the special figure 2 prior determination process (Figure 17: step S209). The game control microcomputer 81 first determines whether or not the probability variation flag is ON (step S301). If the probability variation flag is OFF (step S301: NO), this process ends. That is, when the probability variation flag is OFF, the prior determination is not performed. On the other hand, when the probability variation flag is ON, the game control microcomputer 81 refers to the high-probability state table in the big-hit determination table T1 (FIG. 8) to perform the big-hit prior determination (step S302). Specifically, the game control microcomputer 81 first acquires a jackpot random value as a determination value temporarily stored in the preliminary determination buffer by special figure 2 related random number acquisition processing (Fig. 17: step S208) do. Next, the game control microcomputer 81 performs prior determination as to whether or not it is a big hit using the big hit determination table T1 (FIG. 8) to be referred to and the big hit random number value. Here, since the high probability state (probability variation flag is ON), the game control microcomputer 81 selects the table for the high probability state (jackpot determination value is "0" to "649") out of the jackpot determination table T1. It is determined in advance whether or not it is a big hit by referring to it. That is, when the jackpot random number is "0" to "649", it is pre-determined as "big hit", and when it is any other value, it is pre-determined as "losing". It should be noted that, in the present embodiment, the prior determination is performed using the jackpot determination table T1 used in the jackpot determination process (FIG. 23) described later, but as another embodiment, the jackpot determination table T1 for prior determination different Pre-determination may be performed using the jackpot determination table.

[0095] If the result of the jackpot prior determination is "losing" (step S304: NO), the process skips to step S306. On the other hand, if the result of the jackpot prior determination is "jackpot" (step S304: YES), the game control microcomputer 81 performs the jackpot type prior determination (step S305). In the jackpot type pre-determination, the game control microcomputer 81 is, first, the jackpot type random value as a determination value temporarily stored in the buffer for pre-determination by the special figure 2 related random number acquisition process (Fig. 17: step S208) to get Next, the game control microcomputer 81 performs prior determination of the jackpot type based on the obtained jackpot type random number value and the jackpot type determination table T5 (FIG. 9). Here, even if the jackpot type random value is any of "0" to "127", it is determined in advance as "16RV passage scheduled jackpot". It should be noted that, in the present embodiment, the prior determination is performed using the jackpot type determination table T5 used in the jackpot determination process (FIG. 23) described later, but as another embodiment, different from the jackpot type determination table T5 Prior determination may be performed using a jackpot type determination table for determination.

[0096] In step S306, the game control microcomputer 81 performs variation pattern prior determination. Specifically, the game control microcomputer 81, first, variation pattern random number as a determination value temporarily stored in the preliminary determination buffer by the special figure 2 relation random number acquisition process (Fig. 17: step S208), And get the reach random value. Next, here, since the time saving state (time saving flag is ON), the game control microcomputer 81 refers to the fluctuation pattern determination table T6 for the time saving state (FIG. 11), the jackpot prior determination result of step S304, Reach presence or absence pre-determined results obtained from the reach random number, and the fluctuation pattern is specified from the fluctuation pattern random number. In addition, in the variation pattern determination table T6 of FIG. 11, the variation pattern to be selected may differ depending on the number of held balls. Here, it is assumed that all variation patterns that can be selected depending on the difference in the number of held balls are selected. For example, from the jackpot pre-determination result and the reach presence / absence pre-determination result, if the loss with reach is pre-determined and the variation pattern random number value is "60", the game control microcomputer 81 determines that the number of pending balls is "1 to 2". ”, and the variation pattern “P68”, which is selected when the number of held balls is “3 to 4”. In this embodiment, the variation pattern determination table T6 used in the variation pattern selection process (FIGS. 24 and 25) to be described later is used for preliminary determination, but as another embodiment, the variation pattern determination table T6 Pre-determination may be performed using a variation pattern determination table for pre-determination different from.

[0097] In step S307, the game control microcomputer 81 creates a pre-determination command. The pre-determination command includes the jackpot pre-determination result, (jackpot type pre-determination result in the case of winning), and the variation pattern pre-determination result. The game control microcomputer 81 sets the created prior determination command to the command set area 84a of the main RAM 84 (step S308), and ends this process.

[0098] [Special figure 1 pre-judgment process] Figure 19 is a flowchart of the special figure 1 prior determination process (Figure 17: step S214). The game control microcomputer 81 first determines whether or not the probability variation flag is ON (step S401). Contrary to the special figure 2 pre-determining process described above, if the probability variation flag is ON (step S401: YES), this process ends. That is, when the probability variation flag is ON, the prior determination is not performed. On the other hand, if the probability variation flag is OFF (step S401: NO), the game control microcomputer 81 refers to the table for the normal probability state of the jackpot determination table T1 (FIG. 8) to perform the jackpot prior determination (step S402). Specifically, the game control microcomputer 81 first acquires a jackpot random value as a judgment value temporarily stored in the preliminary judgment buffer by special figure 1 related random number acquisition processing (Fig. 17: step S213) do. Next, here, since it is in the normal probability state (probability variable flag is OFF), the game control microcomputer 81 selects the normal probability state table (the jackpot determination value is “0” to “164 ”), it is determined in advance whether it is a big hit or not. That is, when the jackpot random number is "0" to "164", it is pre-determined as "big hit", and when it is any other value, it is pre-determined as "losing". Incidentally, for the jackpot preliminary determination, a jackpot determination table for prior determination that is different from the jackpot determination table T1 may be used. After that, the processing of steps S404 to S408 is the same as steps S304 to S308 of the above-described special figure 2 preliminary determination processing (FIG. 18), so the description is omitted.

[0099] [Normal operation processing] FIG. 20 is a flowchart of normal operation processing (FIG. 16: step S104). The game control microcomputer 81 first determines whether or not the electric chew 22 is in operation (step S501). If the electric chew 22 is in operation (step S501: YES), the process proceeds to step S520. When the electric chew 22 is not in operation (step S501: NO), the game control microcomputer 81 determines whether or not the normal symbol is fluctuating (step S502). If the normal pattern is fluctuating (step S502: YES), the process skips to step S508. When the normal design is not fluctuating (step S502: NO), the game control microcomputer 81 determines whether or not the number of reserved balls in the normal design is "0" (step S503). If the number of pending balls is "0" (step S503: YES), this process ends. When the number of reserved balls is 1 or more (step S503: NO), the normal number of reserved balls is decremented by 1 (step S504). Therefore, when the game ball passes through the gate 28 while the number of reserved balls of the normal symbol is "0", in step S203 of the starting opening sensor detection process (FIG. 17), once the number of reserved balls of the normal symbol is "1". ”, and after that, the reservation is digested in this step S504, and the number of reserved balls of the normal design immediately becomes “0”. This is the same for the number of reserved balls of special symbols. That is, in step S207 and step S212 of the starting opening sensor detection process (FIG. 17), once the number of reserved special symbols becomes "1", then step S1404 and step in the special symbol standby process (FIG. 22) described later In S1410, the reservation is digested and the number of reserved balls of special symbols becomes "0". Next, the game control microcomputer 81 performs the hit determination with reference to the normal symbol hit determination table T3 (FIG. 8(C)) (step S505). Specifically, the game control microcomputer 81, first, the normal pattern random number value ( random number). Then, the normal symbol random number value, the game state (whether or not the time saving state), and the normal symbol winning determination table T3 are used to determine whether or not the game is successful. For example, in a non-time-saving state, if the normal symbol random number is "0" to "2", it is determined as "hit", and if the normal symbol random number is otherwise, it is determined as "losing" (See Figure 8(C)).

[0100] Next, the game control microcomputer 81 selects a variation pattern with reference to the normal symbol variation pattern determination table T4 (FIG. 8(D)) (step S506). Specifically, the game control microcomputer 81 first determines the game state (whether or not it is a time saving state), and uses the determination result of the game state and the normal symbol variation pattern determination table T4, normal symbol variation Select the fluctuation time of the normal design as a pattern. Here, when the non-time-saving state, the fluctuation time of the normal design is determined to be "30 seconds", and when the time-saving state, the fluctuation time of the normal design is determined to be "1 second" (see FIG. 8 (D)) . The game control microcomputer 81 sets the selected normal symbol variation pattern to start the normal symbol variation display (step S507).

[0101] In step S508, the game control microcomputer 81 determines whether or not the normal symbol variation time has elapsed and ended. The variation time of the normal design is the variation time selected in step S506 (see FIG. 8(D)). When the fluctuation time has not ended (step S508: NO), the game control microcomputer 81 ends this process. That is, the variable display of normal symbols is continued. On the other hand, if the fluctuation time has ended (step S508: YES), the game control microcomputer 81 stops the fluctuation display (step S509), and in the case of "losing" in the above-mentioned hit determination (step S505) (Step S510: NO), this processing ends. On the other hand, in the case of "hit" in the above hit determination (step S510: YES), the game control microcomputer 81 sets the electric chew open pattern (step S511). The opening pattern of the electric chew 22 is selected with reference to the electric chew opening pattern determination table T7 (FIG. 12(A)). Specifically, the game control microcomputer 81 determines the game state (whether or not it is a time saving state), and uses the determination result of the game state and the electric chew opening pattern determination table T7 to open the electric chew 22. to select. Here, at the time of non-time saving state, "opening pattern 11" is selected, and at the time of working time saving state, "opening pattern 12" is selected. After the selection of the opening pattern, the game control microcomputer 81 starts the electric chewing operation so as to follow the selected opening pattern (step S512), and finishes this process.

[0102] In the above step S501, if the electric chew 22 is in operation (step S501: YES), the game control microcomputer 81 determines whether or not the closing condition of the electric chew 22 is satisfied (step S520). The closing condition here is that the number of winning prizes to the electric chew 22 has reached the specified maximum winning number (for example, 6 pieces), or the time to close the electric chew 22 after the operating time of the electric chew 22 has passed Either one of the things that has been reached is fulfilled. The operating time of the electric chew 22 is the operating time corresponding to the opening pattern selected in step S511. If the closing condition of the electric chew 22 is not satisfied (step S520: NO), the game control microcomputer 81 ends this process. On the other hand, if the closing condition of the electric chew 22 is satisfied (step S520: YES), the game control microcomputer 81 closes (blocks) the electric chew 22 and stops its operation (step S521), and this process finish.

[0103] [Special action processing] FIG. 21 is a flowchart of special action processing (FIG. 16: step S105). Here, the processing relating to the special symbol display device 41 and the big winning device (the first big winning device 31 and the second big winning device 36) is divided into four stages, and each stage has a "special operation status" of "1", Call it "2", "3", "4". When the "special action status" is "1" (step S1301: YES), the game control microcomputer 81 performs special symbol standby processing (step S1302). In the special symbol standby process, big hit determination, variation pattern selection, and the like are executed. When the "special operation status" is "2" (step S1301: NO, step S1303: YES), special symbol fluctuation processing is performed (step S1304). In the special symbol fluctuation process, the output of the fluctuation stop command and the like are executed after the fluctuation time has elapsed. When the "special action status" is "3" (step S1301, S1303: NO, step S1305: YES), a special design determination process is performed (step S1306). In the special symbol confirmation process, the output of the opening command and the like are executed at the time of the big hit. When the "special operation status" is "4" (steps S1301, S1303, S1305: NO), special electric accessory processing is performed (step S1308). In the special electric accessary product process, a jackpot game is executed. Details of each of the above processes will be described later. The special action status is "1" by default.

[0104] [Special symbol standby process] Figure 22 is a flowchart of the special symbol standby process (Figure 21: step S1302). In the special symbol standby process, the game control microcomputer 81 first determines whether or not the special figure 2 reserved ball number is "0" (step S1401). If the number of special figure 2 pending balls is "0" (step S1401: YES), that is, in the second special figure reservation storage area 85b, the random value group obtained due to the winning of the second start port 21 If there is no memory, the process moves to step S1407. When the number of special figure 2 reserved balls is "1" or more (step S1401: NO), the game control microcomputer 81 executes the big hit determination process (step S1402) and the variation pattern selection process (step S1403). Details of these processes will be described later. After the variation pattern selection process, decrement the number of special figure 2 pending balls by one (step S1404). Next, the game control microcomputer 81, the storage location of the pending information (various random values) stored in the first to fourth storage areas of the second special figure pending storage area 85b to the side read from the current position While shifting by one, clear the pending information stored in the farthest place from the read side in the second special figure pending storage area 85b (step S1405). For example, when pending information is stored in the first to third storage areas, the pending information stored in the third storage area is cleared, and pending information is stored in the first to fourth storage areas. If so, clear the pending information stored in the fourth storage area. By the above steps, the second special figure reservation is digested in the order it was reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9B corresponding to the first storage area of ​​the second special figure reserved storage area 85b (out of the four reserved images 9B, the leftmost reserved image 9B) is It shifts to the pending digested image display area side and is displayed as the pending digested image 9C. In addition, the reserved image 9B corresponding to the second to fourth storage areas of the second special figure reserved storage area 85b (of the four reserved images 9B, the second, third, and fourth reserved images 9B from the left) are on the left side respectively. Shift by one (Fig. 1). Thereby, the player can recognize that one second special figure reservation has been digested. Next, the game control microcomputer 81 performs special figure 2 fluctuation start processing (step S1406). In the special figure 2 fluctuation start process, the fluctuation start command is set in the command set area 84a of the main RAM 84, the fluctuation display of the second special symbol is started, and the fluctuation time timer is set. The variable time timer is set with a variable time determined according to the variable pattern selected in the variable pattern selection process. In addition, the game control microcomputer 81 sets the special action status to "2". In addition, the variation start command (special figure 2 variation start command) set in the special figure 2 variation start process includes information on the special figure stop pattern data set in the big hit determination process (step S1402) and variation pattern selection process ( It contains information on the variation pattern set in step S1403) (including information on variation time).

[0105] In step S1401, if the special figure 2 reserved ball number is "0" (step S1401: YES), the game control microcomputer 81 determines whether or not the special figure 1 reserved ball number is "0" ( step S1407). If the special figure 1 reserved ball number is "0" (step S1407: YES), that is, in the first special figure reservation storage area 85a, the random value group obtained due to the winning of the first start port 20 If not stored, the process moves to step S1413. When the number of special figure 1 reserved balls is "1" or more (step S1407: NO), the game control microcomputer 81 executes the big hit determination process (step S1408) and the variation pattern selection process (step S1409). Details of these processes will be described later. After the variation pattern selection process, decrement the number of special figure 1 reserved balls by one (step S1410). Next, the game control microcomputer 81 shifts the storage location of various random values ​​stored in the first to fourth storage areas of the first special figure reservation storage area 85a to the side read from the current position by one. Along with clearing the pending information stored in the farthest place from the read side in the first special figure pending storage area 85a (step S1411). By the above steps, the first special figure reservation is digested in the order it was reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9A (of the four reserved images 9A, the rightmost reserved image 9A) corresponding to the first storage area of ​​the first special figure reserved storage area 85a It shifts to the pending digested image display area side and is displayed as the pending digested image 9C. In addition, the reserved image 9A (of the four reserved images 9A, the second, third, and fourth reserved images 9A from the left) corresponding to the second to fourth storage areas of the first special figure reserved storage area 85a are on the right side respectively. Shift by one (Fig. 1). Thereby, the player can recognize that one first special figure reservation has been digested. Next, the game control microcomputer 81 performs special figure 1 fluctuation start processing (step S1412). In the special figure 1 fluctuation start process, the fluctuation start command is set in the command set area 84a of the main RAM 84, the fluctuation display of the first special symbol is started, and the fluctuation time timer is set. The variable time timer is set with a variable time determined according to the variable pattern selected in the variable pattern selection process. In addition, the game control microcomputer 81 sets the special action status to "2" (step S1406). In addition, the variation start command (special figure 1 variation start command) set in the special figure 1 variation start process includes information about the special figure stop pattern data set in the big hit determination process (step S1408) and variation pattern selection process ( It contains information on the variation pattern set in step S1409) (including information on variation time).

[0106] In step S1407, when the special figure 1 reserved ball number is "0" (step S1407: YES), the game control microcomputer 81 determines whether the display screen 7a of the image display device 7 is a standby screen (step S1413). The standby screen is a demo screen for waiting for customers. The game control microcomputer 81 may determine, for example, by ON / OFF of the demonstration screen display flag for customer waiting. If the standby screen is displayed (step S1413: YES), this process ends. If it is not a standby screen (step S1413: NO), the game control microcomputer 81 waits for the lapse of a predetermined standby time, and sets the customer waiting standby command for displaying the standby scene to the command set area 84a of the main RAM 84. (Step S1414), this processing ends. As described above, according to the special symbol standby process of the present embodiment, the variable display of the special symbol based on the first special symbol reservation is executed only when the second special symbol reservation is "0". That is, digestion of the second special figure reservation is executed with priority over digestion of the first special figure reservation. In addition, according to the jackpot type determination table T5 of the present embodiment, the lottery based on the second special figure reservation is a jackpot (V passing scheduled jackpot) that is more profitable for the player than the lottery based on the first special figure reservation It has become easier to be elected to

[0107] [Jackpot judgment process] FIG. 23 is a flowchart of the big hit determination process (FIG. 22: steps S1402 and S1408). Special Figure 2 big hit determination process (step S1402) and special figure 1 big hit determination process (step S1408) because the flow of the process is the same, will be described collectively. In the jackpot determination process, first, the game control microcomputer 81 determines whether or not the probability variation flag is ON (step S1501). If the probability variation flag is ON (step S1501: YES), the high probability state table in the big hit determination table T1 (FIG. 8) is referenced to make the big hit determination (step S1502). Specifically, the game control microcomputer 81 first reads out a big hit random number value as a determination value. For example, in the special figure 2 jackpot determination process, the jackpot random value stored in the first storage area (corresponding to the first second special figure reservation) of the second special figure reservation storage area 85b is read. In the special figure 1 jackpot determination process, the jackpot random value stored in the first storage area (corresponding to the first one of the first special figure reservation) of the first special figure reservation storage area 85a is read. Next, the game control microcomputer 81 determines whether or not it is a big hit by using the big hit determination table T1 and the big hit random number value to refer to. Here, since it is in a high probability state (probability variable flag is ON), whether or not it is a big hit based on the table for high probability state (jackpot judgment value is "0" to "649") among the big hit determination tables T1 judge.

[0108] In step S1501, if the probability variation flag is OFF (step S1501: NO), the game control microcomputer 81 refers to the table for the normal probability state of the big hit determination table T1 (FIG. 8) to make the big hit determination ( step S1504). Specifically, the game control microcomputer 81 first reads out the jackpot random number value by the same method as in step S1502. Next, here, since it is in the normal probability state (probability variable flag is OFF), it determine whether or not

[0109] If the result of the jackpot determination is "jackpot" (steps S1503, S1505: YES), the game control microcomputer 81 turns on the jackpot flag (step S1506) and determines the jackpot type (step S1507). Specifically, the game control microcomputer 81 first reads out the jackpot type random number value as the determination value. For example, in the special figure 2 jackpot determination process, the jackpot type random value stored in the first storage area of ​​the second special figure reservation storage area 85b is read. In the special figure 1 jackpot determination process, the jackpot type random value stored in the first storage area of ​​the first special figure reservation storage area 85a is read. Next, the game control microcomputer 81 determines the jackpot type based on the read jackpot type random value and the jackpot type determination table T5 (FIG. 9). After the determination of the jackpot type, the special figure stop symbol data (FIG. 9) corresponding to the specified jackpot type is set in the jackpot type buffer provided in the main RAM84 (step S1520), and the process ends. On the other hand, in step S1503 or step S1505, if the result of the big hit determination is "losing", the special figure stop design data (01H) corresponding to the losing design is set in the big hit type buffer provided in the main RAM84 (step S1520) , the process ends.

[0110] [Variation pattern selection process] 24 and 25 are flowcharts of the variation pattern selection process (FIG. 22: steps S1403 and S1409). Variation pattern selection processing of special figure 2 (step S1403) and variation pattern selection processing of special figure 1 (step S1409) are similar in process flow, so they will be collectively described. In the variation pattern selection process, first, the game control microcomputer 81 determines whether or not the game state is the time saving state (step S1600). Determination of whether or not the time saving state is made by whether or not the time saving flag is ON. If the time saving state (step S1600: YES), the process proceeds to step S1612. If it is not in the time saving state (step S1600: NO), the game control microcomputer 81 determines whether or not the jackpot flag is ON (step S1602). If the jackpot flag is OFF (step S1602: NO), the process proceeds to step S1607. When the jackpot flag is ON (step S1602: YES), the game control microcomputer 81 determines whether or not the jackpot is special figure 2 (step S1603). If the jackpot is a special figure 2 (step S1603: YES), the process skips to step S1605 because the jackpot type is always the V passage schedule jackpot. If the jackpot is a special figure 1 (step S1603: NO), the game control microcomputer 81 determines whether or not the jackpot type is the V passage scheduled jackpot (step S1604), and the jackpot type determination is set in the main RAM84. It is performed based on the special figure stop design data that has been done.

[0111] If the jackpot type is a V passage scheduled jackpot (step S1604: YES), the game control microcomputer 81 changes by referring to the table for the non-time-saving state V passage scheduled jackpot among the variation pattern determination tables T6 (FIG. 10). A pattern is selected (step S1605). Specifically, the game control microcomputer 81 first reads a fluctuation pattern random number value as a determination value. For example, in the variation pattern selection process of the special figure 2, the variation pattern random number value stored in the first storage area (corresponding to the first second special figure reservation) of the second special figure reservation storage area 85b is read. In the variation pattern selection process of the special figure 1, the variation pattern random number value stored in the first storage area (corresponding to the first one of the first special figure reservation) of the first special figure reservation storage area 85a is read. Next, the game control microcomputer 81 selects a variation pattern using the variation pattern determination table T6 and the variation pattern random number value. Here, as a table for the non-time-saving state V passage scheduled jackpot, the part corresponding to the V-passing schedule jackpot of the variation pattern determination table T6 for the non-time-saving state shown in FIG. ” ~ “P3” part, in the special figure 2 the variation pattern is “P21” ~ “P23” part) is referred to (address is set). From the read variation pattern random number, in the special figure 1, either "P1" ~ "P3" as a variation pattern, in the special figure 2, either "P21" ~ "P23" is selected.

[0112] If the jackpot type is a V non-passing scheduled jackpot (step S1604: NO), the game control microcomputer 81 refers to the table for the non-time-saving state V non-passing scheduled jackpot in the variation pattern determination table T6 (FIG. 10). to select a variation pattern (step S1606). Here, as a table for the non-time-saving state V non-passing scheduled jackpot, the portion corresponding to the V non-passing scheduled jackpot (“P4” to “P6”) of the variation pattern determination table T6 for the non-time-saving state shown in FIG. ) are referenced. One of "P4" to "P6" is selected as the variation pattern from the read variation pattern random number value.

[0113] In step S1602, when the jackpot flag is OFF (step S1602: NO), the game control microcomputer 81 determines whether or not the reach random number is the reach establishment random number (step S1607). Specifically, the game control microcomputer 81 first reads out a reach random number value as a determination value. In the variation pattern selection process of the special figure 2, the reach random number stored in the first storage area (corresponding to the first second special figure reservation) of the second special figure reservation storage area 85b is read. In the variation pattern selection process of the special figure 1, the reach random number stored in the first storage area (corresponding to the first one of the first special figure reservation) of the first special figure reservation storage area 85a is read. Next, the game control microcomputer 81 determines presence or absence of reach using reach determination table T2 (FIG. 8(B)) and reach random number. Here, because it is a non-time-saving state, reach of reach based on the table for non-time-saving state of the reach determination table T2 Determine presence / absence.

[0114] If the reach random number is the reach establishment random number (step S1607: YES), that is, in the case of reach with loss, the game control microcomputer 81 is, of the fluctuation pattern determination table T6 (FIG. 10), non-time saving state A variation pattern is selected by referring to the table for loss with reach (step S1608). Here, as a table for non-time-saving state reach loss, out of the variation pattern determination table T6 for non-time-saving state shown in FIG. The part of "P14", the part of "P24" to "P31" for the variation pattern in the special figure 2) is referred to. In the special figure 1, one of "P7" to "P14" is selected as the variation pattern from the read variation pattern random number and the current special figure 1 reserved ball number (1 to 4). In the special figure 2, the read variation pattern random value and the current number of special figure 2 pending balls (1 to 4), either "P24" ~ "P31" is selected as the variation pattern. Since the selected variation pattern changes depending on the number of held balls, the function of shortening variation according to the number of held balls works. That is, in both special figures 1 and 2, when the number of reserved balls is "3" to "4", the fluctuation time is longer than when the number of reserved balls is "1" to "2". Short fluctuation patterns are more likely to be selected. As a result, when the number of retained balls is large, the digestion speed of special figure retention can be increased.

[0115] If the reach random number is not a reach establishment random number (step S1607: NO), that is, in the case of reach no loss, the game control microcomputer 81 is the variation pattern determination table T6 (FIG. 10), out of the non-time saving state The variation pattern is selected by referring to the reach-less loss table (step S1609). Here, as a table for non-time-saving state reach-less loss, of the variation pattern determination table T6 for non-time-saving state shown in FIG. The part of "P16", the part of the fluctuation pattern "P32" to "P33" in the special figure 2) is referred to. In the special figure 1, the read variation pattern random number and the current number of special figure 1 reserved balls (1 to 4), either "P15" or "P16" is selected as the variation pattern. In the special figure 2, the read variation pattern random number and the current number of special figure 2 pending balls (1 to 4), either "P32" or "P33" is selected as the variation pattern. Also here, since the variation pattern to be selected changes depending on the number of held balls, the function of shortening variation according to the number of held balls works.

[0116] In step S1600, when it is determined that the game state is the time saving state, the game control microcomputer 81 determines whether or not the jackpot flag is ON (FIG. 25: step S1612). After that, the processing in steps S1613 to S1619 is the same as the processing in steps S1603 to S1609 described above except for the following points, so the description is omitted. The difference between the processing of steps S1613 to S1619 and the processing of steps S1603 to S1609 is that in steps S1615, S1616, S1618 and S1619, the portion of the variation pattern determination table T6 referenced is different from Specifically, in S1605, S1606, S1608, S1609, the variation pattern determination table T6 for non-time saving state (Fig. 10) is referred to, in steps S1615, S1616, S1618, S1619, for time saving state The fluctuation pattern determination table T6 (FIG. 11) is referred to. For example, in the case of step S1615, that is, when the jackpot type is the V passing scheduled jackpot, the portion corresponding to the V passing scheduled jackpot (in the special figure 1, the variation pattern determination table T6 for the time saving state shown in FIG. 11 is "P41" ~ "P43" part, in the special figure 2 the variation pattern is "P61" ~ "P63" part) is referred to. From the read variation pattern random number, in the special figure 1, either "P41" ~ "P43" as the variation pattern, in the special figure 2, either "P61" ~ "P63" is selected. Also, for example, in the case of step S1616, that is, when the jackpot type is the V non-passing scheduled jackpot, the portion corresponding to the V non-passing scheduled jackpot ("P44 ” to “P46”) are referred to. One of "P44" to "P46" is selected as the variation pattern from the read variation pattern random number value.

[0117] After selecting the variation pattern as described above, the game control microcomputer 81 sets the selected variation pattern (step S1630) and finishes this process. Information on the set variation pattern is included in the variation start command and transmitted to the sub-control board 90 in the output process (FIG. 16: step S108). As a result, the variable display of the special symbols is started.

[0118] [Processing during special symbol fluctuation] FIG. 26 is a flow chart of the special symbol changing process (FIG. 21: step S1304). The game control microcomputer 81 first determines whether or not the special symbol variation time has elapsed (step S1701). The special symbol variation time is a variation time determined according to the variation pattern selected in the variation pattern selection process (FIGS. 24 and 25). If the variable time has not ended (step S1701: NO), this process ends. That is, the variable display of the special symbols started in step S1406 or S1412 of the special symbol standby process (FIG. 22) is continued. On the other hand, if the variable time has ended (step S1701: YES), a variable stop command is set (step S1702), and the special action status is set to "3" (step S1703). In addition, the game control microcomputer 81 performs other processing associated with the fluctuation stop (step S1704). For example, the game control microcomputer 81 performs a process of stopping the variable display of the special symbols with a symbol corresponding to the set special symbol stop symbol data. After that, the game control microcomputer 81 ends this process.

[0119] [Special symbol confirmation process] FIG. 27 is a flowchart of the special design confirmation process (FIG. 21: step S1306). The game control microcomputer 81 first performs a game state management process (step S1801). The game state management process is a process for managing the number of times of ST and the number of time saving, and the contents thereof will be described later. After the game state management process, it is determined whether or not the jackpot flag is ON (step S1802). When the jackpot flag is OFF (step S1802: NO), the game control microcomputer 81 sets the special action status to "1" (step S1808) and terminates this process. As a result, the jackpot game is not started, the special symbol standby process (FIG. 22) is entered again, and the jackpot determination and the like for the next hold are executed.

[0120] If the jackpot flag is ON (step S1802: YES), the game control microcomputer 81 sets the opening pattern of the jackpot and V opening / closing member according to the type of jackpot that has been won (step S1803). Specifically, the game control microcomputer 81 refers to the large winning opening pattern determination table T8 (FIG. 13), determines the opening pattern of the large winning opening from the special figure stop pattern data, and selects the determined opening pattern. set. For example, when the special figure stop symbol data is "11H", "opening pattern 21" is set as the opening pattern of the big winning opening. In addition, the game control microcomputer 81 refers to the V opening / closing member opening pattern determination table T9 (FIG. 14), determines the opening pattern of the V opening / closing member 71 from the special figure stop pattern data, and sets the determined opening pattern. . For example, when the special figure stop design data is "11H", "opening pattern 31" is set as the opening pattern of the V opening / closing member 71. The value of the round counter is set to the number of rounds according to the type of the winning jackpot, together with the set of the opening pattern of the big winning opening and the V opening / closing member. The round counter counts the number of unit open games (round games) executed during the jackpot game. Here, "16" is set in the round counter (FIG. 13(B)).

[0121] After setting the release pattern, the game control microcomputer 81 performs game state reset processing (step S1804). The game state reset process is a process for resetting (returning to OFF) the probability variation flag and the time saving flag, and the contents will be described later. After the game state reset process, in order to start the jackpot game, set the jackpot opening command (step S1805), and start the opening (step S1806). After that, the special action status is set to "4" (step S1807), and this processing ends.

[0122] [Game state management process] FIG. 28 is a flowchart of the gaming state management process (FIG. 27: step S1801). The game control microcomputer 81 first determines whether or not the probability variation flag is ON (step S2001). If the probability variation flag is OFF (step S2001: NO), the process skips to step S2010. If the probability variation flag is ON (step S2001: YES), the value of the probability variation counter is decremented by 1 (step S2002). The probability variation counter counts the number of variations of the special symbols executed during the high probability state. Here, "100" is set to the variable probability counter when transitioning to the high probability state. As a result of decrementing the probability variation counter by 1, the game control microcomputer 81 determines whether or not the value of the counter has become "0" (step S2003). If the value of the variable probability counter is not "0" (step S2003: NO), the process skips to step S2005. If the value of the variable probability counter is "0" (step S2003: YES), switch the variable probability flag to OFF (step S2004).

[0123] In step S2005, the game control microcomputer 81 determines whether or not the time saving flag is ON. If the time saving flag is OFF (step S2005: NO), the process skips to step S2009. When the time saving flag is ON (step S2005: YES), the value of the time saving counter is decremented by 1 (step S2006). The time-saving counter counts the number of variations of the special symbols executed during the time-saving state. Here, "100" is set to the time saving counter at the time of transition to the time saving state. As a result of decrementing the time saving counter by 1, the game control microcomputer 81 determines whether or not the value of the counter has become "0" (step S2007). If the value of the time saving counter is not "0" (step S2007: NO), the process skips to step S2009. When the value of the time saving counter is "0" (step S2007: YES), the time saving flag is switched to OFF (step S2008).

[0124] In step S2009, the game control microcomputer 81 sets the game state designation command to the command set area (output buffer) 84a of the main RAM 84, and finishes this process. In the game state specification command, information about the current game state (whether the ceiling flag is ON, ceiling counter value, probability variable state, probability variable counter value, time saving state, time saving counter value, etc.) include.

[0125] In step S2010, the game control microcomputer 81 determines whether or not the ceiling flag is ON. If the ceiling flag is OFF (step S2010: NO), the process skips to step S2005. If the ceiling flag is ON (step S2010: YES), the value of the ceiling counter is decremented by 1 (step S2011). The ceiling counter is for counting the specified number of rotations until b time saving (play time) is reached, and counts the number of special symbol variations executed when the ceiling flag is ON (during a low probability state) . Here, when the ceiling flag is set to ON, "500" is set to the ceiling counter as the prescribed number of revolutions. As a result of decrementing the ceiling counter by 1, the game control microcomputer 81 determines whether or not the value of the counter has become "0" (step S2012). That is, it is determined whether or not the prescribed number of rotations has passed until reaching b time saving (play time). If the value of the ceiling counter is not "0" (step S2012: NO), the process skips to step S2005. When the value of the ceiling counter is "0" (step S2012: YES), the time saving flag is switched to ON (step S2013), and "700" is set to the time saving counter as the number of times of saving time (number of times given). Then, the ceiling flag is switched to OFF (step S2015). After that, the process of step S2009 is executed.

[0126] [Game state reset process] FIG. 29 is a flowchart of game state reset processing (FIG. 27: step S1804). The game control microcomputer 81 first determines whether or not the probability variation flag is ON (step S2101). If the probability variation flag is OFF (step S2101: NO), the process skips to step S2103. If the variable probability flag is ON (step S2101: YES), switch the variable probability flag to OFF (step S2102). In step S2103, the game control microcomputer 81 determines whether or not the time saving flag is ON. If the time saving flag is OFF (step S2103: NO), the process skips to 2105. When the time saving flag is ON (step S2103: YES), the time saving flag is switched to OFF (step S2104). In step S2105, the game control microcomputer 81 determines whether or not the ceiling flag is ON. If the ceiling flag is OFF (step S2105: NO), this process ends. If the ceiling flag is ON (step S2105: YES), the ceiling flag is switched to OFF (step S2106). That is, during execution of the jackpot game, the ceiling flag is turned OFF in a non-high probability state and a non-time saving state. In the gaming machine 1, since it is always in the low base state during the non-time saving state, it is in the low base state during execution of the jackpot game.

[0127] [Special Electric Accessory Processing] FIG. 30 is a flowchart of special electric accessory processing (FIG. 21: step S1308). The game control microcomputer 81 first determines whether or not the jackpot end flag is ON (step S2200). The “jackpot end flag” is a flag indicating that all the big winning devices (the first big winning device 31 and the second big winning device 36) based on the opening pattern have been opened in the running jackpot game. If the jackpot end flag is ON (step S2200: YES), the process proceeds to step S2230. When the jackpot end flag is OFF (step S2200: NO), the V opening / closing member operation processing for operating the V opening / closing member 71 is performed (step S2201). The V opening / closing member 71 of the present embodiment is configured to operate when a predetermined number of game balls enter the first big winning hole 30. Then, the V opening / closing member 71 is opened for a predetermined period when the predetermined game ball wins. The details of the V opening / closing member operation processing will be described later. After the V opening / closing member operation process, the game control microcomputer 81 determines whether or not the large winning opening (the first large winning opening 30 and the second large winning opening 35) is open (step S2202). If it is open (step S2202: YES), the process moves to step S2210.

[0128] If the large winning opening is not open (step S2202: NO), the game control microcomputer 81 determines whether or not it is time (timing) to open the large winning opening (step S2203). The time to open the big prize gate is, for example, when the time for opening the jackpot has passed and it is time to start opening in the first round game, or when the big prize gate that was temporarily closed after opening is reopened. It includes the time when the interval time (closed time) has passed and it is time to start opening again. If it is not time to open the big winning slot (step S2203: NO), the process proceeds to step S2220.

[0129] When it is time (timing) to open the big winning opening (step S2203: YES), the game control microcomputer 81 performs the big winning opening opening process (step S2207). Specifically, the game control microcomputer 81 opens the big winning hole (first big winning hole 30 or second big winning hole 35) according to the opening pattern (FIG. 13) corresponding to the type of big win. After the big winning opening opening process, the game control microcomputer 81 sets a round designation command (step S2208). Information about the number of rounds of the jackpot game being executed is included in the round designation command, and the game control microcomputer 81 sets the round designation command to the output buffer of the main RAM 84 . It should be noted that, in this embodiment, the large winning opening is not opened multiple times during one round game. However, as another embodiment, when the large winning opening is opened multiple times during one round game, the game control microcomputer 81 determines that the opening of the large winning opening is in one round. It may be determined whether or not it is the first opening, and the round designation command may be set only in the case of the first opening. After setting the round designation command, this processing ends.

[0130] In the above-described step S2202, when the large winning opening is open (step S2202: YES), the game control microcomputer 81 determines whether or not the conditions for closing the large winning opening are satisfied (step S2210). The closing condition here is that the number of prizes won in the big prize gate in the round game has reached the specified maximum number of prizes (for example, 9 per round), or that the time has come to close the big prize gate. (that is, a predetermined opening time (FIG. 13) has passed since the opening of the big winning opening) is satisfied. And, if the condition for closing the big winning opening is not established (step S2210: NO), the game control microcomputer 81 ends this process. On the other hand, if the condition for closing the big winning opening is satisfied (step S2210: YES), the game control microcomputer 81 closes (blocks) the big winning opening (step S2211).

[0131] In the above step S2203, if it is not time (timing) to open the big winning opening, the game control microcomputer 81 determines whether or not the round game has ended (step S2220). Here, one round ends after a predetermined time (here, 2 seconds) has passed since the big winning opening was closed. This is because, as described above, the closing time (interval time) of the big winning opening between round games is included in the open round game before closing. The game control microcomputer 81 determines whether or not the round game has ended, depending on whether or not a predetermined interval time has passed since the big winning opening was closed. If the round game has not ended (step S2220: NO), the game control microcomputer 81 ends this process.

[0132] When the round game has ended (step S2220: YES), the game control microcomputer 81 decrements the value of the round counter by 1 (step S2221), and determines whether the value of the round counter is "0". A determination is made (step S2226). If the value of the round counter is not "0" (step S2226: NO), that is, if the specified number of round games has not yet been played, this process ends to start the next round game. On the other hand, when the value of the round counter is "0", as a jackpot ending process for ending the jackpot game, a jackpot ending command is set (step S2227), and a jackpot ending is started (step S2228). In this embodiment, the ending time (for example, 18 seconds) when the game ball passes through the V area 39 in the "16R (substantially 13R) V passing scheduled jackpot" is "16R (substantially 13R) V non-passing scheduled It has the same length as the ending time when the game ball does not pass through the V area 39 in "big win". As a result, even if the game ball passes through the V area 39 in the "16R (substantially 13R) V passing scheduled jackpot" for the player, "16R (substantially 13R) V non-passing scheduled jackpot" , it can be recognized that the game ball has not passed through the V area 39. It should be noted that the ending time when there is no passage of the game ball to the V area 39 in the "16R (substantially 13R) V passage scheduled jackpot" has the same length as these. After starting the ending of the jackpot, the jackpot end flag is set to ON (step S2229), and the process ends.

[0133] In the above step S2200, if the jackpot end flag is ON (step S2200: YES), since the final round has ended, the game control microcomputer 81 determines whether or not the jackpot ending time has elapsed. (Step S2230). If the ending time has not passed (step S2230: NO), the game control microcomputer 81 ends this process. On the other hand, if the ending time has elapsed (step S2230: YES), the game control microcomputer 81 turns OFF the jackpot end flag (step S2231), turns OFF the jackpot flag (step S2232), and special operation status is set to "1" (step S2233). As a result, the special symbol standby process (step S1302) is executed again in the next special action process. After that, a game state setting process (step S2234), which will be described later, is executed, and this process ends.

[0134] [V opening / closing member operation processing] FIG. 31 is a flowchart of V opening / closing member operation processing (FIG. 30: step S2201). The game control microcomputer 81 first determines whether or not the current round game (the relevant round) is the open round of the V opening / closing member 71 (step S2501). Here, the 2nd, 4th, 6th, 8th, 10th and 12th rounds correspond to the opening rounds of the V opening / closing member 71 . The game control microcomputer 81 can determine that it is an open round when the value of the round counter is "15", "13", "11", "9", "7", and "5". If it is not the open round of the V opening / closing member 71 (step S2501: NO), this processing ends. This is because there is no need to operate the V opening / closing member 71 in the round.

[0135] If it is the open round of the V opening and closing member 71 (step S2501: YES), the game control microcomputer 81 determines whether or not the first winning flag is ON (step S2502). The "first winning flag" is a flag indicating that the first ball has won the first big winning hole 30 in the round. If the first winning flag is ON (step S2502: YES), the process proceeds to step S2520. If the first winning flag is OFF (step S2502: NO), it is determined whether or not the winning of the first ball has been detected (step S2503). If the winning of the first ball has not been detected (step S2503: NO), this processing ends. This is because there is no winning in the first big winning slot 30 in the round, and there is no need to operate the V opening / closing member 71 .

[0136] When the winning of the first ball is detected (step S2503: YES), the game control microcomputer 81 short-opens the V opening / closing member 71 and performs V effective period setting processing (step S2504). The reason why the V opening / closing member 71 is short-opened is that in the opening pattern of the V opening / closing member 71 (Fig. 14(B)), in either case of "short opening" or "long opening", the first ball wins. This is for the occasional execution of a short release (0.1 second here). In addition, in the short opening of the V opening and closing member 71, the opening time of the V opening and closing member 71 is very short, so the first game ball that has won the first big prize opening 30 does not pass through the V area 39 It is configured to pass through the V region 70 . In the V valid period setting process, during the opening of the V opening and closing member 71, several seconds after closing the V opening and closing member 71 is set to the V valid period in which the detection of the game ball by the V area sensor 39a is valid. Here, the game control microcomputer 81, in accordance with the opening pattern of the V opening and closing member 71 (FIG. 14 (B)), the V opening and closing member 71 short open (here 0.1 seconds), during the opening and closing of the V opening and closing member 71 Set the V valid period to 1 second. The game control microcomputer 81 sets the period other than the V valid period (including when the jackpot game is not executed) to the V invalid period for determining that the detection of the game ball by the V area sensor 39a is invalid. Here, "determine that the detection of the game ball by the V area sensor 39a is valid" means that the V flag is turned ON based on the detection of the game ball by the V area sensor 39a (V area sensor detection described later). processing (see Figure 33)). Further, "determining that the detection of the game ball by the V area sensor 39a is invalid" means that the V flag is not turned ON even if the game ball is detected by the V area sensor 39a. The reason why the V effective period includes several seconds (ball brushing period) after the closing of the V opening / closing member 71 is that there is a physical distance between the V opening / closing member 71 and the V area sensor 39a. It takes into consideration the period until the game ball entering the V area 39 side just before the V opening / closing member 71 is closed is detected by the V area sensor 39a. That is, here, the V flag is turned ON only when detecting the V passage during the V valid period (the passage of the game ball to the V area 39), and the V flag is turned on when the V passage is detected outside the V valid period (V invalid period). It is supposed not to be ON. Incidentally, when the V flag is ON, the variable probability flag is turned ON, that is, the game state after the jackpot game is set to a high probability state (see later-described game state setting processing (FIG. 32)). By doing so, the V flag is turned ON based on V passage due to fraudulent behavior, and the high probability state is prevented from being set. After the short opening of the V opening and closing member 71 and the V effective period setting process, the game control microcomputer 81 switches the first winning flag to ON (step S2505), and proceeds to step S2540.

[0137] In step S2502, if the first winning flag is ON, that is, if the first ball has already won (step S2502: YES), the game control microcomputer 81 determines whether or not the second winning flag is ON. (step S2520). The “second winning flag” is a flag indicating that the second ball has won the first big winning hole 30 when the opening pattern of the V opening / closing member 71 in the round is long opening. If the second winning flag is ON (step S2520: YES), the process proceeds to step S2540. When the second winning flag is OFF (step S2520: NO), the game control microcomputer 81 determines whether or not the open pattern of the V opening / closing member 71 in the round is long open (step S2521). If it is not long open (step S2521: NO), that is, if it is short open, the process proceeds to step S2540. On the other hand, if it is long open (step S2521: YES), the game control microcomputer 81 determines whether or not the winning of the second ball is detected (step S2522). If the winning of the second ball is not detected (step S2522: NO), the process proceeds to step S2540.

[0138] When the winning of the second ball is detected (step S2522: YES), the game control microcomputer 81 opens the V opening / closing member 71 for a long time, and performs V effective period setting processing (step S2523). The reason for long opening the V opening / closing member 71 is that in the opening pattern of the V opening / closing member 71 (Fig. 14(B)), in the case of "long opening", the long opening (up to 31.5 seconds here) is performed when the second ball wins. This is for execution. Here, the maximum playing time for one round is 31.5 seconds (maximum winning opening time 29.5 seconds + interval closing time 2 seconds). Time to end is shorter than 31.5 seconds. As will be described later, the V opening / closing member 71 is forcibly closed at the end of the round, so the long opening time of the V opening / closing member 71 is shorter than 31.5 seconds. However, the long opening of the V opening and closing member 71, because the opening time of the V opening and closing member 71 is relatively long, at least a part of the game balls after the second ball that has won the first big prize opening 30, V area 39 configured to pass through. In the V valid period setting process, the game control microcomputer 81 sets the V valid period during the opening of the V opening / closing member 71, and sets the V invalid period together with the closing of the V opening / closing member 71 at the end of the round. After the long opening of the V opening and closing member 71 and the V effective period setting process, the game control microcomputer 81 switches the second winning flag to ON (step S2524), and proceeds to step S2540.

[0139] In step S2540, the game control microcomputer 81 determines whether or not the V opening / closing member 71 is open. When the V opening / closing member 71 is open (step S2540: YES), the game control microcomputer 81 determines whether or not the round game has ended (step S2550). As described above, the game control microcomputer 81 determines whether or not the round game has ended depending on whether or not a predetermined interval time (here, two seconds) has elapsed since the big winning opening was closed. make a judgment.

[0140] When the round game has ended (step S2550: YES), the game control microcomputer 81 switches the first winning flag and the second winning flag to OFF (step S2551), performs V opening / closing member closing processing and V invalid period Setting processing is performed (step S2552). Here, at the end of the round game, the game control microcomputer 81 forcibly closes the V opening / closing member 71, and after several seconds (1 second here) after the closing of the V opening / closing member 71, the V invalid period set and terminate this process.

[0141] If the round game has not ended (step S2550: NO), the game control microcomputer 81 determines whether or not the closing condition of the V opening / closing member 71 is satisfied (step S2560). The condition for closing the V opening / closing member 71 may be, for example, that a predetermined period of time (for example, 0.1 seconds) has elapsed after the opening of the V opening / closing member 71 in the case of short-circuit opening. If the closing condition is satisfied (step S2560: YES), V opening / closing member closing processing and V invalid period setting processing are performed (step S2552), and this processing ends. If the closing condition is not met (step S2560: NO), the process ends while the V opening / closing member 71 is kept open and the V effective period continues.

[0142] In step S2540, when the game control microcomputer 81 determines that the V opening / closing member 71 is closed (step S2540: NO), it determines whether or not the round game has ended (step S2571). If the round has ended (step S2571: YES), the game control microcomputer 81 switches the first winning flag and the second winning flag to OFF (step S2572), and ends this process. If the round has not ended (step S2571: NO), this process ends.

[0143] [Game state setting process] FIG. 32 is a flowchart of the gaming state setting process (FIG. 30: step S2234). The game control microcomputer 81 first determines whether or not the V flag is ON (step S2301). When the V flag is OFF (step S2301: NO), the time saving flag is turned ON (step S2302), and "100" is set to the time saving counter (step S2303). Thereby, the game state after the big hit game this time becomes "non-high probability state", "time saving state" and "high base state" (that is, low certainty high base). This low-probability-high base state is terminated by the establishment of either condition that the variable display of special symbols is performed 100 times or that the next jackpot is won.

[0144] On the other hand, in step S2301, if the V flag is ON (step S2301: YES), the game control microcomputer 81 turns ON the probability variation flag (step S2304), sets the probability variation counter to "100" (step S2305), The V flag is turned OFF (step S2306). In addition, the game control microcomputer 81 turns ON the time saving flag (step S2307), and sets "100" to the time saving counter (step S2308). As a result, the game state after the big hit game this time becomes "high probability state", "time saving state" and "high base state" (that is, high probability high base). This high-probability-high base state ends when either condition is satisfied, that is, the variable display of special symbols is performed 100 times, or that the next jackpot is won.

[0145] In step S2310, the game control microcomputer 81 turns ON the ceiling flag, and the ceiling counter is set to "500" as the specified number of rotations until b time reduction (play time) is reached (step S2311). As a result, after the big hit game, when the probability variation flag is OFF, when it fits 500 times, it enters b time saving (play time). In step S2309, the game control microcomputer 81 sets the game state designation command to the command set area (output buffer) 84a of the main RAM 84, and finishes this process. The game state designation command includes information about the set game state (time saving flag, time saving counter, probability variable flag, probability variable counter, ceiling flag, ceiling counter).

[0146] [V area sensor detection processing] FIG. 33 is a flowchart of the V area sensor detection process (FIG. 16: step S106). The game control microcomputer 81 first determines whether or not the game ball is detected by the V area sensor 39a (step S2601). If there is no game ball detection by the V area sensor 39a (step S2601: NO), this process is finished. On the other hand, if there is detection (step S2601: YES), the game control microcomputer 81 determines whether or not it is during the V valid period (step S2602). The V effective period is a period set by the V effective period setting process (steps S2504, S2523) of the V opening / closing member operation process (FIG. 31). The V effective period is set to several seconds (ball brush period) when the V opening / closing member 71 is opened or closed during the 2nd, 4th, 6th, 8th, 10th and 12th rounds. be done. If it is not during the V validity period (step S2602: NO), this processing ends. On the other hand, if it is during the V valid period (step S2602: YES), the game control microcomputer 81 turns ON the V flag (step S2603), sets the V passage command (step S2604), and finishes this process. .

[0147] [Processing the number of pending balls] FIG. 34 is a flowchart of the pending ball number processing (FIG. 16: step S107). The game control microcomputer 81 first reads out the special figure 1 reserved ball number, the special figure 2 reserved ball number, and the normal symbol reserved ball number stored in the main RAM 84 (step S2701). Next, the game control microcomputer 81 sets the number of pending balls command to the command set area (output buffer) 84a of the main RAM 84 (step S2702). The number of reserved balls command is a command for notifying the number of reserved balls to the sub-control board 90, and includes information on the number of special figure 1 reserved balls, the number of special figure 2 reserved balls, and the number of normal symbol reserved balls. . After setting the reserved ball number command, the game control microcomputer 81 ends this process.

[0148] 7. Operation of production control microcomputer 91 The operation of the effect control microcomputer 91 provided on the sub-control board 90 (FIG. 4) will be described with reference to FIGS. 35 to 44. FIG. Counters, flags, statuses, buffers, etc. that appear in the operation description of the effect control microcomputer 91 are provided in the sub-RAM 94.

[0149] [Sub-control main processing] FIG. 35 is a flowchart showing sub-control main processing. Effect control microcomputer 91, when the gaming machine 1 is powered on, reads out a program for executing sub-control main processing from sub-ROM93. In the sub-control main process, the effect control microcomputer 91 first performs the CPU initialization process (step S4000). In the CPU initialization process, for example, the sub CPU 92 is set, various flags, statuses, counters, and the like are reset. The initial value of the flag is "0" or "OFF", the initial value of the status is "1", and the initial value of the counter is "0". Note that the CPU initialization process is executed only once after the power is turned on, and is not executed thereafter.

[0150] After the CPU initialization process, the effect control microcomputer 91 prohibits the interruption of the interruption process (step S4015), and performs the random number update process (step S4020). In this random number update process, the effect control microcomputer 91 adds 1 to the random number counter value shown in FIG. 7(B) and updates it. Each random number counter value returns to "0" and is added again when it reaches the set upper limit. The initial value of each random number counter may be a value other than "0", or may be changed randomly. Moreover, the random number value may be added by 2 or more instead of adding 1 each time. Each random number may be a so-called hardware random number.

[0151] After the random number update process, the effect control microcomputer 91 permits the interruption of the interruption process (step S4025). While interrupts are enabled, sub-side timer interrupt processing (step S4035) can be executed. The sub-side timer interrupt processing is executed based on interrupt pulses that are repeatedly input to the sub CPU 92 at predetermined intervals. That is, the sub-side timer interrupt processing is executed at predetermined intervals. After the sub-side timer interrupt processing ends, the random number update processing is repeatedly executed until the next sub-side timer interrupt processing is started.

[0152] [Sub-side timer interrupt processing] FIG. 36 is a flowchart of sub-side timer interrupt processing (FIG. 35: step S4035). Effect control microcomputer 91 first performs a received command analysis process (step S4300). Details of the received command analysis processing will be described later. After the received command analysis process, the production control microcomputer 91 performs the process during the fluctuation production (step S4305). The process during fluctuation production is a process for setting a command before the end of fluctuation at a specific timing during the fluctuation production and causing the display screen 7a to execute a specific display production, details of which will be described later. After the processing during the fluctuation production, the production control microcomputer 91 performs switch processing (step S4310). In the switch process, the effect control microcomputer 91 sets the display contents of the display screen 7a based on the switch data (edge ​​data and level data) output based on the detection signal from the effect button detection switch 63a. . After the switch process, the effect control microcomputer 91 performs command transmission process (step S4315). In the command transmission process, the effect control microcomputer 91 transmits various commands set in the effect command set area 94b (output buffer) of the sub-RAM 94 in the received command analysis process, etc. , to the relay board 108 . The image control board 100 that has received various commands uses the image display device 7 to execute a display effect according to the received command. In addition, the audio control board 106, which has received various commands, executes an audio effect of outputting audio from the speaker 67 according to the received commands. The lamp control board 107 that has received various commands executes a lamp effect that controls light emission of the board lamp 5 and the frame lamp 66 according to the received command. After the command transmission process, the effect control microcomputer 91 performs other processes (step S4320), and ends this process. Other processing includes, for example, random number update processing.

[0153] [Receive command analysis processing] FIG. 37 is a flowchart of received command analysis processing (FIG. 36: step S4300). The effect control microcomputer 91 first determines whether or not the pre-determination command is received from the main control board 80 (step S4415). If it is received (step S4415: YES), prefetch effect determination processing is performed (step S4420). "Prefetching effect determination processing" is a process of determining whether or not to execute a prefetching effect, and determining a prefetching effect pattern in the case of execution. The details of the look-ahead effect determination process will be described later. On the other hand, if not received (step S4415: NO), skip the above-mentioned look-ahead effect determination processing. The look-ahead effect is an effect that suggests that the possibility that the reservation information newly stored in the special figure reservation storage area 85 contains a jackpot is high, and is executed during the variation effect.

[0154] Subsequently, the effect control microcomputer 91 determines whether or not it has received a pending ball number command from the main control board 80 (step S4445). If received (step S4445: YES), hold display processing is performed (step S4450). In the pending display process, based on the information on the number of special 1 pending balls, the number of special 2 pending balls, and the number of normal symbol pending balls included in the pending ball number command, provided in the counter set area 94d of the sub RAM 94 Update the value of the 1st special figure pending effect counter, the 2nd special figure pending effect counter, and the normal figure pending effect counter. As a result, not only the main control board 80 side but also the sub control board 90 side can hold the information of each reserved ball number. In addition, the effect control microcomputer 91 is based on the values ​​of the first special figure pending effect counter, the second special figure pending effect counter, and the general figure pending effect counter, the pending image 9A displayed on the display screen 7a, Update 9B. On the other hand, if the pending ball count command has not been received (step S4445: NO), the above-described pending display processing is skipped.

[0155] Subsequently, the production control microcomputer 91 determines whether or not the fluctuation start command is received from the main control board 80 (step S4455). When it is received (step S4455: YES), change effect start processing is performed (step S4460). "Variation production start processing" is a process of selecting a variation production pattern (contents) to be executed during special symbol fluctuation. The details of the fluctuation effect start processing will be described later. On the other hand, if not received (step S4455: NO), skip the above-described fluctuation effect start processing.

[0156] Subsequently, the production control microcomputer 91 determines whether or not the fluctuation stop command is received from the main control board 80 (step S4465). If it is received (step S4465: YES), change effect end processing is performed (step S4470). "Variation effect end processing" is a process for stopping the variation effect that is executed during the special symbol variation. In the fluctuation production end processing, the production control microcomputer 91 sets a counter and the like based on the analysis result of the fluctuation production stop command, and sets the fluctuation production end command for ending the fluctuation production. As a result, the decorative pattern corresponding to the special figure 1 or special figure 2 during fluctuation is displayed stopped. In addition, the effect control microcomputer 91 performs a prior determination information shift process (FIG. 39), which will be described later. It should be noted that, if the fluctuation stop command is not received (step S4465: NO), skip the above-mentioned fluctuation effect end processing.

[0157] Subsequently, the effect control microcomputer 91 determines whether or not the opening command is received from the main control board 80 (step S4475). If it is received (step S4475: YES), an opening effect pattern determination process is performed (step S4480). "Opening effect pattern determination process" is a process of selecting an opening effect pattern (contents) to be executed at the start of a special game (jackpot game). In the opening performance pattern determination process, the performance control microcomputer 91 first analyzes the opening command, and sets the information on the special figure stop pattern data set at the time of the jackpot winning determination included in the opening command to the sub RAM 94. Then, the effect pattern of the opening effect set in advance corresponding to the hit type indicated by the special figure stop pattern data is selected, and the opening effect start command for starting the selected opening effect is transmitted to the effect command set area of ​​the sub RAM 94. Set to 94b. When the opening effect start command set in the effect command set area 94b is transmitted to the image control board 100 in the command transmission process (Fig. , and displayed on the display screen 7a of the image display device 7. It should be noted that, in step S4475, if the opening command is not received (step S4475: NO), the above-described opening effect pattern determination processing is skipped.

[0158] Subsequently, the effect control microcomputer 91 determines whether or not the round designation command is received from the main control board 80 (step S4485). If it is received (step S4485: YES), a round effect pattern determination process is performed (step S4490). "Round effect pattern determination process" is a process of selecting an open game effect pattern (contents) to be executed during the opening of the big winning hole or during the interval between openings in a special game (jackpot game). In the round production pattern determination process, the production control microcomputer 91 first analyzes the round designation command, and sets the information on the special figure stop pattern data and the information on the number of rounds contained in the round designation command in the sub-RAM 94. do. Then, select the effect pattern of the round effect that is preset corresponding to the hit type and the number of rounds indicated by the special figure stop pattern data, and send the round effect start command for starting the selected round effect to the sub RAM 94 effect Set in the command set area 94b. When the round effect start command set in the effect command set area 94b is transmitted to the image control board 100, the CPU 102 reads out a predetermined round effect image from the ROM 103 and displays it on the display screen 7a. It should be noted that, in step S4485, if the round designation command is not received (step S4485: NO), the above-described round effect pattern determination processing is skipped.

[0159] Subsequently, the effect control microcomputer 91 determines whether or not the ending command is received from the main control board 80 (step S4495). If received (step S4495: YES), ending effect pattern determination processing is performed (step S4500). "Ending effect pattern determination process" is a process of selecting an ending effect pattern (contents) to be executed during the ending of a special game (big hit game or small hit game). In the ending effect pattern determination process, the effect control microcomputer 91 first analyzes the ending command, and sets the information on the special figure stop design data included in the ending command to the sub-RAM94. Then, an ending effect pattern corresponding to the winning type indicated by the special figure stop symbol data is selected, and an ending effect start command for starting the selected ending effect is set in the output buffer of the sub RAM94. When the ending effect start command set in the effect command set area 94b is transmitted to the image control board 100, the CPU 102 reads out a predetermined ending effect image from the ROM 103 and displays it on the display screen 7a. It should be noted that, if the ending command has not been received (step S4495: NO), the ending effect pattern determination process described above is skipped.

[0160] Subsequently, the effect control microcomputer 91 performs other processing (step S4535). In other processes, for example, the effect control microcomputer 91, when receiving the game state designation command, information on the game state included in the game state designation command (time saving flag, time saving counter, probability variation flag, probability variation counter, ceiling flag , ceiling counter, etc.) are stored in the sub-RAM 94. Specifically, based on the information included in the gaming state designation command, the values ​​of the time saving effect counter, probability variable effect counter and ceiling effect counter provided in the counter set area 94d of the sub RAM 94 are updated. For example, the number of remaining fluctuations (the number of games) during time reduction is set in a time reduction performance counter, the number of remaining fluctuations in probability variation is set in the probability variation performance counter, and the remaining variation frequency until reaching the ceiling is set in the ceiling performance counter. Thereby, not only the main control board 80 side, but also the sub-control board 90 side can hold the information on the number of times of time reduction, the number of times of probability variation, and the number of times of ceiling. In addition, the production control microcomputer 91 makes the sub-RAM 94 retain the V-passed information when the V-passed command is received. In addition, the production control microcomputer 91 performs processing based on commands other than the above (customer waiting standby command, RAM clear notification command, etc.), and ends this processing.

[0161] [Look-ahead effect determination processing] FIG. 38 is a flowchart of the look-ahead effect determination process (FIG. 37: step S4420). Effect control microcomputer 91, first, performs the prior determination information rewriting process (step S4601). Specifically, the effect control microcomputer 91 is included in the prior determination command received from the main control board 80, the jackpot prior determination result (jackpot determination information), the jackpot type prior determination result (jackpot type information), and the variation The pattern pre-determination result (fluctuation pattern information) is stored in the pre-determination information storage area 94c.

[0162] FIG. 39 is a diagram for explaining the configuration of the advance determination information storage area 94c. In the advance determination information storage area 94c, in addition to the above-described jackpot determination information, jackpot type information, and variation pattern information, prefetch effect pattern information is stored. The look-ahead effect pattern information is information indicating the content of the look-ahead effect executed during the variable effect, and is selected in step S4604 described later. Figure 39 (A) shows, as a preliminary determination result corresponding to each of the first to third special figures 2 pending, the jackpot determination information "losing" and the variation pattern information "P72" and "P73" are the first to third A state in which the data is stored in the storage area and the preliminary determination result corresponding to the variation is stored in the area is shown. Figure 39 (B), there is a special figure 2 winning from the state of Figure 39 (A), the pre-determination information included in the pre-determination command received from the main control board 80, to the fourth special figure 2 pending The state of being stored in the corresponding fourth storage area is shown. Here, as the prior determination information, the jackpot determination information "jackpot", the jackpot type information "21H", and the variation pattern information "P61" are stored. In addition, "Pattern A" is set as pre-reading effect pattern information in each of the 1st to 4th storage areas corresponding to the 1st to 4th special figures 2 pending and the area corresponding to the variation. It is FIG. 39(C) shows a state in which the change has ended from the state of FIG. 39(B) and the advance determination information shift process has been executed. Specifically, the prior determination information stored in the first storage area is shifted to the relevant area, the prior determination information stored in the second to fourth storage areas is shifted to the first to third storage areas, and the prior determination information is shifted to the first to third storage areas. 4 The pre-determination information in the storage area is cleared. Prior determination information shift processing is executed in the fluctuation effect end processing (FIG. 37: step S4470).

[0163] Returning to FIG. 38, subsequently, the effect control microcomputer 91 determines whether or not the pre-read effect pattern information is stored in the pre-determination information storage area 94c (step S4602). Specifically, the effect control microcomputer 91 determines whether or not prefetch effect pattern information is stored in any of the relevant area of ​​the preliminary determination information storage area 94c and the first to fourth storage areas. If the look-ahead effect pattern information is stored (step S4602: YES), this process is terminated. That is, when the pre-reading effect pattern information is stored in any one of the corresponding area of ​​the pre-determination information storage area 94c and the first to fourth storage areas, the pre-reading effect pattern information is newly selected and not stored. On the other hand, if the pre-reading effect pattern information is not stored in the pre-determination information storage area 94c (step S4602: NO), the effect control microcomputer 91 determines that the pre-determination result included in the received pre-determination command is "jackpot". Alternatively, it is determined whether or not there is a "loss with reach" (step S4603). Whether or not it is a “big hit” or a “losing with reach” can be determined by, for example, a variation pattern preliminary determination result (variation pattern information). Effect control microcomputer 91, when the prior determination result included in the received prior determination command is "no reach loss" (step S4603: NO), ends this process. This is because there is no need to perform a look-ahead effect. On the other hand, if the pre-determination result included in the received pre-determination command is "jackpot" or "loss with reach" (step S4603: YES), the pre-reading effect execution determination for determining whether or not to execute the pre-reading effect, And, look-ahead effect pattern selection is performed (step S4604). Specifically, the effect control microcomputer 91 acquires the counter value of the prefetch effect random number, and performs the prefetch effect by referring to the acquired random value and the prefetch effect pattern determination table T51 stored in the sub ROM 93. It determines whether or not, and the look-ahead effect pattern in the case of performing the look-ahead effect.

[0164] FIG. 40 is a diagram for explaining the look-ahead effect pattern determination table T51. In FIG. 40, if the pre-judgment result is "big hit" and the pre-reading effect random value is "0-55", the pre-reading effect is "none", and if the pre-reading effect random value is "56-67", as a pre-reading effect When "Pattern A" is selected and the look-ahead effect random number value is "68 to 127", "Pattern B" is selected as the look-ahead effect. Also, if the pre-judgment result is "losing with reach" and the pre-reading effect random value is "0 to 107", the pre-reading effect will be "none", and if the pre-reading effect random value is "108-114", as a pre-reading effect When "pattern A" is selected and the look-ahead effect random number value is "115 to 127", "pattern B" is selected as the look-ahead effect. The type and content of the look-ahead effect pattern and the range of random numbers to be selected can be set arbitrarily.

[0165] Returning to FIG. 38, in step S4604, when it is determined that the look-ahead effect is executed (step S4605: YES), the selected look-ahead effect pattern is stored in the preliminary determination information storage area 94c (step S4606). Here, when storing the look-ahead effect pattern in the pre-determination information storage area 94c, of the first to fourth storage areas, not only the storage area corresponding to the received pre-determination command, but also the storage before the corresponding storage area A look-ahead rendering pattern is stored in the area and also in the area. Specifically, as shown in FIG. 39(B), in addition to setting "pattern A" in the fourth storage area corresponding to the received pre-determination command, the first to third storage areas and the corresponding area Also set "Pattern A" to As a result, even in the variable effect executed before the variable effect corresponding to the fourth storage area is executed (the variable effect corresponding to the area and the first to third storage areas), the prefetch effect pattern A is executed. . Whether or not the look-ahead effect is executed in the variable effect corresponding to the area depends on the progress of the variable effect. That is, in the variable performance, if the timing for executing the look-ahead performance has already passed, the look-ahead performance is not executed, but if it is before the timing for executing the look-ahead performance, it is executed at that timing. This will be discussed later. In step S4604, if it is determined that the look-ahead effect is not executed (step S4605: NO), the process is terminated.

[0166] [Variation production start processing] FIG. 41 is a flowchart of the variable effect start process (FIG. 37: step S4460). The effect control microcomputer 91 first analyzes the fluctuation start command (step S5000). Here, the effect control microcomputer 91 sets the information on the special figure stop design data included in the variation start command and the information on the variation pattern to the sub-RAM94. The set information includes game state information indicating the current game state, pattern information indicating a pattern as a determination result of the hit determination process of special figure 1 or special figure 2, and the like. The game state information and the symbol information acquired here can be appropriately referred to by the effect control microcomputer 91. FIG.

[0167] Subsequently, the production control microcomputer 91 performs basic production pattern determination processing (step S5010). The basic production pattern determination process includes the basic configuration of the variable production (for example, the display of the background image on the image display device 7 and its switching, the display of a predetermined character and its operation, the output of the melody and sound effect using the speaker 67). , lighting control of lamps, etc.). The variable effect is completed by superimposing additional effects such as a chance-up effect and a look-ahead effect on the basic effect. The effect control microcomputer 91 determines a basic effect pattern with reference to a basic effect pattern determination table T52 stored in the sub ROM93.

[0168] FIG. 42 is a diagram for explaining the basic effect pattern determination table T52. In FIG. 42, multiple types of basic production patterns for normal reach production, multiple types of basic production patterns for SP1 production, multiple types of basic production patterns for SP2 production, multiple types of basic production patterns for SP3 production, There are multiple types of basic production patterns that perform a loss production without reach. The type of basic effect pattern can be set arbitrarily. Here, for example, when the variation pattern included in the variation start command is "P1", the basic effect pattern for performing the SP1 effect is selected. Moreover, when the variation pattern included in the variation start command is "P72", the basic effect pattern for performing the reach-less loss effect is selected.

[0169] Returning to FIG. 41, after determining the basic production pattern, the production control microcomputer 91 performs a chance-up production pattern determination process (step S5015). The chance-up effect pattern determination process is a process for determining an additional effect to be superimposed on the variable effect. A performance control microcomputer 91 acquires a counter value of a chance-up random number, and refers to the acquired random number and a chance-up performance pattern determination table T53 stored in a sub ROM 93 to determine a chance-up performance pattern.

[0170] FIG. 43 is a diagram for explaining the chance-up effect pattern determination table T53. Here, of the chance-up production pattern determination table T53, only the part that determines the variable production pattern of the special figure 1 in the non-time saving state is shown. That is, FIG. 43 shows the chance-up effect pattern executed when the variation pattern included in the variation start command is "P1" to "P16". The chance-up effect pattern determination table T53 has a portion for determining the chance-up effect pattern to be executed when the variation patterns are "P21" to "P33" "P41" to "P56" "61" to "73". It may or may not be provided.

[0171] In FIG. 43, "2-NO" "2-SP1" "2-SP2" "2-SP3" "3-NO" "3-SP1" "3-SP2" "3-SP3" " 4-NO", "4-SP1", "4-SP2", "4-SP3" and "ANO" are set. These chance effect patterns correspond to various chance-up effects, which will be described later.

[0172] Returning to FIG. 41, after determining the chance-up effect pattern, the effect control microcomputer 91 performs count effect pattern determination processing (step S5016). Here, the count effect pattern determination process is the number of remaining fluctuations at the time of probability variation (number of games), the number of remaining fluctuations during time saving, the number of remaining fluctuations until reaching the ceiling, the number of fluctuations from when the power is turned on, the number of fluctuations after the jackpot game This is a process for displaying the number of fluctuations and the like on the display screen 7a. The effect control microcomputer 91 causes the display screen 7a to display the remaining frequency of probability variation based on the value of the probability variation effect counter at the time of probability variation. Moreover, the microcomputer 91 for production|presentation control displays the probability variable remaining frequency|count based on the value of a time-saving production|presentation counter at the time of time-saving.

[0173] In addition, the production control microcomputer 91 can execute various productions from the value of the ceiling production counter and the value of the overnight production counter. The ceiling performance counter stores the number of remaining fluctuations until reaching the ceiling, and the overnight performance counter stores the number of fluctuations from when the power is turned on. Production control microcomputer 91, for example, every time it receives a variable production end command from the main control board 80, by incrementing the overnight production counter, it is possible to set the number of fluctuations from when the power is turned on. The production control microcomputer 91 determines whether or not the value of the ceiling production counter when the value of the overnight production counter is TH1 (eg, TH1=10) is below TH2 (eg, TH2=200). When the value of the ceiling effect counter is less than TH2, a predetermined chance image is displayed. If the value of the ceiling effect counter is greater than TH2, the chance image is not displayed. As a result, the player who sees the chance image can recognize that the gaming machine 1 has inherited the number of games from the previous day and that the RAM clear has not been performed. Moreover, the production control microcomputer 91 may display the value of the ceiling production counter when the value of the overnight production counter is TH3 (for example, TH3=50). Moreover, the effect control microcomputer 91 may turn off the display representing the value of the ceiling effect counter and the chance image again when the value of the overnight effect counter is TH4 (eg, TH4=100). Moreover, the production control microcomputer 91 may display again the value of the ceiling production counter when the value of the overnight production counter is TH5 (for example, TH5=200). The effect control microcomputer 91 may determine whether or not to display the value of the ceiling effect counter based on the value of the overnight effect counter as described above, or may determine based on the value of the ceiling effect counter. good too. For example, the effect control microcomputer 91 displays the value of the ceiling effect counter when the value of the ceiling effect counter is TH6 (eg, TH6=100), and the value of the ceiling effect counter is TH7 (eg, TH7=70). When , the display of the value of the ceiling effect counter may be turned off, and when the value of the ceiling effect counter is TH8 (eg, TH8=50), the value of the ceiling effect counter may be displayed again.

[0174] After the count effect pattern determination process, the effect control microcomputer 91, the random number and the stop symbol pattern determination table T54 may be referred to to determine the combination of the effect symbols 8L, 8C and 8R to be stopped and displayed. Based on these, it is determined what kind of effect is performed as the variable effect.

[0175] Production control microcomputer 91 sets the variable production start command to production command set area 94b (output buffer) of sub RAM 94 so that the fluctuation production based on the fluctuation production pattern determined in steps S5010 to S5016 is realized ( step S5020). When the variable effect start command set in the effect command set area 94b of the sub-RAM 94 is transmitted to the image control board 100 in the command transmission process (FIG. 36: step S4315), the CPU 102 of the image control board 100 displays the variable effect image. It is read from the ROM 103 and displayed on the display screen 7a of the image display device 7. FIG.

[0176] Subsequently, the effect control microcomputer 91 sets a variable effect timer (step S5030), and terminates this process. The fluctuation production timer, fluctuation time (FIG. 42) corresponding to the fluctuation pattern fluctuation pattern included in the fluctuation start command is set. For example, when the variation pattern is "P1", "40 seconds" is set to the variation effect timer.

[0177] [Process during fluctuation effect] FIG. 44 is a flow chart of the processing during the fluctuation effect (FIG. 36: step S4305). The production control microcomputer 91 determines whether or not the variable production is in progress (step S4701). Whether or not the variable effect is being performed can be determined by, for example, whether or not the variable effect timer is zero. If it is not during the variable effect (step SS4701: NO), this process is terminated. On the other hand, if during the variation effect (step SS4701: YES), the effect control microcomputer 91 determines whether or not it is time to set the command before the end of the variation to the effect command set area 94b of the sub RAM94 (step S4702). The pre-variation end command is a command that the effect control microcomputer 91 notifies the image control board 100 or the like that it is a specific timing during the change effect, and the image control board 100 receives the pre-variation end command. , the effect content is switched, a specific image is displayed, etc., in accordance with the information included in the command before the end of variation.

[0178] If it is not the timing to set the pre-fluctuation end command (step S4702: NO), this processing ends. On the other hand, if it is time to set the command before the end of variation (step S4702: YES), it is determined whether or not there is prefetch effect pattern information in the area of ​​the pre-determination information storage area 94c (step S4703). If there is prefetch effect pattern information in the area (step S4703: YES), the pre-variation end command containing the prefetch effect pattern information is set in the effect command set area 94b of the sub RAM 94 (step S4704). On the other hand, if there is no look-ahead effect pattern information in the area (step S4703: NO), the pre-variation end command that does not include the look-ahead effect pattern information is set in the effect command set area 94b of the sub-RAM 94 (step S4705). As a result, when there is prefetch effect pattern information in the area, a pre-variation end command including the prefetch effect pattern information is transmitted to the image control board 100 two seconds before the end of the variation effect. Then, the image control microcomputer 101 starts a look-ahead effect for displaying a look-ahead effect image on the display screen 7a of the image display device 7. FIG. On the other hand, even if there is no pre-reading effect pattern information in the area, the pre-variation end command is transmitted to the image control board 100 two seconds before the end of the variation. Here, when the preview image is already displayed on the display screen 7a of the image display device 7, the image control microcomputer 101 starts the preview fade effect of fading the preview image.

[0179] 8. Operation of image control microcomputer 101 The operation of the image control microcomputer 101 provided on the image control board 100 (FIG. 4) will be described based on FIG. Buffers and the like that appear in the explanation of the operation of the image control microcomputer 101 are provided in the RAM 104 . FIG. 45 is a flowchart of display control processing. When the gaming machine 1 is powered on, the image control microcomputer 101 reads a program from the ROM 103, and after CPU initialization processing, display control processing is repeatedly executed. In the display control process, first, the image control microcomputer 101 determines whether or not it has received a variation effect start command from the sub-control board 90 (step S5001). If received (step S5001: YES), the image control microcomputer 101 starts the variable effect display (step S5002). Specifically, the image control microcomputer 101 analyzes the received variable effect start command, reads a predetermined variable effect image instructed in the variable effect start command from the ROM 103, and causes the image display device 7 to display it. On the other hand, if not received (step S5001: NO), the above processing is skipped.

[0180] Subsequently, the image control microcomputer 101 determines whether or not a pre-variation end command has been received from the sub-control board 90 (step S5003). If received (step 5003: YES), the image control microcomputer 101 starts the look-ahead effect display (step S5004). On the other hand, if not received (step S5003: NO), the image control microcomputer 101 skips the above process.

[0181] Subsequently, the image control microcomputer 101 determines whether or not it has received a command to end the variation effect from the sub-control board 90 (step S5005). If it is received (step 5005: YES), the image control microcomputer 101 reads out the image in which the variable effect is stopped and displayed from the ROM 103, and performs the variable effect stop display to be displayed on the image display device 7 (step S5006). . On the other hand, if not received (step S5005: NO), the image control microcomputer 101 skips the above process.

[0182] Subsequently, the image control microcomputer 101 performs other processing (step S5007). In other processes, the image control microcomputer 101 reads out from the ROM 103 a predetermined image specified by various commands in addition to the commands described above, and causes the image display device 7 to display the image. For example, when receiving an opening effect start command, the image control microcomputer 101 reads out a predetermined opening effect image instructed in the opening effect start command from the ROM 103 and causes the image display device 7 to display it. Further, when receiving the round effect start command, it reads a predetermined round effect image instructed in the round effect start command from the ROM 103 and causes the image display device 7 to display it. Further, when the ending effect start command is received, a predetermined ending effect image instructed in the ending effect start command is read out from the ROM 103, displayed on the image display device 7, and this process is finished.

[0183] 9. Movement of movable body and display effect on sub display screen 64 46 to 50, the operation of the board movable body (first movable accessory 14, second movable accessory 15), the operation of the frame movable body (frame movable accessory 69), and the sub-display screen 64 ( Display effects of the right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U) will be described. The effect control microcomputer 91 performs drive control to operate the first movable accessory 14, the second movable accessory 15, and the frame movable accessory 69 during the game effect (display effect), the initial operation when the power is turned on, etc. do In addition, the effect control microcomputer 91 performs a display effect of displaying a specific image on the sub-display screen 64 during a game effect (display effect), an initial operation when power is turned on, or the like.

[0184] FIG. 46 is an explanatory diagram exemplifying how the first movable accessory 14 moves. FIG. 47 is an explanatory diagram illustrating the second mode of the first movable accessory 14. FIG. The first movable accessory 14 is a vertically long rod-shaped member, the upper end of which is located near the upper end of the image display device 7 and the lower end thereof is located near the lower end of the image display device 7 . The upper end and lower end of the first movable accessory 14 are difficult to see, and the vicinity of the central portion is visible in front of the image display device 7 (front surface). As shown in FIG. 1, the first movable accessory 14 can rest at a retracted position (home position) on the left side of the image display device 7 (first mode). At the retracted position, the first movable accessory 14 may be partially retracted and the remaining part may be visible, or may be fully retracted and difficult to be viewed. As shown in FIG. 46, the first movable accessory 14 is configured to be movable in the left-right direction in front of the image display device 7 . It is configured to be able to move (advance) from the retracted position toward the right end of the display screen 7a and move in the left-right direction on the front surface of the display screen 7a. In addition, it can stand still at any advanced position in front of the display screen 7a. The movement mode of the first movable accessory 14 can be set arbitrarily. Also, as shown in FIG. 47, the first movable accessory 14 can move to the right end of the display screen 7a and stand still at that position (second mode). At least a part of the first movable accessory 14 may be formed with a decorative portion, or may be transparent.

[0185] FIG. 48 is an explanatory diagram illustrating the second mode of the second movable accessory 15. FIG. The second movable accessory 15 is provided with a rectangular decorative portion labeled "OARO" and is configured to be vertically movable. As shown in FIG. 1, the second movable accessory 15 can rest at a retracted position (home position) on the upper side of the display screen 7a (first mode). At this time, a part of the second movable accessory 15 becomes difficult to see. The second movable accessory 15 moves downward toward the center of the display screen 7a from the state shown in FIG. 1, and can stand still at the advanced position (deployed position) shown in FIG. 48 (second mode). . In this second mode, the decorative portion stops in front of the image display device 7 (front surface) so as to cover the vicinity of the center of the display screen 7a. The second movable accessory 15 can move (retreat) upward from the advanced position in FIG. 48 to move to the retracted position shown in FIG. 1, and can stand still there.

[0186] FIG. 49 is an explanatory diagram exemplifying the second mode of the frame movable accessory 69. As shown in FIG. The movable frame accessory 69 is composed of a pair of plate-like members arranged on both left and right sides of the handle 60, and each is configured to be movable in the left and right direction. The two members are formed of flexible members, and one major surface of each member is configured to move toward or away from the handle 60 . As shown in FIG. 1, the two members of the movable frame accessory 69 are normally stationary at retracted positions (home positions) away from the handle 60 on the left and right sides of the handle 60 (first mode). . As shown in FIG. 49, the two members of the frame movable accessory 69 move (advance) from the retracted position toward the direction of approaching the handle 60, that is, move closer to each other, and move closer to the handle 60. It can rest at the touching position (second aspect). The movable frame accessory 69 touches the handle 60 or the right hand of the player operating the handle 60 when it is in the advanced position. The movable frame accessory 69 can move in a direction in which the two members are separated from each other so as to change from the second mode to the first mode.

[0187] FIG. 50 is an explanatory diagram exemplifying the display effect of the sub-display screen 64 (right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U). The right sub-display screen 64R, the left sub-display screen 64L, and the upper sub-display screen 64U can each independently display an image. In addition, it is possible to perform an effect linked with the image on the display screen 7a.

[0188] 10. Production example, effect example, modification example, mode example of this embodiment Below, each production example (display production example, role object movable production example) of the present embodiment will be described. In addition, an effect example, a modification example, and a mode example for the effect example will also be described. The effect to be described from now on, as described above, based on various information (jackpot determination information, jackpot type information, variation pattern information, advance determination information, etc.) transmitted from the game control microcomputer 81, the effect control microcomputer 91 ( This is an effect realized by the image control microcomputer 101). It should be noted that the following display rendering example is executed on the display screen 7a of the image display device 7 and the like. In some cases, the pending display (holding icon) is omitted in the display effect example.

[0189] Result screen display effects will be described below with reference to FIGS. This result screen display effect is executed during a jackpot game or the like. That is, the image control microcomputer 101 analyzes the command received from the sub-control board 90, and if the instruction to execute the result screen display effect is included, the corresponding image data is read from the ROM 103 and displayed on the image display device 7. An image is displayed on the screen 7a or the sub display screen 64. FIG.

[0190] [Result screen display effect] FIG. 51 is a first diagram for explaining the result screen display effect. FIG. 52 is a second diagram for explaining the result screen display effect. The result screen display effect is an effect in which the result screen is displayed before the end of the round game during execution of a winning game consisting of a plurality of round games. A result screen is a screen that reports the result of a game played during a specific period. A specific period is, for example, the game period from the first hit to the time-saving state and hits repeatedly, and the game period until returning to the normal state (low-probability non-time-saving state), and the result of the game (game) is the game period It is the obtained number of obtained balls (number of balls), the number of consecutive wins, and the like. Usually, the result screen is displayed at the end of the jackpot game (at the time of ending) just before the game in the normal state is started, or at the end of the time-saving game. On the other hand, in the interim result screen display effect A, the result screen is displayed even though the jackpot game is in progress.

[0191] In FIG. 51 (A), after the special figure 1 fluctuation of the low-probability short-time state, the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R are confirmed and stopped in the form of "666". It is illustrated on the display screen 7a. A character image of "Hit!" is displayed under the decorative pattern to notify a big hit. Here, it will be described as winning a 10R normal jackpot or a 10R probability variable jackpot. If the jackpot type is a 10R normal jackpot (transition to low-probability short time after 10R), the production proceeds in the order of Figures 51 (A) ~ (L) and 52 (A) ~ (B). If the jackpot type is 10R probability variable jackpot (transition to high probability short time after 10R), the production proceeds in the order of Figure 51 (A) ~ (E), 52 (C) ~ (L).

[0192] As shown in FIG. 51(B), when the jackpot is won, an image "Jackpot mode start!!!" is displayed to notify that the game enters the "jackpot mode" in which the jackpot game is executed. Also, a right-handed shot image is displayed to suggest the player to hit right-handed. The right-handed image is an image that urges the player to shoot the game ball in the right direction, and includes a character image of "Right-handed" and an image of a right arrow.

[0193] FIG. 51(C) illustrates the display screen 7a during the jackpot game (during the round game). Here, the 1R jackpot (10R variable jackpot or 10R normal jackpot) is shown in progress, and it is assumed that 100 balls can be obtained per round. The display screen 7a displays a round image, an image of the number of balls won, a mode image, and a right-handed image. The round image is an image representing the number of remaining round games during the winning game, and is composed of circular images arranged in a horizontal row. Here, the round image consists of 10 round images, each representing one round. White circles indicate rounds that are being executed or have been executed, and black circles indicate rounds that have not been executed. In FIG. 51(C), one is displayed as a white circle and nine as black circles, indicating that the first round is being executed. The acquired ball number image shows the number of balls (here, “58 balls”) obtained in the jackpot game carried out during a specific period. The mode image indicates the name of the mode currently being executed, and here, "jackpot mode" indicates that the jackpot game is being executed.

[0194] FIG. 51(D) illustrates a state in which the jackpot game has progressed. The round image shows that the 4th round is running as 4 are shown as white circles and 6 as black circles. The acquired ball number image shows "321 balls".

[0195] FIG. 51(E) illustrates an extended battle effect. At a specific timing during the round game (for example, during 4R), an effect is started in which the ally character CRA and the enemy character CRB fight. This extended battle production informs whether or not the time saving state is extended, and here, when the ally character CRA wins, it is informed that the jackpot type was a 10R probability variable jackpot, and after the jackpot game, a high probability time saving become a state. On the other hand, when the ally character CRA is defeated, it is reported that the jackpot type was the 10R normal jackpot, and the low-probability short-time state occurs after the jackpot game. The round image shows that the 4th round is running as 4 are shown as white circles and 6 as black circles. The acquired ball number image shows "353 balls".

[0196] FIGS. 51(F) to (L), 52(A), and (B) illustrate the case of a 10R normal jackpot. FIG. 51(F) shows a state in which the ally character CRA has been defeated in the extended battle effect of FIG. 51(E). The round image shows that the 6th round is running as 6 are shown as white circles and 4 as black circles. The acquired ball number image shows "512 balls".

[0197] FIG. 51(G) shows a state in which the firing direction suggesting image deletion effect is being executed. At a specific timing during the round game (for example, after being defeated in the extended battle effect), a shooting direction suggesting image erasing effect is executed in which the display of the shooting direction suggesting image disappears. Here, in addition to the right-handed image (shooting direction suggesting image), the display of the acquired ball number image disappears. By disappearing the display of the right-hand shot image and the number of acquired balls, it is possible to give the player a sense of loss in the extended battle effect. Also, the disappearance of the right-handed image and the display of the number of acquired balls suggests that consecutive chances will not occur after this even during the round game. The round image shows that the 7th round is running as 7 are shown as white circles and 3 as black circles. The display of the defeated ally character CRA is maintained.

[0198] In FIG. 51(H), the result screen is displayed. Here, at a specific timing during the round game (for example, after the image disappearing effect), the result screen is suddenly displayed despite the fact that the jackpot game is being executed. The result screen is surrounded by a rectangular frame image, and inside is a "result" image showing the result screen, an image of the number of winning balls, an image of the number of consecutive wins, and a mode that suggests the end of the jackpot mode. An end image and are displayed. The acquired ball number image "635 balls" on this result screen displays the acquired ball number at the time of display, and does not display the results at the end of a specific period. Therefore, the numerical value increases linearly as the jackpot game (round game) progresses. The image of the number of consecutive chances is a 10R normal jackpot this time, and since there will be no consecutive chances after that, the result at the end of a specific period is displayed. A round image is displayed superimposed on this result screen. The round image shows that the 7th round is running as 7 are shown as white circles and 3 as black circles.

[0199] FIG. 51(I) shows a state in which a jackpot game (round game) is progressing while the display of the result screen is maintained. During the 7th round, which is the same as in FIG. 51(H), the acquired ball number image is increased to "693 balls". The numerical value may increase linearly, or may be displayed so as to increase by a predetermined unit when the number of balls released reaches a predetermined unit (for example, 10 balls).

[0200] FIG. 51(J) shows a state in which a jackpot game (round game) is progressing while the display of the result screen is maintained. The round image shows that the 8th round is running as 8 are shown as white circles and 2 as black circles. As described above, the acquired ball number image “753 balls” displays the acquired ball number at the time of display, and the numerical value further increases as the jackpot game (round game) progresses.

[0201] FIG. 51(K) shows a state in which the jackpot game (round game) is progressing while the display of the result screen is maintained. The round image shows that all 10 are white circles, indicating that the 10th round is running. In addition, the acquired ball number image "962 balls" on this result screen displays the acquired ball number at the time of display, and the numerical value increases as the jackpot game (round game) progresses.

[0202] After that, as shown in FIG. 51(L), the number of obtained balls reaches 1000, and the final round (10th round) is completed. Then, the display of the round image disappears. As a result, the round game ends and the ending starts.

[0203] When the ending starts, as shown in FIG. 52(A), a character image of "shift to normal mode" is displayed superimposed on the result screen. After that, when a predetermined period elapses, as shown in FIG. 52(B), special figure 1 fluctuation is started in a low probability non-time saving state (left-handed game). On the display screen 7a, a character image of "Normal mode start", a left-handed image, and decorative symbols 8L, 8C, 8R displayed in a variable manner are displayed.

[0204] FIGS. 52(C) to (L) exemplify the case of the 10R probability variable jackpot. FIG. 52(C) shows a state in which the ally character CRA wins in the extended battle effect of FIG. 51(E). The round image shows that the 6th round is running as 6 are shown as white circles and 4 as black circles. The acquired ball number image shows "512 balls".

[0205] In FIG. 52(D), as the jackpot game (round game) progresses, the number of obtained balls reaches 1000, and the final round (10th round) is completed. Here, unlike FIGS. 51(H) to (K), the result screen is not displayed during the round game. This is because this time, it is a 10R probability variable jackpot, and there is a possibility that the continuous chan will continue in a high probability short-time state after the jackpot ends, and the end point of the specific period is undecided. Ending starts when the round game ends.

[0206] When the ending starts, as shown in FIG. 52(E), a character image of "shift to advantageous mode" is displayed superimposed on the round image. After that, when a predetermined period elapses, as shown in FIG. 52 (F), special figure 2 fluctuation is started in a high probability time saving state (right-handed game). Displayed on the display screen 7a are a character image of "advantage mode start", a right-hand shot image, decorative symbols 8L, 8C, 8R displayed in a variable manner, and a winning ball image "1000 balls won".

[0207] In Figure 52 (G), in the "advantageous mode" of the high-probability time-saving state, after the special figure 2 fluctuation, the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R are "222" in the jackpot mode. A fixed stopped state is illustrated. A character image of "Hit!" is displayed under the decorative pattern to notify a big hit. In addition, it is reported that it is the second chance in a row by the character image of "2nd time". Here, it is assumed that the 10R normal jackpot has been won.

[0208] As shown in FIG. 52(H), when the jackpot is won, an image "Jackpot mode start!!!" is displayed to notify that the player enters the "jackpot mode" in which the jackpot game is executed. Also, a right-handed shot image is displayed to suggest the player to hit right-handed.

[0209] In FIG. 52(I), the number of winning balls reaches 2000 as the jackpot game (round game) progresses, and the final round (10th round) is completed. Here, unlike FIGS. 51(C)-(L) and 52(A)-(E), the extended battle effect is not executed during the round game. Also, despite the 10R normal jackpot, the result screen is not displayed during the round game. In this way, there is a case where the display of the extended battle effect or the result screen during the round game is not performed during the jackpot game. Whether or not to display the extended battle effect or the result screen during the round game may be determined by a random number when the jackpot is won. Moreover, you may determine by a hit design. Ending starts when the round game ends.

[0210] In FIG. 52(J), the result screen is displayed. Here, the round game ends and the result screen is displayed after the ending. The result screen is surrounded by a rectangular frame image, and inside is a "result" image showing the result screen, an image of the number of winning balls, an image of the number of consecutive wins, and a mode that suggests the end of the jackpot mode. An end image and are displayed. The acquired ball number image "2000 balls" on this result screen is the 10R normal jackpot this time, and the round game has ended, so the result at the end of the specific period is displayed. Regarding the image of the number of consecutive wins, this time it is a 10R normal jackpot, and since there will be no consecutive wins after that, the result at the end of a specific period is displayed.

[0211] In FIG. 52(K), a character image of "shift to normal mode" is displayed superimposed on the result screen. After that, when a predetermined period elapses, as shown in FIG. 52 (L), special figure 1 fluctuation is started in a low probability non-time saving state (left-handed game). On the display screen 7a, a character image of "Normal mode start", a left-handed image, and decorative symbols 8L, 8C, 8R displayed in a variable manner are displayed.

[0212] [Effect example] An example of the effect of the result screen display effect is shown below. [Effect 1-1] In the gaming machine 1 of the above embodiment, as shown in FIGS. 51(H) to 51(K), during execution of a winning game consisting of a plurality of round games, the result screen is displayed even before the round game ends. be done. Since the result image is usually displayed after all the round games are finished, the display before the round game is finished can surprise the player and improve the interest. [Effect 1-2] In the gaming machine 1 of the above embodiment, as shown in FIGS. 51(H) to (K), in the state where the result screen is displayed, the number of remaining round games during the winning game is displayed. A round image is displayed. Since the result image is usually displayed after all round games are completed, the round image and the result screen are not displayed in parallel. Therefore, it is possible to surprise the player with this presentation, and to improve the interest. [Effect 1-3] In the gaming machine 1 of the above embodiment, as shown in FIGS. 51(H) to 51(K), the result screen includes a winning ball number image representing the number of winning balls including the number of balls won in the winning game. After the result screen is displayed, the numerical value represented by the number of acquired balls changes. Normally, the number of balls won image on the result screen shows the results of the number of balls won during a specific period, so the numerical values ​​do not change. On the other hand, here, since the number of balls is increased in spite of the image of the number of acquired balls on the Zart screen, the player can be surprised and the interest can be improved. [Effect 2-1] In the gaming machine 1 of the above embodiment, as shown in FIGS. 51(B) to 51(E), a suggestion image that suggests the shooting direction of the game ball during a winning game consisting of a plurality of round games (10R normal jackpot game). (Right shot image) is displayed, and as shown in FIGS. 51(G) to 51(K), a suggestive image (Right shot image) is displayed before the round game ends after the first effect. You can perform a second effect in which the display of disappears. Since the suggestive image usually disappears after the round game is over, the disappearance of the display before the round game is over makes it possible to make various suggestions to the player and improve interest. can be done. [Effect 2-2] In the gaming machine 1 of the above embodiment, as shown in FIGS. 52(C) to (F), after the first effects (FIGS. 51(B) to (E)), the second effects (FIG. 51(G) ) ~ (K)) may be executed without executing the third effect in which the game ends, and when the third effect is executed, the second effect is executed. After the end of the winning game, it shifts to a relatively advantageous mode (FIG. 52(F) is a more advantageous mode than FIG. 52(B)). As a result, various suggestions can be made to the player depending on whether or not the display of the suggestive image disappears before the round game ends, and interest can be improved. [Effect 2-3] In the gaming machine 1 of the above-described embodiment, as shown in FIG. 51 (G), in the second effect, when the display of the suggestive image (right-handed image) disappears, the balls obtained in the winning game are displayed. The winning ball count image also disappears. As a result, various suggestions can be made to the player depending on whether or not the number-of-balls-acquired image disappears, and interest can be improved. [Effect 3-1] In the gaming machine 1 of the above embodiment, as shown in FIGS. 51(H) to 51(L), a result screen including an image of the number of winning balls representing the number of winning balls including the number of balls obtained in the winning game is displayed. It is possible to execute a first effect and, after the first effect, a second effect in which the numerical value represented by the number-of-balls image included in the result screen changes. Normally, the number of balls won image on the result screen shows the results of the number of balls won during a specific period, so the numerical values ​​do not change. On the other hand, here, since the number of balls changes despite the image of the number of winning balls on the result screen, it is possible to surprise the player and improve the interest. [Effect 3-2] In the gaming machine 1 of the above-described embodiment, as shown in FIG. 52(J), after the first effect, the second effect is not executed, and the numerical value represented by the winning ball number image included in the result screen changes. A third production that does not may be executed. Since the numerical value of the number-of-balls-acquired image on the result screen may or may not change, it is possible to make the player's heart beat faster and improve the interest. [Effect 3-3] In the gaming machine 1 of the above embodiment, as shown in FIGS. 51(H) to (K), in the first production, during execution of a winning game consisting of a plurality of round games, even before the round game ends Regardless, the result screen is displayed. Since the result image is usually displayed after all the round games are finished, the display before the round game is finished can surprise the player and improve the interest.

[0213] 53 and 54, the intermediate result screen display effects A and B will be described below. This interim result screen display effect is executed during a jackpot game or the like. That is, the image control microcomputer 101 analyzes the command received from the sub-control board 90, and if it contains an instruction to execute the effect of displaying the middle of the result screen, the corresponding image data is read from the ROM 103, and the image display device 7 is displayed. An image is displayed on the display screen 7a or the sub display screen 64. FIG.

[0214] [Intermediate display of the result screen A] FIG. 53 is a diagram for explaining the interim display effect A of the result screen. FIGS. 53(A) to (F) are an example of an interim result screen display effect A, and FIGS. 53(G) to (L) are another example of an interim result screen display effect A. FIG. The interim result screen display effect is an effect in which the result screen is displayed during execution of a winning game consisting of a plurality of round games even before the round game is finished. A result screen is a screen that reports the result of a game played during a specific period. A specific period is, for example, the game period from the first hit to the time-saving state and hits repeatedly, and the game period until returning to the normal state (low-probability non-time-saving state), and the result of the game (game) is the game period It is the obtained number of obtained balls (number of balls), the number of consecutive wins, and the like. Usually, the result screen is displayed at the end of the jackpot game (at the time of ending) just before the game in the normal state is started, or at the end of the time-saving game. On the other hand, in the result screen interim display effect A, the result screen is displayed even though the jackpot game is in progress.

[0215] 53(A) to (F) are used to show an example of the interim result screen display effect A. FIG. FIG. 53(A) illustrates the display screen 7a during the jackpot game (during the round game). Here, the 10R normal jackpot (transition to low probability and short time after 10R) is being executed, and it is assumed that 100 balls can be obtained per round. The display screen 7a displays a round image, an image of the number of balls won, a mode image, and a right-handed image. The round image is an image representing the number of remaining round games during the winning game, and is composed of circular images arranged in a horizontal row. Here, the round image consists of 10 round images, each representing one round. White circles indicate rounds that are being executed or have been executed, and black circles indicate rounds that have not been executed. In FIG. 53(A), one is indicated by a white circle and nine by black circles, indicating that the first round is being executed. The acquired ball number image shows the number of balls (here, “58 balls”) obtained in the jackpot game carried out during a specific period. The mode image indicates the name of the mode currently being executed, and here, "jackpot mode" indicates that the jackpot game is being executed. The right-handed image is an image that urges the player to shoot the game ball rightward, and includes a character image of "Right-handed" and an image of a right arrow.

[0216] In FIG. 53(B), the result screen (first time) is displayed. Here, at a specific timing (for example, at the start of 2R) during the round game, the result screen is suddenly displayed despite the fact that the jackpot game is being executed. The result screen is surrounded by a rectangular frame image, and inside is a "result" image showing the result screen, an image of the number of winning balls, an image of the number of consecutive wins, and a mode that suggests the end of the jackpot mode. An end image and a character image of "prediction 1st time" are displayed. This result screen is a predicted result screen at the time of display, and displays a predicted result at the end of a specific period. The numerical value of the number of winning balls image and the prediction of the numerical value of the number of consecutive wins image are determined according to the type of the jackpot being executed. A round image is displayed superimposed on this result screen. The round image shows that the 2nd round is running as 2 are shown as white circles and 8 as black circles. The display of the result screen disappears at a predetermined timing (for example, at the end of 2R).

[0217] After that, as shown in FIG. 53(C), the display of the result screen disappears, and the round game progresses. The round image shows that the 4th round is running as 4 are shown as white circles and 6 as black circles.

[0218] After that, as shown in FIG. 53(D), a result screen (second time) is displayed. Here, at a specific timing during the round game (for example, at the start of 7R), the second result screen is suddenly displayed despite the fact that the jackpot game is being executed. The result screen is surrounded by a rectangular frame image, and inside is a "result" image showing the result screen, an image of the number of winning balls, an image of the number of consecutive wins, and a mode that suggests the end of the jackpot mode. An end image and a text image of "Second prediction" are displayed. This result screen is a predicted result screen at the time of display, and displays a predicted result at the end of a specific period. The numerical value of the number of winning balls image and the prediction of the numerical value of the number of consecutive wins image are determined according to the type of the jackpot being executed. Here, a result different from the result screen of the first prediction is displayed. A round image is displayed superimposed on this result screen. The round image shows that the 7th round is running as 7 are shown as white circles and 3 as black circles. The display of the result screen disappears at a predetermined timing (for example, at the end of 7R).

[0219] After that, as shown in FIG. 53(E), the display of the result screen disappears, and the round game progresses. In the round image, all 10 are white circles, the number of acquired balls is 1000, and the final round (10th round) is completed.

[0220] After that, as shown in FIG. 53(F), a result screen is displayed. Here, for 10R normal jackpot (transition to low probability non-time saving after 10R), after the jackpot game, it switches to the normal state. Therefore, the result screen is displayed at the timing of the end of the final round of the jackpot game immediately before the start of the normal state game.

[0221] Another example of the interim result screen display effect A is shown using FIGS. FIG. 53(G) illustrates the display screen 7a during the jackpot game (during the round game). Here, after the first hit, the second jackpot, 10R normal jackpot (transition to low probability and short time after 10R) 5R is being executed, and 100 balls per round It is assumed that you can get. The display screen 7a displays a round image, an image of the number of balls won, a mode image, an image of hitting right, and an image of the number of consecutive wins. A round image consists of 10 round images, each representing one round. White circles indicate rounds that are being executed or have been executed, and black circles indicate rounds that have not been executed. Here, 5 are displayed as white circles and 5 as black circles, indicating that the fifth round is being executed. The acquired ball number image shows the number of balls (here, 1456 balls) obtained in a jackpot game performed in a specific period. The mode image indicates the name of the mode currently being executed, and here indicates that a jackpot game is being executed. The image of the number of consecutive wins represents the number of times the jackpot was won in a specific period, and here it is displayed that it is the second jackpot.

[0222] In FIG. 53(H), the round image shows that the 6th round is being executed because 6 are displayed as white circles and 4 are displayed as black circles. During the sixth round game, a character image of "1500 balls achieved!" is displayed to notify that the number of acquired balls has reached 1500 balls in a specific period. Here, when the number of acquired balls exceeds a preset number (here, 1500 balls), a result screen is displayed. The number of acquired balls displayed on the result screen is not limited to 1500, and any number of acquired balls can be set.

[0223] In FIG. 53(I), the result screen is displayed. Here, when the number of acquired balls exceeds a preset number (here, 1500 balls), the result screen is suddenly displayed even though the jackpot game is being executed. The result screen is surrounded by a rectangular frame image, and inside is a "result" image showing the result screen, an image of the number of winning balls, an image of the number of consecutive wins, and a mode that suggests the end of the jackpot mode. An end image and are displayed. The acquired ball number image "1671 balls" on this result screen displays the number of acquired balls at the time of display, and does not display the results at the end of a specific period. Therefore, the numerical value increases linearly as the jackpot game (round game) progresses. The number of consecutive wins image also shows the current number of consecutive wins and does not show the results at the end of a specific period. A round image is displayed superimposed on this result screen. The round image shows that the 7th round is running as 7 are shown as white circles and 3 as black circles.

[0224] FIG. 53(J) shows a state in which a jackpot game (round game) is progressing while the display of the result screen is maintained. The round image shows that the 9th round is running as 9 are shown as white circles and 1 as a black circle. In addition, the acquired ball number image "1869 balls" on this result screen displays the acquired ball number at the time of display, and the numerical value increases as the jackpot game (round game) progresses.

[0225] FIG. 53(K) shows a state in which a jackpot game (round game) is progressing while the display of the result screen is maintained. The round image shows that all 10 are white circles, indicating that the 10th round is running. In addition, the acquired ball number image "1945 balls" on this result screen displays the acquired ball number at the time of display, and the numerical value increases as the jackpot game (round game) progresses.

[0226] After that, as shown in FIG. 53(L), ​​the number of acquired balls is 2000, and the final round (10th round) is completed. Then, the display of the round image disappears.

[0227] [In the middle of the result screen display B] FIG. 54 is a diagram for explaining a display effect B in the middle of the result screen. FIGS. 54(A) to (F) are an example of an interim result screen display effect B, and FIGS. 54(G) to (L) are another example of an interim result screen display effect B. FIG. The interim result screen display effect is an effect in which the result screen is displayed during execution of a winning game consisting of a plurality of round games even before the round game is finished. A result screen is a screen that reports the result of a game played during a specific period. A specific period is, for example, the game period from the first hit to the time-saving state and hits repeatedly, and the game period until returning to the normal state (low-probability non-time-saving state), and the result of the game (game) is the game period It is the obtained number of obtained balls (number of balls), the number of consecutive wins, and the like. Usually, the result screen is displayed at the end of the jackpot game (at the time of ending) just before the game in the normal state is started, or at the end of the time-saving game. On the other hand, in the result screen interim display effect B, the result screen is displayed even though the jackpot game is in progress.

[0228] An example of the intermediate result screen display effect B will be described with reference to FIGS. 54(A) to (F). FIG. 54(A) illustrates the display screen 7a during the jackpot game (during the round game). Here, the 10R normal jackpot (transition to low probability and short time after 10R) is being executed, and it is assumed that 100 balls can be obtained per round. The display screen 7a displays a round image, an image of the number of balls won, a mode image, and a right-handed image. The round image is an image representing the number of remaining round games during the winning game, and is composed of circular images arranged in a horizontal row. Here, the round image consists of 10 round images, each representing one round. White circles indicate rounds that are being executed or have been executed, and black circles indicate rounds that have not been executed. In FIG. 54(A), one is indicated by a white circle and nine by black circles, indicating that the first round is being executed. The acquired ball number image shows the number of balls (here, “58 balls”) obtained in the jackpot game carried out during a specific period. The mode image indicates the name of the mode currently being executed, and here, "jackpot mode" indicates that the jackpot game is being executed.

[0229] In FIG. 54(B), the result screen is displayed. Here, at a specific timing during the round game (for example, when 60 balls are won), the result screen is suddenly displayed despite the fact that the jackpot game is being executed. The result screen is surrounded by a rectangular frame image, and inside is a "result" image showing the result screen, an image of the number of winning balls, an image of the number of consecutive wins, and a mode that suggests the end of the jackpot mode. An end image and a remaining round number image are displayed. The acquired ball number image "62 balls" on this result screen displays the acquired ball number at the time of display, and does not display the results at the end of a specific period. Therefore, the numerical value increases linearly as the jackpot game (round game) progresses. The number of consecutive wins image also shows the current number of consecutive wins and does not show the results at the end of a specific period. A round image is displayed below the result screen. The round image shows that the first round continues as one is shown as a white circle and nine as a black circle.

[0230] FIG. 54(C) shows a state in which a jackpot game (round game) is progressing while the display of the result screen is maintained. The round image shows that the 9th round is running as 9 are shown as white circles and 1 as a black circle. In addition, the acquired ball number image "871 balls" on this result screen displays the acquired ball number at the time of display, and the numerical value increases as the jackpot game (round game) progresses. The winning pitch image is also displayed outside the result screen.

[0231] FIG. 54(D) shows a state in which a jackpot game (round game) is progressing while the display of the result screen is maintained. The round image shows that all 10 are white circles, indicating that the 10th round is running. In addition, the acquired ball number image "952 balls" on this result screen displays the acquired ball number at the time of display, and the numerical value increases as the jackpot game (round game) progresses.

[0232] After that, as shown in FIG. 54(E), the number of obtained balls reaches 1000, and the final round (10th round) is completed. At this time, when the final round ends, the displayed result screen disappears.

[0233] After that, as shown in FIG. 54(F), the result screen is displayed again. The result screen is surrounded by a rectangular frame image, and inside is a "result" image showing the result screen, an image of the number of winning balls, an image of the number of consecutive wins, and a mode that suggests the end of the jackpot mode. An end image and are displayed. The acquired ball number image "1000 balls" on this result screen displays the result at the end of a specific period. On the other hand, the display of the round image disappears.

[0234] Another example of the interim result screen display effect B will be described with reference to FIGS. 54(G) to (L). FIG. 54(G) illustrates the display screen 7a during the jackpot game (during the round game). Here, the 10R normal jackpot (transition to low probability and short time after 10R) is being executed, and it is assumed that 100 balls can be obtained per round. The display screen 7a displays a round image, an image of the number of balls won, a mode image, and a right-handed image. A round image consists of 10 round images arranged in a horizontal line, and each round image represents one round. White circles indicate rounds that are being executed or have been executed, and black circles indicate rounds that have not been executed. Here, 1 is shown as a white circle and 9 as a black circle, indicating that the first round is running. The acquired ball number image indicates the number of balls (here, "58 balls") obtained in the jackpot game carried out during a specific period. The mode image indicates the name of the mode currently being executed, and here, "jackpot mode" indicates that the jackpot game is being executed.

[0235] In FIG. 54(H), the result screen is displayed. Here, at a specific timing during the round game (for example, when 60 balls are won), part of the result screen is suddenly displayed while the jackpot game is being executed. Here, the upper left part of the result screen is displayed in the upper left rectangular area of ​​the display screen 7a. Specifically, the image including the mode image that had been displayed in the upper left rectangular area obtained by dividing the display screen 7a into four parts disappears, and the upper left part of the result screen is exposed from the rear side. executed.

[0236] After that, as shown in FIG. 54(I), at still another timing during the round game (for example, when 400 balls are won), a part of the lower left part of the result screen is displayed in a rectangular area in the lower left part of the display screen 7a. be done. Specifically, the image including the round image displayed in the rectangular area at the lower left corner of the display screen 7a disappears, and the lower left part of the result screen is exposed from the rear side. executed. This makes the left half of the result image visible.

[0237] After that, as shown in FIG. 54(J), at another timing during the round game (for example, when 800 balls are won), a part of the upper right part of the result screen is displayed in a rectangular area in the upper right part of the display screen 7a. be done. Specifically, the image including the right-handed image displayed in the upper right part of the rectangular area obtained by dividing the display screen 7a into four parts disappears, and the upper right part of the result screen is exposed from the back side. is executed. As a result, in addition to the left half of the result image, the upper right portion becomes visible. Here, the acquired ball count image becomes visible. The number of acquired balls image shows the number of acquired balls at the time of display, and does not display the results at the end of a specific period. Therefore, the numerical value increases linearly as the jackpot game (round game) progresses.

[0238] After that, as shown in FIG. 54(K), at another timing during the round game (for example, when 1000 balls are obtained), a part of the lower right part of the result screen is displayed in a rectangular area in the lower right part of the display screen 7a. is displayed. Specifically, the image including the captured ball number image displayed in the lower right part of the rectangular area obtained by dividing the display screen 7a into four parts disappears, and the lower right part of the result screen is exposed from the rear side. A production like this is executed. As a result, the entire result image becomes visible. In FIG. 54(K), after the jackpot game (round game) progresses while the display of the result screen is maintained, the number of acquired balls reaches 1000, and the final round (10th round) is completed. ing. Then, as shown in FIG. 54(L), the display of the round image disappears.

[0239] [Effect example] An example of the effects of the effect of displaying the middle of the result screen is shown below. [Effect 1] In the gaming machine 1 of the above embodiment, as shown in FIGS. A result screen is displayed before the end of the round game while the winning game consisting of the round game is being executed. Since the result image is usually displayed after all the round games are finished, the display before the round game is finished can surprise the player and improve the interest. [Effect 2] In the gaming machine 1 of the above embodiment, as shown in FIGS. 53(B), (D), (I)-(K), 54(B)-(D), (H)-(K), a result screen is displayed. is displayed, a round image representing the number of remaining round games during the winning game is displayed. Since the result image is usually displayed after all round games are completed, the round image and the result screen are not displayed in parallel. Therefore, it is possible to surprise the player with this presentation, and to improve the interest. [Effect 3] In the gaming machine 1 of the above embodiment, as shown in FIGS. 53(I)-(K), 54(B)-(D), and (H)-(K), the result screen shows the winnings in the winning game. It contains an acquired ball number image representing the number of acquired balls including the number of played balls, and the numerical value represented by the acquired ball number changes after the result screen is displayed. Normally, the number of balls won image on the result screen shows the results of the number of balls won during a specific period, so the numerical values ​​do not change. On the other hand, here, since the number of balls increases despite the image of the number of winning balls on the result screen, the player can be surprised and the interest can be improved.

[0240] [Modification] A modified example of the effect of displaying the result screen in the middle will be shown below. [Modification 1] In the intermediate result screen display effect A shown in FIGS. 53(A) to (F), the result screen (first time) of FIG. 53(B) and the result screen (second time) of FIG. 53(D) are displayed. It is a forecast result screen at a certain point in time, and it is assumed that the result at the end of a specific period is predicted and displayed. However, instead of the prediction, the number of acquired balls at the present point in time or the number of consecutive wins may be displayed.

[0241] [Modification 2] In the result screen interim display effect A shown in FIGS. 53(G) to (L), in the result screens of FIGS. ) is assumed to increase linearly. However, instead of increasing linearly, the number may be displayed so as to increase by a predetermined unit when the number of balls released reaches a predetermined unit (for example, 10 balls). FIG. 54 is the same.

[0242] [Modification 3] The result screen is a screen that reports the result of a game played during a specific period. However, the result screen may be a screen notifying the end of a specific game mode.

[0243] [Example of mode] The gaming machine of this embodiment can implement the following aspects. ◇ [Aspect A1-1] A gaming machine comprising display means capable of displaying a plurality of types of images, one of the plurality of types of images is a result screen that notifies the result of a winning game; During the execution of the winning game consisting of a plurality of round games, it is possible to execute an effect in which the result screen is displayed even before the round game is finished. A gaming machine characterized by: ◇ [Aspect A1-2] The gaming machine according to aspect A1-1, In the effect, an image representing the number of the remaining round games during the winning game is displayed while the result screen is being displayed. A gaming machine characterized by: ◇ [Aspect A1-3] The gaming machine according to aspect A1-1 or aspect A1-2, The result screen includes a winning ball number image representing the number of winning balls including the number of balls won in the winning game, In the effect, the numerical value represented by the number of acquired balls changes after the result screen is displayed. A gaming machine characterized by:

[0244] 55 and 56, the firing direction suggesting image deletion effects A and B will be described below. This shooting direction suggesting image erasing effect is executed during a jackpot game or the like. That is, the image control microcomputer 101 analyzes the command received from the sub-control board 90, and if the command includes an instruction to execute the shooting direction suggesting image deletion effect, the corresponding image data is read from the ROM 103 and the image display device 7 The image is displayed on the display screen 7a and the sub display screen 64.

[0245] [Erase direction suggestive image A] FIG. 55 is a diagram for explaining the firing direction suggesting image deletion effect A. FIG. The shooting direction suggesting image erasing effect is to display a suggesting image (for example, a right-handed image) that suggests the shooting direction of the game ball even before the round game is completed during the execution of a winning game consisting of a plurality of round games. It is a production that disappears. The suggestive image suggesting the shooting direction of the game ball is, for example, an image that prompts the player to shoot the game ball in a specific direction, such as a right-hand shot image or a left-hand shot image. Normally, during the jackpot game, the right hitting image is continuously displayed. On the other hand, in the shooting direction suggesting image erasing effect, the display of the right hitting image disappears even though the jackpot game is in progress.

[0246] FIG. 55 (A) ~ (F) shows an example in which the jackpot type is 6R normal jackpot (moves to low probability and short time after 6R), and the shooting direction suggesting image deletion effect is executed during the jackpot game. In Figure 55 (G) ~ (L), the jackpot type is 10R probability variable jackpot (transition to high probability short time after 10R), showing an example in which the firing direction suggestive image deletion effect is not executed during the jackpot.

[0247] FIGS. 55(A) to (F) show an example in which the shooting direction suggesting image deletion effect is executed during the jackpot game. FIG. 55(A) illustrates the display screen 7a during the jackpot game (during the round game). Here, the 1R of the 6R normal jackpot (transition to low probability and short time after 6R) is shown, and it is assumed that 100 balls can be obtained per round. The display screen 7a displays a round image, an image of the number of balls won, a mode image, and a right-handed image. The round image is an image representing the number of remaining round games during the winning game, and is composed of circular images arranged in a horizontal row. A round image consists of 10 round images, each representing one round. Here, 10 round images are displayed despite the 6R jackpot. This is because 4 circle images out of 10 circle images are dummy. there is White circles indicate rounds that are being executed or have been executed, and black circles indicate rounds that have not been executed. In FIG. 55(A), one is indicated by a white circle and nine by black circles, indicating that the first round is being executed. The acquired ball number image indicates the number of balls (here, "58 balls") obtained in the jackpot game carried out during a specific period. The mode image indicates the name of the mode currently being executed, and here, "jackpot mode" indicates that the jackpot game is being executed. The right-handed image is an image that urges the player to shoot the game ball in the right direction, and includes a character image of "Right-handed" and an image of a right arrow.

[0248] FIG. 55(B) illustrates an extended battle effect. At a specific timing during the round game (for example, during 4R), an effect is started in which the ally character CRA and the enemy character CRB fight. This extended battle production informs whether or not the time saving state is extended, and here, when the ally character CRA wins, it is informed that the jackpot type was a 10R probability variable jackpot, and after the jackpot game, a high probability time saving become a state. On the other hand, when the ally character CRA is defeated, it is reported that the jackpot type was the 6R normal jackpot, and the low-probability short-time state occurs after the jackpot game. The round image shows that the 4th round is running as 4 are shown as white circles and 6 as black circles. The acquired ball number image shows "353 balls".

[0249] Here, since the jackpot type is the 6R normal jackpot, FIG. 55(C) shows a state in which the ally character CRA has been defeated in the extended battle effect of FIG. 55(B). The round image shows that the 6th round is running as 6 are shown as white circles and 4 as black circles. The acquired ball number image shows "512 balls".

[0250] FIG. 55(D) shows a state in which the firing direction suggesting image deletion effect is being executed. At a specific timing during the round game (for example, after being defeated in the extended battle effect), a shooting direction suggesting image erasing effect is executed in which the display of the shooting direction suggesting image disappears. Here, in addition to the right-handed image (shooting direction suggesting image), the display of the acquired ball number image disappears. By disappearing the display of the right-hand shot image and the number of acquired balls, it is possible to give the player a sense of loss in the extended battle effect. Also, the disappearance of the right-handed image and the display of the number of acquired balls suggests that consecutive chances will not occur after this even during the round game. The round image was displayed with 6 white circles and 4 black circles, but the 4 black circles disappeared, suggesting that the jackpot type was the 6R normal jackpot. Also, the fact that 6 are white circles suggests that the 6th round is being executed. The display of the defeated ally character CRA is maintained.

[0251] In FIG. 55(E), the result screen is displayed. Here, the round game ends and the result screen is displayed after the ending. The result screen is surrounded by a rectangular frame image, and inside is a "result" image showing the result screen, an image of the number of winning balls, an image of the number of consecutive wins, and a mode that suggests the end of the jackpot mode. An end image and are displayed. The winning ball number image "600 balls" on this result screen is the 6R normal jackpot this time, and the round game has ended, so the result at the end of the specific period is displayed. As for the number of consecutive wins image, this time it is a 6R normal jackpot, and since there will be no consecutive wins after that, the result at the end of a specific period is displayed.

[0252] After that, when a predetermined period elapses, as shown in FIG. 55 (F), special figure 1 fluctuation is started in a low probability non-time saving state (left-handed game). On the display screen 7a, a character image of "Normal mode start", a left-handed image, and decorative symbols 8L, 8C, 8R displayed in a variable manner are displayed.

[0253] 55(G) to (L) are used to show an example in which the shooting direction suggesting image deletion effect is not executed during the big win. In FIG. 55(G), a screen similar to that in FIG. 55(A) is displayed. That is, the display screen 7a during the jackpot game (during the round game) is illustrated. Here, the 10R probability variable jackpot (transition to high probability short time after 10R) is being executed, and it is assumed that 100 balls can be obtained per round. The display screen 7a displays a round image, an image of the number of balls won, a mode image, and a right-handed image. The round image is an image representing the number of remaining round games during the winning game, and is composed of circular images arranged in a horizontal row. A round image consists of 10 round images, each representing one round. The dummy circle image is not included here because it was a 10R jackpot. At this point the player does not know whether or not the dummy is included. White circles indicate rounds that are being executed or have been executed, and black circles indicate rounds that have not been executed. In FIG. 55(G), one is displayed as a white circle and nine as black circles, indicating that the first round is being executed. The acquired ball number image indicates the number of balls (here, "58 balls") obtained in the jackpot game carried out during a specific period. The mode image indicates the name of the mode currently being executed, and here, "jackpot mode" indicates that the jackpot game is being executed. The right-handed image is an image that urges the player to shoot the game ball in the right direction, and includes a character image of "Right-handed" and an image of a right arrow.

[0254] In FIG. 55(H), a screen similar to that in FIG. 55(B) is displayed. That is, an extended battle effect is exemplified. At a specific timing during the round game (for example, during 4R), an effect is started in which the ally character CRA and the enemy character CRB fight. This extended battle production informs whether o...

Claims

1. A front frame provided with an electric member; A display means capable of displaying a plurality of types of images; A lottery means for carrying out a lottery process based on the entry of a game ball into a starting hole; A gaming machine comprising: When the lottery result by the lottery means is a winning result and a winning game performance is started, a first performance may be executed to display a specific image on the display means, The illumination state of the electric member after the winning game is different when the first performance is executed and when the first performance is not executed. A gaming machine characterized by:

2. 2. The gaming machine according to claim 1, When the performance of the winning game is started, a round image is displayed on the display means, The first effect is executed when the information on the ball output reaches a predetermined number, The specific image is an image suggesting that the information regarding the balls dispensed has reached the predetermined number. A gaming machine characterized by:

3. 3. The gaming machine according to claim 1 or 2, The illumination state of the illumination member after the winning game is a first illumination state when the first performance is executed, whereas a light emission state that is not the first illumination state when the first performance is not executed is a light emission state that is not the first illumination state; The first performance may be executed regardless of the type of winning. A gaming machine characterized by: