Game machine
Patent Information
- Application Number
- JP2022120722
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-07-28
- Publication Date
- 2025-07-29
AI Technical Summary
There is a need to enhance the interest and engagement in gaming machines by improving the time-saving states to make them more advantageous for players.
The gaming machine incorporates multiple advantageous states with varying probabilities and payouts, including a first, second, third, and fourth advantageous state, each with different conditions for entering starting ports and expected ball outputs, along with a game control mechanism that switches between these states based on wins, and features such as extended opening times for winning devices and shortened fluctuation times for symbols.
This design increases player engagement by providing higher chances of winning and faster progression through time-saving states, enhancing the overall gaming experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] 2. Description of the Related Art Conventionally, there has been known a gaming machine that, upon execution of a jackpot game, transitions the gaming state to a time-saving state (a-time-saving) that is more advantageous to the player than the normal state (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2022-74687 Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is room for further improvement in order to increase the interest in the time-saving game in such gaming machines.
[0005] The present invention has been made to solve the above-mentioned problems, and has an object to improve the entertainment value of games. [Means for solving the problem]
[0006] The present invention has been made to solve at least a part of the above-mentioned problems, and can be realized as the following application examples.
[0007] [Application example 1] a game control means capable of setting one of a plurality of game states including a normal state, a first advantageous state more advantageous than the normal state, a second advantageous state more advantageous than the first advantageous state, a third advantageous state more advantageous than the second advantageous state, and a fourth advantageous state more advantageous than the third advantageous state; The first starting hole, which triggers the drawing of the special drawing 1 when the game ball enters, The second starting hole, which triggers the drawing of the special chart 2 when the game ball enters, and a start hole switching means for switching between a first mode in which it is relatively easy for a game ball to enter the first start hole and relatively difficult for the game ball to enter the second start hole, and a second mode in which it is relatively difficult for a game ball to enter the first start hole and relatively easy for the game ball to enter the second start hole, when the general lottery result is a winning game. In the first advantageous state and the second advantageous state, when a normal winning is won, the first mode is more likely to occur than the second mode, In the third advantageous state and the fourth advantageous state, when a normal winning is won, the second mode is more likely to occur than the first mode, During the second advantageous state, the expected value of balls to be dispensed, which is the number of balls expected to be dispensed before returning to the normal state, is higher than the expected value of balls to be dispensed during the first advantageous state, The expected value of ball payout during the fourth advantageous state is higher than the expected value of ball payout during the third advantageous state. A gaming machine characterized by: [Application example 2] The gaming machine according to Application Example 1, The game control means includes: When a winning combination is achieved in the first advantageous state, the game state may be reset to the first advantageous state or may be set to the second advantageous state after the winning combination is completed. When a winning combination is achieved in the second advantageous state, the game state may be reset to the second advantageous state or may be set to the third advantageous state after the winning combination is completed. When a winning combination is achieved in the third advantageous state, the game state may be reset to the third advantageous state or may be set to the fourth advantageous state after the winning combination is completed. When a winning game is won in the fourth advantageous state, the game state may be reset to the fourth advantageous state after the winning game ends. A gaming machine characterized by: [Application example 3] The gaming machine according to Application Example 1, The first starting hole and the second starting hole are respectively arranged at positions where a game ball shot in a predetermined direction by a player can enter either one of them. A gaming machine characterized by: [Application example 4] The gaming machine according to any one of Application Examples 1 to 3, The first advantageous state and the second advantageous state are both time-saving states, The high expected value of the ball payout means that at least one of the following (1) to (5) is satisfied: A gaming machine characterized by: (1) The second advantageous state has a greater number of time-saving continuations, which is the number of special chart draws that continue the time-saving state, than the first advantageous state. (2) The second advantageous state has a higher probability of winning in one special drawing than the first advantageous state. (3) When a winning combination is achieved in the second advantageous state, the number of times the time-saving mode continues after the winning combination ends is greater than when a winning combination is achieved in the first advantageous state. (4) If a winning combination is achieved in the second advantageous state, the probability of winning in a single special drawing in the time-saving state after the winning game ends is higher than the probability of winning in the first advantageous state. (5) The second advantageous state has a higher average number of game balls that can be won in one hit than the first advantageous state. [Application example 5] The gaming machine according to any one of Application Examples 1 to 3, The third advantageous state and the fourth advantageous state are both time-saving states, The average value being high means that at least one of the following (1) to (5) is satisfied: A gaming machine characterized by: (1) The fourth advantageous state has a greater number of time-saving continuations, which is the number of special chart draws that continue the time-saving state, than the third advantageous state. (2) The fourth advantageous state has a higher probability of winning in one special drawing than the third advantageous state. (3) If a winning combination is achieved in the fourth advantageous state, the number of times the time-saving feature continues in the time-saving mode after the winning combination ends is greater than the number of times the winning combination is achieved in the third advantageous state. (4) If a winning combination is achieved in the fourth advantageous state, the probability of winning in a single special drawing in the time-saving state after the winning game ends is higher than the probability of winning in the third advantageous state. (5) The fourth advantageous state has a higher average number of game balls that can be won in one hit than the third advantageous state. [Application Example 6] The gaming machine according to Application Example 5, The third advantageous state has a higher ball payout expectation value than the second advantageous state. A gaming machine characterized by: Effect of the Invention
[0008] According to the present invention, interest in games can be improved. [Brief description of the drawings]
[0009] [Figure 1] FIG. [Diagram 2] FIG. 4 is a block diagram showing the electrical configuration of the main control board. [Diagram 3] FIG. 2 is a diagram for explaining a sensor solenoid. [Figure 4] FIG. 4 is a block diagram showing the electrical configuration of the sub-control board. [Diagram 5] A diagram to explain the memory areas of a game control microcomputer and a performance control microcomputer. [Figure 6] 13 is an explanatory diagram of a special symbol winning determination table and a normal symbol winning determination table. FIG. [Figure 7] This is an explanatory diagram of jackpot type determination tables 1 and 2. [Figure 8] This is an explanatory diagram of small win type determination tables 1 and 2. [Figure 9] An explanatory diagram of a fluctuation pattern determination table when the time-saving mode is not in effect. [Figure 10] An explanatory diagram of a fluctuation pattern determination table during time-saving mode. [Figure 11] This is an explanatory diagram of the electric chute opening pattern determination table and details of the electric chute opening pattern. [Figure 12] 4 is a flowchart of a main control process. [Figure 13] 13 is a flowchart of a main-side timer interrupt process. [Figure 14] 13 is a flowchart of a special action process. [Figure 15] 13 is a flowchart of a special symbol waiting process. [Figure 16] 13 is a flowchart of a hit determination process. [Figure 17] 13 is a flowchart of the time-saving status setting process (jackpot). [Figure 18] A flowchart of the time-saving status setting process (small win). [Figure 19] 13 is a flowchart of a special symbol determination process. [Figure 20] 13 is a flowchart of a game status management process. [Figure 21] This is a flowchart of special electric device processing (jackpot). [Figure 22] 13 is a flowchart of a game status setting process. [Diagram 23] This is a flowchart for processing special electric gimmicks (small wins). [Figure 24] 13 is a flowchart of a sub-control main process. [Diagram 25] 13 is a flowchart of a sub-side timer interrupt process. [Figure 26] 13 is a flowchart of a received command analysis process. [Figure 27] 13 is a flowchart of the variable performance start processing. [Figure 28] FIG. 1 is a diagram for explaining a game flow. [Figure 29] This is a diagram to explain example 1 of the presentation when a win is made during the first time reduction. [Diagram 30] This is a diagram to explain example 2 of presentation when a win is made during the first time reduction. [Diagram 31] This is a diagram to explain presentation example 3 when a win is made during the first time reduction. [Diagram 32] This is a diagram to explain presentation example 4 when a win is made during the first time reduction. [Diagram 33] This is a diagram to explain example 1 of the presentation when a win is made during the second time-saving period. [Diagram 34] This is a diagram to explain example 2 of the presentation when a win is made during the second time-saving period. [Diagram 35] This is a diagram to explain presentation example 3 when a win is made during the second time-saving period. [Diagram 36] This is a diagram to explain example 1 of the presentation when a win is made during the third time reduction. [Figure 37] This is a diagram to explain example 2 of the presentation when a win occurs during the third time reduction. [Figure 38] This is a diagram to explain an example of the presentation when you win during the fourth time reduction. [Figure 39] FIG. 13 is a diagram for explaining a special symbol winning determination table A in the second embodiment. [Diagram 40] FIG. 13 is a diagram for explaining the big win type determination table A (non-time reduction) of the second embodiment. [Diagram 41] FIG. 13 is a diagram for explaining the big win type determination table A (time reduction) of the second embodiment. [Diagram 42] A diagram for explaining the small win type determination table A (non-time reduction) of the second embodiment. [Diagram 43] A diagram for explaining the small win type determination table A (time reduction) of the second embodiment. [Diagram 44] A diagram for explaining the electric chute opening pattern determination table A of the second embodiment. [Diagram 45] 13 is a flowchart of a hit determination process according to a second embodiment. [Diagram 46] 13 is a flowchart of a game status setting process in the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] First Embodiment 1. Structure of the gaming machine 1 is a front view of a gaming machine 1 according to one embodiment of the present invention. In the following description, the left-right direction of the gaming machine 1 will be described as coinciding with the left-right direction as seen by a player facing the gaming machine 1. The front direction of the gaming machine 1 will be described as the direction from the gaming machine 1 toward the player, and the rear direction of the gaming machine 1 will be described as the direction from the player toward the gaming machine 1.
[0011] The gaming machine 1 is a pachinko gaming machine that shoots gaming balls based on a player's shooting operation, and when the gaming balls win a specific winning device, a predetermined number of gaming balls is paid out to the player based on the winning.
[0012] The gaming machine 1 includes a gaming machine frame 50 and a gaming board 2, and the gaming board 2 is attached to the inside of the gaming machine frame 50. In addition to a front frame (front frame portion) 53, the gaming machine frame 50 includes an outer frame (base frame portion) that forms the outer hull of the gaming machine, and an inner frame to which the gaming board 2 is attached inside the outer frame.
[0013] The front frame (front frame portion) 53 is a vertically rectangular unit disposed on the front side of the outer frame and the inner frame, and includes a handle 60, a ball supply tray (upper tray) 61, a surplus ball receiving tray (lower tray) 62, a performance button 63, a sword member 64, a sword button 65, a frame lamp 66, a speaker 67, a select button 68, and a frame movable body 600. An opening is formed in the center of the front frame 53, and the play area 3 of the game board 2 can be seen through the opening.
[0014] The handle 60 is disposed at the lower end on the right side of the front frame 53, and launches game balls with a launch strength according to the rotation angle. The ball supply tray (upper tray) 61 is disposed below the front frame 53, and stores game balls. The surplus ball receiving tray (lower tray) 62 is disposed below the ball supply tray (upper tray) 61, and stores game balls that cannot be accommodated in the ball supply tray (upper tray) 61.
[0015] The performance button 63 is an operation part arranged near the ball supply tray (upper tray) 61, and is operated (pressed) by the player during performances that are executed as the game progresses. The sword member 64 is an operation part that imitates the shape of a sword, and can be pressed downward by the player during performances that are executed as the game progresses. The sword button 65 is an operation part provided at the upper end portion of the sword member 64, i.e., the end of the sword handle, and is operated (pressed) by the player during performances that are executed as the game progresses. The sword member 64 is configured to be able to execute two different operations: a first operation of pressing the entire sword member 64 downward, and a second operation of pressing the sword button 65 at the tip.
[0016] The frame lamps 66 are arranged around the opening of the front frame 53, and emit light during play. The speakers 67 are arranged at the upper left and upper right of the front frame 53, and emit sound during play. The select button 68 is a so-called cross key, and is composed of a left button, a right button, an up button, and a down button, and enables various inputs. The frame movable body 600 is a so-called movable gimmick that is provided at the top of the front frame 53. The frame movable body 600 is configured to be displaceable from a stored state in which it is stored inside the front frame 53 to an exposed state in which it protrudes above the front frame 53.
[0017] The game board 2 comprises a game area 3, a rail member 4, a board lamp 5, an image display device 7, a center decorative body 10, a fixed winning device (center) 19, a first ordinary variable winning device (first electric chute) 17, a second ordinary variable winning device (second electric chute) 22, a gate (through chucker) 28, a first large winning device (first attacker) 31, a second large winning device (second attacker) 36, a general winning port 27 (ordinary winning port 27), an outlet 85, and a display 40.
[0018] The game area 3 is an area where game balls launched by operating the handle 60 flow down, and has a number of game nails protruding therein for guiding the game balls. The rail member 4 is disposed at the left end of the game area 3, and guides the game balls launched by operating the handle 60 toward the top of the game area 3. The board lamp 5 is disposed on the rear side of the game area 3, and irradiates light from the rear side of the game area 3.
[0019] 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 has a performance pattern display area in which performance patterns (decorative patterns) 8L, 8C, and 8R are displayed in a variable manner, a reserved image display area in which a reserved image 9A is displayed, and a reserved digestion image display area in which a reserved digestion image 9C is displayed. The reserved image 9A is an image that represents a reservation, and is also called a reserved icon 9A. The reserved digestion image 9C is an image that corresponds to the variation, and is also called the variable image 9C or the variable icon 9C. Note that the reserved digestion image 9C is an image that corresponds to the variation, and does not indicate a reservation, but the reserved image 9A and the reserved digestion image 9C are collectively called reserved images for convenience.
[0020] The effect symbol display area includes three symbol display areas, "left", "center" and "right". The left effect symbol (left decorative symbol) 8L is displayed in the left symbol display area. The center effect symbol (center decorative symbol) 8C is displayed in the center symbol display area. The right effect symbol (right decorative symbol) 8R is displayed in the right symbol display area. The effect symbols 8L, 8C, 8R are composed of a plurality of symbols representing numbers from "0" 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 can display the results of the variable display of the first special symbol and the second special symbol (the result of the big win lottery) to the player in an easy-to-understand manner by the combination of the effect symbols displayed in the left, center and right symbol display areas. The first special symbol and the second special symbol are collectively called "special symbols".
[0021] For example, if a jackpot is won, the performance symbols are displayed as a repeat number such as "777". If a loss occurs, the performance symbols are displayed as a random number such as "637". This makes it easier for the player to grasp the progress of the game. The player can grasp the result of the jackpot lottery through the image display device 7. The manner of displaying the variation of the performance symbols may be scrolled vertically or may be other manners. The combination of performance symbols to be displayed according to each lottery result is not limited to the above and can be set arbitrarily. Hereinafter, the performance displaying the performance symbols 8L, 8C, and 8R is also called "variable performance of performance symbols", "variable performance of decorative symbols", or simply "variable performance". In addition, the variation performance of the performance symbols during the period from when the special symbols start to vary to when they stop (also called the special symbol variation period) is counted as one variation performance. Therefore, even if the decorative symbols are temporarily stopped during the period from when the special symbols start to vary to when they stop, the performance of the temporary stop is included in the variation performance of the decorative symbols.
[0022] The image display device 7 can display on the display screen 7a not only the performance symbol change performance, but also a big win performance performed in parallel with a big win game (one example of a special game), a demo performance for waiting for customers, and the like. In the performance symbol change performance, in addition to the performance symbols, performance images such as background images and character images may also be displayed. Furthermore, the image display device 7 may display on the display screen 7a, in addition to the performance symbols, an identification display (fourth symbol, not shown) that can suggest that a special symbol is changing or the result of a lottery for a special symbol. The identification display (fourth symbol) may be displayed by a light-emitting device such as an LED provided in the game area 3.
[0023] The reserved image display area includes a first reserved display area that displays reserved images 9A according to the number of reserved first special symbols, which will be described later. By displaying the reserved images 9A, the number of reserved first special symbols can be displayed in an easy-to-understand manner to the player. The reserved consumption image display area includes a reserved consumption display area that displays a reserved consumption image 9C. The reserved consumption image 9C corresponds to the effect pattern (effect patterns 8L, 8C, 8R) currently changing on the display screen 7a, and by displaying the reserved consumption image 9C, it is possible to easily display to the player that the reserved first special symbol is being consumed ("reserved special symbol consumption" described later).
[0024] The center decorative body 10 is disposed near the center of the play area 3 and in front of the image display device 7. A stage section 11 is formed at the bottom of the center decorative body 10. The stage section 11 has a shape that can guide game balls rolling on the upper surface of the stage section 11 to a first starting hole 20 described below. A warp section 12 is provided at the bottom left of the center decorative body 10. The warp section 12 has an entrance section through which game balls flow and an exit section through which the game balls flow out, and causes the game balls that flow in from the entrance section to flow out from the exit section to the stage section 11.
[0025] The fixed winning device (center) 19 is disposed below the image display device 7 in the game area 3, and is equipped with a 1A start hole 20 in which the ease of entry of a game ball does not change at all times. The entry of a game ball into the 1A start hole 20 triggers the drawing of a lottery for a first special symbol (a big win lottery). In other words, the entry of a game ball into the 1A start hole 20 triggers the acquisition of a winning random number and the determination of a big win.
[0026] The first normal variable winning device (first electric chute) 17 is disposed at the upper part of the right game area 3B in the game area 3, and is provided with a first B starting hole 16. The winning of a game ball into the first B starting hole 16 is an opportunity for the drawing of a lottery for a first special symbol (a big win drawing), as in the case of the first A starting hole 20. The first electric chute 17 is provided with a first opening and closing member 18 in front of the first B starting hole 16, and the first B starting hole 16 is opened and closed by the operation of the first opening and closing member 18. The first opening and closing member 18 is driven by a first electric chute solenoid 25 (FIG. 3). The first B starting hole 16 is capable of receiving a game ball when the first opening and closing member 18 is in an open state. It is sufficient that the first electric chute 17 is capable of receiving a ball into the first B starting hole 16 when the first opening and closing member 18 is in an open state, as long as it is easier to receive a ball into the first B starting hole 16 when the first opening and closing member 18 is in an open state than when the first electric chute 17 is in a closed state.
[0027] The second normal variable winning device (second electric chute) 22 is disposed below the first electric chute 17 in the game area 3, and is provided with a second starting hole 21. The winning of a game ball into the second starting hole 21 triggers the drawing of a lottery for a second special symbol (a big win drawing). The second electric chute 22 is provided with a second opening / closing member 23 in front of the second starting hole 21, and the second starting hole 21 is opened and closed by the operation of the second opening / closing member 23. The second opening / closing member 23 is driven by a second electric chute solenoid 24 (FIG. 3). The second starting hole 21 is capable of receiving a game ball when the second opening / closing member 23 is in an open state. Note that the second electric chute 22 may be capable of receiving a ball into the second starting hole 21 when the second opening / closing member 23 is in an open state, as long as it is easier to receive a ball into the second starting hole 21 when the second opening / closing member 23 is in an open state than when the second opening / closing member 23 is in a closed state.
[0028] The gate (through chucker) 28 is disposed above the first big prize device (first attacker) 31 in the game area 3, and is configured to allow the game ball to pass through. The passage of the game ball through the gate 28 triggers a normal symbol lottery that determines whether or not to open the first electric chute 17 and the second electric chute 22. In other words, the passage of the game ball through the gate 28 triggers the acquisition of a normal symbol random number and a win determination, etc.
[0029] Here, the "lottery for special symbols" refers to a process of acquiring a random number for determining a special symbol when a game ball enters the 1A start hole 20, the 1B start hole 16, or the 2nd start hole 21, and judging whether or not a jackpot has been won by comparing the acquired random number with a value corresponding to a predetermined "jackpot". The lottery result of this "jackpot" is not immediately notified to the player, but the display 40 displays a variable special symbol, and when a predetermined variable time has elapsed, the special symbol corresponding to the lottery result is displayed stationary (determined display), and the lottery result is notified to the player. The image display device 7 plays a symbol matching game in which the performance symbols are displayed variably in synchronization with the variable display of the special symbols, and the lottery result of the jackpot is more effectively notified to the player by this symbol matching game.
[0030] Also, "drawing a normal symbol" refers to a process in which a random number for determining a normal symbol is acquired when a gaming ball passes through gate 28, and this acquired random number is compared with a value corresponding to a predetermined "win" to determine whether or not the winning symbol has been obtained. The lottery result for this normal symbol is also not immediately notified when the gaming ball passes through gate 28, but a fluctuating display of the normal symbol is performed on display 40, and after a predetermined fluctuating time has elapsed, the normal symbol corresponding to the lottery result is displayed as a confirmed result (lighted or unlit), and the lottery result is notified to the player.
[0031] The first large prize winning device (first attacker) 31 is disposed to the lower right of the first starting hole 20 in the game area 3, and includes a first large prize winning hole 30, a V area 39, a non-V area 70, and a V opening / closing member 71. The first large prize winning hole 30 includes an opening / closing member 32 that allows or prevents the reception of game balls by swinging open / close action. The opening / closing member 32 is driven by a first large prize winning hole solenoid 33 (Fig. 3). Game balls can enter the first large prize winning hole 30 when the opening / closing member 32 is in the open state.
[0032] The first large prize device 31 internally has a V area (specific area) 39, a V area sensor 39a (Figure 3), a non-V area (non-specific area) 70, a non-V area sensor 70a (Figure 3), a first large prize opening sensor 30a (Figure 3), a V opening / closing member 71, and a V opening / closing member solenoid 73 (Figure 3).
[0033] The V area (specific area) 39 and the non-V area (non-specific area) 70 are configured as areas within the first large prize device 31 through which a gaming ball that has passed through the first large prize opening 30 can pass. The first large prize opening sensor 30a is disposed upstream of the V area 39 and the non-V area 70, and detects the entry of a gaming ball into the first large prize opening 30. The V area sensor 39a is disposed in the V area 39, and detects the passage of a gaming ball into the V area 39. The non-V area sensor 70a is disposed in the non-V area 70, and detects the passage of a gaming ball into the non-V area 70.
[0034] The V opening / closing member 71 distributes the game balls that have passed through the first large winning opening 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 distribute the game balls to the V area 39 in a first state (rotating state), and when the V opening / closing member solenoid 73 is not energized, it is located at the origin and distributes the game balls to the non-V area 70 in a second state (stopped state). Note that the V opening / closing member 71 is not limited to rotational movement, and may be configured to move forward and backward with respect to the game board 2, for example, as long as it has the function of distributing the game balls that have passed through the first large winning opening 30 to either the V area 39 or the non-V area 70. In other words, when the V opening / closing member solenoid 73 is energized, it is in a retracted state (first state) in which the game ball is distributed to the V region 39, and when the V opening / closing member solenoid 73 is not energized, it is in an advanced state (second state) in which the game ball is distributed to the non-V region 70.
[0035] The first large prize device 31 of this embodiment further includes a first large prize device discharge sensor 31a (FIG. 3) that counts the number of game balls discharged from the first large prize device 31. The first large prize device discharge sensor 31a is provided at the point where the V area 39 and the non-V area 70 join downstream, and counts the number of game balls that have passed through the V area sensor 39a or the non-V area sensor 70a.
[0036] The second large prize winning device (second attacker) 36 is disposed below the center 19 in the game area 3, and is provided with a second large prize winning opening 35. The second large prize winning opening 35 is provided with a movable member 37 that inhibits or allows the reception of game balls by its movement. The movable member 37 is driven by a second large prize winning opening solenoid 38 (Fig. 3). The second large prize winning opening 35 allows game balls to enter when the movable member 37 is in the open state. Winning of the second large prize winning opening 35 is detected by a second large prize winning opening sensor 35a. The second large prize winning device 36 of this embodiment further includes a second large prize winning device discharge sensor 36a (Fig. 3) that counts the number of game balls discharged from the second large prize winning device 36.
[0037] The general winning opening 27 is provided at the bottom of the game area 3. The outlet 85 is provided at the bottom of the game area 3, and discharges game balls that do not win in any of the winning openings out of the game area 3. The display 40 is disposed near the center of the right side of the game board 2.
[0038] The game area 3 has a left game area 3A on the left side of the center in the left-right direction, and a right game area 3B on the right side. A hitting style in which the game ball is shot so that it flows down the left game area 3A is called a "left hit". On the other hand, a hitting style in which the game ball is shot so that it flows down the right game area 3B is called a "right hit". The game machine 1 is configured so that a left hit can aim for winning at the 1A start port 20. On the other hand, a right hit can aim for passing through the gate 28 and winning at the 1B start port 16, the 2nd start port 21, the 1st large winning port 30, and the 2nd large winning port 35.
[0039] In the gaming machine 1, when a game ball enters the 1A start port 20, the 1B start port (hereinafter, the 1A start port 20 and the 1B start port are collectively referred to as the 1st start port), or the 2nd start port 21, the values (numerical information) of various random numbers such as winning random numbers acquired for the entry are temporarily stored in the command set area 84a or the special chart reserve memory area 84e (FIG. 5). Specifically, if the entry is in the 1st start port, it is stored in the 1st special chart reserve memory area (FIG. 5) as the 1st special chart reserve, and if the entry is in the 2nd start port 21, the 2nd start port ball entry command is stored in the command set area 84a. There is an upper limit to the number of special chart reserves that can be stored in the special chart reserve memory area 84e, and the upper limit in this embodiment is 4. The special chart reserve stored in the special chart reserve memory area 84e is consumed when the variable display of the special pattern based on the special chart reserve becomes possible. "Consuming the reserved special symbol" means judging the winning random number etc. corresponding to the reserved special symbol and executing the variable display of the special symbol to show the judgment result. Therefore, in the gaming machine 1, even if the variable display of the special symbol based on the winning of the game ball into the first start hole or the second start hole 21 cannot be performed immediately after the winning, that is, even if the winning occurs during the variable display of the special symbol or during the execution of the special game, the right to the big win lottery for the winning can be reserved up to a predetermined number.
[0040] In the gaming machine 1, when a game ball passes through the gate 28, the value of the normal pattern random number acquired for that passage is temporarily stored as a normal pattern reserve in the normal pattern reserve memory area 84f (FIG. 5). There is an upper limit to the number of normal pattern reserves that can be stored in the normal pattern reserve memory area 84f, and the upper limit in this embodiment is four. The normal pattern reserve stored in the normal pattern reserve memory area 84f is consumed when the variable display of the normal pattern based on that normal pattern reserve becomes possible. The consumption of the normal pattern reserve means determining the normal pattern random number corresponding to that normal pattern reserve and executing the variable display of the normal pattern to show the result of the determination. Therefore, in the gaming machine 1, even if the variable display of the normal pattern based on the passage of the game ball through the gate 28 cannot be performed immediately after the passage, that is, even if a prize is won during the execution of the variable display of the normal pattern or during the execution of the auxiliary game, the right to draw the normal pattern for that passage can be reserved up to a predetermined number.
[0041] 2. Electrical configuration of the gaming machine The electrical configuration of the gaming machine 1 will be described with reference to Figures 2 to 4. Figure 2 is a block diagram showing the electrical configuration of the main control board side of the gaming machine 1. Figure 4 is a block diagram showing the electrical configuration of the sub-control board side of the gaming machine 1. The gaming machine 1 includes a main control board 80 (Figure 2), a sub-control board 90 (Figure 4), an image control board 100 (Figure 4), a lamp control board 107 (Figure 4), a sound control board 106 (Figure 4), a payout control board 110 (Figure 2), and a power supply board 116 (Figure 2).
[0042] The main control board 80 is a game control board that controls game profits such as big win lotteries and transitions in game states, and constitutes the main control unit. The sub-control board 90 is a performance control board that controls performances executed as the game progresses, and constitutes the sub-control unit together with the image control board 100, lamp control board 107, and sound control board 106. The sub-control unit can be constituted by at least including the sub-control board 90.
[0043] 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 on the gaming machine 1 according to a program. The game control microcomputer 81 transmits and receives data to and from other boards, etc. via the input / output circuit (I / O port section) 87. The input / output circuit 87 may be built into the game control microcomputer 81.
[0044] A sensor solenoid 44 is connected to the main control board 80 via an input / output circuit 87. The sensor solenoid 44 is a general term for various sensors and solenoids. As the sensors, as shown in Fig. 3, the 1A start hole sensor 20a, the 1B start hole sensor 16a, the 2nd start hole sensor 21a, the gate sensor 28a, the 1st large prize opening sensor 30a, the 2nd large prize opening sensor 35a, the V area sensor 39a, the non-V area sensor 70a, the normal prize opening sensor 27a, the 1st large prize device ejection sensor 31a, and the 2nd large prize device ejection sensor 36a are exemplified.
[0045] The 1A start port sensor 20a is provided inside the 1st start port 20 and detects a game ball that has entered the 1st start port 20. The 1B start port sensor 16a is provided inside the 1B start port 16 and detects a game ball that has entered the 1B start port 16. The second start port sensor 21a is provided inside the 2nd start port 21 and detects a game ball that has entered the 2nd start port 21. The gate sensor 28a is provided inside the gate 28 and detects a game ball that has passed through the gate 28. The 1st large prize port sensor 30a is provided inside the 1st large prize port 30 and detects a game ball that has entered the 1st large prize port 30. The 2nd large prize port sensor 35a is provided inside the 2nd large prize port 35 and detects a game ball that has entered the 2nd large prize port 35. The V area sensor 39a is provided in the V area 39 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 and detects game balls that have passed through the non-V area 70. The normal winning opening sensor 27a is provided inside the normal winning opening 27 and detects game balls that have won in the normal winning opening 27. The first large winning device discharge sensor 31a detects game balls discharged from the first large winning device 31. The second large winning device discharge sensor 36a detects game balls discharged from the second large winning device 36.
[0046] As the solenoids, as shown in FIG. 3, the first electric chute solenoid 25, the second electric chute solenoid 24, the first large prize opening solenoid 33, the second large prize opening solenoid 38, and the V-shaped opening / closing member solenoid 73 are exemplified. The first electric chute solenoid 25 drives the first opening / closing member 18 of the first electric chute 17. The second electric chute solenoid 24 drives the second opening / closing member 23 of the second electric chute 22. The first large prize opening solenoid 33 drives the opening / closing member 32 of the first large prize device 31. The second large prize opening solenoid 38 drives the movable member 37 of the second large prize device 36. The V opening / closing member solenoid 73 drives the V opening / closing member 71.
[0047] The display device 40 is connected to the main control board 80 via an input / output circuit 87. The game control microcomputer 81 controls the display device 40. The main control board 80 is connected to the external terminal board 70 via an input / output circuit 87. The main control board 80 outputs to the external terminal board 70 winning ball information, door or frame opening information, the number of times the first special symbol or the second special symbol has changed, the entry of game balls into the first start hole or the second start hole 21, whether or not a jackpot has been reached, and a security signal.
[0048] A dispensing 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 dispensing control board 110 and receives signals from the dispensing control board 110 for dispensing monitoring. The payout control board 110 is connected to a prize ball payout device 120, a loan ball payout device 130, and a card unit 135.
[0049] A power supply board 116 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 operates using power supplied from the power supply board 116, and distributes the power to other boards (not shown). The launch device 112 is also connected via the power supply board 116.
[0050] 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 the transmission of signals from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (not shown, for example, a circuit using a diode) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restricting means.
[0051] The sub-control board 90 includes a performance control microcomputer 91 and an input / output circuit 95. The performance control microcomputer 91 is a one-chip microcomputer mounted on the sub-control board 90, and controls the performance of the game of the gaming machine 1 according to a program. The performance control microcomputer 91 transmits and receives data to and from other boards, etc. via the input / output circuit 95. The input / output circuit 95 may be built into the performance control microcomputer 91. The image control board 100, the sound control board 106, the lamp control board 107, and the relay board 108 are connected to the sub-control board 90 via the input / output circuit 95.
[0052] The image control board 100 performs display control of the image display device 7 according to a program. In addition to the program for performing display control, the CPU unit of the image control board 100 stores still image data and video data to be displayed on the image display device 7, specifically, image data such as characters, items, figures, letters, numbers, and symbols (including performance designs) and background images.
[0053] A speaker 67 is connected to the audio control board 106, and the performance control microcomputer 91 outputs voice, music, sound effects, etc. from the speaker 67 via the audio control board 106 based on commands received from the main control board 80.
[0054] The lamp control board 107 is connected to the frame lamp 66 and the panel lamp 5 and controls them.
[0055] The relay board 108 is connected to the effect button 63, the select button 68, and the movable frame body 600. When the effect button 63 is pressed (pushed down) by the player, it outputs a switch signal to the sub-control board 90 via the relay board 108. In addition, the effect control microcomputer 91 operates the effect button 63 based on a command received from the main control board 80. The effect button 63 can be pressed, and can also be changed in position between a normal position (buried position) where the upper surface of the button body protrudes slightly, and a protruding position where most of the button body protrudes. In other words, the effect button 63 rises as one of the effects. When the select button 68 is pressed (pushed down) by the player, it outputs a switch signal to the sub-control board 90 via the relay board 108.
[0056] The performance control microcomputer 91 operates the frame movable body 600 based on commands received from the main control board 80. The frame movable body 600 is a movable gimmick provided on the top of the front frame 53 (FIG. 1). The performance control microcomputer 91 creates movement pattern data (drive data) that determines the movement mode of the frame movable body 600, and controls the movement of the frame movable body 600 according to the movement pattern data. Data stored in the sub-ROM 93 is used to create the movement pattern data. Note that a touch sensor or the like that is provided on the front frame 53 and outputs a detection signal when touched by a human body may be connected to the relay board 108.
[0057] 3. Data structure of gaming machines The data configuration of the gaming machine 1 will be described with reference to Fig. 5. Fig. 5(A) is a diagram for explaining a table stored in the main ROM 83 of the gaming control microcomputer 81. Fig. 5(B) is a diagram for explaining a storage area provided in the main RAM 84 of the gaming control microcomputer 81. Fig. 5(C) is a diagram for explaining a table stored in the sub ROM 93 of the performance control microcomputer 91. Fig. 5(D) is a diagram for explaining a storage area provided in the sub RAM 94 of the performance control microcomputer 91.
[0058] The main ROM 83 (FIG. 5(A)) is provided with a table storage area 83a. This table storage area 83a stores a special symbol winning judgment table, a reach judgment table, a normal symbol winning judgment table, a normal symbol change pattern judgment table, a big win type judgment table, a change pattern judgment table, an electric chute opening pattern judgment table, a big prize opening pattern judgment table, and the like. These judgment 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.
[0059] The main RAM 84 (FIG. 5(B)) has a command set area 84a, a flag set area 84b, a counter set area 84c, a status set area 84d, a special map reserved memory area 84e, and a regular map reserved memory area 84f.
[0060] The command set area 84a is an area (output buffer) where commands output from the main control unit to the sub-control unit during the main control main processing (described later) are set, and commands such as pre-determination commands, number of reserved balls commands, ball entry command into the second starting hole, start fluctuation command, stop fluctuation command, opening command, round designation command, ending command, and game state designation command are set.
[0061] The flag set area 84b is an area in which flags indicating the state of the gaming machine and the gaming state are set in the main control main process (described later), and a big win flag, a small win flag, a time-saving flag, and the like are set.
[0062] The counter set area 84c is an area in which counters used in the main control process (described later) are set, such as a random number counter, a round counter, and a time-saving counter.
[0063] The status set area 84d is an area in which a status in a special action process, which will be described later, a time-saving status a, is set.
[0064] The special symbol reserved memory area 84e includes a first special symbol reserved memory area in which the first special symbol reserved is stored. The first special symbol reserved memory area includes a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) such as random numbers for special symbols corresponding to the first, second, third, and fourth symbols of the first special symbol reserved.
[0065] The regular pattern reserved memory area 84f is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random value groups (reserved information) such as regular pattern random numbers (winning random numbers) corresponding to the first, second, third, and fourth regular pattern reserved numbers, respectively.
[0066] The sub-ROM 93 (FIG. 5(C)) is provided with a table storage area 93a. The table storage area 93a stores a look-ahead performance pattern determination table, a core performance pattern determination table, a chance-up performance pattern determination table, a stop symbol pattern determination table, and the like. These determination tables are referred to by the performance control microcomputer 91 in the sub-control main process (described later) executed by the performance control microcomputer 91.
[0067] The sub-RAM 94 (FIG. 5(D)) is provided with a command storage area 94a, a performance command set area 94b, a counter set area 94c, and a work area 94d. The command storage area 94a is an area (input buffer) in which commands input from the main control unit side in the sub-control main process (described later) are stored, and a pre-determination command, a reserved ball number command, a ball entry command into the second starting hole, a fluctuation start command, a fluctuation stop command, an opening command, a round designation command, an ending command, a game state designation command, and the like are stored. The performance command set area 94b is an area (output buffer) in which 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 in the sub-control main process (described later) are set, and a fluctuation performance start command, a pre-fluctuation end command, a fluctuation performance end command, an opening performance start command, a round performance start command, an ending performance start command, a two-fluctuation composite performance command, a transition suggestion performance command, and the like are set. The counter set area 94c is an area where counters used in the sub-control main process (described later) are set, and a random number counter, a first special chart reserved effect counter, a normal chart reserved effect counter, a time-saving effect counter, etc. are set. The work area 94d is a work area that realizes temporary storage for calculations, etc. Note that the other areas except for the work area 94d are backed up by a power source (not shown), and the contents are retained even if the power source of the gaming machine 1 is turned off.
[0068] Here, various random numbers acquired by the game control microcomputer 81 in the game machine 1 will be explained. The game control microcomputer 81 is configured to acquire the "special pattern hit random number", the "special pattern hit type random number", the "reach random number", the "variable pattern random number", the "normal pattern hit random number", and the "normal pattern hit type random number" at the timings described below. The "winning random number" is a random number used in the lottery to determine whether or not a jackpot has been awarded (jackpot determination), and takes a value in the range of 0 to 65535. The "special symbol winning type random number" is a random number used to determine the type of winning jackpot (judging the type of jackpot), and takes a value ranging from 0 to 127. The "reach random number" is a random number used to determine whether or not a reach occurs in the performance pattern variation performance that indicates the result when the jackpot judgment is a miss, and takes a value in the range of 0 to 127. A reach is a state in which there is only one performance pattern remaining among multiple performance patterns (decorative patterns) that is being displayed in a variable manner, and depending on which of the performance patterns that are being displayed in a variable manner are displayed as stopped, a combination of performance patterns that indicates a jackpot win (for example, a "7↓7" state). Note that the performance pattern that is displayed in a stopped state in the reach state may be displayed as if it is swaying on the display screen 7a.
[0069] The "fluctuation pattern random number" is a random number used to determine a fluctuation pattern including a fluctuation time, and takes a value in the range of 0 to 127. The "normal symbol winning random number" and "normal symbol winning type random number" are used in the lottery (normal symbol lottery) to determine whether or not to play the auxiliary game that opens the first electric chute 17 or the second electric chute 22. Both the normal symbol winning random number and the normal symbol winning type random number have values in the range of 0 to 255. The "random number for special symbols", "random number for special symbol type", "reach random number", and "variable pattern random number" are obtained based on the ball entering the start port (first start port 20 or second start port 21). The random value group obtained based on the ball entering the first start port is stored in the first special symbol reserve memory area, and the random value group obtained based on the ball entering the second start port 21 is stored in the command set area 84a. The "random number for normal symbols" and "random number for normal symbol type" are obtained based on the passage through gate 28. The obtained random number for normal symbols and random number for normal symbol type are stored in the normal symbol reserve memory area 84f.
[0070] Next, various random numbers acquired by the performance control microcomputer 91 in the gaming machine 1 will be described. The performance control microcomputer 91 is configured to acquire a "pre-read performance random number", a "chance-up random number", and a "performance random number".
[0071] The "look-ahead performance random number" is obtained as the value of the look-ahead performance counter set in the counter set area 94c, and is a random number used to determine the look-ahead performance during variable performance, and takes a value in the range of 0 to 127. The "look-ahead performance random number" is obtained based on the output of a pre-determination command from the main control unit to the sub control unit.
[0072] The "chance up random number" is a random number used to determine the chance up effect during the fluctuation effect, and takes a value in the range of 0 to 127. The "chance up random number" is acquired based on the output of a fluctuation start command from the main control unit to the sub control unit. The acquired random number value is stored in the sub RAM 94.
[0073] 4. Explanation of various tables FIG. 6(A) is a diagram for explaining the special symbol winning determination table. The special pattern hit determination table is a table that is referenced by the game control microcontroller 81 during the main control processing (described later) to determine whether the obtained hit random number value (any value between 0 and 65535) corresponds to a "big hit," a "small hit," or a "miss."
[0074] For the first special pattern, if the winning random number is "0 to 655", it will be judged as a "jackpot", and if the winning random number is "a number other than 0 to 655", it will be judged as a "miss". In other words, the probability of winning the jackpot with the first special symbol is 1 / 99.9.
[0075] For the second special symbol, if the winning random number value is between 0 and 655, it is determined to be a "big win," and if it is a "number other than 0 to 655," it is determined to be a "small win." In other words, the probability of winning the big prize with the second special symbol is 1 in 99.9, and in all other cases, the winning prize is a small prize.
[0076] The reach determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired reach random number value (any of 0 to 127) corresponds to "reach" or "not reach". The reach determination in the reach determination table is made based on the game state of the gaming machine 1. In this embodiment, in the "non-time-saving state", if the reach random number value is "0 to 13", it is determined to be "reach", and if the reach random number value is "a number other than 0 to 13 (14 to 127)", it is determined to be "not reach". Also, in the "time-saving state", if the reach random number value is "0 to 5", it is determined to be "reach", and if the reach random number value is "a number other than 0 to 5 (6 to 127)", it is determined to be "not reach".
[0077] FIG. 6(B) is a diagram for explaining the normal symbol winning determination table. The normal symbol winning judgment table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to judge whether the acquired normal symbol winning random number value (any of 0 to 255) corresponds to a "win" or a "lose". The judgment in the normal symbol winning judgment table is made based on the game state of the gaming machine 1. In this embodiment, in the "non-time-saving state", if the normal symbol winning random number value is "0 to 1", it is judged as a "win", and if the normal symbol winning random number value is "a number other than 0 to 1 (2 to 255)", it is judged as a "lose". Also, in the "time-saving state", if the normal symbol random number value is "0 to 254", it is judged as a "win", and if the normal symbol random number value is "a number other than 0 to 254 (255)", it is judged as a "lose".
[0078] The normal symbol variation pattern determination table is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine how many seconds the normal symbol variation time is depending on the game state (non-time-saving state or time-saving state). In this embodiment, in the "non-time-saving state", the normal symbol variation time is determined to be "30 seconds", and in the "time-saving state", the normal symbol variation time is determined to be "1 second".
[0079] FIG. 7 is a diagram for explaining the jackpot type determination table. FIG. 7(A) is a table of the jackpot type determination table 1. FIG. 7(B) is a table of the jackpot type determination table 2. The jackpot type determination tables 1 and 2 are tables that the game control microcomputer 81 refers to in the main control main process (described later) to determine the "type of jackpot" according to the acquired jackpot type random number value (any of 0 to 127). In addition, the game control microcomputer 81 is configured to determine the jackpot type based on the jackpot type determination table 1 when the a time-saving status described later is 1, and to determine the jackpot type based on the jackpot type determination table 2 when the a time-saving status described later is other than 1.
[0080] When the time-saving status is 1, as shown in FIG. 7(A), if the first special symbol (special symbol 1) is selected, if the random number of the jackpot type is "0-96", the 4R type 1 jackpot A is selected, if the random number of the jackpot type is "97-122", the 4R type 1 jackpot B is selected, if the random number of the jackpot type is "123-126", the 7R type 1 jackpot is selected, and if the random number of the jackpot type is "127", the 10R type 1 jackpot is selected. Also, if the second special symbol (special symbol 2) is selected, if it is a type 1 jackpot, it is determined to be a "10R type 1 jackpot" regardless of the random number of the jackpot type. If it is a type 2 jackpot, it is determined to be a "10R type 2 jackpot" regardless of the random number of the jackpot type.
[0081] When the time-saving status is not 1, as shown in FIG. 7(B), if the first special symbol (special symbol 1) is selected, if the random number of the jackpot type is "0-89", the 4R type 1 jackpot A is selected, if the random number of the jackpot type is "90-115", the 4R type 1 jackpot B is selected, if the random number of the jackpot type is "116-121", the 7R type 1 jackpot is selected, and if the random number of the jackpot type is "122-127", the 10R type 1 jackpot is selected. Also, if the second special symbol (special symbol 2) is selected, if it is a type 1 jackpot, it is determined to be a "10R type 1 jackpot" regardless of the random number of the jackpot type. If it is a type 2 jackpot, it is determined to be a "10R type 2 jackpot" regardless of the random number of the jackpot type.
[0082] A type 1 jackpot is a jackpot that is determined to be a jackpot in the jackpot determination process, and a type 2 jackpot is a jackpot that is determined to be a small jackpot in the jackpot determination process and then becomes a jackpot by passing through the V area 39 inside the first large prize winning device 31.
[0083] FIG. 8 is a diagram for explaining the small win type determination table. FIG. 8(A) is a table of the small win type determination table 1. FIG. 8(B) is a table of the small win type determination table 2. The small win type determination tables 1 and 2 are tables that the game control microcomputer 81 refers to in the main control main process (described later) to determine the "type of small win" according to the acquired big win type random number value (any of 0 to 127). In addition, the game control microcomputer 81 is configured to determine the small win type based on the small win type determination table 1 when the a time-saving status described later is other than 4, and to determine the small win type based on the small win type determination table 2 when the a time-saving status described later is 4.
[0084] If the time-saving status is other than 4, when you win a small prize in the lottery of the second special pattern (special pattern 2), if the random number value of the big prize type is "0 to 108", it is judged as "small prize A". Also, if the random number value of the big prize type is "109 to 121", it is judged as "small prize B", and if the random number value of the big prize type is "122 to 127", it is judged as "small prize C".
[0085] When the time-saving status is 4, if you win a small prize in the lottery for the second special pattern (special pattern 2), if the random number value of the big prize type is "0 to 101", it is judged as "small prize A". Also, if the random number value of the big prize type is "102 to 114", it is judged as "small prize B", and if the random number value of the big prize type is "115 to 127", it is judged as "small prize C".
[0086] In addition, the small wins A to C all trigger the same big win type, but the small win type is referenced in the setting of the a time reduction executed after the big win game described later.
[0087] Fig. 9 is a diagram for explaining the fluctuation pattern determination table in the non-time-saving state. Fig. 10 is a diagram for explaining the fluctuation pattern determination table in the time-saving state. The fluctuation pattern determination table is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine the fluctuation pattern according to the acquired fluctuation pattern random number value (0 to 127).
[0088] In the non-time-saving state, when the first starting hole 20 is won, the special pattern hit determination table determines it as a "miss", the reach determination table determines it as a "reach", the number of reserved balls is "1 to 2", and the fluctuation pattern random number value is "0 to 60", the fluctuation pattern is determined as "P4".
[0089] In the time-saving state, the fluctuation pattern determination table (time-saving fluctuation) is used (Figure 10). In the time-saving state, the fluctuation pattern is selected regardless of the fluctuation pattern random number value and the number of reserved balls.
[0090] As shown in Figures 9 and 10, once the fluctuation pattern is determined, the fluctuation time is also determined. In addition, when a reach occurs, it is also determined whether the reach will be a normal reach or a super reach (SP reach). A super reach is a reach performance in which the fluctuation time after the reach is longer than that of a normal reach. Three types of super reaches (SP1, SP2, SP3) with different fluctuation times are set here. SP1 to 3 are executed in a progressive manner after a normal reach. The difference between SP1 to 3 may be, for example, the presence or absence of a pseudo consecutive win.
[0091] Fig. 11(A) is an explanatory diagram of the electric chute opening pattern determination table. Fig. 11(B) is a table showing details of the electric chute opening pattern.
[0092] The electric chute opening pattern determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine the opening pattern of the first electric chute 17 and the second electric chute 22 depending on the game state (non-time-saving state or time-saving state). In this embodiment, in the "non-time-saving state", the opening pattern is determined to be "opening pattern H11" regardless of the normal symbol winning type random number value. Also, in the "time-saving state" and when the a time-saving status is 1 or 2, if the normal symbol winning type random number value is "0 to 126", the opening pattern is determined to be "opening pattern H12", and if the normal symbol winning type random number value is "127", the opening pattern is determined to be "opening pattern H13". In addition, when the "time-saving state" and the a time-saving status is 3 or 4, if the normal pattern hit type random number value is "0", the opening pattern is determined to be "opening pattern H12", and if the normal pattern hit type random number value is "1 to 127", the opening pattern is determined to be "opening pattern H13".
[0093] As shown in FIG. 11B, in opening pattern 11, the first electric chute 17 is opened once and for an opening time of 0.2 seconds. In opening pattern 12, the first electric chute 17 is opened three times, with an opening time of 2.0 seconds per opening, and an interval (opening interval) of 1.0 seconds. In opening pattern 13, the second electric chute 22 is opened three times, with an opening time of 2.0 seconds per opening, and an interval (opening interval) of 1.0 seconds. Therefore, if opening pattern 11 is determined, it is difficult to win both the first B starting hole 16 and the second starting hole 21, if opening pattern 12 is determined, it is easy to win the first A starting hole 16 but difficult to win the second starting hole 21, and if opening pattern 13 is determined, it is difficult to win the first A starting hole 16 but easy to win the second starting hole 21. However, when a predetermined number of game balls are won (a prescribed number of winnings, up to 10 balls), the first electric chute 17 and the second electric chute 22 are closed even if the open time remains. The details of the time-saving status a will be described later.
[0094] From the above, when the time-saving state is entered and the a-time-saving status is 1 or 2 (i.e., during the first and second time-saving states described below), the first electric chute 17 is more likely to open and make it easier to score into the firstB starting hole 16 than the second electric chute is open and makes it easier to score into the second starting hole 21. In contrast, when the time-saving state is entered and the a-time-saving status is 3 or 4 (i.e., during the third and fourth time-saving states described below), the second electric chute 22 is more likely to open and make it easier to score into the second starting hole 21 than the first electric chute is open and makes it easier to score into the firstB starting hole 16.
[0095] The large prize opening pattern determination table is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine the opening pattern of the first large prize opening 30 and the second large prize opening 35.
[0096] In the case of "4R Type 1 Big Win A" and "4R Type 1 Big Win B", the second big winning port 35 is opened once for a long time of 29.5 seconds in the 1st to 4th rounds. In the case of a "7R type 1 jackpot", the second large prize winning port 35 is opened once for a long time of 29.5 seconds in the 1st to 7th rounds. In the case of a "10R type 1 jackpot", the second large prize winning port 35 is opened once for a long time of 29.5 seconds in the 1st to 10th rounds. In the case of a "10R two-type jackpot," the first large prize opening 30 is opened five times in the first round with an opening time of 0.3 seconds, and the second large prize opening 35 is opened once in the second through tenth rounds with a long opening time of 29.5 seconds. However, if a predetermined number of game balls are won (the prescribed number of winning balls, maximum 9 balls), the amusement park will be closed even if there is still time left for opening.
[0097] 5. Explanation of the jackpot etc. In the gaming machine 1, there are two types of jackpots: a first type jackpot and a second type jackpot. A first type jackpot occurs when the acquired random winning number corresponds to a "jackpot." On the other hand, a second type jackpot occurs when the acquired random winning number corresponds to a "small jackpot" and then the game ball passes through the V area 39 in the first big prize winning device 31, resulting in a jackpot.
[0098] When a jackpot is hit, a "jackpot game" is played. The jackpot game is an example of a special game. The jackpot game includes multiple round games (unit open games), an opening (OP) before the first round game starts, and an ending (ED) after the final round game ends. Each round game starts with the end of the opening or the end of the previous round game, and ends with the start of the next round game. The time (interval time) for closing the jackpot opening between round games is included in the open round game before that closure.
[0099] 6. Description of game status The gaming state of the gaming machine 1 will be described. The gaming control microcomputer 81 can execute "variation time shortening control" for the special symbols displayed on the display 40. The state in which the gaming control microcomputer 81 executes the variation time shortening control for the special symbols on the display 40 is called the "time shortening state", and the state in which the variation time shortening control is not executed is called the "non-time shortening state (normal state)". In the time shortening state, the variation time of the special symbols (the time from the start of the variation display to the derivation and display of the display result) is shorter than in the non-time shortening state. In the time shortening state, the gaming control microcomputer 81 executes the variation pattern determination table (FIGS. 8 and 9) that is determined so that a variation pattern with a short variation time is selected more often than in the non-time shortening state. In other words, when the gaming control microcomputer 81 executes the variation time shortening control for the special symbols, a short variation time is more likely to be selected as the variation time of the variable display of the special symbols than when the variation time shortening control is not executed. As a result, in the time-saving state, the pace of consumption of the special reserved figures becomes faster, and effective winnings (winnings that can be stored as special reserved figures) in the starting hole become more likely to occur. This allows you to aim for a jackpot while playing smoothly.
[0100] The game control microcomputer 81 executes the probability variation control and the variation time shortening control for the normal symbols in parallel with the variation time shortening control for the special symbols. That is, the game control microcomputer 81 executes the probability variation control and the variation time shortening control for the normal symbols in the time shortening state, but does not execute them in the non-time shortening state.
[0101] The game control microcomputer 81 performs a hit judgment (determination of a normal pattern) using a normal pattern hit judgment table in which the number of normal pattern random numbers (win random numbers) judged as a hit is greater in the time-saving state than in the non-time-saving state, as the probability fluctuation control of the normal pattern. Therefore, in the time-saving state, the hit probability is higher than in the normal probability state of the normal pattern. In other words, when the game control microcomputer 81 executes the probability fluctuation control for the normal pattern, the probability that the display result (stop pattern) of the variable display of the normal pattern by the display unit 40 will be a winning pattern is higher than when the probability fluctuation control is not executed.
[0102] In the time-saving state, the time for which the normal symbols change is shorter than in the non-time-saving state. Here, the time for which the normal symbols change is 30 seconds in the non-time-saving state, but 1 second in the time-saving state. Furthermore, in the time-saving state, the opening time of the first electric chute 17 and the second electric chute 22 in the auxiliary game is longer than in the non-time-saving state. That is, the game control microcomputer 81 executes the opening time extension control for the first electric chute 17 and the second electric chute 22. In addition, in the time-saving state, the number of times that the first electric chute 17 and the second electric chute 22 are opened in the auxiliary game is greater than in the non-time-saving state. That is, the game control microcomputer 81 executes the opening number increase control for the first electric chute 17 and the second electric chute 22.
[0103] When the game control microcomputer 81 is executing the probability variation control and the variation time shortening control for the normal symbols on the display 40, and the opening time extension control and the opening count increase control for the first electric chute 17 and the second electric chute 22, the first electric chute 17 and the second electric chute 22 are opened more frequently, and game balls enter the first B start hole 16 or the second start hole 21 more frequently than when these controls are not executed. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, the state in which these controls are executed is called a "high base state", and the state in which they are not executed is called a "low base state". In the high base state, it is possible to aim for a jackpot without significantly reducing the number of game balls in hand. The high base state is a state in which the so-called electric support control (the control that supports the entry into the first B start hole 16 by the first electric chute 17, and the control that supports the entry into the second start hole 21 by the second electric chute 22) is executed.
[0104] The high base state (electric support control state) does not have to execute all of the above controls. That is, by executing one or more of the following controls, the probability fluctuation control for the normal symbols on the display 40, the fluctuation time reduction control for the normal symbols on the display 40, the opening time extension control for the first electric chute 17 and the second electric chute 22, and the opening count increase control for the first electric chute 17 and the second electric chute 22, it is sufficient that the first electric chute 17 and the second electric chute 22 are more likely to be opened than when the control is not executed. Also, the high base state (electric support control state) may be controlled independently without being associated with the time-saving state.
[0105] In the high base state, the game can be played more advantageously by hitting the ball to the right game area 3B (FIG. 1) with a right hit. The first electric chute 17 and the second electric chute 22 are more easily opened than in the low base state due to the electric support control, and it is easier to win the first B start port 16 or the second start port 21 than to win the first A start port 20. For this reason, in the high base state, the ball is hit to the right in order to make the ball enter the first B start port 16 or the second start port 21 while passing through the gate 28, which is the trigger for the normal pattern lottery. This allows more start wins (wins at the start port) to be obtained than by hitting to the left. In the gaming machine 1, the game is played by hitting to the right even during a jackpot game.
[0106] On the other hand, in the low base state, it is more advantageous to play by hitting the game ball to the left game area 3A (FIG. 1) with a left hit. Because the electric support control is not being executed, the first electric chute 17 and the second electric chute 22 are less likely to open than in the high base state, and it is easier to win in the 1A start port 20 than to win in the 1B start port 16 or the second start port 21. For this reason, in the low base state, the game ball is hit from the left in order to win in the 1A start port 20. This allows more start wins to be obtained than by hitting from the right.
[0107] 7. Operation of the gaming control microcomputer 81 The operation of the game control microcomputer 81 provided on the main control board 80 (FIG. 2) will be described with reference to Figures 12 to 23. Counters, flags, statuses, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the main RAM 84.
[0108] [Main control main processing] FIG. 11 is a flowchart of the main control process. When the power supply of the gaming machine 1 is turned on, the gaming control microcomputer 81 reads out a program for executing the main control process from the main ROM 83. In the main control process, the gaming control microcomputer 81 first performs an initialization process (step S001). In the initialization process, for example, various flags, statuses, counters, etc. 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 initialization process is executed only once after the power supply is turned on, and is not executed thereafter.
[0109] After the initialization process, the game control microcomputer 81 prohibits interrupts from the interrupt process (step S002) and performs a normal / special symbol main random number update process (step S003). In this normal / special symbol main random number update process, the game control microcomputer 81 updates various random number counter values (win random number value, big win type random number value, reach random number value, variable pattern random number value, normal symbol random number value) by adding 1. When each random number counter value reaches a set upper limit value, it returns to "0" and is added again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, each random number may be a so-called hardware random number generated by using a known random number generation circuit consisting of a counter IC or the like.
[0110] After the normal and special symbol main random number update process, the game control microcomputer 81 allows the interrupt process to be interrupted (step S004). While the interrupt is allowed, the main timer interrupt process (step S005) can be executed. The main timer interrupt process is executed based on an interrupt pulse that is repeatedly input at a predetermined cycle (for example, every 4 msec). That is, the main timer interrupt process is executed at a predetermined cycle (for example, every 4 msec). Then, from the end of the main timer interrupt process to the start of the next main timer interrupt process, the update process of various counter values by the normal and special symbol main random number update process is repeatedly executed. Note that if an interrupt pulse is input when the interrupt is prohibited, the main timer interrupt process does not start immediately, but starts after the interrupt is allowed.
[0111] [Main timer interrupt processing] FIG. 13 is a flowchart of the main timer interrupt process (FIG. 12: step S005). In the main 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. 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. 10) described above. In other words, the update process of various random number counter values is performed both during the execution period of the main timer interrupt process and during other periods (the period from the end of the main timer interrupt process to the start of the next main timer interrupt process).
[0112] After the random number update process, the game control microcomputer 81 performs input processing (step S102). In the input processing, the game control microcomputer 81 reads detection signals detected by various sensors attached to the gaming machine 1, and sets payout data for paying out prize balls according to the type of winning hole in the output buffer of the main RAM 84. The various sensors are, for example, the 1A start hole sensor 20a, the 1B start hole sensor 16a, the 2nd start hole sensor 21a, the 1st large winning hole sensor 30a, the 2nd large winning hole sensor 35a, and the normal winning hole sensor 27a (FIG. 3).
[0113] After the input process, the game control microcomputer 81 performs a start hole sensor detection process (step S103). In the start hole sensor detection process, the game control microcomputer 81 judges the passage of the game ball through the gate 28, acquires the value of the normal symbol random number counter, and stores the acquired random number value in a memory area corresponding to the current number of normal symbol reserved balls among the first to fourth memory areas of the normal symbol reserved memory area 84f of the main RAM 84. In addition, the game control microcomputer 81 judges the entry of the game ball into the first start hole 20, and acquires the value of the winning random number counter, the value of the big win type random number counter, the value of the small win type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the acquired random number group in a memory area corresponding to the current number of special symbol 1 reserved balls among the first to fourth memory areas of the first special symbol reserved memory area. Furthermore, the game control microcomputer 81 determines whether a game ball has entered the second starting hole 21, and obtains the value of the win 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 fluctuation pattern random number counter.
[0114] The game control microcomputer 81 performs a pre-judgment of a jackpot in the start hole sensor detection process. Based on the random number group described above, it judges in advance whether or not a jackpot has been generated, and if so, the jackpot type and fluctuation pattern. Then, it creates a pre-judgment command from the pre-judgment result and sets it in the command set area 84a of the main RAM 84.
[0115] Next, the game control microcomputer 81 performs normal operation processing (step S104). In the normal operation processing, the game control microcomputer 81 controls the operation of the first electric chute 17 or the second electric chute 22. Specifically, the game control microcomputer 81 judges whether the number of reserved balls of the normal pattern is "0" or not, and if the number of reserved balls is 1 or more, judges whether there is a win by referring to the normal pattern winning judgment table. Next, the game control microcomputer 81 selects a variation pattern by referring to the normal pattern variation pattern judgment table. The game control microcomputer 81 sets the selected normal pattern variation pattern to start the variation display of the normal pattern. After that, it stops the variation display, and in the case of a "win", it sets the electric chute opening pattern by referring to the electric chute opening pattern judgment table (Figure 10) and operates the first electric chute 17 or the second electric chute 22.
[0116] Next, the game control microcomputer 81 performs a special action process (step S105). This special action process will be described later. Next, the game control microcomputer 81 performs a V-area sensor detection process (step S106). In the V-area sensor detection process, the game control microcomputer 81 first determines whether or not a game ball has been detected by the V-area sensor 39a, and if the game ball has been detected, determines whether or not the V-effective period is in progress. If the game ball is detected in the V-effective period, the game control microcomputer 81 turns on the V flag and sets a V-pass command.
[0117] Next, the game control microcomputer 81 performs reserved ball count processing (step S107). The game control microcomputer 81 first reads the number of reserved balls for special symbol 1 and the number of reserved balls for normal symbols stored in the main RAM 84. Next, the game control microcomputer 81 sets a reserved ball count command in the command set area (output buffer) 84a of the main RAM 84. The reserved ball count command is a command for notifying the sub-control board 90 of the reserved ball count, and includes information regarding the number of reserved balls for special symbol 1 and the number of reserved balls for normal symbols.
[0118] After the reserved ball count process, the game control microcomputer 81 performs output processing (step S108). In the output processing, the game control microcomputer 81 outputs the commands and the like set in the command set area 84a of the main RAM 84 in each of the above-mentioned processes to the sub-control board 90. After the output processing, the game control microcomputer 81 performs other processing (step S109). In other processing, for example, the display 40 is controlled to a display mode showing the number of reserved balls in special chart 1 based on the number of the reserved balls.
[0119] [Special Action Processing] Fig. 14 is a flow chart of the special operation process (Fig. 13: step S105). Here, the process related to the display 40 and the big prize device (first big prize device 31 and second big prize device 36) is divided into four stages, and each stage is called "special operation status" "1", "2", "3", "4", and "5", respectively. When the "special operation status" is "1" (step S1301: YES), the game control microcomputer 81 performs special symbol standby process (step S1302). In the special symbol standby process, a big win determination, a variation pattern selection, and the like are performed.
[0120] When the "special operation status" is "2" (step S1301: NO, step S1303: YES), special symbol changing process is performed (step S1304). In the special symbol changing process, after the changing time has elapsed, a change stop command is output, etc. The game control microcomputer 81 first judges whether the variation time of the special pattern has elapsed and ended, and if the variation time has elapsed, sets a variation stop command and sets the special operation status to "3".
[0121] When the "special action status" is "3" (steps S1301, S1303: NO, step S1305: YES), a special symbol determination process is performed (step S1306). The special symbol determination process will be described in detail later.
[0122] When the "special operation status" is "4" (steps S1301, S1303, S1305: NO, S1307: YES), a special electric device process (jackpot) is performed (step S1308). In the special electric device process (jackpot), a jackpot game is executed. The special electric device process (jackpot) will be described in detail later.
[0123] When the "special operation status" is "5" (steps S1301, S1303, S1305: NO, S1307: NO), a special electric device process (small win) is performed (step S1309). In the special electric device process (small win), a small win game is executed. The special electric device process (small win) will be described in detail later.
[0124] [Special pattern waiting process] Fig. 15 is a flowchart of the special symbol waiting process (Fig. 13: step S1302). In the special symbol waiting process, the game control microcomputer 81 first judges whether or not the second start hole ball entry command has been received (step S1401). If the second start hole ball entry command has not been received (step S1401: NO), the process proceeds to step S1407. If the second start hole ball entry command has been received (step S1401: YES), the game control microcomputer 81 executes a hit determination process (step S1402). The details of the hit determination process will be described later.
[0125] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1403). In the variation pattern selection process, the variation pattern is selected based on the game state of the gaming machine 1 (time-saving state or non-time-saving state), the result of the hit determination process (step S1402), and the number of reserved balls (no special chart 2 reserved, maximum of 4 special chart 1 reserved) by referring to the variation pattern determination table (FIGS. 8, 9).
[0126] Next, the game control microcomputer 81 performs special symbol 2 variation start processing (step S1404). In the special symbol 2 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, the variation display of the second special symbol is started, and a variation time timer is set. In the variation time timer, a variation time determined according to the variation pattern selected in the variation pattern selection processing is set. In addition, the game control microcomputer 81 sets the special operation status to "2". Note that the variation start command (special symbol 2 variation start command) set in the special symbol 2 variation start processing includes information on the special symbol stop pattern data set in the hit determination processing (step S1402) and information on the variation pattern set in the variation pattern selection processing (step S1403) (including information on the variation time).
[0127] In step S1401, if the second starting hole entry command is not received (step S1401: NO), the game control microcomputer 81 judges whether the number of reserved balls in the special chart 1 is "0" or not (step S1407). If the number of reserved balls in the special chart 1 is "0" (step S1407: YES), that is, if the first special chart reservation memory area does not store a random number group acquired due to winning in the first starting hole 20, the process proceeds to step S1413. If the number of reserved balls in the special chart 1 is "1" or more (step S1407: NO), the game control microcomputer 81 executes a hit determination process (step S1408). Details of the hit determination process will be described later.
[0128] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1409). In the variation pattern selection process, the variation pattern is selected based on the game state (time-saving state or non-time-saving state) of the gaming machine 1, the result of the hit determination process (step S1408), and the number of reserved balls, with reference to the variation pattern determination table (FIGS. 8 and 9). After the variation pattern selection process, the number of reserved balls for the special game chart 1 is decremented (step S1410).
[0129] Next, the game control microcomputer 81 shifts the storage location of various random numbers stored in the first to fourth storage areas of the first special chart reservation storage area by one from the current position to the side to be read, and clears the reserved information stored in the farthest location from the side to be read in the first special chart reservation storage area (step S1411). The above steps consume the first special chart reservation in the order in which it was reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9A (the reserved image 9A at the right end of the four reserved images 9A) corresponding to the first storage area of the first special chart reservation storage area is shifted to the reserved consumption image display area side and displayed as a reserved consumption image 9C. Also, the reserved images 9A (the second, third, and fourth reserved images 9A from the right of the four reserved images 9A) corresponding to the second to fourth storage areas of the first special chart reservation storage area are each shifted by one to the right (FIG. 1). This allows the player to recognize that one first special chart reservation has been consumed.
[0130] Next, the game control microcomputer 81 performs special symbol 1 variation start processing (step S1412). In the special symbol 1 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, the variation display of the first special symbol is started, and a variation time timer is set. A variation time determined according to the variation pattern selected in the variation pattern selection processing is set in the variation time timer. In addition, the game control microcomputer 81 sets the special operation status to "2" (step S1412). Note that the variation start command (special symbol 1 variation start command) set in the special symbol 1 variation start processing includes information on the special symbol stop pattern data set in the hit determination processing (step S1408) and information on the variation pattern set in the variation pattern selection processing (step S1409) (including information on the variation time).
[0131] In step S1407, if the number of reserved balls in the special symbol 1 is "0" (step S1407: YES), the game control microcomputer 81 judges whether the display screen 7a of the image display device 7 is a standby screen or not (step S1413). The standby screen is a demo screen for waiting for customers. The game control microcomputer 81 may judge, for example, by the ON / OFF of a demo screen display flag for waiting for customers. If it is a standby screen (step S1413: YES), this process is terminated. If it is not a standby screen (step S1413: NO), the game control microcomputer 81 waits for a predetermined standby time to elapse, sets a customer waiting standby command for displaying the standby screen in the command set area 84a of the main RAM 84 (step S1414), and terminates this process. As described above, according to the special symbol standby process of this embodiment, the display of the variation of the special symbol based on the first special symbol reservation is executed only when the variation based on the ball entering the second special symbol is not executed. That is, the consumption of the second special chart is executed in priority to the consumption of the first special chart reservation. Also, according to the jackpot type determination table of this embodiment, the second special chart lottery is set to win a jackpot (V passing scheduled jackpot) that is more profitable for the player than the lottery based on the first special chart reservation.
[0132] [Collision detection processing] 16 is a flowchart of the hit determination process (FIG. 15: steps S1402 and S1408). The hit determination process for special drawing 2 (step S1402) and the hit determination process for special drawing 1 (step S1408) have similar processing flows, so they will be described together.
[0133] In the winning determination process, first, the game control microcomputer 81 performs winning determination (step S1501). The winning determination is performed by referring to the special symbol winning determination table (FIG. 6(A)).
[0134] Next, the game control microcomputer 81 judges whether or not it is a jackpot (step S1502). If it is judged to be a jackpot (step S1502: YES), the game control microcomputer 81 turns on the jackpot flag (step S1503) and judges whether or not the a time-saving status at this time is 1 (step S1504: YES). If the a time-saving status is 1 (step S1504: YES), the game control microcomputer 81 judges the jackpot type by referring to the jackpot type judgment table 1 (FIG. 7(A)) (step S1505), and the process proceeds to step S1520. On the other hand, if the a time-saving status is not 1 (step S1504: NO), the game control microcomputer 81 judges the jackpot type by referring to the jackpot type judgment table 2 (FIG. 7(B)) (step S1506), and the process proceeds to step S1520.
[0135] In step S1520, the time-saving status setting process (jackpot) is executed, and the win determination process is terminated. The time-saving status setting process (jackpot) will be described in detail later.
[0136] In step S1502, if it is determined that the winning is not a big win (step S1502: NO), the game control microcomputer 81 determines whether or not the winning is a small win (step S1507). If it is determined that the winning is a small win (step S1507: YES), the small win flag is turned ON (step S1508), and then it is determined whether or not the a time-saving status at this time is 4 (step S1509). If the a time-saving status is not 4 (step S1509: NO), the game control microcomputer 81 determines the small win type by referring to the small win type determination table 1 (step S1510), and the process proceeds to step S1530. On the other hand, if the a time-saving status is 4 (step S1509: YES), the game control microcomputer 81 determines the small win type by referring to the small win type determination table 2 (step S1511), and the process proceeds to step S1530. In step S1530, the game control microcomputer 81 executes the a-time-shortening status setting process (small win), and ends the win determination process.
[0137] In step S1507, if it is determined that the winning is not a small winning (step S1505: NO), the game control microcomputer 81 ends the winning determination process. In other words, it is determined that the winning is a losing win. [a Time-saving status setting process (jackpot)] FIG. 17 is a flowchart of the time-saving status setting process (jackpot) (FIG. 15: step S1520).
[0138] In the time-saving status setting process (jackpot), the game control microcomputer 81 first determines whether the special drawing lottery whose result was determined to be a jackpot was triggered by a ball entering the second starting hole 21, that is, whether it is the result of the special drawing lottery 2 (step S1701). If it is the result of the special drawing lottery 2 (step S1701: YES), the process proceeds to step S1710. On the other hand, if it is not the result of the special drawing lottery 2 (step S1701: NO), the process proceeds to step S1702.
[0139] In step S1702, the game control microcomputer 81 judges whether the special drawing whose result was judged to be a jackpot was triggered by a ball entering the 1A starting hole 20. If the special drawing was triggered by a ball entering the 1A starting hole 20 (step S1702: YES), the game control microcomputer 81 sets the time-saving status a to 1 (step S1703) and ends this process.
[0140] On the other hand, if the winning type is not triggered by the ball entering the 1A starting hole 20 (step S1702: NO), the game control microcomputer 81 judges whether the winning type is "4R type A jackpot" (step S1704). If it is "4R type A jackpot" (step S1704: YES), the game control microcomputer 81 sets the a time-saving status to 1 (step S1703) and ends this process.
[0141] On the other hand, if the winning type is not "4R type 1 jackpot A" (step S1704: NO), the game control microcomputer 81 judges whether the winning type is "4R type 1 jackpot B" (step S1705). If the winning type is "4R type 1 jackpot B" (step S1705: YES), the game control microcomputer 81 sets the a time-saving status to 2 (step S1706) and ends this process.
[0142] On the other hand, if it is not "4R type 1 jackpot B" (step S1515: NO), the game control microcomputer 81 judges whether the winning type is "7R type 1 jackpot" or not (step S1707). If it is "7R type 1 jackpot" (step S1707: YES), the game control microcomputer 81 sets the a time-saving status to 3 (step S1708) and ends this process. On the other hand, if it is not "7R type 1 jackpot" (step S1707: NO), that is, if the winning type is "10R type 1 jackpot", the game control microcomputer 81 sets the a time-saving status to 4 (step S1709) and ends this process.
[0143] In step S1710, the game control microcomputer 81 judges whether the time-saving status a at this time is 3 or not. If the time-saving status a is not 3 (step S1710: NO), the game control microcomputer 81 sets the time-saving status a to 3 (step S1711) and ends this process. On the other hand, if the time-saving status a is 3 (step S1710: YES), the game control microcomputer 81 sets the time-saving status a to 4 (step S1712) and ends this process.
[0144] [a Time-saving status setting process (small hit)] FIG. 18 is a flowchart of the time-saving status setting process (small win) (FIG. 15: step S1520).
[0145] In the a time-saving status setting process (small win), the game control microcomputer 81 first determines whether the a time-saving status at this time is 3 or not (step S1751).
[0146] If the a time-saving status is 3 (step S1751: YES), the game control microcomputer 81 next judges whether the small win type is "small win A" (step S1752). If it is "small win A" (step S1752: YES), the game control microcomputer 81 sets the a time-saving status to 3 (step S1753) and ends this process. On the other hand, if it is not "small win A" (step S1752: NO), the game control microcomputer 81 judges whether the small win type is "small win B" (step S1754). If it is "small win B" (step S1754: YES), the game control microcomputer 81 sets the a time-saving status to 5 (step S1755) and ends this process. On the other hand, if it is not "small win B" (step S1754: NO), that is, if the small win type is "small win C", the game control microcomputer 81 sets the a time-saving status to 4 (step S1756) and ends this process.
[0147] In step S1751, if the time-saving status a is not 3 (step S1751: NO), the game control microcomputer 81 judges whether the small win type is "small win C" or not (step S1757). If it is "small win C", the game control microcomputer 81 sets the time-saving status a to 5 (step S1758) and ends this process. On the other hand, if it is not "small win C" (step S1757: NO), the game control microcomputer 81 sets the time-saving status a to 4 (step S1759) and ends this process.
[0148] [Special design confirmation process] FIG. 19 is a flowchart of the special symbol determination process (FIG. 14: step S1306).
[0149] In the special symbol determination process, the game control microcomputer 81 first judges whether the stop time of the special symbol has ended (step S1800). If the stop time has not elapsed (step S1800: NO), the special symbol determination process is terminated. On the other hand, if the stop time has elapsed (step S1800: YES), the game control microcomputer 81 executes a game state management process (step S1810). The game state management process is a process for switching the game state according to the number of times the special symbol has changed during the time-saving state, and the details will be described later. After the game state management process, it is judged whether the special symbol 1 big win flag is ON (step S1822).
[0150] When the jackpot flag is ON (step S1822: YES), the game control microcomputer 81 sets the opening pattern of the jackpot opening according to the type of jackpot won (step S1823). Specifically, the game control microcomputer 81 refers to the jackpot opening pattern determination table, determines the opening pattern of the jackpot opening from the special stop pattern data, and sets the determined opening pattern. In addition, together with the setting of the opening pattern of the jackpot opening, the round counter value is set to the number of rounds according to the type of jackpot won. The round counter counts the number of unit opening games (round games) executed during the jackpot game.
[0151] After setting the opening pattern, if the time-saving flag is ON (step S1824: YES), the game control microcomputer 81 switches it to OFF (step S1825). This results in a non-time-saving state during the execution of the type 1 jackpot game. After that, in order to start the type 1 jackpot game, an opening command for the type 1 jackpot game is set (step S1826), and the opening of the jackpot game is started. After that, the special operation status is set to "4" (step S1827), and this process ends.
[0152] In step S1822, if the big win flag is OFF (step S1822: NO), the game control microcomputer 81 judges whether the small win flag is ON or not (step S1830). If the small win flag is ON (step S1830: YES), the game control microcomputer 81 sets the opening pattern of the big win opening according to the type of the small win that has been won (step S1831). Specifically, the game control microcomputer 81, like the above-mentioned step S1823, refers to the big win opening opening pattern judgment table, determines the opening pattern of the big win opening from the special chart stop pattern data, and sets the determined opening pattern. In addition, together with the setting of the opening pattern of the big win opening, the value of the round counter is set to the number of rounds according to the type of the small win that has been won.
[0153] After setting the opening pattern, the game control microcomputer 81 switches the V opening / closing member operation flag to ON (step S1832). The V opening / closing member operation flag is a flag indicating that it is the period during which the V opening / closing member 71 is operated. When the V opening / closing member operation flag is ON, the V opening / closing member 71 is operated in a predetermined operation pattern. After that, in order to start the small win game, a small win opening command is set (step S1833), and the opening of the small win game is started. After that, the special operation status is set to "5" (step S1834), and this process is terminated.
[0154] In step S1830, if the small win flag is OFF (step S1830: NO), the game control microcomputer 81 sets the special operation status to 1 (step S1840), and ends the special symbol determination process.
[0155] [Game status management process] FIG. 20 is a flow chart of the game state management process (FIG. 19: step S1810). The game control microcomputer 81 first judges whether the time-saving flag is ON or not (step S1811). If the time-saving flag is OFF (step S1811: NO), that is, in the non-time-saving state, the process skips to step S1816. If the time-saving flag is ON (step S1811: YES), that is, in the time-saving state, the game control microcomputer 81 decrements the value of the time-saving counter by 1 (step S1812). The time-saving counter counts the number of times the special symbols have changed during the time-saving state (the sum of the number of times the first special symbols have changed and the number of times the second special symbols have changed).
[0156] The game control microcomputer 81 judges whether the value of the time-saving counter has become "0" as a result of step S1812 (step S1813). If the value of the time-saving counter is not "0" (step S1813: NO), the process skips to step S1816. If the value of the time-saving counter is "0" (step S1813: YES), the time-saving flag is switched to OFF (step S1814), and the a time-saving status is set to 1 (step S1815). The game state is switched from the time-saving state to the non-time-saving state by step S1814.
[0157] In step S1816, the game control microcomputer 81 sets the game state designation command in the command set area 84a of the main RAM 84, and ends the game state management process. The game state designation command includes information about the currently set game state (whether or not it is in the time-saving state, the value of the time-saving counter, etc.).
[0158] [Special electric feature processing (jackpot)] FIG. 21 is a flow chart of the special electric device process 1 (FIG. 12: step S1308). The game control microcomputer 81 first judges whether the big win end flag is ON or not (step S2200). The "big win end flag" is a flag indicating that the opening of all the first big winning devices 31 based on the opening pattern in the currently executed big win game has ended. If the big win end flag is ON (step S2200: YES), the process proceeds to step S2230. If the big win end flag is OFF (step S2200: NO), the game control microcomputer 81 judges whether the first big winning port 30 is open or not (step S2202). If it is open (step S2202: YES), the process proceeds to step S2210.
[0159] If the first large prize opening 30 is not open (step S2202: NO), the game control microcomputer 81 judges whether it is time (timing) to open the first large prize opening 30 (step S2203). The time (timing) to open the first large prize opening 30 includes, for example, when the opening time of the large prize game has passed and it is time to start opening in the first round game, and when the interval time (closing time) until the first large prize opening 30 that was temporarily closed after opening has passed and it is time to start opening again. If it is not time (timing) to open the first large prize opening 30 (step S2203: NO), the process proceeds to step S2220.
[0160] If it is time (timing) to open the first large prize opening 30 (step S2203: YES), the game control microcomputer 81 executes the large prize opening opening process (step S2207). In the large prize opening opening process, the game control microcomputer 81 opens the first large prize opening 30 according to an opening pattern corresponding to the winning type (large prize type or small prize type). After the large prize opening opening process, the game control microcomputer 81 sets a round designation command (step S2208). The round designation command includes information regarding the number of rounds of the special game (small prize game and large prize game) being executed, and the game control microcomputer 81 sets the round designation command in the command set area 84a of the main RAM 84. This makes it possible to notify the sub-control board 90 of the number of rounds of the special game. In this embodiment, the first large prize opening 30 is not opened multiple times during one round game. However, in another embodiment, when the first large prize opening 30 is opened multiple times during one round of play, the game control microcomputer 81 may determine whether the opening of the first large prize opening 30 is the first opening in one round or not, and set the round designation command only if it is the first opening. After setting the round designation command, this process ends.
[0161] In the above-mentioned step S2202, if the first large prize opening 30 is open (step S2202: YES), the game control microcomputer 81 judges whether or not the closing condition of the first large prize opening 30 is satisfied (step S2210). The closing condition here is that either the number of winnings in the first large prize opening 30 in the round game has reached a prescribed maximum number of winnings (e.g., 9 winnings per round) or the time to close the first large prize opening 30 has arrived (i.e., a predetermined opening time (e.g., 29.5 seconds) has elapsed since the first large prize opening 30 was opened) is satisfied. If the closing condition of the first large prize opening 30 is not satisfied (step S2210: NO), the game control microcomputer 81 ends the special electric device processing (big win). On the other hand, if the condition for closing the first large prize opening 30 is met (step S2210: YES), the game control microcomputer 81 closes (blocks) the first large prize opening 30 (step S2211) and ends the special electric device processing (large win).
[0162] In the above-mentioned step S2203, if it is not the time (timing) to open the first large prize opening 30, the game control microcomputer 81 judges whether the round play has ended (step S2220). Here, one round ends after a predetermined time (for example, 2 seconds) has elapsed since the first large prize opening 30 was closed. As described above, this is because the time (interval time) for closing the first large prize opening 30 between round games is included in the open round game before the closing. The game control microcomputer 81 judges whether the round play has ended depending on whether a predetermined interval time has elapsed since the first large prize opening 30 was closed. If the round play has not ended (step S2220: NO), the game control microcomputer 81 ends the special electric device processing (jackpot).
[0163] If the round play is over (step S2220: YES), the game control microcomputer 81 decrements the round counter value by 1 (step S2221) and judges whether the round counter value has become "0" (step S2226). If the round counter value is not "0" (step S2226: NO), that is, if the specified number of rounds has not been played yet, the special electric device processing (jackpot) is terminated. On the other hand, if the round counter value is "0" (step S2226: YES), as a jackpot end processing for ending the jackpot game, an ending command for the jackpot game is set in the command set area 84a of the main RAM 84 (step S2227), a jackpot end flag is set to ON (step S2228), and the special electric device processing (jackpot) is terminated. The ending command includes information regarding the special symbol stop pattern data.
[0164] In the above-mentioned step S2200, if the big win end flag is ON (step S2200: YES), the control microcomputer 81 judges whether the ending time of the big win has elapsed (step S2230). If the ending time has not elapsed (step S2230: NO), the game control microcomputer 81 ends the special electric device processing (big win). On the other hand, if the ending time has elapsed (step S2230: YES), the game control microcomputer 81 turns off the big win end flag (step S2231) and turns off the big win flag (step S2232). Next, the game control microcomputer 81 sets the special operation status to "1" (step S2233), executes the game state setting process (step S2234) described later, and ends this process. The game state setting process (FIG. 22) is a process for setting the game state (time-saving state) after a big win game, and setting an initial value (number of time-saving times) in the time-saving counter.
[0165] [Game status setting process] Fig. 22 is a flowchart of the game state setting process (Fig. 21: step S2234). The game control microcomputer 81 first judges whether the a-time-saving status is 5 or not (step S2301). If the a-time-saving status is 5 (step S2301: YES), the game control microcomputer 81 sets the a-time-saving status to 1 (step S2308), and the process proceeds to step S2309.
[0166] If the a time-saving status is not 5 (step S2301: NO), the game control microcomputer 81 turns on the time-saving flag (step S2302) and judges whether the a time-saving status is greater than 2 (step S2303). If the a time-saving status is greater than 2 (step S2303: YES), the game control microcomputer 81 sets the time-saving counter to 100 (step S2307) and proceeds to step S2309. On the other hand, if the a time-saving status is 2 or less (step S2303: NO), the game control microcomputer 81 judges whether the a time-saving status is 1 (step S2304). If the a time-saving status is 1 (step S2304: YES), the game control microcomputer 81 sets the time-saving counter to 120 (step S2305) and proceeds to step S2309. On the other hand, if the a-time-saving status is not 1 (step S2304: NO), that is, if the a-time-saving status is 2, the game control microcomputer 81 sets the time-saving counter to 140 (step S2306), and the process proceeds to step S2309.
[0167] In step S2309, the game control microcomputer 81 sets a game state designation command and ends this process.
[0168] [Special electric feature processing (small win)] FIG. 23 is a flowchart of the special electric accessory process (small win) (FIG. 14: step S1309).
[0169] The game control microcomputer 81 judges whether the closing condition of the first large prize opening 30 is satisfied (step S1601). The closing condition is satisfied when either a specified number (9 balls) of game balls enter the game opening or the opening time (for example, 1.5 seconds (5 x 0.3 seconds)) has elapsed. If it is judged that the closing condition of the first large prize opening 30 is satisfied (step S1601: YES), the first large prize opening 30 is closed (step S1602) and the process proceeds to step S1604. On the other hand, if it is judged that the closing condition of the first large prize opening 30 is not satisfied (step S1601: NO), the first large prize opening 30 is opened (step S1603) and the process proceeds to step S1604. Note that if the first large prize opening 30 is already open, it is kept open.
[0170] In step S1604, the game control microcomputer 81 judges whether or not game balls have been discharged from the first large prize winning device 31. This judgement is to judge whether or not all game balls judged to have won by the first large prize winning opening sensor 30a have been discharged. This process is a process to judge whether or not all game balls that have won in the first large prize winning opening 30 have been discharged from the first large prize winning device 31 based on a signal from the first large prize winning device discharge sensor 31a. If it is judged here that all game balls have been discharged (step S1604: YES), the process proceeds to step S1605. On the other hand, while there are game balls that have not been discharged (step S1604: NO), the process is terminated without executing the subsequent processes.
[0171] In step S1605, the game control microcomputer 81 judges whether the game ball has passed through the V region 39. This judgment is made by whether the V flag in the flag set region 84b of the main RAM 84 is ON. If it is judged that the game ball has passed through the V region (step S1605: YES), a V passing command is set (step S1606), a big win opening command is set (step S1607), the special operation status is set to "4" (step S1608), and the process proceeds to step S1609. On the other hand, if it is judged that the game ball has not passed through the V region (step S1605: NO), the special operation status is set to 1 (step S1611), the a time reduction status is set to 1 (step S1612), and the process ends.
[0172] In step S1609, the game control microcomputer 81 judges whether the time-saving flag is ON or not. If it is ON (step S1609: YES), the game control microcomputer 81 turns the time-saving flag OFF (step S1610) and ends this process. On the other hand, if it is OFF (step S1609: NO), the game control microcomputer 81 ends this process.
[0173] 8. Operation of the performance control microcomputer 91 The operation of the performance control microcomputer 91 provided on the sub-control board 90 (FIG. 4) will be described with reference to Figures 24 to 27. Counters, flags, status, buffers, etc. that appear in the description of the operation of the performance control microcomputer 91 are provided in the sub-RAM 94.
[0174] [Sub-control main processing] 24 is a flowchart showing the sub-control main processing. When the power supply of the gaming machine 1 is turned on, the performance control microcomputer 91 reads out a program for executing the sub-control main processing from the sub ROM 93. In the sub-control main processing, the performance control microcomputer 91 first performs an initialization processing (step S4000). In the initialization processing, for example, the sub CPU 92 is set, and various flags, statuses, counters, etc. 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 initialization processing is executed only once after the power supply is turned on, and is not executed thereafter.
[0175] After the initialization process, the performance control microcomputer 91 prohibits interrupts from the interrupt process (step S4001) and performs a random number update process (step S4002). In this random number update process, the performance control microcomputer 91 updates the random number counter value shown in FIG. 6(B) by incrementing it by 1. When each random number counter value reaches a set upper limit value, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, the random number value may be incremented by 2 or more instead of incrementing by 1. Each random number may be a so-called hardware random number.
[0176] After the random number update process, the performance control microcomputer 91 permits the interruption of the interrupt process (step S4003). While the interrupt is permitted, it becomes possible to execute the sub-side timer interrupt process (step S4004). The sub-side timer interrupt process is executed based on an interrupt pulse repeatedly input to the sub-CPU 92 at a predetermined cycle. In other words, the sub-side timer interrupt process is executed at every predetermined cycle. Then, the random number update process is repeatedly executed between the end of the sub-side timer interrupt process and the start of the next sub-side timer interrupt process.
[0177] [Sub-side timer interrupt processing] FIG. 25 is a flow chart of the sub-side timer interrupt process (FIG. 21: step S4004). The performance control microcomputer 91 first performs a received command analysis process (step S4100). The received command analysis process will be described later in detail. After the received command analysis process, the performance control microcomputer 91 performs a variable performance process (step S4110). The variable performance process will be described later. After the variable performance process, the performance control microcomputer 91 performs a switch process (step S4120). After the switch process, the performance control microcomputer 91 performs a command transmission process (step S4130). In the command transmission process, the performance control microcomputer 91 transmits various commands set in the performance command set area 94b (output buffer) of the sub-RAM 94 by the received command analysis process, etc., to the image control board 100, the sound control board 106, the lamp control board 107, and the relay board 108. The image control board 100, which has received the various commands, uses the image display device 7 to execute a display effect according to the received commands. The audio control board 106, which has received the various commands, also executes an audio effect of outputting audio from the speaker 67 according to the received commands. The lamp control board 107, which has received the various commands, executes a lamp effect of controlling the illumination of the panel lamp 5 and frame lamp 66 according to the received commands. After the command transmission process, the performance control microcomputer 91 executes other processes (step S4140) and ends this process. Other processes include random number update processing.
[0178] [Received command analysis process] Fig. 26 is a flowchart of the received command analysis process (Fig. 22: step S4100). The performance control microcomputer 91 first determines whether or not a pre-determination command has been received from the main control board 80 (step S4180). If a pre-determination command has been received (step S4180: YES), a look-ahead process is performed (step S4190). In the look-ahead process, information contained in the pre-determination command (determination result) is stored in the determination result storage area 94d of the sub-RAM 94. On the other hand, if a pre-determination command has not been received (step S4180: NO), the above-mentioned look-ahead performance determination process is skipped.
[0179] Next, the performance control microcomputer 91 judges whether or not a reserved ball number command has been received from the main control board 80 (step S4200). If it has been received (step S4200: YES), a reserved display process is performed (step S4210). In the reserved display process, the values of the first special pattern reserved performance counter, the second special pattern reserved performance counter, and the normal pattern reserved performance counter provided in the counter set area 94c of the sub-RAM 94 are updated based on the information on the reserved ball number of the special pattern 1, the reserved ball number of the special pattern 2, and the reserved ball number of the normal pattern included in the reserved ball number command. This allows the information on the number of reserved balls to be held not only on the main control board 80 side but also on the sub-control board 90 side. In addition, the performance control microcomputer 91 updates the reserved images 9A and 9B displayed on the display screen 7a based on the values of the first special pattern reserved performance counter and the normal pattern reserved performance counter. On the other hand, if the reserved ball number command has not been received (step S4200: NO), the reserved display process described above is skipped.
[0180] Next, the performance control microcomputer 91 determines whether or not a fluctuation start command has been received from the main control board 80 (step S4220). If a fluctuation start command has been received (step S4220: YES), a fluctuation performance start process is performed (step S4230). The "fluctuation performance start process" is a process for selecting a fluctuation performance pattern (contents) to be executed during the fluctuation of the special symbol. The details of the fluctuation performance start process will be described later. On the other hand, if a fluctuation start command has not been received (step S4220: NO), the above-mentioned fluctuation performance start process is skipped.
[0181] Next, the performance control microcomputer 91 judges whether or not a change stop command has been received from the main control board 80 (step S4240). If it has been received (step S4240: YES), a change performance end process is performed (step S4250). The "change performance end process" is a process for stopping the change performance executed during the change of the special pattern. In the change performance end process, the performance control microcomputer 91 sets a counter based on the analysis result of the change stop command, and sets a change performance end command for ending the change performance. As a result, the performance pattern corresponding to the special pattern 1 or special pattern 2 that is changing is stopped and displayed. If the change stop command has not been received (step S4240: NO), the change performance end process described above is skipped.
[0182] Next, the performance control microcomputer 91 judges whether or not a win-related command has been received from the main control board 80 (step S4260). The win-related commands include a big win opening command, a round designation command, an ending command, a small win opening command, a round designation command, and an ending command. If a win-related command has been received (step S4260: YES), a win-related performance pattern determination process corresponding to each command is performed (step S4270). For example, if a big win opening command has been received, a performance pattern of an opening performance preset in accordance with the big win type is selected, and an opening performance start command for starting the selected opening performance is set in the performance command set area 94b of the sub-RAM 94. When the opening performance start command set in the performance command set area 94b is transmitted to the image control board 100 in the command transmission process (step S4130 in FIG. 22), the image control board 100 reads out a predetermined opening performance image and displays it on the display screen 7a of the image display device 7. The same applies to other commands. On the other hand, if not received (step S4260: NO), the process skips step S4270. Next, the performance control microcomputer 91 executes other processes (step S4280) and ends the received command analysis process.
[0183] [Variable performance start processing] FIG. 27 is a flow chart of the variable performance start process (FIG. 23: step S4230). The performance control microcomputer 91 first analyzes the variable start command (step S4401). Here, the performance control microcomputer 91 sets information on the special symbol stop pattern data included in the variable start command and information on the variable pattern in the sub-RAM 94. The set information includes game status information indicating the current game status, and pattern information indicating the pattern as the judgment result of the hit judgment process of special symbol 1 or special symbol 2. The game status information and pattern information acquired here can be referred to by the performance control microcomputer 91 as appropriate.
[0184] Next, the performance control microcomputer 91 performs a core performance pattern determination process (step S4402). The core performance pattern determination process is a process for determining the basic configuration of the variable performance using a performance pattern table. The basic configuration of the variable performance includes, for example, the display and switching of background images on the image display device 7, the display and movement of predetermined characters, the output of melodies and sound effects using the speaker 67, and the lighting control of lamps. The variable performance is completed by superimposing additional performances such as chance-up performances on this core performance.
[0185] The performance control microcomputer 91 determines the basic performance pattern by referring to the performance pattern table stored in the sub-ROM 93. After determining the basic performance pattern, the performance control microcomputer 91 performs chance-up performance pattern determination processing (step S4403). The chance-up performance pattern determination processing is processing for determining additional performance to be superimposed on the variable performance. The performance control microcomputer 91 acquires the value of the chance-up random number counter, and determines the chance-up performance pattern by referring to the acquired random number value and the chance-up performance pattern determination table stored in the sub-ROM 93. After determining the chance-up performance pattern, the performance control microcomputer 91 may further determine a combination of performance patterns 8L, 8C, 8R to be stopped and displayed by referring to the random number value and the stop pattern pattern determination table.
[0186] The performance control microcomputer 91 sets a variable performance start command in the performance command set area 94b (output buffer) of the sub-RAM 94 so that a variable performance based on the variable performance pattern determined in the above steps S4401 to S4403 is realized (step S4404). When the variable performance start command set in the performance command set area 94b of the sub-RAM 94 is transmitted to the image control board 100 in the command transmission process (FIG. 22: step S4130), the image control board 100 reads out the variable performance image and displays it on the display screen 7a of the image display device 7.
[0187] Next, the performance control microcomputer 91 sets the variable performance timer (step S4405) and ends the variable performance start process. The variable performance timer is set with a variable time according to the variable pattern included in the variable start command.
[0188] 9. Flow of the game in the gaming machine 1 of this embodiment The flow of a game in the gaming machine 1 of this embodiment will be described below.
[0189] [Game Flow] FIG. 28 is a diagram for explaining the game flow in the gaming machine 1. For convenience of explanation, the game state (FIG. 28(A)) in which a player hits the ball from the left side to get a chance to win the lottery for the special drawing 1 and aims to enter the 1A starting hole 20 will be called the "normal state", the time-saving state granted after a big win game in which the a-time-saving status is 1 and the number of continuations is 120 (FIG. 28(B)) will be called the "first time-saving", the time-saving state in which the a-time-saving status is 2 and the number of continuations is 140 (FIG. 28(C)) will be called the "second time-saving", the time-saving state in which the a-time-saving status is 3 and the number of continuations is 100 (FIG. 28(D)) will be called the "third time-saving", and the time-saving state in which the a-time-saving status is 4 and the number of continuations is 100 (FIG. 28(E)) will be called the "fourth time-saving". It is assumed that the manner of the variable presentation differs depending on each mode. Each mode will be described below.
[0190] In the normal state shown in FIG. 28(A), when a type 1 big win is won, the game moves to the second time-saving state shown in FIG. 28(B) regardless of the type of win.
[0191] As described above, the first time reduction shown in FIG. 28(B) is a game state in which the ball is aimed to enter the first B starting hole 16 and win by hitting from the right. In the first time reduction, if a type of winning is won in the first type of jackpot, the first time reduction is reset as the a time reduction after the jackpot game if the winning type is "4R type of jackpot A". In the case of "4R type of jackpot B", the second time reduction is set as the a time reduction after the jackpot game. In the case of "7R type of jackpot", the third time reduction is set as the a time reduction after the jackpot game. In the case of "10R type of jackpot", the fourth time reduction is set as the a time reduction after the jackpot game. On the other hand, if 120 special drawing lotteries are performed without winning a jackpot in the first time reduction, the game transitions to the normal state. The probability of winning a type of jackpot from the start to the end of the first time reduction is approximately 70%. Also, as mentioned above, the first time-saving state is a high base state in which the amount of game balls lost is relatively small, so the first time-saving state is more advantageous for the player than the normal state.
[0192] As described above, the second time reduction shown in FIG. 28(C) is a game state in which the player aims to hit the ball into the 1B starting hole 16 and win by hitting the ball from the right. In the second time reduction, if a type of winning is "4R type A jackpot" or "4R type B jackpot", the second time reduction is reset as a time reduction after the jackpot game. In the case of "7R type A jackpot", the third time reduction is set as a time reduction after the jackpot game. In the case of "10R type B jackpot", the fourth time reduction is set as a time reduction after the jackpot game. On the other hand, if 140 special drawing lotteries are performed without winning a jackpot in the second time reduction, the game transitions to the normal state. The probability of winning a type jackpot from the start to the end of the second time reduction is approximately 75%. In addition, the second time reduction is a high base state in which the amount of game balls decreasing is relatively small, and the second time reduction has a higher probability of winning the winning types ("7R type 1 jackpot", "10R type 1 jackpot") that transition to more advantageous game states than the first time reduction. Therefore, the second time reduction is more advantageous for players than the first time reduction.
[0193] As described above, the third time reduction shown in FIG. 28(D) is a game state in which the ball is aimed to enter the second starting hole 21 and win by hitting from the right. In the third time reduction, if a type 2 jackpot is won and the type 2 jackpot is a "small jackpot A trigger", the third time reduction is reset as a time reduction after the jackpot game. If the type 2 jackpot is a "small jackpot B trigger", the a time reduction is not set after the jackpot game and the game moves to the normal state. If the type 2 jackpot is a "small jackpot C trigger", the fourth time reduction is set as a time reduction after the jackpot game. Although omitted in FIG. 28, the fourth time reduction is set as a time reduction after the jackpot game even if a type 1 jackpot is won. Therefore, if a jackpot is won in the third time reduction, there is an approximately 85% chance that the game will enter the time reduction state again. In addition, if a recommended game is played in the third time reduction, a special drawing 2 lottery is executed, but the result of the special drawing 2 lottery is always a jackpot or a small jackpot. Furthermore, the first and second type jackpots in the special drawing are both 10R. From the above, the third time reduction is more advantageous for players than the second time reduction.
[0194] The fourth time reduction shown in FIG. 28(E) is almost the same as the third time reduction, and as described above, it is a game state in which the ball is aimed to enter the second starting hole 21 and win by hitting from the right. In the fourth time reduction, if a type 2 jackpot is won, and if the type 2 jackpot is a "small jackpot A trigger" or a "small jackpot B trigger", the fourth time reduction is reset as a time reduction after the jackpot game. If the type 2 jackpot is a "small jackpot C trigger", the a time reduction is not set after the jackpot game and the game moves to the normal state. Although omitted in FIG. 28, even if a type 1 jackpot is won, the fourth time reduction is reset as a time reduction after the jackpot game. Therefore, if a jackpot is won in the fourth time reduction, there is a probability of about 90% that the game will enter the fourth time reduction state again. Therefore, the fourth time reduction is more advantageous for the player than the third time reduction.
[0195] The above is the flow of each game state in the gaming machine 1. As described above, the gaming machine 1 can execute four different advantageous game states, namely, the normal state, the first time reduction, the second time reduction, the third time reduction, and the fourth time reduction. Also, as shown in the electric chute opening pattern determination table (FIG. 11(A)) and the details of the electric chute opening pattern (FIG. 11(B)), during the first time reduction and the second time reduction, the first electric chute 17 operates with a probability of 99%, making it relatively easy to enter the first B start hole 16, and during the third time reduction and the fourth time reduction, the second electric chute 22 operates with a probability of 99%, making it relatively easy to enter the second start hole 21. Furthermore, the first time reduction, the second time reduction, the third time reduction, and the fourth time reduction are configured in order so that the advantage for the player increases.
[0196] The advantage here is synonymous with the expected value of ball output. The expected value of ball output is the product of the average number of consecutive wins and the average number of balls output in one big win game. In the gaming machine 1, when a big win game is executed, 150 balls are output per round, as described below.
[0197] First, in the fourth time-saving mode, the probability of winning is 100% (see Figure 6(A)), and if you win, the jackpot will always be 10R (see Figure 7(B)). The probability of a jackpot without time-saving mode is 10%, which is the trigger for a small jackpot C (see Figures 8(B), 18, and 22). Therefore, the average number of consecutive wins is about 10, and the expected number of balls paid out is about 15,000.
[0198] Next, in the third time reduction, the probability of winning is 100% (see Figure 6(A)), and if you win, the jackpot game is always 10R (see Figure 7(B)), and the probability of a jackpot without time reduction is 15%, which is the small jackpot B opportunity (see Figure 8(A), Figure 18, Figure 22). Therefore, the average number of consecutive wins when looping in the third time reduction is about 5 times, and if the probability of entering the fourth time reduction is also included, the expected value of the ball output is 1500*5+0.05*15000=8250 (pieces). Calculating in the same way, the expected value of the ball output in the second time reduction is about 2790 pieces, and the expected value of the ball output in the first time reduction is about 2490 pieces.
[0199] From the above, it can be said that the 4th time reduction has a higher expected value of ball output than the 3rd time reduction, and the 2nd time reduction has a higher expected value of ball output than the 1st time reduction.
[0200] 10. Example of the performance of this embodiment The following is an example of the performance of this embodiment. In particular, the following examples are explained for the cases where the first time-saving feature is selected, the second time-saving feature is selected, the third time-saving feature is selected, and the fourth time-saving feature is selected. In the gaming machine 1 of this embodiment, when a winning combination is selected, the performance symbols 8L, 8C, and 8R all stop to display the same decorative symbols. In particular, in the first and second time-saving features, when a "4R type one jackpot A" is selected, the performance symbols 8L, 8C, and 8R all stop to display any even number other than 8, when a "4R type one jackpot B" is selected, the performance symbols 8L, 8C, and 8R all stop to display "8", when a "7R type one jackpot" is selected, the performance symbols 8L, 8C, and 8R all stop to display any odd number other than 7, and when a "10R type one jackpot" is selected, the performance symbols 8L, 8C, and 8R all stop to display "7". In addition, when a two-type jackpot is won in the third time reduction, if the trigger is "small win A", the performance patterns 8L, 8C, and 8R are all displayed as an odd number other than 7, if the trigger is "small win B", the performance patterns 8L, 8C, and 8R are all displayed as an even number, and if the trigger is "small win C", the performance patterns 8L, 8C, and 8R are all displayed as "7". Furthermore, when a two-type jackpot is won in the fourth time reduction, if the trigger is "small win A" or "small win B", the performance patterns 8L, 8C, and 8R are all displayed as an odd number, and if the trigger is "small win C", the performance patterns 8L, 8C, and 8R are all displayed as an even number.
[0201] [Example of a winning display during the first time-saving period 1] Figure 29 is a diagram for explaining the first example of the performance when winning during the first time reduction. Figure 29 shows an example of the performance when winning "4R type 1 jackpot A" during the first time reduction. The following will be explained in chronological order, starting from the scene where the type 1 jackpot is won in the normal state.
[0202] First, as shown in Fig. 29(A), after the variable performance in the normal state, the performance symbols stop in a kind of big win mode. Here, the performance symbols 8L, 8C, and 8R stop at "6", "6", and "6", respectively. After this, the explanation will continue assuming that the big win game has ended.
[0203] Next, as shown in Fig. 29(B) and (C), the opening performance of the first time reduction is executed. In Fig. 29(B), a message image OM1 saying "Time reduction 120 times start!" is displayed. In Fig. 29(C), a message image OM2 saying "If you win with an odd number pattern, you have a chance!? If you win with a 7, you have a big chance!?!?" is displayed. The content of the message image OM2 suggests that if you win with an odd number pattern (7R type jackpot), you will enter the third time reduction, which is more advantageous than the first time reduction, and if you win with a "7" pattern (10R type jackpot), you will enter the fourth time reduction, which is more advantageous than the third time reduction. This is the same for the following.
[0204] Next, as shown in FIG. 29(D), the first variation effect of the first time reduction starts. Here, the effect patterns 8L, 8C, and 8R are rapidly varying. Also, a remaining number image JN showing the number of remaining variation effects for which the time reduction state will continue, a right-hit image RH for encouraging the player to hit the right, and a message image CM1 saying "If you hit an odd number, it's a chance!? If you hit a 7, it's a big chance!?" are displayed. After this, the explanation will continue assuming that 65 variations, including this variation, were misses, and the result of the 66th variation was "4R type one big win A".
[0205] Next, as shown in FIG. 29(E), after the 66th variable performance in the first time reduction is executed, the performance symbol stops in the form of 4R type 1 jackpot A. Here, the performance symbols 8L, 8C, and 8R stop at "4", "4", and "4", respectively. In addition, a remaining number image JN indicating the number of remaining variable performances for which the time reduction state continues, a right-hit image RH for encouraging the player to hit the right, and a message image CM1 saying "If you hit an odd number, you have a chance!? If you hit a 7, you have a big chance!?" are displayed. Note that the explanation will continue assuming that the jackpot game has ended after this.
[0206] Next, as shown in Figure 29 (F) and (G), the opening performance of the first time reduction is executed. This is the same as Figure 29 (B) and (C), so the explanation is omitted.
[0207] Next, as shown in Fig. 29(H), the first variable performance in the first time-saving mode is executed. Here, the performance symbols 8L, 8C, and 8R are fluctuating at high speed. Also displayed are a remaining number image JN that indicates the number of remaining variable performances for which the time-saving mode will continue, a right-hit image RH to encourage the player to hit the right, and a message image CM1 that reads, "If you hit an odd number, you have a chance!? If you hit a 7, you have a great chance!?" The above is an example of what will happen if you win a 4R Type A jackpot during the first time-saving period.
[0208] [Example 2 of the display when you win during the first time-saving period] Figure 30 is a diagram for explaining the second example of the performance when the first time-saving is won. Figure 30 shows an example of the performance when the "4R one-type jackpot B" is won during the first time-saving. The following will be explained in chronological order, starting from the scene where the one-type jackpot is won in the normal state.
[0209] First, as shown in Fig. 30(A), after the variable performance in the normal state, the performance symbols stop in a kind of big win mode. Here, the performance symbols 8L, 8C, and 8R stop at "6", "6", and "6", respectively. After this, the explanation will continue assuming that the big win game has ended.
[0210] Next, as shown in Fig. 30(B) and (C), the opening performance of the first time reduction is executed. In Fig. 30(B), a message image OM1 saying "Start 120 times time reduction!" is displayed. In Fig. 30(C), a message image OM2 saying "If you win with an odd number pattern, you have a chance!? If you win with a 7, you have a big chance!?!?" is displayed. The content of the message image OM2 suggests that if you win with an odd number pattern (7R type 1 jackpot), you will enter the third time reduction, which is more advantageous than the first time reduction, and if you win with a "7" pattern (10R type 1 jackpot), you will enter the fourth time reduction, which is more advantageous than the third time reduction. This is the same for the following.
[0211] Next, as shown in FIG. 30(D), the first variation effect of the first time reduction starts. Here, the effect patterns 8L, 8C, and 8R are rapidly varying. Also, a remaining number image JN showing the number of remaining variation effects for which the time reduction state will continue, a right-hit image RH for encouraging the player to hit the right, and a message image CM1 saying "If you hit an odd number, it's a chance!? If you hit a 7, it's a big chance!?" are displayed. After this, the explanation will continue assuming that 65 variations, including this variation, were misses, and the result of the 66th variation was "4R type one big win B".
[0212] Next, as shown in FIG. 30(E), after the 66th variable performance in the first time reduction is executed, the performance symbol stops in the form of 4R type 1 jackpot B. Here, the performance symbols 8L, 8C, and 8R stop at "8", "8", and "8", respectively. Also, a remaining number image JN indicating the number of remaining variable performances for which the time reduction state continues, a right-hit image RH for encouraging the player to hit the right, and a message image CM1 saying "If you hit an odd number, you have a chance!? If you hit a 7, you have a big chance!?" are displayed. Note that the explanation will continue assuming that the jackpot game has ended after this.
[0213] Next, as shown in Fig. 30(F) and (G), the opening performance of the second time-saving is executed. In Fig. 30(F), a message image OM5 saying "Time-saving 140 times start!" is displayed. In Fig. 30(G), a message image OM2 saying "If you win with an odd number pattern, you have a chance!? If you win with 7, you have a big chance!?!?" is displayed.
[0214] Next, as shown in Fig. 30(H), the first variable performance in the second time-saving mode is executed. Here, the performance symbols 8L, 8C, and 8R are fluctuating at high speed. Also displayed are a remaining number image JN that indicates the number of remaining variable performances for which the time-saving mode will continue, a right-hit image RH to encourage the player to hit the right, and a message image CM1 that reads, "If you hit an odd number, you have a chance!? If you hit a 7, you have a great chance!?" The above is an example of what will happen if you win a 4R Type B jackpot during the first time-saving period.
[0215] [Example 3 of the display when you win during the first time-saving period] Fig. 31 is a diagram for explaining the third example of the performance when the first time-saving is won. Fig. 31 shows an example of the performance when the "7R first-class jackpot" is won during the first time-saving. The following will be explained in chronological order, starting from the scene where the first-class jackpot is won in the normal state.
[0216] First, as shown in Fig. 31(A), after the variable performance in the normal state, the performance symbols stop in a kind of big win mode. Here, the performance symbols 8L, 8C, and 8R stop at "6", "6", and "6", respectively. After this, the explanation will continue assuming that the big win game has ended.
[0217] Next, as shown in Fig. 31(B) and (C), the opening performance of the first time reduction is executed. In Fig. 31(B), a message image OM1 saying "Time reduction 120 times start!" is displayed. In Fig. 31(C), a message image OM2 saying "If you win with an odd number pattern, you have a chance!? If you win with a 7, you have a big chance!?!?" is displayed. The content of the message image OM2 suggests that if you win with an odd number pattern (7R type 1 jackpot), you will enter the third time reduction, which is more advantageous than the first time reduction, and if you win with a "7" pattern (10R type 1 jackpot), you will enter the fourth time reduction, which is more advantageous than the third time reduction. This is the same for the following.
[0218] Next, as shown in FIG. 31(D), the first variation effect of the first time reduction starts. Here, the effect patterns 8L, 8C, and 8R are rapidly varying. Also, a remaining number image JN showing the number of remaining variation effects for which the time reduction state will continue, a right-hit image RH for encouraging the player to hit the right, and a message image CM1 saying "If you hit an odd number, it's a chance!? If you hit a 7, it's a big chance!?" are displayed. After this, the explanation will continue assuming that 65 variations, including this variation, were misses, and the result of the 66th variation was a "7R type one big win."
[0219] Next, as shown in Fig. 31(E), after the 66th variable performance in the first time reduction is executed, the performance symbols stop in the form of a 7R type 1 big win. Here, the performance symbols 8L, 8C, and 8R stop at "1", "1", and "1", respectively. Also displayed are a remaining number image JN that indicates the number of remaining variable performances for which the time reduction state will continue, a right-hit image RH to encourage the player to hit the right, and a message image CM1 that reads "If you hit an odd number, you have a chance!? If you hit a 7, you have a big chance!?"
[0220] Next, as shown in FIG. 31(F), a jackpot opening performance is executed to inform the player that the odd number symbol has won (7R type 1 jackpot) and that the jackpot game has been played. Here, a message image OH1 saying "1 is the jackpot!!! Chance!!!" is displayed. After this, the explanation will continue assuming that the jackpot game has ended.
[0221] Next, as shown in FIG. 31(G), the opening performance of the third time reduction is executed. Here, a message image OM3 is displayed saying, "If you hit 7, it's a big chance!?!?" The content of the message image OM3 suggests that if you hit with the "7" symbol (a two-type big win triggered by a small win C), you will enter the fourth time reduction, which is more advantageous than the third time reduction.
[0222] Next, as shown in Fig. 31(H), the first variable performance in the third time-saving mode is executed. Here, the performance symbols 8L, 8C, and 8R are fluctuating at high speed. Also, an execution count image JI showing the number of variable performances executed in the time-saving mode, a right-hit image RH to encourage the player to hit the right, and a message image CM2 saying "If you hit 7, it's a big chance!?" are displayed. The above is an example of what will happen if you win a 7R Type 1 jackpot during the first time-saving period.
[0223] [Example 4 of the display when you win during the first time-saving period] Fig. 32 is a diagram for explaining the fourth example of the performance when the first time-saving is won. Fig. 32 shows an example of the performance when the "10R one-type jackpot" is won during the first time-saving. The following will be explained in chronological order, starting from the scene where the one-type jackpot is won in the normal state.
[0224] First, as shown in Fig. 32(A), after the variable performance in the normal state, the performance symbols stop in a kind of big win mode. Here, the performance symbols 8L, 8C, and 8R stop at "6", "6", and "6", respectively. After this, the explanation will continue assuming that the big win game has ended.
[0225] Next, as shown in Fig. 32(B) and (C), the opening performance of the first time reduction is executed. In Fig. 32(B), a message image OM1 saying "Time reduction 120 times start!" is displayed. In Fig. 32(C), a message image OM2 saying "If you win with an odd number pattern, you have a chance!? If you win with a 7, you have a big chance!?!?" is displayed. The content of the message image OM2 suggests that if you win with an odd number pattern (7R type 1 jackpot), you will enter the third time reduction, which is more advantageous than the first time reduction, and if you win with a "7" pattern (10R type 1 jackpot), you will enter the fourth time reduction, which is more advantageous than the third time reduction. This is the same for the following.
[0226] Next, as shown in FIG. 32(D), the first variation effect of the first time reduction starts. Here, the effect symbols 8L, 8C, and 8R are rapidly varying. Also, a remaining number image JN showing the number of remaining variation effects for which the time reduction state will continue, a right-hit image RH for encouraging the player to hit the right, and a message image CM1 saying "If you hit an odd number, it's your chance!? If you hit a 7, it's your big chance!?" are displayed. After this, the explanation will continue assuming that 65 variations, including this variation, were misses, and the result of the 66th variation was a "10R type one big win."
[0227] Next, as shown in Fig. 32(E), after the 66th variable performance in the first time reduction is executed, the performance symbols stop in a 10R type 1 big win mode. Here, the performance symbols 8L, 8C, and 8R stop at "7", "7", and "7", respectively. Also, a remaining number image JN indicating the number of remaining variable performances for which the time reduction state continues, a right hit image RH to encourage the player to hit the right, and a message image CM1 saying "If you hit an odd number, you have a chance!? If you hit a 7, you have a big chance!?" are displayed.
[0228] Next, as shown in FIG. 32(F), a jackpot opening performance is executed to inform the player that the "7" symbol has been selected as a winning combination (10R type 1 jackpot) and that the jackpot game has been played. Here, a message image OH7 is displayed saying, "You won with 7!!! Big chance!!!" After this, the explanation will continue assuming that the jackpot game has ended.
[0229] Next, as shown in FIG. 32(G), the opening performance of the 4th time reduction is executed. Here, a message image OM4 is displayed saying, "If you win with an odd number, the time reduction will be reset!!!" The contents of the message image OM4 suggest that if you win with an odd number pattern (a type 2 jackpot triggered by a small win A or a small win B, or a type 1 jackpot), the 4th time reduction will be reset.
[0230] Next, as shown in Fig. 32(H), the first variable performance in the fourth time-saving mode is executed. Here, the performance symbols 8L, 8C, and 8R are fluctuating at high speed. Also, an execution count image JI showing the number of variable performances executed in the time-saving mode, a right-hit image RH to encourage the player to hit the right, and a message image CM3 saying "Keep hitting odd numbers!!!" are displayed. The above is an example of what will happen if you win a 10R Type 1 jackpot during the first time-saving period.
[0231] [Example 1 of the winning display during the second time-saving period] FIG. 33 is a diagram for explaining the first example of the performance when winning during the second time reduction. FIG. 33 shows an example of the performance when winning "4R type one jackpot A" or "4R type one jackpot B" during the first time reduction. The explanation will be given in chronological order starting from the scene where "4R type one jackpot B" is won during the first time reduction.
[0232] First, as shown in FIG. 33(A), after the variable performance in the normal state, the performance symbol stops in the form of 4R type B big win. Here, the performance symbols 8L, 8C, and 8R stop at "8", "8", and "8", respectively. After this, the explanation will continue assuming that the big win game has ended.
[0233] Next, as shown in Fig. 33(B) and (C), the opening performance of the second time reduction is executed. In Fig. 33(B), a message image OM5 saying "Start of 140 times time reduction!" is displayed. In Fig. 33(C), a message image OM2 saying "If you win with an odd number pattern, you have a chance!? If you win with a 7, you have a big chance!?!?" is displayed. The contents of the message image OM2 suggest that if you win with an odd number pattern (7R type jackpot), you will enter the third time reduction, which is more advantageous than the second time reduction, and if you win with a "7" pattern (10R type jackpot), you will enter the fourth time reduction, which is more advantageous than the third time reduction. This is the same for the following.
[0234] Next, as shown in FIG. 33(D), the first variation effect of the second time reduction starts. Here, the effect patterns 8L, 8C, and 8R are rapidly varying. Also, a remaining number image JN showing the number of remaining variation effects for which the time reduction state will continue, a right-hit image RH for encouraging the player to hit the right, and a message image CM1 saying "If you hit an odd number, it's your chance!? If you hit a 7, it's your big chance!?" are displayed. After this, the explanation will continue assuming that 85 variations, including this variation, were misses, and the result of the 86th variation was "4R type one jackpot A" or "4R type one jackpot B".
[0235] Next, as shown in FIG. 33(E), after the 86th variable performance in the first time reduction is executed, the performance symbols stop in the form of a 4R type 1 jackpot. Here, the performance symbols 8L, 8C, and 8R stop at "2", "2", and "2", respectively. Also, a remaining number image JN indicating the number of remaining variable performances for which the time reduction state continues, a right-hit image RH for encouraging the player to hit the right, and a message image CM1 saying "If you hit an odd number, you have a chance!? If you hit a 7, you have a big chance!?" are displayed. Note that the explanation will continue assuming that the jackpot game has ended after this.
[0236] Next, as shown in Figures 33(F) and (G), the opening performance of the second time reduction is executed. This is the same as Figures 33(B) and (C), so the explanation will be omitted.
[0237] Next, as shown in Fig. 33(H), the first variable performance in the second time-saving mode is executed. Here, the performance symbols 8L, 8C, and 8R are fluctuating at high speed. Also displayed are a remaining number image JN that indicates the number of remaining variable performances for which the time-saving mode will continue, a right-hit image RH to encourage the player to hit the right, and a message image CM1 that reads, "If you hit an odd number, you have a chance!? If you hit a 7, you have a great chance!?" The above is an example of the presentation when you win a 4R Type 1 jackpot A or a 4R Type 1 jackpot B during the second time-saving period.
[0238] [Example 2 of the display when you win during the second time-saving period] Fig. 34 is a diagram for explaining the second example of the performance when winning during the second time reduction. Fig. 34 shows an example of the performance when winning the "7R type 1 jackpot" during the second time reduction. The following will be explained in chronological order, starting from the scene where the 4R type 1 jackpot B was won during the first time reduction.
[0239] First, as shown in FIG. 34(A), after the variable performance in the normal state, the performance symbol stops in the form of 4R type B big win. Here, the performance symbols 8L, 8C, and 8R stop at "8", "8", and "8", respectively. After this, the explanation will continue assuming that the big win game has ended.
[0240] Next, as shown in Fig. 34(B) and (C), the opening performance of the second time reduction is executed. In Fig. 34(B), a message image OM5 saying "Start of 140 times time reduction!" is displayed. In Fig. 34(C), a message image OM2 saying "If you win with an odd number pattern, you have a chance!? If you win with a 7, you have a big chance!?!?" is displayed. The contents of the message image OM2 suggest that if you win with an odd number pattern (7R type 1 jackpot), you will enter the third time reduction, which is more advantageous than the second time reduction, and if you win with a "7" pattern (10R type 1 jackpot), you will enter the fourth time reduction, which is more advantageous than the third time reduction. This is the same for the following.
[0241] Next, as shown in FIG. 34(D), the first variation effect of the second time reduction starts. Here, the effect symbols 8L, 8C, and 8R are rapidly varying. Also displayed are a remaining number image JN indicating the number of remaining variation effects for which the time reduction state will continue, a right-hit image RH for encouraging the player to hit the right, and a message image CM1 saying, "If you hit an odd number, it's your chance!? If you hit a 7, it's your big chance!?" After this, the explanation will continue assuming that 85 variations, including this variation, were misses, and the result of the 86th variation was a "7R type one big win."
[0242] Next, as shown in Fig. 34(E), after the 86th variable performance in the first time reduction is executed, the performance symbols stop in the form of a 7R type 1 big win. Here, the performance symbols 8L, 8C, and 8R stop at "1", "1", and "1", respectively. Also displayed are a remaining number image JN that indicates the number of remaining variable performances for which the time reduction state will continue, a right-hit image RH to encourage the player to hit the right, and a message image CM1 that reads "If you hit an odd number, you have a chance!? If you hit a 7, you have a big chance!?"
[0243] Next, as shown in FIG. 34(F), a jackpot opening performance is executed to inform the player that the odd number symbol has won (7R type 1 jackpot) and that the jackpot game has been played. Here, a message image OH1 saying "1 is the jackpot!!! Chance!!!" is displayed. After this, the explanation will continue assuming that the jackpot game has ended.
[0244] Next, as shown in FIG. 34(G), the opening performance of the third time reduction is executed. Here, a message image OM3 is displayed saying, "If you hit 7, it's a big chance!?!?" The content of the message image OM3 suggests that if you hit with the "7" symbol (a two-type big win triggered by a small win C), you will enter the fourth time reduction, which is more advantageous than the third time reduction.
[0245] Next, as shown in Fig. 34(H), the first variable performance in the third time-saving mode is executed. Here, the performance symbols 8L, 8C, and 8R are fluctuating at high speed. Also, an execution count image JI showing the number of variable performances executed in the time-saving mode, a right-hit image RH to encourage the player to hit the right, and a message image CM2 saying "If you hit 7, it's a big chance!?" are displayed. The above is an example of what will happen if you win a 7R Type 1 jackpot during the second time-saving feature.
[0246] [Example 3 of the display when you win during the second time-saving period] Figure 35 is a diagram for explaining the third example of the performance when the second time-saving is won. Figure 35 shows an example of the performance when the "10R type 1 jackpot" is won during the second time-saving. The following will be explained in chronological order, starting from the scene where the 4R type 1 jackpot is won during the first time-saving.
[0247] First, as shown in Fig. 35(A), after the variable performance in the normal state, the performance symbols stop in a kind of big win mode. Here, the performance symbols 8L, 8C, and 8R stop at "8", "8", and "8", respectively. After this, the explanation will continue assuming that the big win game has ended.
[0248] Next, as shown in Fig. 35(B) and (C), the opening performance of the second time reduction is executed. In Fig. 35(B), a message image OM5 saying "Time reduction 140 times start!" is displayed. In Fig. 35(C), a message image OM2 saying "If you win with an odd number pattern, you have a chance!? If you win with a 7, you have a big chance!?!?" is displayed. The contents of the message image OM2 suggest that if you win with an odd number pattern (7R type 1 jackpot), you will enter the third time reduction, which is more advantageous than the first time reduction, and if you win with a "7" pattern (10R type 1 jackpot), you will enter the fourth time reduction, which is more advantageous than the third time reduction. This is the same for the following.
[0249] Next, as shown in FIG. 35(D), the first variation effect of the second time reduction starts. Here, the effect patterns 8L, 8C, and 8R are rapidly varying. Also displayed are a remaining number image JN indicating the number of remaining variation effects for which the time reduction state will continue, a right-hit image RH for encouraging the player to hit the right, and a message image CM1 saying, "If you hit an odd number, it's your chance!? If you hit a 7, it's your big chance!?" After this, the explanation will continue assuming that 85 variations, including this variation, were misses, and the result of the 86th variation was a "10R type one big win."
[0250] Next, as shown in Fig. 35(E), after the 86th variable performance in the first time reduction is executed, the performance symbols stop in a 10R type 1 big win mode. Here, the performance symbols 8L, 8C, and 8R stop at "7", "7", and "7", respectively. Also, a remaining number image JN indicating the number of remaining variable performances for which the time reduction state continues, a right hit image RH to encourage the player to hit the right, and a message image CM1 saying "If you hit an odd number, you have a chance!? If you hit a 7, you have a big chance!?" are displayed.
[0251] Next, as shown in FIG. 35(F), a jackpot opening performance is executed to inform the player that the "7" symbol has been selected as a winning combination (10R type 1 jackpot) and that the jackpot game has been played. Here, a message image OH7 is displayed saying, "You won with 7!!! Big chance!!!" After this, the explanation will continue assuming that the jackpot game has ended.
[0252] Next, as shown in FIG. 35(G), the opening performance of the 4th time reduction is executed. Here, a message image OM4 is displayed saying, "If you win with an odd number, the time reduction will be reset!!!" The contents of the message image OM4 suggest that if you win with an odd number pattern (a type 2 jackpot triggered by a small win A or a small win B, or a type 1 jackpot), the 4th time reduction will be reset.
[0253] Next, as shown in Fig. 35(H), the first variable performance in the fourth time-saving mode is executed. Here, the performance symbols 8L, 8C, and 8R are fluctuating at high speed. Also, an execution count image JI showing the number of variable performances executed in the time-saving mode, a right-hit image RH to encourage the player to hit the right, and a message image CM3 saying "Keep hitting odd numbers!!!" are displayed. The above is an example of what will happen if you win a 10R Type 1 jackpot during the second time-saving feature.
[0254] [Example 1 of a winning display during the 3rd time shortening period] Figure 36 is a diagram for explaining the first example of the performance when winning during the third time reduction. Figure 36 shows an example of the performance when winning the second type jackpot triggered by the "small win A" during the third time reduction. The following will be explained in chronological order, starting from the scene where the 7R first type jackpot was won during the first time reduction.
[0255] First, as shown in FIG. 36(A), after the variable performance in the first time reduction, the performance symbol stops in a 5R type 1 big win mode. Here, the performance symbols 8L, 8C, and 8R stop at "3", "3", and "3", respectively. After this, the explanation will continue assuming that the big win game has ended.
[0256] Next, as shown in Fig. 36(B), the opening performance of the third time reduction is executed. This is the same as Fig. 34(G), so the explanation is omitted.
[0257] Next, as shown in FIG. 36(C), the first variable performance of the third time reduction starts. Here, the performance symbols 8L, 8C, and 8R are fluctuating at high speed. Also, an execution count image JI showing the number of variable performances executed in the time reduction state, a right hit image RH to encourage the player to hit the right, and a message image CM2 saying "If you hit 7, it's a big chance!?" are displayed. The result of this fluctuation is "small win A", and the explanation will continue assuming that the game ball passes through the V area 39 after that.
[0258] Next, as shown in Fig. 36(D), after the first variable performance in the third time reduction is executed, the performance symbols stop in a 10R two-type big win mode triggered by a small win A. Here, the performance symbols 8L, 8C, and 8R stop at "9", "9", and "9", respectively. Also, an execution count image JI showing the number of variable performances executed in the time reduction state, a right hit image RH to encourage the player to hit the right, and a message image CM2 saying "If you hit 7, it's a big chance!?" are displayed.
[0259] Next, as shown in FIG. 36(E), a jackpot opening performance is performed to inform the player that an odd number symbol has been hit (a two-type jackpot triggered by a small jackpot A) and that a jackpot game has been played. Here, a message image OH9 saying "I won with 9!!! Here's your chance!!!" is displayed. After this, the explanation will continue assuming that the jackpot game has ended.
[0260] Next, as shown in FIG. 36(F), the opening performance of the third time reduction is executed. Here, a message image OM3 is displayed saying, "If you hit 7, it's a big chance!?!?" The content of the message image OM3 suggests that if you hit with the "7" symbol (a two-type big win triggered by a small win C), you will enter the fourth time reduction, which is more advantageous than the third time reduction.
[0261] Next, as shown in Fig. 36(H), the first variable performance in the third time-saving mode is executed. Here, the performance symbols 8L, 8C, and 8R are fluctuating at high speed. Also, an execution count image JI showing the number of variable performances executed in the time-saving mode, a right-hit image RH to encourage the player to hit the right, and a message image CM2 saying "If you hit 7, it's a big chance!?" are displayed. The above is an example of the presentation when you win a Type 2 jackpot triggered by a small jackpot A during the third time limit.
[0262] [Example 2 of the winning display during the 3rd time shortening period] Figure 37 is a diagram for explaining the second example of the performance when winning during the third time reduction. Figure 37 shows an example of the performance when winning the second type jackpot triggered by the "small win C" during the third time reduction. The following will be explained in chronological order, starting from the scene where the 7R first type jackpot was won during the first time reduction.
[0263] First, as shown in Fig. 37(A), after the variable performance in the first time reduction, the performance symbol stops in a 7R type 1 big win mode. Here, the performance symbols 8L, 8C, and 8R stop at "3", "3", and "3", respectively. After this, the explanation will continue assuming that the big win game has ended.
[0264] Next, as shown in Fig. 37(B), the opening performance of the third time reduction is executed. This is the same as Fig. 34(G), so the explanation is omitted.
[0265] Next, as shown in FIG. 37(C), the first variable performance of the third time reduction starts. Here, the performance symbols 8L, 8C, and 8R are fluctuating at high speed. Also, an execution count image JI showing the number of variable performances executed in the time reduction state, a right hit image RH to encourage the player to hit the right, and a message image CM2 saying "If you hit 7, it's a big chance!?" are displayed. The result of this fluctuation is "small win C", and the explanation will continue assuming that the game ball passes through the V area 39 after that.
[0266] Next, as shown in Fig. 37(D), after the first variable performance in the third time reduction is executed, the performance symbols stop in a 10R two-type big win mode with a small win C trigger. Here, the performance symbols 8L, 8C, and 8R stop at "7", "7", and "7", respectively. Also, an execution count image JI showing the number of variable performances executed in the time reduction state, a right hit image RH to encourage the player to hit the right, and a message image CM2 saying "If you hit 7, it's a big chance!?" are displayed.
[0267] Next, as shown in FIG. 37(E), a jackpot opening performance is performed to inform the player that the "7" symbol has been hit (a two-type jackpot triggered by a small win C) and that the jackpot game has been played. Here, a message image OH7 saying "I won with 7!!! Big chance!!!" is displayed. After this, the explanation will continue assuming that the jackpot game has ended.
[0268] Next, as shown in Fig. 37(F), the opening performance of the 4th time reduction is executed. Here, a message image OM4 is displayed saying "If you win with an odd number, the time reduction will be reset!!!". The contents of the message image OM4 suggest that if you win with an odd number pattern (a type 2 jackpot triggered by a small win A or a small win B, or a type 1 jackpot), the 4th time reduction will be reset.
[0269] Next, as shown in Fig. 37(H), the first variable performance in the fourth time-saving mode is executed. Here, the performance symbols 8L, 8C, and 8R are fluctuating at high speed. Also, an execution count image JI showing the number of variable performances executed in the time-saving mode, a right-hit image RH to encourage the player to hit the right, and a message image CM3 saying "Keep hitting odd numbers!!!" are displayed. The above is an example of the presentation when you win a Type 2 jackpot triggered by a small jackpot C during the third time-saving period.
[0270] [Example of a winning display during the 4th time shortened period] Figure 38 is a diagram for explaining an example of a performance when a win is made during the fourth time reduction. Figure 38 shows an example of a performance when a two-type jackpot is won, triggered by a "small win A" or a "small win B", during the fourth time reduction. The following will be explained in chronological order, starting from the scene where a 10R one-type jackpot is won during the first time reduction.
[0271] First, as shown in FIG. 38(A), after the variable performance in the first time reduction, the performance symbol stops in a 10R type 1 big win mode. Here, the performance symbols 8L, 8C, and 8R stop at "7", "7", and "7", respectively. After this, the explanation will continue assuming that the big win game has ended.
[0272] Next, as shown in FIG. 38(B), the opening performance of the 4th time reduction is executed. Here, a message image OM4 is displayed saying, "If you win with an odd number, the time reduction will be reset!!!" The contents of the message image OM4 suggest that if you win with an odd number pattern (a type 2 jackpot triggered by a small win A or a small win B, or a type 1 jackpot), the 4th time reduction will be reset.
[0273] Next, as shown in FIG. 38(C), the first variation effect of the fourth time reduction starts. Here, the effect patterns 8L, 8C, and 8R are rapidly varying. Also, an execution count image JI showing the number of variation effects executed in the time reduction state, a right hit image RH for encouraging the player to hit the right, and a message image CM3 saying "Keep hitting odd numbers!!!" are displayed. The result of this variation is "small win A" or "small win B", and the explanation will continue assuming that the game ball passes through the V area 39 after that.
[0274] Next, as shown in FIG. 38(D), after the first variable performance in the fourth time reduction is executed, the performance symbols stop in a 10R two-type big win mode triggered by small win A or small win B. Here, the performance symbols 8L, 8C, and 8R stop at "5", "5", and "5", respectively. Also, an execution count image JI showing the number of variable performances executed in the time reduction state, a right hit image RH to encourage the player to hit right, and a message image CM3 saying "Keep hitting odd numbers!!!" are displayed.
[0275] Next, as shown in FIG. 38(E), a jackpot opening performance is performed to inform the player that an odd-numbered symbol has been selected as a win (a two-type jackpot triggered by a small win A or a small win B) and that a jackpot game has been started. Here, a message image OH5 is displayed saying, "Win on 5!!! Time-saving reset!!!" After this, the explanation will continue assuming that the jackpot game has ended.
[0276] Next, as shown in Fig. 38(F), the opening performance of the third time reduction is executed. Here, a message image OM4 is displayed saying "If you win with an odd number, the time reduction will be reset!!!". The contents of the message image OM4 suggest that if you win with an odd number pattern (a type 2 jackpot triggered by a small win A or a small win B, or a type 1 jackpot), the fourth time reduction will be reset.
[0277] Next, as shown in Fig. 38(H), the first variable performance in the fourth time-saving state is executed. Here, the performance symbols 8L, 8C, and 8R are fluctuating at high speed. Also, an execution count image JI showing the number of variable performances executed in the time-saving state, a right-hit image RH to encourage the player to hit the right, and a message image CM3 saying "Keep hitting odd numbers!!!" are displayed. The above is an example of the performance when you win a two-type jackpot triggered by a small jackpot A or a small jackpot B during the fourth time limit.
[0278] <Second embodiment> 11. Differences between the second embodiment and the first embodiment The following describes the differences between the gaming machine 1A of the second embodiment and the gaming machine 1 of the first embodiment. The gaming machine 1A of the second embodiment has a configuration generally similar to that of the gaming machine 1 of the first embodiment, except for the points described below.
[0279] 39 is an explanatory diagram of the special symbol winning determination table A. The game control microcomputer 81 of the gaming machine 1A of the second embodiment uses the special symbol winning determination table A instead of the special symbol winning determination table shown in FIG. 6(A) to determine whether the special symbol lottery is successful.
[0280] For the first special pattern, if the winning random number is "0 to 204", it is determined to be a "big win", if the winning random number is "300 to 750", it is determined to be a "small win", and if the winning random number is "a number other than 0 to 204 or 300 to 750", it is determined to be a "miss". In other words, with the first special symbol, there is a 1 / 319.7 chance of winning a big prize and a 1 / 145.3 chance of winning a small prize.
[0281] For the second special pattern, if the winning random number is "0 to 204", it is determined to be a "big win", if the winning random number is "300 to 60299", it is determined to be a "small win", and if it is "a number other than 0 to 204 or 300 to 60299", it is determined to be a "miss". In other words, with the second special symbol, the probability of winning the big prize is 1 / 319.7, and the probability of winning the small prize is 1 / 1.1.
[0282] Fig. 40 is an explanatory diagram of the jackpot type determination table A (non-time-saving). Fig. 41 is an explanatory diagram of the jackpot type determination table A (time-saving). The game control microcomputer 81 of the gaming machine 1A executes the determination of the jackpot type using the jackpot type determination table A (non-time-saving) and the jackpot type determination table A (time-saving) instead of the jackpot type determination tables 1 and 2 shown in Figs. 7(A) and (B). The small jackpot counter setting value and the a-time-saving status setting value will be described later.
[0283] Fig. 42 is an explanatory diagram of the small win type determination table A (non-time shortening). Fig. 43 is an explanatory diagram of the small win type determination table A (time shortening). The game control microcomputer 81 of the gaming machine 1A executes the determination of the small win type using the small win type determination table A (non-time shortening) and the small win type determination table A (time shortening) instead of the small win type determination tables 1 and 2 shown in Figs. 8(A) and (B).
[0284] Figure 44 is a diagram for explaining the electric chute opening pattern determination table A in the gaming machine 1A. When a normal symbol is won, the gaming machine 1A refers to the electric chute opening pattern determination table A instead of the electric chute opening pattern determination table shown in Figure 11 (A) to determine the electric chute opening pattern. The contents of each opening pattern are the same as the electric chute opening pattern details shown in Figure 11 (B).
[0285] The electric chute opening pattern determination table A is a table that is referenced by the game control microcomputer 81 during the main control main processing to determine the opening pattern of the first electric chute 17 and the second electric chute 22 depending on the game state (non-time-saving state or time-saving state). In the second embodiment, in the "non-time-saving state", the opening pattern is determined to be "opening pattern 11", in the "time-saving state" and the a time-saving status is 1, the opening pattern is determined to be "opening pattern 12", and in the "time-saving state" and the a time-saving status is 2, the opening pattern is determined to be "opening pattern 13".
[0286] 45 is a flowchart of the win determination process (steps S1402A, S1408A). The game control microcomputer 81 of the gaming machine 1A executes steps S1402A and S1408A in place of steps S1402 and S1408 in the special symbol waiting process (FIG. 15).
[0287] In steps S1402A and S1408A, the game control microcomputer 81 does not execute steps S1520 and S1530 in steps S1402 and S1408 in the first embodiment, but executes steps S1504A to S1514A instead of steps S1504 to S1511. Since the configuration is the same except for this point, the description will be omitted.
[0288] In step S1504A, the game control microcomputer 81 determines whether the time-saving flag is ON. It is determined whether or not the time-saving flag is ON (step S1504A: YES), the game control microcomputer 81 refers to the jackpot type determination table (time-saving) shown in FIG. 41 to determine the jackpot type (step S1506A), and ends the win determination process. On the other hand, if the time-saving flag is OFF (step S1504A: NO), the game control microcomputer 81 refers to the jackpot type determination table (non-time-saving) shown in FIG. 40 to determine the jackpot type (step S1505A), and ends the win determination process.
[0289] In step S1509A, the game control microcomputer 81 decrements the value of the small win counter by 1, and then determines whether the value of the small win counter is 0 (step S1510A). If the value is 0 (step S1510A: YES), the game control microcomputer 81 turns off the time-saving flag (step S1511A) and the process proceeds to step S1512A. On the other hand, if the value of the small win counter is not 0 (step S1510A: NO), the game control microcomputer 81 skips step S1511A and proceeds to the process of step S1512A.
[0290] In step S1512A, the game control microcomputer 81 judges whether the time-saving flag is ON or not. If it is ON (step S1512A: YES), the game control microcomputer 81 judges the small win type by referring to the small win type judgment table (time-saving) shown in FIG. 43 (step S1514A) and ends the win judgment process. On the other hand, if the time-saving flag is OFF (step S1512A: NO), the game control microcomputer 81 judges the big win type by referring to the small win type judgment table (non-time-saving) shown in FIG. 42 (step S1505A) and ends the win judgment process. The above is the difference between steps S1402A and S1408A and steps S1402 and S1408.
[0291] 46 is a flowchart of the game state setting process (step S2234A). The game control microcomputer 81 of the gaming machine 1A executes step S2234A in place of step S2234 in the special electric accessory process (jackpot) shown in FIG.
[0292] In step S2234A, the game control microcomputer 81 first sets the time-saving flag ON / OFF in accordance with the big win type or small win type determined in the win determination process (step S1402A or S1408A) shown in FIG. 45, and sets the time-saving counter, a time-saving status, and small win counter to their respective set values (step S2301A). For example, in step S1408A, if the small win type is determined to be the small win F shown in FIG. 43, the time-saving flag is set ON, the time-saving counter is set to 10000, the a time-saving status is set to 2, and the small win counter is set to 2. After step S2301A, the game control microcomputer 81 sets a game state designation command (step S2302A) and ends the game state setting process (step S2234A). The game state designation command is the same as that in the first embodiment in detail, so a description thereof will be omitted.
[0293] The above is the difference between the gaming machine 1A of the second embodiment and the gaming machine 1 of the first embodiment. This gaming machine 1A can also provide the same game as the gaming machine 1, and the game flow is as shown in FIG. 28, except for the number of rounds of the jackpot game and the transition probability to each time-saving state after the jackpot game in each jackpot. Therefore, the gaming machine 1 can execute four different advantageous game states, namely, the normal state, the first time-saving, the second time-saving, the third time-saving, and the fourth time-saving. Also, as shown in the electric chute opening pattern determination table (FIG. 11(A)) and the details of the electric chute opening pattern (FIG. 11(B)), during the first time-saving and second time-saving, the first electric chute 17 is activated with a probability of 99%, making it relatively easy to enter the firstB starting hole 16, and during the third time-saving and fourth time-saving, the second electric chute 22 is activated with a probability of 99%, making it relatively easy to enter the second starting hole 21. Furthermore, the game is configured so that the advantage to the player increases in the order of the first time reduction, the second time reduction, the third time reduction, and the fourth time reduction.
[0294] 12. Examples of Effects, Modifications, and Aspects of the Present Embodiment [Example of effect] The following are examples of the effects of this embodiment. [Effect 1] The gaming machine 1 of the above embodiment includes a gaming control microcomputer 81 that can be set to one of a plurality of gaming states including a normal state, a first time reduction that is more advantageous than the normal state, a second time reduction that is more advantageous than the first time reduction, a third time reduction that is more advantageous than the second time reduction, and a fourth time reduction that is more advantageous than the third time reduction, a first B start hole 16 that triggers a special drawing lottery when a gaming ball enters, a second start hole 21 that triggers a special drawing lottery when a gaming ball enters, and an opening pattern 1 in which it is relatively easy for a gaming ball to enter the first B start hole 16 and relatively difficult for a ball to enter the second start hole 21 when the normal drawing lottery result is a winning one. The game machine is equipped with a first electric chute 17 and a second electric chute 22 that can execute the above-mentioned pattern 13, in which it is relatively difficult for the game ball to enter the first B starting hole 16 and relatively easy for the game ball to enter the second starting hole 21, and in the first and second time reductions, the opening pattern 12 is more likely to be selected than the opening pattern 13 when the normal game is won, and in the third and fourth time reductions, the opening pattern 13 is more likely to be selected than the opening pattern 12 when the normal game is won, and furthermore, the second time reduction has a higher ball output expectation value than the first time reduction, and the fourth time reduction has a higher ball output expectation value than the third time reduction (Figs. 1, 11, 28). According to this configuration, a novel game that has never been played before can be provided to the player using four types of advantageous game states with different degrees of advantage, which can improve the interest of the game.
[0295] [Effect 2] In the gaming machine 1 of the above embodiment, when the game control microcomputer 81 wins a jackpot in the first time reduction, after the jackpot game ends, there are cases where the first time reduction is executed again, the second time reduction is shifted to, or the third time reduction is shifted to; when the game control microcomputer 81 wins a jackpot in the second time reduction, after the jackpot game ends, there are cases where the game control microcomputer 81 wins a jackpot in the second time reduction, after the jackpot game ends, there are cases where the game control microcomputer 81 wins a jackpot in the third time reduction, after the jackpot game ends, there are cases where the game control microcomputer 81 wins a jackpot in the third time reduction, after the jackpot game ends, there are cases where the game control microcomputer 81 wins a jackpot in the fourth ...
[0296] [Effect 3] In the gaming machine 1 of the above embodiment, the first B start hole 16 and the second start hole 21 are located at positions where a gaming ball shot by a player toward the right gaming area 3B of the gaming area 3 can enter either one of them (FIG. 1). With this configuration, in the gaming machine shown in Effect 1 and Effect 2, a novel game can be provided to the player, thereby increasing the interest of the game.
[0297] [Effect 4] In the gaming machine 1 of the above embodiment, the first time-saving corresponding to the first advantageous state and the second time-saving corresponding to the second advantageous state are both time-saving states, and when a win is won in the second time-saving state, the average number of times the time-saving state continues after the winning game ends is configured to be greater than when a win is won in the first time-saving state (FIG. 28). With this configuration, the player is more likely to have expectations for a transition to a more advantageous game state, which can increase the interest in the game.
[0298] Furthermore, in a gaming machine in which any of the following variants 1, 2, 3, and 4 is implemented, the gaming state corresponding to the second advantageous state can be configured to satisfy any one of the following, compared to the gaming state corresponding to the first advantageous state: the number of times the time-saving state continues is greater, or the probability of winning in one special drawing is higher, or the number of times the time-saving state continues after the end of a winning game in the event of a winning win is greater, or the average number of gaming balls that can be obtained in one win is higher. In this case too, the player is more likely to have expectations of moving to a more advantageous gaming state, which can improve the enjoyment of the game.
[0299] [Effect 5] In the gaming machine 1 of the above embodiment, the third time-saving corresponding to the third advantageous state and the fourth time-saving corresponding to the fourth advantageous state are both time-saving states, and when a win is won in the fourth time-saving state, the average number of times the time-saving state continues after the winning game ends is configured to be greater than when a win is won in the third time-saving state (FIG. 28). With this configuration, the player is more likely to have expectations for a transition to a more advantageous game state, which can increase the interest in the game.
[0300] Furthermore, in a gaming machine in which any of the following variants 1, 2, and 3 is implemented, the gaming state corresponding to the fourth advantageous state can be configured to satisfy any one of the following, compared to the gaming state corresponding to the third advantageous state: the number of times the time-saving state continues is greater, or the probability of winning in one special chart drawing is higher, or the number of times the time-saving state continues after the end of a winning game in the event of a winning win is greater. In this case too, the player is more likely to have anticipation of moving to a more advantageous gaming state, which can increase the interest of the game.
[0301] [Variations] A modified example of this embodiment is shown. [Variation 1] In the above embodiment, the game was configured to be played according to the game flow shown in FIG. 28. In contrast, in the normal state, the first time reduction, the second time reduction, the third time reduction, and the fourth time reduction, the combination of the winning type and the game state after the winning game may be changed as appropriate in the case of winning in each state. For example, in the third time reduction, if a two-type jackpot triggered by a small win B is won, the first time reduction may be set after the jackpot game. Also, for example, in the fourth time reduction, if a two-type jackpot triggered by a small win C is won, the second time reduction may be set after the jackpot game.
[0302] [Variation 2] In the first and second embodiments, the special drawing 2 lottery was configured to always win a two-type jackpot with a jackpot or small jackpot trigger. In contrast, by allowing one or more reserved special drawing 2 lotteries and lowering the probability of winning a small jackpot in the special drawing 2 lottery, the third and fourth time reductions may be played as STs in probability-changing machines, without being time-saving states that continue until the next jackpot win.
[0303] For example, the number of times of the special drawing during the third time reduction is 100, the number of times of the special drawing during the fourth time reduction is 150, and the probability of a small win in the special drawing 2 is 1 / 55. In a 1-type 2-type mixed machine in which the third and fourth time reductions have the above-mentioned playability, the reserved consumption of the special drawing 2 at the time of the final fluctuation of the third or fourth time reduction is consumed in the normal state, but winning in this reserved consumption is not included in the content of returning to the normal state in the "expected value of balls expected until returning to the normal state" described in claim 1.
[0304] [Variation 3] The gaming machine 1 of the above embodiment is a type 1 / type 2 mixed machine. In contrast, for example, the gaming machine may be a V probability variable machine in which the first time reduction is a low probability time reduction state, and the second and third time reductions are high probability time reduction states.
[0305] [Variation 4] In the configurations of the first and second embodiments, the number of rounds of the jackpot game when the first type jackpot and the second type jackpot are won may be increased as the time reduction progresses from the first time reduction to the second time reduction to the third time reduction. For example, when the first time reduction is won, the number of rounds is always 2R, when the second time reduction is won, the number of rounds is always 4R, when the third time reduction is won, and when the fourth time reduction is won, the number of rounds is always 10R.
[0306] [Variation 5] In the first and second embodiments, the first electric chute 17 and the second electric chute 22 are configured so that when the result of the normal pattern lottery for the ball entering the gate 28 is a winning one, either one is opened by driving a solenoid. In contrast, it is also possible to have only one electric chute, branch the flow path inside the electric chute into two, provide a distribution device at the branching point, and drive a non-electric device corresponding to the 1B starting hole 16 when the ball passes through one flow path, and drive a non-electric device corresponding to the 2nd starting hole 21 when the ball passes through the other flow path. In this case, the distribution device corresponds to the "starting hole switching means" described in claim 1.
[0307] [Variation 6] In the gaming machine 1 of the above embodiment, the opening pattern of the first electric chute 17 or the second electric chute 22 is configured to be selected from among patterns corresponding to the game state and the time-saving status a when a normal symbol is won (FIG. 11). In contrast, it may be configured to select one opening pattern that is predetermined to correspond to the game state and the time-saving status a when a normal symbol is won. For example, when the time-saving state and the time-saving status a are 1, the opening pattern H12 is always selected.
[0308] [Variation 7] In the gaming machine 1 of the above embodiment, in the third and fourth time-saving modes, the type of small prize when a small prize is won is selected from among three types, small prize A, small prize B, and small prize C, in all cases (FIGS. 7 and 28). In contrast, different types of small prizes may be won in response to the time-saving state. Also, the number of types of small prizes that can be won may be different in response to the time-saving state. For example, in the third time-saving mode, one of three types of small prize A, small prize B, and small prize C can be won, and in the fourth time-saving mode, one of four types of small prize D, small prize E, small prize F, and small prize G can be won.
[0309] [Variation 8] In the gaming machine 1 of the above embodiment, regardless of the small win type, the type 2 jackpot type is always 10R type 2 jackpot (FIG. 7). In contrast, there may be multiple types of 2 jackpot types, and the type 2 jackpot type may be selected corresponding to the small win type. Also, there may be one type of small win, and after the type 2 jackpot type is selected by lottery using a win type random number, the time-saving status a may be selected corresponding to the type 2 jackpot type.
[0310] [Variation 9] In the gaming machine 1 of the above embodiment, when a first type or second type jackpot is won, the game state after the jackpot game is decided based on the jackpot type or the minor jackpot type of the win (FIG. 28). In contrast, when a first type or second type jackpot is won, the game state after the jackpot game may be arbitrarily selected by the player.
[0311] [Variation 10] In the gaming machine 1 of the above embodiment, the third time reduction is configured to be more advantageous to the player than the second time reduction (FIG. 28). In contrast, the second time reduction may be configured to be more advantageous to the player than the third time reduction.
[0312] [Example of the situation] In the gaming machine of this embodiment, the following aspects can be realized. [Aspect 1] a game control means capable of setting one of a plurality of game states including a normal state, a first advantageous state more advantageous than the normal state, a second advantageous state more advantageous than the first advantageous state, a third advantageous state more advantageous than the second advantageous state, and a fourth advantageous state more advantageous than the third advantageous state; The first starting hole, which triggers the drawing of the special drawing 1 when the game ball enters, The second starting hole, which triggers the drawing of the special chart 2 when the game ball enters, and a start hole switching means for switching between a first mode in which it is relatively easy for a game ball to enter the first start hole and relatively difficult for the game ball to enter the second start hole, and a second mode in which it is relatively difficult for a game ball to enter the first start hole and relatively easy for the game ball to enter the second start hole, when the general lottery result is a winning game. In the first advantageous state and the second advantageous state, when a normal winning is won, the first mode is more likely to occur than the second mode, In the third advantageous state and the fourth advantageous state, when a normal winning is won, the second mode is more likely to occur than the first mode, During the second advantageous state, the expected value of balls to be dispensed, which is the number of balls expected to be dispensed before returning to the normal state, is higher than the expected value of balls to be dispensed during the first advantageous state, The expected value of ball payout during the fourth advantageous state is higher than the expected value of ball payout during the third advantageous state. A gaming machine characterized by: [Aspect 2] 2. The gaming machine according to claim 1, The game control means includes: When a winning combination is achieved in the first advantageous state, the game state may be reset to the first advantageous state or may be set to the second advantageous state after the winning combination is completed. When a winning combination is achieved in the second advantageous state, the game state may be reset to the second advantageous state or may be set to the third advantageous state after the winning combination is completed. When a winning combination is achieved in the third advantageous state, the game state may be reset to the third advantageous state or may be set to the fourth advantageous state after the winning combination is completed. When a winning game is won in the fourth advantageous state, the game state may be reset to the fourth advantageous state after the winning game ends. A gaming machine characterized by: [Aspect 3] 2. The gaming machine according to claim 1, The first starting hole and the second starting hole are respectively arranged at positions where a game ball shot in a predetermined direction by a player can enter either one of them. A gaming machine characterized by: [Aspect 4] A gaming machine according to any one of aspects 1 to 3, The first advantageous state and the second advantageous state are both time-saving states, The high expected value of the ball payout means that at least one of the following (1) to (5) is satisfied: A gaming machine characterized by: (1) The second advantageous state has a greater number of time-saving continuations, which is the number of special chart draws that continue the time-saving state, than the first advantageous state. (2) The second advantageous state has a higher probability of winning in one special drawing than the first advantageous state. (3) When a winning combination is achieved in the second advantageous state, the number of times the time-saving mode continues after the winning combination ends is greater than when a winning combination is achieved in the first advantageous state. (4) If a winning combination is achieved in the second advantageous state, the probability of winning in a single special drawing in the time-saving state after the winning game ends is higher than the probability of winning in the first advantageous state. (5) The second advantageous state has a higher average number of game balls that can be won in one hit than the first advantageous state. [Aspect 5] A gaming machine according to any one of aspects 1 to 3, The third advantageous state and the fourth advantageous state are both time-saving states, The average value being high means that at least one of the following (1) to (5) is satisfied: A gaming machine characterized by: (1) The fourth advantageous state has a greater number of time-saving continuations, which is the number of special chart draws that continue the time-saving state, than the third advantageous state. (2) The fourth advantageous state has a higher probability of winning in one special drawing than the third advantageous state. (3) If a winning combination is achieved in the fourth advantageous state, the number of times the time-saving feature continues in the time-saving mode after the winning combination ends is greater than the number of times the winning combination is achieved in the third advantageous state. (4) If a winning combination is achieved in the fourth advantageous state, the probability of winning in a single special drawing in the time-saving state after the winning game ends is higher than the probability of winning in the third advantageous state. (5) The fourth advantageous state has a higher average number of game balls that can be won in one hit than the third advantageous state.
[0313] [Other variations] The various display effects described above may not include some of the effects, or may include effects other than those described above.
[0314] The gaming machine 1 of the above embodiment has been described as a pachinko gaming machine, but is not limited to this. For example, instead of a pachinko gaming machine, the present invention may be applied to a reel-type gaming machine such as a slot machine, an arrange ball gaming machine, or a mahjong ball gaming machine. When the gaming machine 1 is a slot machine, the gaming medium may be changed from a gaming ball to a gaming medal.
[0315] The gaming machine 1 of the above embodiment is a gaming machine equipped with a payout device for paying out balls, but is not limited to this. For example, instead of the gaming machine 1, the present invention may be applied to a gaming machine that does not have a payout device, such as a so-called enclosed gaming machine.
[0316] In addition, two or more of the above-mentioned multiple performance examples and / or modified examples may be combined. Furthermore, the gaming machine 1 may be provided with a sub-display device in addition to the image display device 7. In this case, the above-mentioned display performance may be executed on the sub-display device.
[0317] Although the present aspect has been described above based on the embodiment and modified examples, the embodiment of the above-mentioned aspect is intended to facilitate understanding of the present aspect and does not limit the present aspect. The present aspect may be modified or improved without departing from the spirit and scope of the claims, and equivalents thereof are included in the present aspect. [Explanation of symbols]
[0318] 1. Gaming machine 3. Gaming area 3B…Right gaming area 7...Image display device 7a…Display screen 16…1B starting gate 17...First electric tube 21...Second starting point 22...2nd electric tube 28…Gate 81...Game control microcomputer 91...Performance control microcomputer
Claims
【Claim 1】 Game control means that can be set to one of a plurality of game states including a normal state, a first advantageous state more advantageous than the normal state, a second advantageous state more advantageous than the first advantageous state, and a third advantageous state more advantageous than the second advantageous state; A first starting port that triggers a special drawing in FIG. 1 when a game ball enters; A second starting port that triggers a special drawing in FIG. 2 when a game ball enters; The first advantageous state, the second advantageous state, and the third advantageous state satisfy at least one of the following (1) to (5) and at least one of the following (6) to (10): A gaming machine characterized by the above. (1) In the third advantageous state, the number of short-time continuation times of the special drawing in which the short-time state continues is greater than that in the second advantageous state. (2) In the third advantageous state, the probability of winning a hit in one special drawing is higher than that in the second advantageous state. (3) When winning a hit in the third advantageous state, the number of short-time continuation times in the short-time state after the end of the winning game is greater than that when winning a hit in the second advantageous state. (4) When winning a hit in the third advantageous state, the probability of winning a hit in one special drawing in the short-time state after the end of the winning game is higher than that when winning a hit in the second advantageous state. (5) In the third advantageous state, the average value of the number of game balls that can be obtained in one hit is higher than that in the second advantageous state. (6) In the second advantageous state, the number of short-time continuation times of the special drawing in which the short-time state continues is greater than that in the first advantageous state. (7) In the second advantageous state, the probability of winning a hit in one special drawing is higher than that in the first advantageous state. (8) When winning a hit in the second advantageous state, the number of short-time continuation times in the short-time state after the end of the winning game is greater than that when winning a hit in the first advantageous state. (9) When winning a hit in the second advantageous state, the probability of winning a hit in one special drawing in the short-time state after the end of the winning game is higher than that when winning a hit in the first advantageous state. (10) In the second advantageous state, the average value of the number of game balls that can be obtained in one hit is higher than that in the first advantageous state.