Game machine

JP2024107700A5Pending Publication Date: 2025-11-11SANSEI R&D KK
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Patent Information

Application Number
JP2023011765
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-01-30
Publication Date
2025-11-11

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player interest and engagement, particularly in transitions to time-saving states and jackpot games.

Method used

A gaming machine that includes lotteries for transitioning to jackpot games or time-saving states, with varying difficulty levels and prize quantities, and features distinct time-saving states with different entry ease and jackpot game types.

Benefits of technology

Enhances player engagement by providing diverse gameplay experiences, increasing the likelihood of winning and maintaining interest through varied prize opportunities and state transitions.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To increase the interest of a game.SOLUTION: In a game machine that shifts to a big winning game when a game ball passes through a specific area, as a lottery for a special symbol, a lottery for shift to a big winning game in which a game ball can be acquired and a lottery for shift to a time-shortening state are performed. After winning the lottery for shift to the time-shortening state and shifting to the time-shortening state, if the game ball enters a specific ball entry port, a specific winning port having a specific area is opened and the game ball can pass through the specific area.SELECTED DRAWING: Figure 40
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Description

[Technical field]

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

[0002] Conventionally, there has been known a gaming machine in which the gaming state is switched to a time-saving state when the stopped pattern after the special pattern changes becomes a specific losing pattern (for example, see Patent Document 1).

[0003] In such gaming machines, it is possible to execute various games in a time-saving state, which is entered when the stopped pattern after the special pattern changes to a specific losing pattern. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2022-94812 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, even with the above gaming machines, there is still room for improvement in terms of technology for increasing the entertainment value of the game.

[0006] 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]

[0007] 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.

[0008] [Application example 1] A gaming machine that transitions to a jackpot game when a gaming ball passes through a specific area, As a special symbol lottery, a lottery for transition to a jackpot game in which game balls can be acquired and a lottery for transition to a time-saving state are conducted. After winning the lottery for transition to the time-saving state and transitioning to the time-saving state, when a game ball enters a specific ball entry port, a specific winning port having the specific area is opened. A gaming machine characterized by: [Application example 2] The gaming machine according to Application Example 1, The time-saving state includes at least a first time-saving state in which it is difficult to put a game ball into the specific ball entrance and a second time-saving state in which it is easy to put a game ball into the specific ball entrance. A gaming machine characterized by: [Application example 3] The gaming machine according to Application Example 2, When the game is shifted to the second time-saving state, the game is shifted to the jackpot game without going through the lottery of the special symbol. A gaming machine characterized by: [Application example 4] The gaming machine according to Application Example 2 or Application Example 3, The jackpot game includes at least a first jackpot game and a second jackpot game in which a larger number of game balls can be acquired than in the first jackpot game. A gaming machine characterized by: [Application example 5] The gaming machine according to Application Example 4, The number of game balls that can be acquired in the first big win game is less than the number of game balls that can be acquired as a result of transition to the second time-saving state. A gaming machine characterized by: Effect of the Invention

[0009] According to the present invention, interest in games can be improved. [Brief description of the drawings]

[0010] [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] This is an explanatory diagram of the special pattern winning determination table, the normal pattern winning determination table, and the big prize opening lottery determination table. [Figure 7] An explanatory diagram of a jackpot type determination table and a c time-saving type determination table. [Figure 8] An explanatory diagram of a fluctuation pattern determination table when the time-saving mode is not in effect. [Figure 9] An explanatory diagram of a fluctuation pattern determination table during time-saving mode. [Figure 10] This is an explanatory diagram of the electric chute opening pattern determination table, electric chute opening pattern details, and normal pattern change pattern determination table. [Figure 11] 4 is a flowchart of a main control process. [Figure 12] 13 is a flowchart of a main-side timer interrupt process. [Figure 13] 13 is a flowchart of a normal operation process. [Figure 14] This is a flowchart of the large prize opening chucker processing. [Figure 15] 13 is a flowchart of a special action process. [Figure 16] FIG. 1 is a flowchart of waiting processing. [Figure 17] This is a flowchart of the special chart 1 hit determination process. [Figure 18] This is a flowchart of the special chart 1 determination process. [Figure 19] 13 is a flowchart of a game status management process. [Figure 20] This is a flowchart of special chart 2 waiting processing. [Figure 21]This is a flowchart of the special chart 2 hit determination process. [Figure 22] This is a flowchart of the special chart 2 determination process. [Diagram 23] This is a flowchart of special electric device processing (jackpot). [Figure 24] 13 is a flowchart of a game status setting process. [Diagram 25] This is a flowchart for processing special electric gimmicks (small wins). [Figure 26] 13 is a flowchart of a sub-control main process. [Figure 27] 13 is a flowchart of a sub-side timer interrupt process. [Figure 28] 13 is a flowchart of a received command analysis process. [Figure 29] 13 is a flowchart of the variable performance start processing. [Diagram 30] FIG. 1 is a diagram for explaining a game flow. [Diagram 31] FIG. 13 is a diagram for explaining the apparent game flow. [Diagram 32] A diagram to explain examples of winning effects A and B in ST state. [Diagram 33] A diagram to explain examples of winning effects C and D in ST state. [Diagram 34] A diagram to explain an example of a winning effect E in ST state. [Diagram 35] A diagram to explain an example of a winning effect F in ST state. [Diagram 36] A diagram to explain an example of a winning effect G in ST state. [Figure 37] A diagram to explain an example of a winning effect H in ST state. [Figure 38] A figure to explain another example of the lottery judgment for opening the large prize opening. [Figure 39] This is a diagram showing the characteristics of the lottery for Special Design 2 (second special design). [Diagram 40] FIG. 13 is a diagram showing the characteristics of the two time-saving states. [Diagram 41] FIG. 13 is a diagram showing another example of the time-saving state 2. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] 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.

[0012] 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.

[0013] 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.

[0014] 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.

[0015] 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.

[0016] 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.

[0017] 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.

[0018] 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 second winning device 22, a normal variable winning device (electric chute) 17, a gate (through chucker) 28, a big winning device (attacker) 31, a general winning port 27 (normal winning port 27), an outlet 85, and a display 40.

[0019] 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.

[0020] 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.

[0021] 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".

[0022] 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.

[0023] 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.

[0024] 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).

[0025] 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.

[0026] The first fixed winning device (center) 19 is disposed below the image display device 7 in the game area 3, and is equipped with a first starting hole 20 in which the ease with which a game ball can enter is always constant. The entry of a game ball into the first starting 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 first starting hole 20 triggers the acquisition of a winning random number, etc., and the determination of a big win, etc.

[0027] The second fixed winning device 22 is disposed below the image display device 7 in the game area 3, and is provided with a second starting hole 21 into which the ease of entry of the game ball is always constant. The entry of a game ball into the second starting hole 21 triggers the drawing of a lottery for a second special symbol (a big win lottery). In other words, the entry of a game ball into the second starting hole 21 triggers the acquisition of a winning random number and the determination of a big win.

[0028] The gate (through chucker) 28 is disposed above the big prize device (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 the electric chute 17 will open. 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] The normal variable winning device (electric chute) 17 is disposed under the large winning device (attacker) 31 in the game area 3, and is equipped with a large winning opening chute 16. The entry of a game ball into the large winning opening chute 16 triggers a large winning opening opening lottery (small winning lottery). The electric chute 17 is equipped with a first opening / closing member 18 in front of the large winning opening chute 16, and the large winning opening opening chute 16 is opened and closed by the operation of the first opening / closing member 18. The first opening / closing member 18 is driven by an electric chute solenoid 24 (FIG. 3). The large winning opening opening chute 16 can receive a game ball when the first opening / closing member 18 is in an open state. Note that the electric chute 17 only needs to make it easier for a ball to enter the large winning opening opening chute 16 when the first opening / closing member 18 is in an open state than when it is in a closed state, and may allow a ball to enter the large winning opening opening chute 16 when it is in a closed state.

[0030] 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 first starting hole 20 or the second starting 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 a performance symbol is displayed variably in synchronization with the variable display of the special symbol, and the lottery result of the jackpot is more effectively notified to the player by this symbol matching game.

[0031] 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.

[0032] The big prize device (attacker) 31 is disposed to the lower right of the first starting hole 20 in the game area 3, and includes a big prize opening 30, a V area 39, a non-V area 70, and a V-shaped opening / closing member 71. The big prize opening 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 big prize opening solenoid 33 (Fig. 3). Game balls can enter the big prize opening 30 when the opening / closing member 32 is in the open state.

[0033] The 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 large prize opening sensor 30a (Figure 3), a V opening / closing member 71, and a V opening / closing member solenoid 73 (Figure 3).

[0034] The V area (specific area) 39 and the non-V area (non-specific area) 70 are configured as areas within the large prize winning device 31 through which a gaming ball that has passed through the large prize opening 30 can pass. The 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 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.

[0035] The V opening / closing member 71 distributes the game balls that have passed through the big prize opening 30 to either the V region 39 or the non-V region 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 region 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 region 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 in the forward and backward directions 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 big prize opening 30 to either the V region 39 or the non-V region 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.

[0036] The special prize device 31 of this embodiment further includes a special prize device discharge sensor 31a (FIG. 3) that counts the number of game balls discharged from the special prize device 31. The special 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.

[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 first start gate 20. On the other hand, a right hit can aim for passing through the gate 28 and winning at the big prize opening chute 16, the second start gate 21, and the big prize gate 30.

[0039] In the gaming machine 1, when a game ball enters the first start hole 20 or the second start hole 21, the values ​​(numerical information) of various random numbers such as winning random numbers acquired for the winning are temporarily stored in the command set area 84a or the special symbol reservation memory area 84e (FIG. 5). Specifically, if the game ball enters the first start hole, it is stored in the first special symbol reservation memory area (FIG. 5) as the first special symbol reservation, and if the game ball enters the second start hole 21, the second start hole ball entry command is stored in the command set area 84a. There is an upper limit to the number of special symbol reservations that can be stored in the special symbol reservation memory area 84e, and the upper limit in this embodiment is four. The special symbol reservations stored in the special symbol reservation memory area 84e are consumed when the variable display of the special symbol based on the special symbol reservation becomes possible. "Consumption of the special symbol reservation" refers to determining the winning random number, etc. corresponding to the special symbol reservation and executing the variable display of the special symbol to show the determination result. Therefore, in the gaming machine 1, even if the variable display of the special pattern based on the winning of the gaming 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 while the variable display of the special pattern is being executed or while a special game is being executed, the right to a jackpot lottery for that winning can be reserved up to a specified 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] The 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 first start hole sensor 20a, the second start hole sensor 21a, the large prize hole opening chucker sensor 16a, the gate sensor 28a, the large prize hole sensor 30a, the V area sensor 39a, the non-V area sensor 70a, the normal prize hole sensor 27a, and the large prize device discharge sensor 31a are exemplified.

[0045] The first start opening sensor 20a is provided inside the first start opening 20 and detects a game ball that has entered the first start opening 20. The second start opening sensor 21a is provided inside the second start opening 21 and detects a game ball that has entered the second start opening 21. The large prize opening opening chucker sensor 16a is provided inside the large prize opening opening chucker 16 and detects a game ball that has entered the large prize opening opening chucker 16. The gate sensor 28a is provided inside the gate 28 and detects a game ball that has passed through the gate 28. The large prize opening sensor 30a is provided inside the large prize opening 30 and detects a game ball that has entered the large prize opening 30. 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 a game ball that has passed through the non-V area 70. The normal winning opening sensor 27a is provided inside the normal winning opening 27, and detects a game ball that has won in the normal winning opening 27. The special winning device discharge sensor 31a detects a game ball that is discharged from the special winning device 31.

[0046] As the solenoids, as shown in FIG. 3, the electric chute solenoid 24, the big prize opening solenoid 33, and the V-shaped opening / closing member solenoid 73 are exemplified. The electric chute solenoid 24 drives the first opening / closing member 18 of the electric chute 17. The special prize opening solenoid 33 drives the opening / closing member 32 of the special prize device 31. 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 20 or the second start hole 21, whether or not a jackpot is being won, 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 where the special chart 1 operation status and special chart 2 operation status in the special operation processing described below, as well as the time-saving status, are 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 obtain 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", the "normal pattern hit type random number", and the "large prize opening random number" at the timings described below.

[0069] The "special pattern winning random number" is a random number used to determine whether or not there is a big win and whether or not there is a small win (judging whether or not there is a big win), and takes a value in the range of 0 to 65535.

[0070] The "special pattern winning type random number" is a random number used to draw the type of the big win (big win type determination) and the type of the small win (small win type determination), and takes a value in the range of 0 to 127.

[0071] 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.

[0072] 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.

[0073] The "normal symbol winning random number" is used in the lottery (normal symbol lottery) to determine whether or not to play the auxiliary game that opens the electric chute 17. The normal symbol random number has a value in the range of 0 to 255.

[0074] The "normal symbol winning type random number" is a random number used to select the opening pattern of the electric chute 17 as an auxiliary game, and takes a value in the range of 0 to 127.

[0075] The "large prize opening random number" is used in a lottery (large prize opening lottery) to determine whether or not to play an auxiliary game that opens the large prize opening 30. The large prize opening random number has a value in the range of 0 to 65535.

[0076] The "special symbol winning random number", "special symbol winning type random number", "reach random number", and "variable pattern random number" are obtained based on the ball entering the starting hole (first starting hole 20 or second starting hole 21). The random number group obtained based on the ball entering the first starting hole 20 is stored in the first special symbol reserve memory area, and the random number group obtained based on the ball entering the second starting hole 21 is stored in the command set area 84a. The "normal symbol winning random number" and "normal symbol winning type random number" are obtained based on passing through the gate 28. The obtained normal symbol random number value is stored in the normal symbol reserve memory area 84f. The "large prize opening hole random number" is obtained based on winning in the large prize opening hole chute 16.

[0077] 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".

[0078] 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.

[0079] 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.

[0080] 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."

[0081] For the first special pattern, if the winning random number is "0 to 204", it is determined to be a "jackpot", and if the winning random number is "a number other than 0 to 204", it is determined to be a "miss". In other words, the probability of winning the jackpot with the first special symbol is 1 in 319.7.

[0082] For the second special pattern, if the winning random number is "0 to 204", it is judged as a "jackpot", if the winning random number is "300 to 954", it is judged as a "c time reduction", and if the winning random number is "a number other than 0 to 204 or 300 to 954", it is judged as a "miss". In other words, for the second special symbol, there is a 1 / 319.7 probability of a jackpot, a 1 / 100.1 probability of a C time reduction, and a miss in all other cases.

[0083] 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".

[0084] FIG. 6(B) is a diagram for explaining the normal symbol winning determination table. The normal symbol hit 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 normal symbol random number value (any of 0 to 255) corresponds to a "win" or a "lose". The determination in the normal symbol hit 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 normal symbol random number value is "0 to 1", it is determined to be a "win", and if the normal symbol random number value is "a number other than 0 to 1 (2 to 255)", it is determined to be a "lose". Also, in the "time-saving state", if the normal symbol random number value is "0 to 254", it is determined to be a "win", and if the normal symbol random number value is "a number other than 0 to 254 (255)", it is determined to be a "lose".

[0085] FIG. 6C is a diagram for explaining the big prize opening lottery determination table. The large prize opening lottery determination table is a table that the technique control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired large prize opening random number (any of 0 to 65535) corresponds to a "win" or a "lose". If the large prize opening random number is "0 to 65534", it is determined to be a "small win", and if it is "65535", it is determined to be a "lose". In other words, there is a 99.99% probability that it will be determined to be a "small win".

[0086] 7(A) is a diagram for explaining the jackpot type determination table. The jackpot type 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 "type of jackpot" according to the acquired jackpot type random number value (any of 0 to 127).

[0087] When the first special symbol (Special Symbol 1) is selected, if the jackpot type random number is "0~63", it is determined to be a "10R Type 1 jackpot (with a time reduction)", and if the jackpot type random number is "64~127", it is determined to be a "10R Type 1 jackpot (without a time reduction)".

[0088] When the game state is not in the time-saving state, that is, when it is in the non-time-saving state, if the second special pattern (special pattern 2) is drawn and it is a type 1 jackpot, it is judged as a "10R type 1 jackpot (without a time-saving)" regardless of the jackpot type random number. Also, when the game state is in the time-saving state and the special pattern 2 is drawn and it is won, if the jackpot type random number is "0-89", it is judged as a "10R type 1 jackpot (with a time-saving)", and if the jackpot type random number is "90-127", it is judged as a "4R type 1 jackpot (with a time-saving)".

[0089] If a small jackpot is won in the big prize slot opening lottery, it will be judged as a "10R two-type jackpot (with a time reduction)" regardless of the jackpot type random number.

[0090] In addition, 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 becomes a jackpot by passing through the V area 39 inside the large prize winning device 31 after being determined to be a small jackpot in the jackpot determination process.

[0091] 7B is a diagram for explaining the c time-saving type determination table. The c time-saving type 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 "c time-saving type" according to the acquired jackpot type random number value (any of 0 to 127).

[0092] When the second special pattern (special pattern 2) is selected as the c time-saving option, if the random number value of the jackpot type is "0-37", it is determined to be "c time-saving 1". Also, if the random number value of the jackpot type is "38-127", it is determined to be "c time-saving 2". The difference between c time-saving 1 and c time-saving 2 will be described later.

[0093] Fig. 8 is a diagram for explaining the fluctuation pattern determination table in the non-time-saving state. Fig. 9 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).

[0094] 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".

[0095] In the time-saving state, the fluctuation pattern determination table (time-saving fluctuation) is used (Figure 9). In the time-saving state, the fluctuation pattern is selected regardless of the fluctuation pattern random number value and the number of reserved balls.

[0096] As shown in Figures 8 and 9, 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. In addition, the core performance pattern includes a "long fluctuation" with an extremely long fluctuation time.

[0097] Fig. 10(A) is an explanatory diagram of the electric chute opening pattern determination table. Fig. 10(B) is a table showing the details of the electric chute opening pattern. Fig. 10(C) is an explanatory diagram of the normal symbol variation pattern determination table.

[0098] 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 electric chute 17 depending on the game state (non-time-saving state or time-saving state). When a normal symbol is won in the "non-time-saving state", the opening pattern is determined to be "H11" regardless of the normal symbol winning type random number value. Also, when a normal symbol is won in the "time-saving state" and the time-saving status is 1, if the normal symbol winning type random number value is "0 to 126", the opening pattern is determined to be "H11", and if the normal symbol winning type random number value is "127", the opening pattern is determined to be "H12". Furthermore, when the "time-saving state" and the time-saving status are 2 and a normal symbol is selected, if the normal symbol type random number value is "0", the opening pattern is determined to be "H11", and if the normal symbol type random number value is "1 to 127", the opening pattern is determined to be "H12".

[0099] As shown in FIG. 10B, in the opening pattern H11, the electric chute 17 is opened once for a time of 0.2 seconds. In the opening pattern 12, the electric chute 17 is opened three times, with a time of 2.0 seconds per opening and an interval (opening interval) of 1.0 seconds. Therefore, if the opening pattern H11 is determined, it is difficult to win the large prize opening chute, and if the opening pattern H12 is determined, it is easy to win the large prize opening chute. However, if a predetermined number of game balls have won (a prescribed number of winnings, maximum 1 ball), the electric chute 17 is closed even if the opening time remains. The time-saving status will be described in detail later.

[0100] The normal symbol fluctuation pattern determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine how many seconds the normal symbol fluctuation time is depending on the game state (whether the time-saving state is non-time-saving state or time-saving state). In this embodiment, for example, in the "non-time-saving state", when the judgment result is "win", the fluctuation pattern is determined to be "NP1" and the normal symbol fluctuation time is determined to be "300 seconds". Also, for example, in the "time-saving state" and "when the time-saving status is 1", when the judgment result is "win" and the opening pattern is "H12", the fluctuation pattern is determined to be "NP4" and the normal symbol fluctuation time is determined to be "300 seconds". Also, for example, in the "time-saving state" and "when the time-saving status is 2", when the judgment result is "win" and the opening pattern is "H12", the fluctuation pattern is determined to be "NP7" and the normal symbol fluctuation time is determined to be "2 seconds".

[0101] The special prize opening pattern determination table is a table that is referred to by the game control microcomputer 81 in order to determine the opening pattern of the special prize opening 30 during the main control main process (described later).

[0102] In the case of a "4R type 1 jackpot", the large prize winning slot 30 is opened once for a long time of 29.5 seconds in the 1st to 4th rounds. In the case of a "10R type one jackpot," the large prize winning slot 30 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 large prize slot 30 is opened 5 times in the first round for a duration of 0.3 seconds, and in the second through tenth rounds, the large prize slot 30 is opened once for a duration 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.

[0103] 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 big prize device 31, resulting in a jackpot.

[0104] 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.

[0105] 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.

[0106] 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.

[0107] The game control microcomputer 81 performs a hit judgment (determination of a normal pattern) using a normal pattern hit judgment table (FIG. 6(B)) in which the number of normal pattern hit 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 is executing 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.

[0108] In the time-saving state and when the time-saving status is 1, the variation time of the special chart 2 is shorter than in the non-time-saving state. In addition, the variation time of the normal pattern is long variation, and the probability that H11 is selected as the opening pattern of the electric chute 17 is extremely high. The second starting hole 21 has a structure that makes it extremely easy to win compared to the first starting hole 20, so the base, which is the ratio of the number of winning balls to the number of shot balls, is high. 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, you can aim for a big win without significantly reducing the number of game balls you have. The high base state is a state in which the so-called electric support control (control that supports winning in the big winning opening chute by the electric chute 17, and control that shortens the variation time of the special chart 2, which is triggered by winning in the second starting hole 21) is executed.

[0109] The high base state (electric support control state) does not have to execute all of the above controls. In other words, by executing one or more of the following controls, it is sufficient that the electric chute 17 is more likely to open than when the control is not executed: probability fluctuation control for the normal symbols on the display 40, fluctuation time reduction control for the normal symbols on the display 40, opening time extension control for the electric chute 17, and opening count increase control for the electric chute 17. Also, the high base state (electric support control state) may be controlled independently without being associated with the time-saving state.

[0110] In the time-saving state and when the time-saving status is 2, the time for the normal symbols to change is shorter than in the non-time-saving state. Here, the time for the normal symbols to change is 2 seconds. Furthermore, in this state, the time for which the electric chute 17 is open during auxiliary play is longer than in the non-time-saving state. That is, the game control microcomputer 81 executes an open-time extension control for the electric chute 17. In addition, the number of times that the electric chute 17 is opened during auxiliary play is greater than in the non-time-saving state. That is, the game control microcomputer 81 executes an open-time increase control for the electric chute 17. Furthermore, since the time for which the special chute 2 changes is a long change, it is possible to receive multiple draws for the normal symbols while the special chute 2 is changing. When the game control microcomputer 81 is executing the probability variation control and variation time shortening control for the normal symbols on the display 40, and the opening time extension control and opening count increase control for the electric chute 17, the electric chute 17 opens more frequently and game balls enter the large prize opening chute more frequently than when these controls are not being executed. In the large prize opening lottery, there is an extremely high probability of a small win, and as a result, it is possible to win a double jackpot. In other words, a small win (double jackpot) occurs soon after the time-saving state and the state in which the time-saving status is 2 begins, so the player is in an even more advantageous state than the high base state described above.

[0111] 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 time to change the special chart 2 is shorter than that in the low base state due to the time-changing control, and it is more advantageous to win the second start gate 21 than to win the first start gate 20. For this reason, in the high base state, the ball is hit to the right in order to make the ball enter the second start gate 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 gate) 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.

[0112] On the other hand, in the low base state, the game can be played more advantageously by hitting the game ball to the left game area 3A (Fig. 1) by hitting from the left. Because the fluctuation time shortening control is not executed, the fluctuation time of the special chart 2 is longer than that in the high base state, and it is more advantageous to win the first start hole 20 than to win the second start hole 21. For this reason, in the low base state, the game ball is hit from the left in order to win the first start hole 20. This allows more start wins to be obtained than by hitting from the right.

[0113] 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 11 to 25. 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.

[0114] [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.

[0115] 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.

[0116] 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.

[0117] [Main timer interrupt processing] FIG. 12 is a flowchart of the main timer interrupt process (FIG. 11: 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).

[0118] 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 first start hole sensor 20a, the second start hole sensor 21a, the big winning hole sensor 30a, the big winning hole opening chucker sensor 16a, and the normal winning hole sensor 27a (FIG. 3).

[0119] 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.

[0120] 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.

[0121] Next, the game control microcomputer 81 performs a normal operation process (step S104). In the normal operation process, the game control microcomputer 81 controls the operation of the electric chute 17. Details will be described later.

[0122] Next, the game control microcomputer 81 performs a special prize opening chucker process (step S105), which will be described in detail later.

[0123] 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.

[0124] 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.

[0125] 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.

[0126] [Normal operation process] FIG. 13 is a flowchart of the normal operation process (FIG. 12: step S104). In the normal operation process, the game control microcomputer 81 controls the operation of the electric chute 17. Specifically, in the normal operation process, the game control microcomputer 81 first determines whether the electric chute 17 is in operation (step S1101). If the electric chute 17 is in operation (step S501: YES), the process proceeds to step S508. On the other hand, if the electric chute 17 is not in operation (step S501: NO), the game control microcomputer determines whether the normal map is changing (step S1102). This determination is made based on whether the change time timer set according to the normal map change pattern is 0 at the start of the change of the normal map.

[0127] If the normal map is changing (step S1102: YES), the process proceeds to step S1108. On the other hand, if the normal map is not changing (step S1102: NO), the game control microcomputer 81 judges whether the normal map reserved ball count is 0 or not (step S1103). If the normal map reserved ball count is 0 (step S1103: YES), the game control microcomputer 81 ends the normal operation process. On the other hand, if the normal map reserved ball count is not 0 (step S1103: NO), the game control microcomputer 81 decrements the normal map reserved ball count by 1 (step S1104), executes normal map hit determination process (step S1105), executes normal map change pattern determination process (step S1106), executes change start process (step S1107), and the process proceeds to step S1108. In the normal symbol winning judgment process, the game control microcomputer 81 judges whether or not the winning symbol is selected based on the normal symbol winning judgment table shown in Fig. 6(B). In addition, in the normal symbol variation pattern judgment process, the game control microcomputer 81 refers to the normal symbol variation pattern judgment table shown in Fig. 10(C) and determines the normal symbol variation pattern based on the game state (time-saving state or non-time-saving state), the time-saving status value, the winning / losing judgment result in step S505, and the like.

[0128] In step S1113, the game control microcomputer 81 judges whether the condition for closing the electric chute 17 is satisfied. This condition is judged by whether the operation of the electric chute 17 based on the opening pattern is completed or whether one game ball enters the electric chute 17 and the large prize opening chute 16 while the electric chute 17 is open. If the condition for closing the electric chute 17 is satisfied (step S1113: YES), the game control microcomputer 81 executes the electric chute operation stop processing (step S1114) and ends the normal operation processing. In the electric chute operation stop processing, the electric chute 17 is closed and the state is maintained. On the other hand, if the condition for closing the electric chute 17 is not satisfied (step S1113: NO), the game control microcomputer 81 skips step S1114 and ends the normal operation processing.

[0129] In step S1108, the game control microcomputer 81 judges whether the normal symbol variation time has elapsed. If the variation time has not elapsed (step S1108: NO), the game control microcomputer 81 ends the normal operation process. On the other hand, if the variation time has elapsed (step S1108: YES), the game control microcomputer 81 executes variation stop processing (step S1109), and the process proceeds to step S1110. In the variation stop processing, the normal symbol is stopped at a winning symbol or a losing symbol based on the win / loss judgment in the normal symbol winning judgment processing (step S1105).

[0130] In step S1110, the game control microcomputer 81 judges whether the result of the normal symbol variation stopped in step S1109 was a win or not. If it is not a win (step S1110: NO), that is, if it is a miss, the game control microcomputer 81 ends the normal operation process. On the other hand, if it is a win (step S1110: YES), the game control microcomputer 81 executes the opening pattern determination process (step S1111), executes the electric chute operation process (step S1112), and ends the normal operation process. In the opening pattern determination process, the opening pattern is determined based on the game state (time-saving state or non-time-saving state), the time-saving status value, and the normal symbol winning type determination random number value by referring to the opening pattern determination table shown in FIG. 10(A). In the electric chute operation process, a command to operate the electric chute 17 is sent to the input / output circuit 87 based on the opening pattern determined in the opening pattern determination process.

[0131] [Big prize opening chucker processing] FIG. 14 is a flow chart of the large prize opening chucker process (FIG. 12: step S105). Here, the process is performed when the game ball enters the large prize opening chucker 16, which can win a prize only when the electric chute 17 is opened. Specifically, first, the game control microcomputer 81 judges whether the game ball has entered the large prize opening chucker 16 (step S1201). This judgment can be made, for example, by whether a signal is received from the large prize opening chucker sensor 16a. If it is judged that the game ball has not won a prize (step S1201: NO), the game control microcomputer 81 ends the large prize opening chucker process. On the other hand, if it is judged that the game ball has won a prize in the large prize opening chucker 16 (step S1201: YES), the process proceeds to step S1202.

[0132] In step S1202, the game control microcomputer 81 executes a large prize opening lottery determination process (step S1202). This determination is executed by referring to the large prize opening lottery determination table shown in FIG. 6(C). Next, the game control microcomputer 81 determines whether or not the result of the large prize opening lottery determined in step S1202 was a small win (step S1203). If it is not a small win, that is, if it is a miss (step S1203: NO), the game control microcomputer 81 ends the large prize opening chucker process. On the other hand, if the result of the large prize opening lottery is a small win (step S1203: YES), the game control microcomputer 81 first executes a win type determination (step S1204). This determination is executed based on the large prize opening lottery determination table shown in FIG. 6(C). Next, the opening pattern is set (step S1205), the V opening / closing member operation flag is turned ON (step S1206), an opening command is set (step S1207), the special chart 2 operation status is set to 5 (step S1208), and the large prize opening chucker processing is terminated.

[0133] [Special Action Processing] FIG. 15 is a flow chart of the special operation process (FIG. 12: step S106). Here, the process related to the first special symbol display 41a and the big prize device 31 is divided into five stages, and each stage is called "1", "2", "3", "4", and "5" of the "special symbol 1 operation status". In addition, the process related to the second special symbol display 41b and the big prize device 31 is divided into five stages, and each stage is called "1", "2", "3", "4", and "5" of the "special symbol 2 operation status". The initial setting of the "special symbol 1 operation status" and the "special symbol 2 operation status" is "1". The game control microcomputer 81 first judges whether either the "special symbol 1 operation status" or the "special symbol 2 operation status" is "4" or "5" (steps S1301 and S1303). When either the "special chart 1 operation status" or the "special chart 2 operation status" is "4" (step S1301: YES), a special electric device process (jackpot) is performed (step S1320). In the special electric device process (jackpot), a jackpot game (a second type special game) is executed. Specifically, when the special chart 1 operation status is "4", a first type jackpot game due to a jackpot on the special chart 1 or a second type jackpot game due to a small jackpot on the special chart 1 is executed. When the special chart 2 operation status is "4", a first type jackpot game due to a jackpot on the special chart 2 or a second type jackpot game due to a small jackpot on the special chart 2 is executed. When either the "special chart 1 operation status" or the "special chart 2 operation status" is "5" (step S1301: NO, step S1303: YES), a special electric device process (small jackpot) is executed (step S1321). In the special electric role processing (small win), a small win game (first type special game) is executed. Specifically, when the special chart 1 operation status is "5", a small win game by the small win of the special chart 1 is executed, and when the special chart 2 operation status is "5", a small win game by the small win of the special chart 2 is executed.

[0134] If neither the "special chart 1 operation status" nor the "special chart 2 operation status" is "4" or "5" (steps S1301, S1303: NO), the game control microcomputer 81 judges whether the "special chart 1 operation status" is "1", "2", or "3" (steps S1305, S1307). When the "special chart 1 operation status" is "1" (step S1305: YES), the special chart 1 standby process is performed (step S1306). In the special chart 1 standby process, hit determination and change pattern selection of the special chart 1 are performed. When the "special chart 1 operation status" is "2" (step S1305: NO, step S1307: YES), the special chart 1 change process is performed (step S1308). In the special chart 1 change process, output of a change stop command is performed after the change time of the special chart 1 has elapsed. When the "Special Chart 1 Operation Status" is "3" (steps S1305, S1307: NO), the special chart 1 determination process is performed (step S1309). In the special chart 1 determination process, an opening command is output when a big win or small win occurs in the special chart 1 lottery. Details of each of the above processes will be described later.

[0135] After determining whether the "special chart 1 operation status" is "1", "2", or "3", the game control microcomputer 81 determines whether the "special chart 2 operation status" is "1", "2", or "3" (steps S1315, S1317). When the "special chart 2 operation status" is "1" (step S1315: YES), special chart 2 standby processing is performed (step S1316). In the special chart 2 standby processing, hit determination and change pattern selection of the special chart 2 are performed. When the "special chart 2 operation status" is "2" (step S1315: NO, step S1317: YES), special chart 2 change processing is performed (step S1318). In the special chart 2 change processing, output of a change stop command is performed after the change time of the special chart 2 has elapsed. When the "special chart 2 operation status" is "3" (step S1315, S1317: NO), the special chart 2 determination process is performed (step S1319). In the special chart 2 determination process, an opening command is output when a big win or small win occurs in the special chart 2 lottery. Details of each of the above processes will be described later. As described above, according to the special operation process of this embodiment, the waiting process, during-change process, and determination process of special chart 1 and the waiting process, during-change process, and determination process of special chart 2 are executed in parallel. On the other hand, during a big win game or a small win game ball, the waiting process, during-change process, and determination process of special chart 1 and special chart 2 are executed in priority.

[0136] [Special diagram 1 waiting process] FIG. 16 is a flowchart of the special chart 1 standby process (FIG. 13: step S1306). In the special chart 1 standby process, the game control microcomputer 81 first judges whether the number of reserved balls of the special chart 1 is "0" or not (step S1401). If the number of reserved balls of the special chart 1 is "0" (step S1401: YES), that is, if the first special chart reserved memory area 85a does not store a random number group acquired due to winning the first starting hole 20, the process proceeds to step S1413. If the number of reserved balls of the special chart 1 is "1" or more (step S1401: NO), the game control microcomputer 81 executes the special chart 1 hit determination process (step S1402) and the special chart 1 variation pattern selection process (step S1403). Details of the hit determination process will be described later.

[0137] Next, the game control microcomputer 81 executes the special chart 1 variation pattern selection process (step S1404). In the special chart 1 variation pattern selection process, a 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 (maximum of 4 for special chart 1 reservation) by referring to the variation pattern determination table (FIGS. 8 and 9).

[0138] Next, the game control microcomputer 81 shifts the storage location of reserved information (various random numbers) stored in the special chart 1 first to fourth storage areas of the special chart reserved storage area 84e from the current position to the side to be read, and clears the reserved information stored in the special chart reserved storage area 84e at the farthest position from the side to be read (step S1405). For example, when reserved information is stored in the special chart 1 first to third storage areas, the reserved information stored in the third storage area is cleared, and when reserved information is stored in the first to fourth storage areas, the reserved information stored in the fourth storage area is cleared. By the above steps, the first reserved special chart is consumed 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 special chart reserved storage area 84e is shifted to the reserved consumption image display area side and is displayed as the reserved consumption image 9C. In addition, when there is reserved information in the second to fourth storage areas of the special chart reserved storage area 84e, the reserved images 9A corresponding to the second to fourth storage areas (the second, third, and fourth reserved images 9A from the right among the four reserved images 9A) are shifted one to the right. This allows the player to recognize that one first special chart reservation has been consumed.

[0139] Next, the game control microcomputer 81 performs special symbol 1 variation start processing (step S1406). 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. 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 symbol 1 operation status to "2". 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 symbol 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).

[0140] In step S1401, if the number of reserved balls for the special chart 1 is "0" (step S1401: YES), that is, if the special chart reserved memory area 84e does not store a random number group acquired due to winning the first starting port 20, 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 by, for example, 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 a standby scene in the command set area 84a of the main RAM 84 (step S1414), and terminates the special chart 1 standby process.

[0141] [Special diagram 1 hit determination processing] FIG. 17 is a flowchart of the special chart 1 winning determination process (FIG. 16: step S1402).

[0142] In the special chart 1 winning judgment process, first, it is judged whether the small win flag or the special chart 2 big win flag is ON (step S1501). If either the small win flag or the special chart 2 big win flag is ON (step S1501: YES), the game control microcomputer ends the special chart 1 winning judgment process assuming that the result of the special chart lottery judged in this process was a "miss". In this way, when either the "special chart 2 big win flag" or the "small win flag" is ON, the special chart 1 lottery is configured to be a forced miss (forced miss). When either the "special chart 2 big win flag" or the "small win flag" is ON, the fluctuation before the big win game or small win game on the special chart 2 side is being performed is being performed. If in this state, a big win or small win is won in the special chart 1 lottery, and the big win or small win fluctuation ends earlier than the fluctuation on the special chart 2 side, a malfunction occurs in which the big win or small win of the special chart 1 starts during the fluctuation performance of the special chart 2. This configuration (elimination of duplicate hits) can reduce the occurrence of this defect.

[0143] When the small win flag or the special symbol 2 big win flag is OFF (step S1501: NO), the game control microcomputer 81 performs a win determination (step S1502). The win determination is performed by referring to the special symbol win determination table (FIG. 6(A)).

[0144] Next, the game control microcomputer 81 judges whether or not it is a jackpot (step S1503). If it is judged to be a jackpot (step S1503: YES), the special chart 1 jackpot flag is turned ON (step S1504), the special chart 1 jackpot type is judged (step S1505), and the special chart 1 jackpot judgment process is terminated. The jackpot type judgment is performed by referring to the jackpot type judgment table (FIG. 7(A)). On the other hand, if it is judged not to be a jackpot (step S1503: NO), the special chart 1 jackpot judgment process is terminated.

[0145] [Special Drawing 1 Confirmation Processing] FIG. 18 is a flowchart of the special drawing 1 determination process (FIG. 15: step S1309).

[0146] In the special symbol 1 determination process, the game control microcomputer 81 first judges whether the stop time of the special symbol 1 has ended (step S1601). If the stop time has not elapsed (step S1601: NO), the game control microcomputer 81 ends the special symbol 1 determination process. On the other hand, if the stop time has elapsed (step S1601: YES), the game control microcomputer 81 executes a game state management process (step S1602). 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 S1603).

[0147] When the special jackpot flag 1 is ON (step S1603: YES), the game control microcomputer 81 sets the opening pattern of the large prize opening according to the type of the jackpot that has been won (step S1604). Specifically, the game control microcomputer 81 refers to the large prize opening opening pattern determination table, determines the opening pattern of the large prize opening from the special jackpot 1 stop pattern data, and sets the determined opening pattern. In addition, together with the setting of the opening pattern of the large prize opening, the round counter value is set to the number of rounds according to the type of the jackpot that has been won. The round counter counts the number of unit opening games (round games) that have been executed during the jackpot game.

[0148] After the opening pattern is set, if the time-saving flag is ON (step S1605: YES), the game control microcomputer 81 switches it to OFF (step S1606). As a result, the time-saving state is not set during the execution of the first-type jackpot game. Next, it is determined whether the jackpot type has a time-saving (step S1607). If it has a time-saving (step S1607: YES), the time-saving status is set to 2 (step S1608). If it does not have a time-saving (step S1607: NO), the time-saving status is set to 1 (step S1609). After that, in order to start the first-type jackpot game, the opening command for the first-type jackpot game is set (step S1610), and the opening of the jackpot game is started. After that, the special operation status is set to "4" (step S1611), and the special chart 1 determination process is completed.

[0149] In step S1603, if the special chart 1 jackpot flag is OFF (step S1603: NO), the game control microcomputer 81 sets the special operation status to 1 and ends the special chart 1 determination process.

[0150] [Game status management process] FIG. 19 is a flow chart of the game state management process (FIG. 18: step S1602). The game control microcomputer 81 first judges whether the time-saving flag is ON or not (step S1650). If the time-saving flag is OFF (step S1650: NO), that is, in the non-time-saving state, the process skips to step S1655. If the time-saving flag is ON (step S1650: YES), that is, in the time-saving state, the game control microcomputer 81 decrements the value of the time-saving counter by 1 (step S1651). 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).

[0151] The game control microcomputer 81 determines whether the value of the time-saving counter has become "0" as a result of step S1651 (step S1652). If the value of the time-saving counter is not "0" (step S1652: NO), the process skips to step S1655. If the value of the time-saving counter is "0" (step S1652: YES), the time-saving flag is switched to OFF (step S1653), and the time-saving status is set to 1 (step S1654). By step S1654, the game state is switched from the time-saving state to the non-time-saving state.

[0152] In step S1655, 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.).

[0153] [Special diagram 2 waiting process] FIG. 20 is a flowchart of the special chart 2 standby process (FIG. 15: step S1316). In the special chart 2 standby process, the game control microcomputer 81 first judges whether the number of reserved balls of the special chart 2 is "0" or not (step S1701). If the number of reserved balls of the special chart 2 is "0" (step S1701: YES), that is, if the special chart reservation memory area 84e does not store a random number group acquired due to winning the second starting hole 21, the process proceeds to step S1713. If the number of reserved balls of the special chart 2 is "1" or more (step S1701: NO), the game control microcomputer 81 executes the special chart 2 hit determination process (step S1702) and the special chart 2 variation pattern selection process (step S1703). Details of the hit determination process will be described later.

[0154] Next, the game control microcomputer 81 executes the special chart 2 variation pattern selection process (step S1704). In the special chart 2 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 S1702), and the number of reserved balls (maximum of 4 for special chart 2 reservation) by referring to the variation pattern determination table (FIGS. 8 and 9).

[0155] Next, the game control microcomputer 81 shifts the storage location of the reserved information (various random number values) stored in the first to fourth storage areas of the special chart reserved storage area 84e from the current position to the side to be read, and clears the reserved information stored in the location farthest from the side to be read in the special chart reserved storage area 84e (step S1705). For example, when reserved information is stored in the first to third storage areas, the reserved information stored in the third storage area is cleared, and when reserved information is stored in the first to fourth storage areas, the reserved information stored in the fourth storage area is cleared. By the above steps, the second reserved chart is consumed 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 special chart reserved storage area 84e is shifted to the reserved consumption image display area side and is displayed as a reserved consumption image 9C. In addition, when there is reserved information in the second to fourth storage areas of the special chart reserved storage area 84e, the reserved images 9A corresponding to the second to fourth storage areas (the second, third, and fourth reserved images 9A from the right out of the four reserved images 9A) are shifted one to the right. This allows the player to recognize that one second special chart reservation has been consumed.

[0156] Next, the game control microcomputer 81 performs special symbol 2 variation start processing (step S1706). 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 special symbol 2 variation pattern selection processing is set. In addition, the game control microcomputer 81 sets the special symbol 2 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 2 stop symbol data set in the hit determination processing (step S1702) and information on the variation pattern set in the special symbol 2 variation pattern selection processing (step S1703) (including information on the variation time).

[0157] In step S1701, if the number of reserved balls for the special chart 2 is "0" (step S1401: YES), that is, if the special chart reserved memory area 84e does not store a random number group acquired due to winning the second starting hole 21, the game control microcomputer 81 judges whether the display screen 7a of the image display device 7 is a standby screen or not (step S1713). The standby screen is a demo screen for waiting for customers. The game control microcomputer 81 may judge by, for example, the ON / OFF of a demo screen display flag for waiting for customers. If it is a standby screen (step S1713: YES), the special chart 2 standby process is terminated. If it is not a standby screen (step S1713: NO), the game control microcomputer 81 waits for a predetermined standby time to elapse, sets a customer waiting standby command for displaying a standby scene in the command set area 84a of the main RAM 84 (step S1714), and terminates the special chart 2 standby process.

[0158] [Special diagram 2 hit determination processing] FIG. 21 is a flowchart of the special chart 2 hit determination process (FIG. 20: step S1702).

[0159] In the special chart 2 winning judgment process, first, it is judged whether the small winning flag is ON or not (step S1801). If the small winning flag is ON (step S1801: YES), the game control microcomputer ends the special chart 2 winning judgment process assuming that the result of the special chart lottery judged in this process was a "miss". In this way, when the "small winning flag" is ON, the special chart 2 lottery is configured to be a forced miss (forced miss). When the "small winning flag" is ON, it is in the state before the small winning game is executed. If in this state, a big win or small win is won in the special chart 2 lottery, and the big win or small win fluctuation ends earlier than the fluctuation on the big winning opening chute side, a malfunction occurs in which the big win or small win of the special chart 2 starts during the lottery of the big winning opening chute or during the small winning game. This configuration (reduction of overlapping wins) can suppress the occurrence of the malfunction.

[0160] When the small win flag is OFF (step S1801: NO), the game control microcomputer 81 performs a win determination (step S1802). The win determination is performed by referring to the special symbol win determination table (FIG. 6(A)).

[0161] Next, the game control microcomputer 81 judges whether or not it is a jackpot (step S1803). If it is judged to be a jackpot (step S1803: YES), the special chart 2 jackpot flag is turned ON (step S1804), the special chart 2 jackpot type is judged (step S1505), and the special chart 2 jackpot judgment process is terminated. The jackpot type judgment is performed by referring to the jackpot type judgment table (FIG. 7(A)). On the other hand, if it is judged not to be a jackpot (step S1503: NO), the process proceeds to step S1806.

[0162] In step S1803, if it is determined that it is not a jackpot (step S1803: NO), the game control microcomputer 81 determines whether it is c time reduction or not (step S1806). If it is not c time reduction (step S1806: NO), the game control microcomputer 81 ends the special chart 2 hit determination process. On the other hand, if it is c time reduction (step S1806: YES), the game control microcomputer 81 turns on the c time reduction flag (step S1807), determines the type of c time reduction (step S1808), and ends the special chart 2 hit determination process.

[0163] [Special Drawing 2 Confirmation Processing] FIG. 22 is a flowchart of the special drawing 2 determination process (FIG. 15: step S1319).

[0164] In the special chart 2 determination process, the game control microcomputer 81 first judges whether the stop time of the special chart 2 has ended (step S1901). If the stop time has not elapsed (step S1901: NO), the game control microcomputer 81 terminates the special chart 2 determination process. On the other hand, if the stop time has elapsed (step S1901: YES), the game control microcomputer 81 executes the game status management process (step S1602). The game status management process is the same as the game status management process in the special chart 1 determination process (step S1309, FIG. 18), so the description will be omitted. After the game status management process, it is judged whether the special chart 2 jackpot flag is ON (step S1902).

[0165] When the special 2 jackpot flag is ON (step S1902: YES), the game control microcomputer 81 sets the opening pattern of the jackpot opening according to the type of jackpot won (step S1903). 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 2 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.

[0166] After the opening pattern is set, if the time-saving flag is ON (step S1904: YES), the game control microcomputer 81 switches it to OFF (step S1905). This results in a non-time-saving state during the execution of the 1st type jackpot game. Next, it is determined whether the jackpot type is a 10R 1st type jackpot (step S1906). If it is a 10R 1st type jackpot (step S1906: YES), the time-saving status is set to 2 (step S1907). If it is not a 10R 1st type jackpot (step S1906: NO), the time-saving status is set to 1 (step S1908). After that, in order to start the 1st type jackpot game, the opening command for the 1st type jackpot game is set (step S1909), and the opening of the jackpot game is started. After that, the special operation status is set to "4" (step S1910), and the special chart 2 determination process is terminated.

[0167] In step S1902, if the special chart 2 big win flag is OFF (step S1902: NO), the game control microcomputer 81 judges whether the c time reduction flag is ON or not (step S1911). If the c time reduction flag is OFF (step S1911: NO), the game control microcomputer 81 sets the special chart 2 operation status to 1 (step S1918) and ends the special chart 2 determination process. On the other hand, if the c time reduction flag is ON (step S1911: YES), the game control microcomputer 81 turns the time reduction flag ON (step S1912), turns the c time reduction flag OFF (step S1913), and sets the time reduction counter to 100 (step S1914). Next, the game control microcomputer 81 judges whether the type of the c time reduction is c time reduction 1 or not (step S1915). If it is c time reduction 1 (step S1915: YES), the game control microcomputer 81 sets the time reduction status to 1 (step S1916), sets the special chart 2 operation status to 1, and ends the special chart 2 determination process. On the other hand, if the c time reduction type is not c time reduction 1 (step S1915: NO), that is, if it is c time reduction 2, the game control microcomputer 81 sets the time reduction status to 2 (step S1917), sets the special chart 2 operation status to 1 (step S1918), and ends the special chart 2 determination process.

[0168] [Special electric feature processing (jackpot)] FIG. 23 is a flow chart of the special electric device process (jackpot) (FIG. 15: step S1320). The game control microcomputer 81 first judges whether the jackpot end flag is ON or not (step S2200). The "jackpot end flag" is a flag indicating that all openings of the first big prize winning device 31 based on the opening pattern have been completed in the currently executed jackpot game. If the jackpot end flag is ON (step S2200: YES), the process proceeds to step S2230. If the jackpot end flag is OFF (step S2200: NO), the game control microcomputer 81 judges whether the big prize winning port 30 is open or not (step S2202). If it is open (step S2202: YES), the process proceeds to step S2210.

[0169] If the large prize opening 30 is not open (step S2202: NO), the game control microcomputer 81 judges whether it is time (timing) to open the large prize opening 30 (step S2203). The time (timing) to open the 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 of play, and when the interval time (closing time) until the 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 large prize opening 30 (step S2203: NO), the process proceeds to step S2220.

[0170] If it is time (timing) to open the 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 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. After setting the round designation command, this process ends.

[0171] In the above-mentioned step S2202, if the big prize opening 30 is open (step S2202: YES), the game control microcomputer 81 judges whether or not the closing condition of the big prize opening 30 is satisfied (step S2210). The closing condition here is that either the number of winnings in the big prize opening 30 in that round game has reached a prescribed maximum number of winnings (e.g., 9 winnings per round) or the time to close the big prize opening 30 has arrived (i.e., a predetermined opening time (e.g., 29.5 seconds) has elapsed since the big prize opening 30 was opened) is satisfied. If the closing condition of the big 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 closing condition for the big prize opening 30 is met (step S2210: YES), the game control microcomputer 81 closes (blocks) the big prize opening 30 (step S2211) and ends the special electric device processing (big win).

[0172] In the above-mentioned step S2203, if it is not the time (timing) to open the big 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 big prize opening 30 was closed. As described above, this is because the time (interval time) for closing the first big prize opening 30 between round plays is included in the open round play 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 big 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 (big win).

[0173] 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.

[0174] In the above-mentioned step S2200, if the jackpot end flag is ON (step S2200: YES), the control microcomputer 81 judges whether the jackpot ending time 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 (jackpot). On the other hand, if the ending time has elapsed (step S2230: YES), the game control microcomputer 81 turns OFF the jackpot end flag (step S2231) and turns OFF the flags that are ON among the special chart 1 jackpot flag and the special chart 2 jackpot flag (step S2232). Next, the game control microcomputer 81 sets the status that is "4" among the special chart 1 operation status and the special chart 2 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. 24) 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.

[0175] [Game status setting process] FIG. 24 is a flowchart of the game status setting process (FIG. 23: step S2234). The game control microcomputer 81 first judges whether the executed jackpot game is due to a jackpot with a time reduction (step S2301). This judgment is performed by referring to the jackpot type judged in the special chart 1 hit judgment process or the special chart 2 hit judgment process. If there is no a time reduction (step S2301: NO), the process proceeds to step S2304. On the other hand, if there is a time reduction (step S2301: YES), the game control microcomputer 81 turns on the time reduction flag (step S2302), sets the time reduction counter to 100 (step S2303), and the process proceeds to step S2306. In step S2306, the game control microcomputer 81 sets a game status designation command and ends the game status setting process. The game state designation command includes information regarding the currently set game state (whether or not the game is in a time-saving state, the value of the time-saving counter, etc.).

[0176] [Special electric feature processing (small win)] FIG. 25 is a flowchart of the special electric accessory process (small win) (FIG. 15: step S1321).

[0177] The game control microcomputer 81 judges whether or not the closing condition of the large prize opening 30 is satisfied (step S2001). The closing condition is satisfied when either a specified number (9 balls) of game balls enter the large prize opening 30 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 large prize opening 30 is satisfied (step S2001: YES), the large prize opening 30 is closed (step S2002) and the process proceeds to step S2004. On the other hand, if it is judged that the closing condition of the large prize opening 30 is not satisfied (step S2001: NO), the large prize opening 30 is opened (step S2003) and the process proceeds to step S2004. If the large prize opening 30 is already open, it is kept open.

[0178] In step S2004, the game control microcomputer 81 judges whether or not game balls have been discharged from the special prize device 31. This judgement is to judge whether or not all game balls judged to have won by the special prize opening sensor 30a have been discharged. This process is a process to judge whether or not all game balls that have won in the special prize opening 30 have been discharged from the special prize device 31 based on a signal from the special prize device discharge sensor 31a. If it is judged here that all game balls have been discharged (step S2004: YES), the process proceeds to step S2005. On the other hand, while there are game balls that have not been discharged (step S2004: NO), the process is terminated without executing the subsequent processes.

[0179] In step S2005, 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 S2005: YES), a V passing command is set (step S2006), a jackpot opening command is set (step S2007), the status "5" of the special chart 1 operation status and the special chart 2 operation status is changed to "4" (step S2008), and the process proceeds to step S2009. On the other hand, if it is judged that the game ball has not passed through the V region (step S2005: NO), the status "5" of the special chart 1 operation status and the special chart 2 operation status is set to 1 (step S2012), the time reduction status is set to 1 (step S2011), and the process ends.

[0180] In step S2009, the game control microcomputer 81 judges whether the time-saving flag is ON or not. If it is ON (step S2009: YES), the game control microcomputer 81 turns the time-saving flag OFF (step S2010), sets the time-saving status to 1 (step S2011), and ends this process. On the other hand, if it is OFF (step S2009: NO), the game control microcomputer 81 sets the time-saving status to 1 (step S2011), and ends this process.

[0181] 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 26 to 29. 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.

[0182] [Sub-control main processing] 26 is a flow chart 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.

[0183] 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.

[0184] 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.

[0185] [Sub-side timer interrupt processing] FIG. 27 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.

[0186] [Received command analysis process] Fig. 28 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 it has been received (step S4180: YES), a look-ahead process is performed (step S4190). In the look-ahead process, information included 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 it has not been received (step S4180: NO), the above-mentioned look-ahead performance determination process is skipped.

[0187] 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 number of reserved balls of the special pattern 1, the number of reserved balls of the special pattern 2, and the number of reserved balls 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, the second special pattern reserved performance counter, and the normal pattern reserved performance counter. On the other hand, if the reserved ball count command has not been received (step S4200: NO), the reserved ball display process described above is skipped.

[0188] 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.

[0189] 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.

[0190] 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.

[0191] [Variable performance start processing] FIG. 29 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.

[0192] 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.

[0193] 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.

[0194] 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.

[0195] 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.

[0196] 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.

[0197] [Game Flow] FIG. 30 is a diagram for explaining the game flow in the gaming machine 1. For convenience of explanation, the game state (FIG. 30(A)) in which the player hits the ball from the left side to aim for the ball to enter the first starting hole 20 in order to obtain a chance to draw the special drawing 1 will be called the "normal state", the time-saving state when the time-saving status of the time-saving state granted after a big win is 1, or the time-saving state to which the player is shifted when the c time-saving 1 is won in the special drawing 2 lottery (FIG. 30(B)) will be called the "time-saving 1 state", and the time-saving state when the time-saving status of the time-saving state granted after a big win is 2, or the time-saving state to which the player is shifted when the c time-saving 2 is won in the special drawing 2 lottery (FIG. 30(C)) will be called the "time-saving 2 state". The game in each state when the game recommended in each state is executed will be described below.

[0198] In the normal state shown in FIG. 30(A), as described above, the time for the special pattern 2 to change is extremely long, and the probability of winning a normal pattern is extremely low. Therefore, the recommended play in the normal state is to win the first starting hole 20 by hitting from the left and to win a type 1 jackpot on the special pattern 1. The normal state continues until a jackpot is won. In the normal state, if a type 1 jackpot is won in the special pattern 1 lottery, if the jackpot type is a time-saving type, the game will transition to the time-saving type 1 state shown in FIG. 30(B) after the jackpot game. On the other hand, if the type is not a time-saving type, the game will reenter the normal state after the jackpot game.

[0199] The time-saving 1 state shown in FIG. 30(B) is, as described above, a time-saving state and a time-saving status of 1. In the time-saving 1 state, the time of the special pattern 2 change is short, the time of the normal pattern change is extremely long, and the probability of the long release of the electric chute 17 is extremely low. Therefore, the recommended play in the time-saving 1 state is to win the second starting hole 21 by hitting the right side and to win a type 1 jackpot or a c time-saving in the special pattern 2. The time-saving 2 state ends when the special pattern change is executed 100 times, and the state transitions to the normal state. If a type 1 jackpot is won in the time-saving 2 state and the jackpot type is a 4R type 1 jackpot, the time-saving 1 state is reset after the jackpot game. If the jackpot type is a 10R type 1 jackpot, the state transitions to the time-saving 2 state after the jackpot game. Also, if a c time-saving is won in the time-saving 2 state and the c time-saving type is c time-saving 1, the state transitions to the time-saving 1 state from the next special pattern change. If the c time-saving type is c time-saving 2, the next special chart change will result in c time-saving 2 state. In addition, from Figure 6 (A), in the special chart 2 lottery, the probability of winning a type 1 jackpot is 1 / 319.7, and the probability of winning c time-saving is 1 / 100.1. In conjunction with the above, the time-saving 1 state can be said to be a so-called ST state.

[0200] The time-saving 2 state shown in FIG. 30(C) is a time-saving state and a time-saving status of 2, as described above. In the time-saving 2 state, the variation time of the special pattern 2 variation is extremely long, the variation time of the normal pattern is short, and the probability of the long release of the electric chute 17 is extremely high. Therefore, the recommended game in the time-saving 2 state is to aim for winning the gate 28 and the large prize opening chuck 16 by hitting the right side. In the time-saving 2 state, if the large prize opening chuck 16 is won, the probability of a small win is about 99.9%, and since the V opening and closing member is controlled so that it is easy to pass through the V area 39 in the large prize opening device 31, if the above-mentioned recommended game is played with the start of the time-saving 2 state, the normal pattern win, the large prize opening chuck 16 win, the small win, and the type 2 large win will almost certainly progress in this order, so that in the time-saving 2 state, the type 2 large win will be won with certainty. Therefore, winning c Time Reduction 2 in the Special Chart 2 lottery can be said to be roughly synonymous with winning the 10R Type 2 jackpot.

[0201] The above is an explanation of each state of the gaming machine 1. In normal mode, if you win a 10R type 1 jackpot, the time-saving mode after the jackpot will be in time-saving mode 2. As mentioned above, in time-saving mode 2, you can almost always win a 10R type 2 jackpot. Therefore, in normal mode, there are two types of jackpots that can be won in the special chart 1 lottery: a 20R jackpot and a 10R jackpot. In addition, after a 20R jackpot, the time-saving mode will be in time-saving mode 1, which can be considered an ST state, whereas after a 10R jackpot, the time-saving mode will not be in effect and the game will return to normal mode.

[0202] Also, if you win a 4R type 1 jackpot in time-saving 1 state (ST state), the a time-saving state after the jackpot will be in time-saving 1 state. Also, if you win a 10R type 1 jackpot, the a time-saving state after the jackpot will be in time-saving 2 state, so it can essentially be said to be a 20R jackpot. Furthermore, if you win c time-saving 1, the time-saving 1 state (ST state) is reset, so it can be said to be a 0R jackpot. In addition, if you win c time-saving 2, as mentioned above, you will almost certainly get a 10R type 2 jackpot, and the a time-saving state after that jackpot will be in time-saving 1 state.

[0203] From the above, winning the c time reduction in the time reduction state 1 essentially means winning a 0R jackpot or a 10R jackpot, and a 10R jackpot is more advantageous for the player than a 4R type 1 jackpot, which is one of the type 1 jackpots.

[0204] In addition, in order to execute the flow of the game as described above, the electric chute 17 is provided in the large prize opening chute 16, and the electric chute 17 is configured to open with a high probability when the time-saving state is in a time-saving state. However, when the time-saving state is 1, only short opening, which is difficult to win, is performed, and when the time-saving state is 2, long opening, which is easy to win, is performed. In addition, the second starting hole 21, which is the trigger for the special drawing 2 lottery, does not have an electric chute and is always open. For this reason, in the normal state (non-time-saving state), the variation time of the special drawing 2 variation is set extremely long. Furthermore, the winning type in the special drawing 2 in the normal state (non-time-saving state) is configured to be more disadvantageous to the player than the winning type in the special drawing 1.

[0205] From the above, the apparent game flow is structured as shown in Fig. 31. That is, in the gaming machine 1, the game as shown in Fig. 31 appears to be being executed. In the normal state shown in Figure 31 (A), if you win, there is a 50% chance of a 20R jackpot, and a 50% chance of a 10R jackpot. Also, only if you win a 20R jackpot, the game will transition to ST mode (time-saving 1 mode) after the jackpot game.

[0206] The ST state shown in FIG. 31(B) is the same as the time-saving 1 state shown in FIG. 30(B). This state is configured to end when 100 special drawing lotteries are executed without winning. Here, winning is an expression that includes a type 1 jackpot and a c time-saving. The probability of winning in one special drawing lottery is (1 / 319.7)+(1 / 100.1)=1 / 76.2 from FIG. 6(A). Therefore, the probability of 100 special drawing lotteries being executed without winning is about 27%. Also, if a winning lottery is won, there is a 53% chance of a 10R jackpot, a 23% chance of a 0R jackpot, a 17% chance of a 20R jackpot, and a 7% chance of a 4R jackpot. Also, if a winning lottery is won in the ST state, the ST state is always reset after the jackpot game.

[0207] As described above, in gaming machine 1, the probability of a 20R jackpot when a hit occurs in the normal state is 50%, which is higher than the probability of a 20R jackpot when a hit occurs in the ST state (17%).

[0208] Also, the rate of entering the ST state when a hit occurs in the normal state is 50% (probability of a 20R jackpot), whereas when a hit occurs in the ST state, there is a 100% probability of entering the ST state, and the probability of hitting before the ST state ends is approximately 73%. Therefore, the probability of the ST state being reset by winning during the ST state is higher than the probability of entering the ST state when a hit occurs in the normal state. The above is an explanation of the game on the gaming machine 1.

[0209] 10. Example of the performance of this embodiment Below, an example of the performance when a win is won in the ST state will be described with reference to Figs. 32 to 37. Fig. 32 is a diagram for explaining examples of the winning performances A and B in the ST state. Both the winning performances A and B in the ST state are examples of the performance when a "0R jackpot" is won in the ST state, that is, "c time reduction 1". Fig. 33 is a diagram for explaining examples of the winning performances C and D in the ST state. Both the winning performances C and D in the ST state are examples of the performance when a "4R jackpot" is won in the ST state, that is, "4R type 1 jackpot". Fig. 34 is a diagram for explaining an example of the winning performance E in the ST state. Fig. 35 is a diagram for explaining an example of the winning performance F in the ST state. Both the winning performances E and F in the ST state are examples of the performance when a "10R jackpot" is won in the ST state, that is, "c time reduction 2". Fig. 36 is a diagram for explaining an example of the winning performance G in the ST state. Fig. 37 is a diagram for explaining an example of the winning performance H in the ST state. The winning effects G and H in the ST state are both examples of effects when a "20R jackpot" is won in the ST state, that is, a "10R type 1 jackpot". These effects are executed during the variable effects. In the variable effects, the decorative patterns 8L, 8C, and 8R are displayed in a variable manner, and after a temporary stop, they are fixedly stopped. The ST state is the state shown in FIG. 31(B), and is synonymous with the time-saving 1 state. The following will be explained using terms that correspond to the apparent game flow shown in FIG. 31. In addition, in the following example of effects, the scene will be explained from when the result of the special chart 2 lottery is announced, to when the jackpot game is consumed and the transition to the next game state occurs.

[0210] In addition, the following presentation examples will be explained assuming that the player performs the recommended game at each point in time.

[0211] In explaining the display example of the variable performance, the decorative pattern will be explained first. The decorative patterns 8L, 8C, and 8R are a set of patterns including the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R, and the variable display of the set of patterns represents the variable display of the special pattern (special pattern variation), and the stop display of the set of patterns notifies the result of the special pattern lottery. The special pattern here may be either the first special pattern or the second special pattern. The left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R are displayed from the top to the bottom of the display screen 7a, respectively, and during deceleration variation, they are displayed vertically side by side and move so that two or more patterns are visible at the same time on the display screen 7a. During high-speed variation, the content of the pattern is displayed so that it is difficult to see. During stop display, one pattern is displayed so that it is visible on the display screen 7a, but multiple patterns may be visible at the same time. Also, if the result of the special drawing is a win, the set of three symbols lined up in a straight line will stop in a winning state. The three symbols lined up in a straight line here include those lined up in a roughly straight line. Here, the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R are arranged in the order of "123456789" from the bottom to the top of the display screen 7a.

[0212] In addition, when the decorative patterns 8L, 8C, and 8R show the results of the special drawing 2, if the content of the decorative patterns 8L, 8C, and 8R displayed as fixed stop is "7", "7", and "7", the apparent winning type is "20R jackpot". Similarly, if the content of the decorative patterns 8L, 8C, and 8R displayed as fixed stop is "1", "1", "1", or "3", "3", "3", or "5", "5", "5", or "9", "9", "9" (a double number with an odd number other than "7"), and if the promotion performance is not performed, the winning type is "10R jackpot", and if it is "2", "2", "2", or "4", "4", "4", or "6", "6", "6", or "8", "8", "8" (a double number with an even number), the winning type is "4R jackpot", and if it is "4", "4", "9", the winning type is "0R jackpot". That is, when the result of the special drawing 2 lottery is a "10R type one jackpot", the contents of the decorative patterns 8L, 8C, and 8R displayed as fixed stops are "7", "7", and "7", and when it is a "4R type one jackpot", it is "2", "2", "2", or "4", "4", or "6", "6", or "8", "8", and when it is "c time reduction 2", it is "1", "1", "1", or "3", "3", "3", or "5", "5", or "9", "9", and when it is "c time reduction 1", it is "4", "4", and "9". Here, generally, when the decorative patterns 8L, 8C, and 8R are fixed and stopped with an odd number other than "7", the result of the special drawing lottery is often a jackpot, but in this embodiment, it is "c time reduction 2". However, as mentioned above, when the c time reduction 1 is won, it becomes a time reduction 2 state. When the recommended play is performed in the time-saving 2 state, it is almost certain that a 10R jackpot will be won, so the arrangement of decorative symbols that generally become jackpot symbols is displayed when the time-saving 2 state is won.

[0213] In addition, when the result of the special drawing 2 is "c time reduction 1", the pattern arrangement of the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R during the variable performance may be "123 re 56789", "123 56789", "123 45678 tack", and then may be displayed as "re", "attach", and "tack". That is, the "4", "4", and "9" of the decorative patterns 8L, 8C, and 8R may be replaced with "re", "attach", and "tack". Furthermore, in the performance example of this embodiment, the decorative pattern is configured to be composed only of a number image representing the content of the decorative pattern, but in addition to this, or instead, it may be configured to include a character image or the like.

[0214] [Successful performance during ST state A] 32(A)-(D) are diagrams for explaining the winning performance A in the ST state. The winning performance A in the ST state is an example of a performance when a "0R jackpot" is won in the ST state (time reduction 1 state), that is, when "c time reduction 1" is won. Here, the explanation is given assuming that "c time reduction 1" is won in the 34th special chart 2 lottery in the ST state.

[0215] First, as shown in FIG. 32(A), the 34th variation performance in the ST state is started. This variation performance represents the special drawing 2 lottery. Here, the decorative patterns 8L, 8C, and 8R vary at high speed, making it difficult to see the contents of each. In addition, the remaining number display JN, which indicates the remaining number of variations in the ST state, and the right-hit image RH, which encourages the player to hit the right, are displayed. The reserved icons 9A and 9B and the variation icon 9C are not displayed, but may be displayed.

[0216] Next, as shown in Fig. 32(B), the decorative symbols 8L, 8C, and 8R, which were displayed in a variable manner in Fig. 32(A), are displayed as a temporary stop, and then are fixedly stopped. Since the result of the special drawing 2 that triggered this variable performance was "c time reduction 1", the decorative symbols 8L, 8C, and 8R are displayed as "4", "4", and "9", respectively.

[0217] Next, as shown in Fig. 32(C), an opening performance is executed in which the time-saving 1 state starts due to the winning of "c time-saving 1". Here, a message image WH saying "ST start over from the beginning!!!" is displayed.

[0218] Next, as shown in 32(D), the first change performance of the newly set ST state starts. Here, the decorative symbols 8L, 8C, and 8R change at high speed, making it difficult to see their contents. Also, the remaining number display JN, which shows the remaining number of changes in the ST state, and the right hit image RH, which encourages the player to hit the right, are displayed. The above is an explanation of an example of winning effect A in ST state, that is, an example of the effect when you win ``c time reduction 1'' in ST state.

[0219] [Successful performance during ST state B] 32(E)-(I) are diagrams for explaining the winning effect B in the ST state. The winning effect B in the ST state is an example of a variable performance pattern different from the winning effect A in the ST state, among the performances when a "0R jackpot" is won in the ST state (time reduction 1 state), that is, when "c time reduction 1" is won. Here, the explanation will be given assuming that "c time reduction 1" is won in the 34th special chart 2 lottery in the ST state.

[0220] First, as shown in FIG. 32(E), the 34th variation performance in the ST state is started. This variation performance represents the special drawing 2 lottery. Here, the decorative patterns 8L, 8C, and 8R vary at high speed, making it difficult to see the contents of each. In addition, the remaining number display JN, which indicates the remaining number of variations in the ST state, and the right-hit image RH, which encourages the player to hit the right, are displayed. The reserved icons 9A and 9B and the variation icon 9C are not displayed, but may be displayed.

[0221] Next, as shown in Fig. 32(F), the decorative symbols 8L, 8C, and 8R, which were displayed at high speed in Fig. 32(E), are displayed at a reduced speed. Furthermore, the display mode of the decorative symbol representing "4" in the left decorative symbol 8L changes to a display mode including a character image representing "re", the display mode of the decorative symbol representing "4" in the middle decorative symbol 8C changes to a display mode including a character image representing "attach", and the display mode of the decorative symbol representing "9" in the right decorative symbol 8R changes to a display mode including a character image representing "fill". In addition, the remaining number display JN, which indicates the remaining number of changes in the ST state, and the right hit image RH, which encourages the player to hit the right, are displayed.

[0222] Next, as shown in Fig. 32(G), the decorative symbols 8L, 8C, and 8R, which were displayed in a variable manner in Fig. 32(E) and (F), are displayed as provisional stops and then fixed stops. Since the result of the special drawing 2 that triggered this variable performance was "c time reduction 1", the decorative symbols 8L, 8C, and 8R are displayed as "re-play", "equipment", and "load", respectively.

[0223] The timing at which the display mode of the decorative pattern changes may be set arbitrarily. In this example, after all decorative patterns are decelerated, the decorative pattern whose display mode has already changed is framed in. In contrast, after framing in, the change may be accompanied by animation. Also, for example, the following order may be executed: only the left decorative pattern 8L is displayed in a decreasing variation, the display mode of the left decorative pattern 8L changes, the left decorative pattern 8L is displayed in a temporary stop, the right decorative pattern 8R is displayed in a decelerated variation, the display mode of the right decorative pattern 8R changes, the right decorative pattern 8R is displayed in a temporary stop, the middle decorative pattern 8C is displayed in a decelerated variation, the display mode of the middle decorative pattern 8C changes, and the middle decorative pattern 8C is displayed in a temporary stop. Furthermore, for example, the display mode may be changed after all decorative patterns are displayed in a temporary stop. Furthermore, for the decorative patterns whose display mode changes, the display mode of one decorative pattern in the pattern arrangement is changed for each of the decorative patterns 8L, 8C, and 8R. In contrast to this, the display mode of a plurality of decorative symbols may be changed for each symbol arrangement.

[0224] Next, as shown in Fig. 32(H), an opening performance is executed in which the time-saving 1 state starts due to the winning of "c time-saving 1". Here, a message image WH saying "ST start over from the beginning!!!" is displayed.

[0225] Next, as shown in 32(I), the first variation performance of the newly set ST state starts. Here, the decorative symbols 8L, 8C, and 8R vary at high speed, making it difficult to see their contents. Also, the remaining number display JN, which indicates the remaining number of variations in the ST state, and the right hit image RH, which encourages the player to hit the right, are displayed. The above is an example of winning effect B in the ST state, that is, an explanation of the variable effect pattern that differs from winning effect A in the ST state among the effects when ``c time reduction 1'' is won in the ST state.

[0226] The winning performance A in the ST state shown in Figures 32(A)-(D) and the winning performance B in the ST state shown in Figures 32(E)-(I) are both examples of variable performance when "c time reduction 1" is won in the ST state. In this way, even if the result of the special chart 2 lottery is the same, the decorative patterns displayed in multiple display patterns can make the player feel excited and excited, which increases the interest of the game.

[0227] [Successful performance in ST state C] 33(A)-(F) are diagrams for explaining the winning performance C in the ST state. The winning performance C in the ST state is an example of a type of performance when a "4R jackpot" is won in the ST state (time-saving 1 state), that is, a "4R type 1 jackpot". Here, we will explain it as winning the "4R type 1 jackpot" in the 34th special chart 2 lottery in the ST state.

[0228] First, as shown in FIG. 33(A), the 34th variation performance in the ST state is started. This variation performance represents the special drawing 2 lottery. Here, the decorative patterns 8L, 8C, and 8R vary at high speed, making it difficult to see the contents of each. In addition, the remaining number display JN, which indicates the remaining number of variations in the ST state, and the right-hit image RH, which encourages the player to hit the right, are displayed. The reserved icons 9A and 9B and the variation icon 9C are not displayed, but may be displayed.

[0229] Next, as shown in Fig. 33(B), the decorative symbols 8L, 8C, and 8R, which were displayed in a variable manner in Fig. 33(A), are displayed as a provisional stop, and then are fixedly stopped. Since the result of the special drawing 2 that triggered this variable performance was a "4R type 1 jackpot", the decorative symbols 8L, 8C, and 8R are displayed as "8", "8", and "8", respectively. In addition, the remaining number display JN, which indicates the remaining number of changes in the ST state, and the right-hit image RH, which encourages the player to hit the right, are displayed.

[0230] Next, as shown in Fig. 33(C), an opening effect is executed in which the jackpot game starts as a result of winning the "4R type 1 jackpot". Here, a message image OH saying "Jackpot!!! 4R start!!!" is displayed.

[0231] Next, as shown in Fig. 33(D), a display is made to notify the player of the number of rounds currently being played in the jackpot game. Here, a notification image DH saying "1st Round!!!" and a right-hit image RH encouraging the player to hit right are displayed. The content notified by the notification image DH changes in the order of "2nd Round!!!", "3rd Round!!!", and "4th Round!!!" as the jackpot game progresses.

[0232] Next, as shown in Fig. 33(E), an ending performance is executed to notify the player that the big win game has ended. Here, a notification image BH saying "4R End!!!" and a right-hit image RH to encourage the player to hit the right are displayed. The start of this ending performance is determined when the closing condition of the big win opening 30 is established, depending on either the time when the opening time of the big win opening 30 in the 4R of the big win game has elapsed or the upper limit of the number of winning balls has been reached.

[0233] Next, as shown in Fig. 33(F), an opening performance is executed in which the ST state (time-saving 1 state) starts. Here, a message image KH saying "Enter ST!!!" is displayed. After this, the first variable performance in the ST state starts. The above is an explanation of an example of winning presentation C in the ST state, that is, an example of the presentation when a "4R Type 1 jackpot" is won in the ST state.

[0234] [Successful performance during ST state D] Figures 33(G)-(L) are diagrams for explaining the winning effect D in the ST state. The winning effect D in the ST state is an example of a different effect pattern from the winning effect C in the ST state described in Figures 33(A)-(F) among the effects when a "4R jackpot" is won in the ST state (time-saving 1 state), that is, a "4R type jackpot". Here, the explanation will be given assuming that a "4R type jackpot" is won in the 34th special chart 2 drawing in the ST state.

[0235] First, as shown in FIG. 33(G), the 34th variation performance in the ST state is started. This variation performance represents the special drawing 2 lottery. Here, the decorative patterns 8L, 8C, and 8R vary at high speed, making it difficult to see the contents of each. In addition, the remaining number display JN, which indicates the remaining number of variations in the ST state, and the right-hit image RH, which encourages the player to hit the right, are displayed. The reserved icons 9A and 9B and the variation icon 9C are not displayed, but may be displayed.

[0236] Next, as shown in Fig. 33(H), the decorative symbols 8L, 8C, and 8R, which were displayed in a variable manner in Fig. 33(G), are displayed as a provisional stop, and then are fixedly stopped. Since the result of the special drawing 2 that triggered this variable performance was a "4R type 1 jackpot", the decorative symbols 8L, 8C, and 8R are displayed as "8", "8", and "8", respectively. In addition, the remaining number display JN, which indicates the remaining number of changes in the ST state, and the right-hit image RH, which encourages the player to hit the right, are displayed.

[0237] Next, as shown in Fig. 33(I), an opening effect is executed in which the jackpot game starts as a result of winning the "4R type 1 jackpot". Here, a message image OH saying "Jackpot!!! 4R start!!!" is displayed.

[0238] Next, as shown in Fig. 33(J), a display is displayed to inform the player of the number of rounds currently being played in the big win game. Here, a notification image DH saying "1st Round!!!" and a right-hit image RH to encourage the player to hit the right hand are displayed.

[0239] Next, as shown in FIG. 33(K), in the first round of the jackpot game, a performance is executed that suggests that the game ball has passed through the V region 39. Here, a specific image VH representing "V" is displayed, and the background image changes accordingly. Furthermore, a notification image DH saying "1st round!!!" and a right-hit image RH for encouraging the player to hit the right are displayed. The result of this variable performance is a "4R type 1 jackpot", not a type 2 jackpot in which the ball entering the V region 39 during the jackpot game is the winning condition. Therefore, the entry into the V region 39 during the jackpot game does not affect the results thereafter. However, in this example, a performance that suggests the entry into the V region 39 was executed. This effect will be described in "Winning performance F in ST state" explained in FIG. 35. After this, the content notified by the notification image DH changes in the order of "2nd round!!!", "3rd round!!!", and "4th round!!!" as the jackpot game progresses.

[0240] Next, as shown in FIG. 33(L), ​​an ending performance is executed to notify the player that the big win game has ended. Here, a notification image BH saying "4R End!!!" and a right-hit image RH to encourage the player to hit the right are displayed. The start of this ending performance is determined when the closing condition of the big win opening 30 is established depending on either the time when the opening of the big win opening 30 in the 4th round of the big win game has elapsed or the upper limit of the number of balls has been reached. The following performance aspects are the same as the winning performance C in the ST state described in FIG. 33(A) to (F), so the description will be omitted. The above is an example of winning effect D in the ST state, that is, an example of a presentation pattern that differs from the winning effect C in the ST state described in Figures 33 (A) to (F) when a ``4R type 1 jackpot'' is won in the ST state.

[0241] [Successful performance during ST state E] FIG. 34 is a diagram for explaining the winning effect E in the ST state. The winning effect E in the ST state is an example of the effect when a "10R jackpot" is won in the ST state (time reduction 1 state), that is, when "c time reduction 2" is won. Here, the explanation is given assuming that "c time reduction 2" is won in the 34th special chart 2 lottery in the ST state.

[0242] First, as shown in FIG. 34(A), the 34th variation performance in the ST state is started. This variation performance represents the special drawing 2 lottery. Here, the decorative patterns 8L, 8C, and 8R vary at high speed, making it difficult to see the contents of each. In addition, the remaining number display JN, which indicates the remaining number of variations in the ST state, and the right-hit image RH, which encourages the player to hit the right, are displayed. The reserved icons 9A and 9B and the variation icon 9C are not displayed, but may be displayed.

[0243] Next, as shown in Fig. 34(B), the decorative symbols 8L, 8C, and 8R, which were displayed in a variable manner in Fig. 34(A), are displayed as a temporary stop, and then are fixedly stopped. Since the result of the special drawing 2 that triggered this variable performance was "c time reduction 2", the decorative symbols 8L, 8C, and 8R are displayed as "3", "3", and "3", respectively. In addition, the remaining number display JN, which indicates the remaining number of changes in the ST state, and the right-hit image RH, which encourages the player to hit the right, are displayed.

[0244] Next, as shown in Fig. 34(C), after winning "c Time Reduction 2", the game proceeds in the order of winning the gate 28, winning the normal symbol, and winning the big prize opening chute 16, so that the winning of "10R Two-Type Jackpot" is highly likely, and an opening performance is executed to start the winning game. Here, a message image OH saying "Jackpot!!! 10R Start!!!" is displayed.

[0245] Next, as shown in Fig. 34(D), a display is displayed to inform the player of the number of rounds currently being played in the big win game. Here, a notification image DH saying "1st Round!!!" and a right-hit image RH to encourage the player to hit the right hand are displayed.

[0246] Next, as shown in FIG. 34(E), in the first round of the jackpot game, an effect is executed that suggests that the game ball has passed through the V region 39. Here, a specific image VH representing a "V" is displayed, and the background image changes accordingly. Furthermore, a notification image DH saying "First Round!!!" and a right-hit image RH for encouraging the player to hit to the right are displayed. After this, the content notified by the notification image DH changes in the order of "Second Round!!!", "Third Round!!!", and "Fourth Round!!!" as the jackpot game progresses.

[0247] Next, as shown in Fig. 34(F), an ending performance is executed to notify the player that the big win game has ended. Here, a notification image BH saying "10Rs End!!!" and a right-hit image RH to encourage the player to hit the right are displayed. The start of this ending performance is determined when the closing condition of the big win opening 30 is established, depending on either the time when the opening time of the big win opening 30 in the 10th round of the big win game has elapsed or the upper limit of the number of winning balls has been reached.

[0248] Next, as shown in FIG. 34(G), an opening performance is executed in which the ST state (time-saving 1 state) starts. Here, a message image KH saying "Enter ST!!!" is displayed. After this, the first variable performance in the ST state starts.

[0249] Next, as shown in Figure 34 (H), the first variation performance in ST state starts. Here, the decorative symbols 8L, 8C, and 8R vary at high speed, making it difficult to see their contents. In addition, the remaining number display JN, which indicates the remaining number of variations in ST state, and the right hit image RH, which encourages the player to hit right, are displayed. The above is an explanation of an example of a winning effect E in the ST state, that is, an example of the effect when "c time reduction 2" is won in the ST state.

[0250] [Successful performance in ST state F] Figure 35 is a diagram for explaining the winning effect F in the ST state. The winning effect F in the ST state is an example of a different effect pattern from the winning effect E in the ST state described in Figure 34, which is an effect when a "10R jackpot" is won in the ST state (time reduction 1 state), that is, when "c time reduction 2" is won. Here, the explanation will be given assuming that "c time reduction 2" is won in the 34th special chart 2 lottery in the ST state.

[0251] First, as shown in FIG. 35(A), the 34th variation performance in the ST state is started. This variation performance represents the special drawing 2 lottery. Here, the decorative patterns 8L, 8C, and 8R vary at high speed, making it difficult to see the contents of each. Also, the remaining number display JN, which indicates the remaining number of variations in the ST state, and the right-hit image RH, which encourages the player to hit the right, are displayed. The reserved icons 9A and 9B and the variation icon 9C are not displayed, but may be displayed.

[0252] Next, as shown in Fig. 35(B), the decorative symbols 8L, 8C, and 8R, which were displayed in a variable manner in Fig. 35(A), are displayed as a temporary stop, and then are fixedly stopped. The result of the special drawing 2 that triggered this variable performance was "c time reduction 2", but the decorative symbols 8L, 8C, and 8R are displayed as "8", "8", and "8", respectively, suggesting that the "4R type one jackpot" was won. In addition, the remaining number display JN, which indicates the remaining number of changes in the ST state, and the right-hit image RH, which encourages the player to hit the right, are displayed.

[0253] Next, as shown in Fig. 35(C), after winning "c Time Reduction 2", the game proceeds in the order of winning the gate 28, winning the normal symbol, and winning the big prize opening chute 16, so that the winning of the "10R Type 2 jackpot" is highly likely, and an opening performance is executed to start the winning game. Here, since it is suggested that the "4R Type 1 jackpot" has been won in Fig. 35(B), a message image OH saying "Jackpot!!! 4R Start!!!" is displayed.

[0254] Next, as shown in Fig. 35(D), a display is made to notify the player of the number of rounds currently being played in the big win game. Here, a notification image DH saying "1st Round!!!" and a right-hit image RH to encourage the player to hit the right hand are displayed.

[0255] Next, as shown in FIG. 35(E), in the first round of the jackpot game, an effect is executed that suggests that the game ball has passed through the V region 39. Here, a specific image VH representing a "V" is displayed, and the background image changes accordingly. Furthermore, a notification image DH saying "First Round!!!" and a right-hit image RH for encouraging the player to hit to the right are displayed. After this, the content notified by the notification image DH changes in the order of "Second Round!!!", "Third Round!!!", and "Fourth Round!!!" as the jackpot game progresses.

[0256] Next, as shown in Fig. 35(F), an ending suggestion effect is executed to suggest that the big win game has ended. Here, a suggestion notification image FH saying "4R End!!!" and a right-hit image RH to encourage the player to hit the right are displayed. This is a suggestion effect following the effect in Fig. 35(B) and (C) that suggests that the "4R Type 1 Big Win" has been won, and the big win game will continue after this.

[0257] Next, as shown in FIG. 35(G), a promotion effect is executed to inform the player that the winning hit is not a "4R type 1 jackpot" but a "10R type 2 jackpot". Here, a promotion message image PH is displayed saying "It was actually 10R!!! Keep hitting to the right!!!". After this, the 5th round of the jackpot game starts.

[0258] Next, as shown in Fig. 35(H), a display is made to notify the player of the number of rounds currently being played in the jackpot game. Here, a notification image DH saying "5th round!!!" and a right-hit image RH encouraging the player to hit right are displayed. After this, the content of the notification image DH changes in the order of "6th round!!!", "7th round!!!", ..., "10th round!!!" as the jackpot game progresses.

[0259] Next, as shown in Fig. 35(I), an ending performance is executed to notify the player that the big win game has ended. Here, a notification image BH saying "10Rs End!!!" and a right-hit image RH to encourage the player to hit the right are displayed. The start of this ending performance is determined when the closing condition of the big win opening 30 is established, depending on either the time when the opening time of the big win opening 30 in the 10th round of the big win game has elapsed or the upper limit of the number of winning balls has been reached.

[0260] Next, as shown in Fig. 35(J), an opening performance is executed in which the ST state (time-saving 1 state) starts. Here, a message image KH saying "Enter ST!!!" is displayed. After this, the first variable performance in the ST state starts.

[0261] Next, as shown in Fig. 35(K), the first variation performance in ST state starts. Here, the decorative symbols 8L, 8C, and 8R vary at high speed, making it difficult to see their contents. In addition, the remaining number display JN, which indicates the remaining number of variations in ST state, and the right hit image RH, which encourages the player to hit right, are displayed. The above is an example of the winning effect F in the ST state, that is, an example of the winning effect E in the ST state, which has a different effect pattern from the winning effect E in the ST state among the effects when "c time reduction 2" is won in the ST state. In this winning effect F in the ST state, even if "10R jackpot (c time reduction 2)" is won, the decorative symbols displayed in a stopped state and the subsequent effect content suggest that "4R jackpot (4R type 1 jackpot)" has been won, and then, by executing the promotion effect, it is announced that "10R jackpot" has been won. With this effect configuration, it is possible to give the player a sense of elation that a more advantageous win has been achieved, and it is possible to increase the interest of the game.

[0262] In addition, in executing the configuration of this effect, the content is the same as the "ST state winning effect D" which is an example of the effect when the "4R jackpot" is won, until the "10R jackpot" is announced. However, while the "10R jackpot" requires entry into the V area 39, the "4R jackpot" is a type 1 jackpot, so entry into the V area 39 is not necessary. From this point of view, in order to prevent the difference in the effect depending on whether or not the V area 39 is won from revealing in advance that there will be an advancement effect, in the winning effect D in the ST state shown in Figures 33(G) to (L), an effect suggesting entry into the V area 39 is executed (Figure 33(K)) even if the "4R type 1 jackpot" is won.

[0263] [Winning effect during ST state G] FIG. 36 is a diagram for explaining the winning performance G in the ST state. The winning performance G in the ST state is an example of a performance when a "20R jackpot" is won in the ST state (time reduction 1 state), that is, a "10R type 1 jackpot". Here, we will explain it as winning a "10R type 1 jackpot" in the 34th special chart 2 lottery in the ST state.

[0264] First, as shown in FIG. 36(A), the 34th variation performance in the ST state is started. This variation performance represents the special drawing 2 lottery. Here, the decorative patterns 8L, 8C, and 8R vary at high speed, making it difficult to see the contents of each. In addition, the remaining number display JN, which indicates the remaining number of variations in the ST state, and the right-hit image RH, which encourages the player to hit the right, are displayed. The reserved icons 9A and 9B and the variation icon 9C are not displayed, but may be displayed.

[0265] Next, as shown in Fig. 36(B), the decorative symbols 8L, 8C, and 8R, which were displayed in a variable manner in Fig. 36(A), are displayed as a provisional stop, and then are fixedly stopped. Since the result of the special drawing 2 that triggered this variable performance was a "10R type 1 jackpot", the decorative symbols 8L, 8C, and 8R are displayed as "7", "7", and "7", respectively. In addition, the remaining number of times display JN, which indicates the remaining number of times of variation in the ST state, and the right-hit image RH, which encourages the player to hit the right, are displayed.

[0266] Next, as shown in FIG. 36(C), an opening performance is performed in which a winning game due to winning the "10R type 1 jackpot" is started. Here, a message image OH is displayed saying "Jackpot!!! Start 20R!!!". This message image OH suggests that a 20R jackpot game will be played, even though only a 10R jackpot game due to a 10R type 1 jackpot has been confirmed. This is because, as described above, if the recommended game is played, a 10R type 2 jackpot can almost certainly be won in the c time-saving 2 state after the jackpot game due to a 10R type 1 jackpot.

[0267] Next, as shown in Fig. 36(D), a display is made to inform the player of the number of rounds currently being played in the big win game. Here, a notification image DH saying "1st Round!!!" and a right-hit image RH to encourage the player to hit the right hand are displayed.

[0268] Next, as shown in FIG. 36(E), an ending performance is executed to inform the player that the jackpot game by the 10R type 1 jackpot has ended. After this, the game enters the c time-saving 2 state, and since it is possible to immediately win a 10R type 2 jackpot, a message image SH is displayed here saying "10R is over!!! Keep hitting to the right!!!" Also, a right-hit image RH is displayed to encourage the player to hit to the right. The start of this ending performance is determined when the closing condition of the jackpot winning hole 30 is established, depending on either the time for opening the jackpot winning hole 30 in the 10th round of the jackpot game has elapsed or the upper limit of the number of winning balls has been reached.

[0269] Next, as shown in FIG. 36(F), after entering the c time-saving 2 state, the game progresses with the winning of the gate 28, the winning of the normal pattern lottery, and the winning of the big prize opening chute 16, and the winning game starts, so a display is made to notify the number of rounds being consumed in the winning game. Here, a notification image DH saying "11th round!!!" and a right-hit image RH to encourage the player to hit the right are displayed. The content of this notification image DH is expressed as 11th round, together with the number of rounds of the 10R type jackpot game shown in FIG. 36(C)-(E), because the jackpot game and this winning game are performed as if they are being played consecutively.

[0270] Next, as shown in FIG. 36(G), in the first round of the winning game, an effect is executed that suggests that the game ball has passed through the V region 39. Here, a specific image VH representing "V" is displayed, and the background image changes accordingly. Furthermore, a notification image DH saying "11th round!!!" and a right-hit image RH for encouraging the player to hit to the right are displayed. After this, the content notified by the notification image DH changes in the order of "12th round!!!", "13th round!!!", ..., "20th round!!!" as the big win game progresses.

[0271] Next, as shown in FIG. 36(H), an ending performance is executed to notify the player that the jackpot game based on the 10R double jackpot has ended. Here, a notification image BH saying "20Rs End!!!" is displayed. Also, a right-hit image RH is displayed to encourage the player to hit the right. The start of this ending performance is determined when the closing condition of the jackpot opening 30 is met, depending on either the time when the opening time of the jackpot opening 30 in the 10R of the jackpot game has elapsed or the upper limit of the number of balls that have entered has been reached.

[0272] Next, as shown in FIG. 36(I), an opening performance is executed in which the ST state (time-saving 1 state) starts. Here, a message image KH saying "Enter ST!!!" is displayed. After this, the first variable performance in the ST state starts.

[0273] Next, as shown in Figure 36 (J), the first variation performance in ST state starts. Here, the decorative symbols 8L, 8C, and 8R vary at high speed, making it difficult to see their contents. In addition, the remaining number display JN, which indicates the remaining number of variations in ST state, and the right hit image RH, which encourages the player to hit right, are displayed. The above is an explanation of an example of the winning presentation G in the ST state, that is, an example of the presentation when the "10R type 1 jackpot" is won in the ST state.

[0274] [Hit animation during ST state] Figure 37 is a diagram for explaining the winning performance H in the ST state. The winning performance G in the ST state is an example of a performance when a "20R jackpot" is won in the ST state (time reduction 1 state), that is, a "10R one-type jackpot". Here, we will explain it as winning a "10R one-type jackpot" in the 34th special chart 2 lottery in the ST state.

[0275] First, as shown in FIG. 37(A), the 34th variation performance in the ST state starts. This variation performance represents the special drawing 2 lottery. Here, the decorative patterns 8L, 8C, and 8R vary at high speed, making it difficult to see the contents of each. In addition, the remaining number display JN, which indicates the remaining number of variations in the ST state, and the right-hit image RH, which encourages the player to hit the right, are displayed. The reserved icons 9A and 9B and the variation icon 9C are not displayed, but may be displayed.

[0276] Next, as shown in Fig. 37(B), the decorative symbols 8L, 8C, and 8R, which were displayed in a variable manner in Fig. 37(A), are displayed as a temporary stop, and then are fixedly stopped. The result of the special drawing 2, which triggered this variable performance, was a "10R type 1 jackpot" (a jackpot worth 20R), but the decorative symbols 8L, 8C, and 8R are displayed as "3", "3", and "3", respectively, suggesting that the player has won "c time reduction 2" (a jackpot worth 10R). In addition, the remaining number display JN, which indicates the remaining number of changes in the ST state, and the right-hit image RH, which encourages the player to hit the right, are displayed.

[0277] Next, as shown in Fig. 37(C), an opening performance is performed to start the big win game. Here, since Fig. 37(B) suggests that "c time reduction 2" (and "10R two-type big win") has been won, a message image OH saying "Big win!!! 10R start!!!" is displayed.

[0278] Next, as shown in Fig. 37(D), a display is displayed to inform the player of the number of rounds currently being played in the big win game. Here, a notification image DH saying "1st Round!!!" and a right-hit image RH to encourage the player to hit the right hand are displayed.

[0279] Next, as shown in FIG. 37(E), in the first round of the jackpot game, a performance is executed that suggests that the game ball has passed through the V area 39. Here, a specific image VH representing "V" is displayed, and the background image changes accordingly. Furthermore, a notification image DH saying "1st round!!!" and a right-hit image RH for encouraging the player to hit the right are displayed. After this, the content notified by the notification image DH changes in the order of "2nd round!!!", "3rd round!!!", and "4th round!!!" as the jackpot game progresses. Here, since the winning hit in this example is a "10R type 1 jackpot", it is not necessary to enter the V area 39, but since it suggests that "c time-saving 2 (10R jackpot)" has been won, the specific image VH is displayed at the time when it is possible to enter the V area 39 if "c time-saving 2 (10R jackpot)" is won. If the specific image VH were not displayed, the player might mistakenly believe that he or she had failed to enter the V area 39, or might realize that a promotion presentation was to follow, which is why the presentation is configured as described above.

[0280] Next, as shown in FIG. 37(F), an ending suggestion effect is executed to suggest that the jackpot game has ended. Here, a suggestion notification image FH saying "10R End!!!" and a right-hit image RH to encourage the player to hit the right are displayed. This is a suggestion effect following the effect suggesting that the "10R Type 1 jackpot" has been won in FIG. 35(B) and (C). In fact, the jackpot game ends after this, but since it is possible to win a 10R Type 2 jackpot immediately thereafter, the jackpot game will essentially continue after this.

[0281] Next, as shown in FIG. 37(G), a promotion effect is executed to inform the player that the winning hit is not a "10R jackpot (c time reduction 2)" but a "20R jackpot (10R type 1 jackpot)". Here, a promotion message image UH is displayed saying "10R added!!! Keep hitting to the right!!!". This display increases the probability of playing the game without missing the win at the gate 28 and the big prize opening chute 16 in the c time reduction 2 after the 10R type 1 jackpot.

[0282] Next, as shown in Fig. 37(H), a display is made to inform the player of the number of rounds being played in the winning game. Here, an announcement image DH saying "11th round!!!" is displayed together with the number of rounds in the jackpot game due to the missed 10R type 1 jackpot that was played immediately before. Also, a right-hit image RH is displayed to encourage the player to hit right.

[0283] Next, as shown in FIG. 37(I), in the first round of a jackpot game based on a 10R double jackpot, a performance is executed to suggest that the game ball has passed through the V region 39. Here, a specific image VH representing a "V" is displayed, and the background image changes accordingly. Furthermore, a notification image DH saying "11th round!!!" and a right-hit image RH for encouraging the player to hit to the right are displayed. After this, the content notified by the notification image DH changes in the order of "12th round!!!", "13th round!!!", ..., "20th round!!!" as the jackpot game progresses.

[0284] Next, as shown in FIG. 37(J), an ending performance is executed to notify the player that the jackpot game based on the 10R double jackpot has ended. Here, a notification image BH saying "20Rs End!!!" is displayed. Also, a right-hit image RH is displayed to encourage the player to hit the right. The start of this ending performance is determined when the closing condition of the jackpot opening 30 is met, depending on either the time when the opening time of the jackpot opening 30 in the 10R of the jackpot game has elapsed or the upper limit of the number of balls that have entered has been reached.

[0285] Next, as shown in Fig. 37(K), an opening performance is executed in which the ST state (time-saving 1 state) starts. Here, a message image KH saying "Enter ST!!!" is displayed. After this, the first variable performance in the ST state starts.

[0286] The above is an explanation of an example of the winning effect H in the ST state, that is, an example of the winning effect G in the ST state, which has a different pattern from the winning effect H in the ST state when a "10R type one jackpot" is won in the ST state.

[0287] A characteristic of the effects when a winning is won in the ST state described above is that an effect suggesting winning in the V area 39 is executed even when winning in the V area 39 is not a condition. This effect is executed to eliminate the difference in the effect content that occurs when the winning type is promoted through the promotion effect and when it is not promoted. This configures the effect so that the player does not notice that the promotion effect is executed before the promotion effect is executed. Therefore, this configuration reduces the possibility of losing the excitement that the player may feel, and it is possible to improve the interest of the game. For the same purpose, when a winning is won in the ST state, even if the winning condition is not winning in the V area 39, an effect for encouraging the player to win the game ball in the V area 39 may be executed. In this case, both the effect encouraging the winning in the V area 39 and the effect suggesting the winning in the V area 39 may be executed, or only one of them may be executed.

[0288] 11. Examples of Effects, Modifications, and Aspects of the Present Embodiment [Example of Effect A] An effect example A of the first embodiment will be shown below.

[0289] [Effect A-1] The gaming machine 1 of the above embodiment includes a first start hole 20 and a second start hole 21 into which a gaming ball can enter, a game control microcomputer 81 that can execute a lottery for winning or losing based on the entry of a gaming ball into one of the first start hole 20 and the second start hole 21, and can set the game state to either the ST state or the normal state after the end of the jackpot game, and the types of wins include a jackpot of 20R and a jackpot of 10R. The game control microcomputer 81 is configured such that in the ST state, the probability of winning a jackpot of 10R is higher than that of a jackpot of 20R, and in the normal state, the probability of winning a jackpot of 20R is higher than that of a jackpot of 10R. With this configuration, it is possible to provide a player with an unprecedented and novel game, and to increase the interest of the game.

[0290] [Effect A-2] In the gaming machine 1 of the above embodiment, the game control microcomputer 81 is configured so that the probability of setting the ST state after a big win is higher when a win is won in the ST state than when a win is won in the normal state. This configuration makes it possible to provide the player with a novel game that has never been played before, and to increase the interest of the game.

[0291] [Effect A-3] In the gaming machine 1 of the above embodiment, the gaming control microcomputer 81 can be set to the time-reduction 2 state in which a 10R type 2 jackpot is won, and after a jackpot game triggered by winning a 10R type 1 jackpot (with a time-reduction) (i.e., a jackpot worth 20R), the gaming state is set to the time-reduction 2 state, and after a jackpot game triggered by winning a 10R type 2 jackpot, the gaming state is set to the ST state. The 10R type 1 jackpot and the 10R type 2 jackpot are combined to make up a jackpot worth 20R. This configuration allows players to enjoy a new and innovative game, which makes it possible to improve the interest of the game.

[0292] [Effect A-4] The gaming machine 1 (including the modified example) of the above embodiment is equipped with a game control microcomputer 81 capable of determining whether the results of the special chart 1 lottery and the special chart 2 lottery are a win or a miss, a performance control microcomputer 91 capable of executing at least one of the first and second performances, and a V area 39 in which a game ball can enter, and the first type of jackpot is established regardless of the game ball entering the V area 39 in the jackpot game triggered by the winning of the first type of jackpot, the first performance is a performance that encourages the game ball to enter the V area 39 during the jackpot game triggered by the winning of the first type of jackpot, and the second performance is a performance that suggests that the game ball has entered the V area 39 during the jackpot game triggered by the winning of the first type of jackpot. With this configuration, it is possible to provide the player with an unprecedented and novel game, and to increase the interest of the game.

[0293] [Variation A] 1 shows a modified example A of the first embodiment. [Variation A-1] In the above embodiment, in the time-saving 1 state, if a 10R type 1 jackpot is won, the time-saving 2 state is switched to after the jackpot game, and if a 4R type 1 jackpot is won, the time-saving 1 state is switched to after the jackpot game. In contrast, for example, even if a 4R type 1 jackpot is won, the time-saving 2 state may be switched to after the jackpot game. Also, for example, if a 10R type 1 jackpot is won, the time-saving 1 state may be switched to after the jackpot game.

[0294] [Modification A-2] In the above embodiment, the probability of entering the ST state after a jackpot game is higher when the jackpot is won in the ST state than when the jackpot is won in the normal state. In contrast, the probability of entering the ST state after a jackpot game may be higher when the jackpot is won in the normal state, or the probability of entering the ST state after a jackpot game may be the same when the jackpot is won in the normal state and when the jackpot is won in the T state.

[0295] [Modification A-3] In the above embodiment, when a first-type jackpot is won, a performance suggesting that a game ball has entered the V area 39 during the jackpot game can be executed. In addition to this, or instead, when a first-type jackpot is won, a performance urging the player to enter the V area 39 during the jackpot game can be executed.

[0296] [Modification A-4] In the above embodiment, the configuration was such that the winning was almost guaranteed to be won twice (a big win worth 20R). In addition to this, the configuration may include a winning that is guaranteed to be won three or more times.

[0297] [Modification A-5] In the above embodiment, when the c time reduction is won in the ST state, the state is changed to one of the time reduction 1 state, in which it is easy to win the large prize opening chucker 16, and the time reduction 2 state. In addition, the state may be changed to a time reduction state (so-called micro time reduction) in which it is difficult to win the large prize opening chucker 16, the special chart 2 fluctuation is a long fluctuation, and the special chart 1 fluctuation may be slightly shorter, and the state may fall from the ST state by winning the c time reduction.

[0298] [Example A] In the gaming machine 1 of the first embodiment, the following mode A can be realized. [Aspect A-1] A starting hole into which the game ball can enter; A lottery means for executing a lottery for determining whether a game is a win or a loss based on the entry of a game ball into the starting hole; A gaming machine including a gaming state control means for setting a gaming state to either a relatively advantageous first gaming state or a relatively disadvantageous second gaming state after a winning game ends, The winnings include a relatively advantageous first winning and a relatively disadvantageous second winning, The lottery means includes: In the first gaming state, the probability of winning the second winning is higher than the probability of winning the first winning; In the second gaming state, the probability of winning the first winning is higher than the probability of winning the second winning. A gaming machine characterized by: [Aspect A-2] The gaming machine according to aspect A-1, the gaming state control means is more likely to set the gaming state to the first gaming state after the winning game when the lottery means determines a winning in the first gaming state than when the lottery means determines a winning in the second gaming state; A gaming machine characterized by: [Aspect A-3] The gaming machine according to aspect A-1, The game control means includes: It is possible to set a third gaming state, which is a gaming state in which a third winning is won, After a winning game triggered by winning the first winning, the game state is set to the third game state; After a winning game triggered by winning the third winning, a game state is set to either one of the first game state and the second game state. A gaming machine characterized by: [Aspect A-4] A lottery means for determining whether the result of the special drawing lottery is a hit or a miss; A performance execution means capable of executing at least one of a first performance and a second performance; A gaming machine having a specific area in which a gaming ball can win, The winning is established regardless of the entry of the game ball into the specific area in the winning game triggered by the winning. The first effect is an effect that encourages the game ball to enter the specific area during a winning game triggered by the winning of the winning, The second effect is an effect that suggests that a game ball has entered the specific area during a winning game triggered by the winning of the winning. A gaming machine characterized by:

[0299] [Example of Effect B] An effect example B of the first embodiment will be shown below. [Effect B-1] In the gaming machine 1 of the above embodiment, the gaming state can be set to a normal state and a time-saving state, and the normal symbol lottery can be selected based on the entry of the gaming ball into the gate 28, and when a winning ball is selected, the first opening and closing member 18 of the electric chute 17 provided in the large prize opening chute 16 is provided with a gaming control microcomputer 81 that can switch from a closed state in which it is difficult for the gaming ball to enter to an open state in which it is easy to enter for a predetermined opening time, and then switch to a closed state, and the opening pattern H12 with a long opening time is likely to be selected in the time-saving 2 state, and the opening pattern H11 with a short opening time is likely to be selected in the time-saving 1 state. With this configuration, it is possible to provide the player with an unprecedented and novel game, and to increase the interest of the game.

[0300] [Effect B-2] The gaming machine 1 of the above embodiment is configured to include an opening / closing member 32 that switches the state in which it is difficult for a gaming ball to enter the V area 39 to an easy state when a gaming ball enters the big prize opening chucker 16, and executes a big win game when a gaming ball enters the V area 39. This configuration makes it possible to provide a player with an unprecedented and novel game, thereby increasing the interest of the game.

[0301] [Effect B-3] The gaming machine 1 of the above embodiment is provided with a first start hole 20 and a second start hole 21, in which the entry of a gaming ball triggers the drawing of the special chart 1 and the drawing of the special chart 2, respectively, and the first start hole 20 and the second start hole 21 are configured to maintain a state in which it is easy to enter the ball, regardless of the game state. With this configuration, it is possible to provide the player with an unprecedented and novel game, and to increase the interest of the game.

[0302] [Variation B] 13 shows a modified example B of the first embodiment. [Variation B-1] In the above embodiment, if the normal drawing is won in the time-saving 1 state, the opening pattern of the electric chute 17 is configured to be H11 with a 99% probability and H12 with a 1% probability, and if the normal drawing is won in the time-saving 2 state, the opening pattern is configured to be H12 with a 99% probability and H11 with a 1% probability. In contrast, if the normal drawing is won in the time-saving 1 state, the opening pattern may be configured to be H11 with a 100% probability, and if the normal drawing is won in the time-saving 2 state, the opening pattern may be H12 with a 100% probability.

[0303] [Variation B-2] In the above embodiment, in the time-saving state, the normal drawing lottery is almost guaranteed to be won (FIG. 6(B)). In contrast, for example, the winning probability of the normal drawing lottery may be 100% or 10%. Also, for example, the winning probability of the normal drawing lottery may be changed between the time-saving 1 state and the time-saving 2 state.

[0304] [Variation B-3] In the above embodiment, when the game ball enters the big prize opening chucker 16, the small prize is almost guaranteed (FIG. 6(C)). In contrast, the probability of the small prize may be set to 100% or 10%, for example.

[0305] [Variation B-4] In the above embodiment, when a gaming ball enters the large prize opening chucker 16 and a small win occurs, the large prize opening 30 is opened, and further, it is configured to be in a state where it is easy to enter the V area 39. In addition to this, when a gaming ball enters the large prize opening chucker 16 and a small win occurs, the large prize opening 30 is opened, but the V area 39 is not opened, and a type may be provided where it is essentially a falling small win.

[0306] [Example B] In the gaming machine 1 of the first embodiment, the following mode B can be realized. [Aspect B-1] A game state setting means capable of setting a game state to a normal state or a time-saving state; A lottery means for drawing a winning or losing lottery based on the winning of the game ball; and a switching means for switching a state in a predetermined winning port from a first state in which it is difficult for a game ball to win a prize to a second state in which it is easy to win a prize for a predetermined period of time, and then switching the state to the first state, when the result of the judgment by the lottery means is a winning prize. The predetermined period in the first time-saving state is relatively long, The predetermined period in the second time-saving state is relatively short; A gaming machine characterized by: [Aspect B-2] The gaming machine according to aspect B-1, A specific area switching means is provided for switching a state in which it is difficult for the game ball to enter a specific area to a state in which it is easy when the game ball enters the specific winning hole, When the game ball enters the specific area, a winning game is executed. A gaming machine characterized by: [Aspect B-3] The gaming machine according to aspect B-1, The machine is provided with a first ball entry port and a second ball entry port, each of which triggers a special drawing when a game ball enters the machine, The first ball entry port and the second ball entry port are maintained in a state where balls can be easily entered regardless of the game state. A gaming machine characterized by:

[0307] <Second embodiment> The second embodiment of the present invention will be described below with reference to Figures 38 to 41. Figure 38 is a diagram for explaining another example of the large prize opening lottery judgment.

[0308] In the above embodiment, as shown in FIG. 6(C), the large prize opening lottery determination table indicated that if the large prize opening random number value was "0 to 65534", it would result in a "small win", and if the large prize opening random number value was "65535", it would result in a "lose".

[0309] In contrast, in the second embodiment, as shown in FIG. 38(A), the large prize opening lottery judgment table indicates that a "small win" occurs when the large prize opening random number value is "0 to 65535". In other words, in the second embodiment, there are no "misses" in the large prize opening lottery judgment table. Therefore, if a ball enters the large prize opening chute 16, the large prize opening 30 will always be opened.

[0310] 38(B), when a ball enters the large prize opening chucker 16, a "small win" may be obtained without referring to the large prize opening lottery determination table, i.e., without holding a lottery. Although it is referred to as a "small win" here, if no lottery is held, the concept of a "win" is not used, and it is acceptable to consider that the large prize opening chucker 16 opens the large prize opening 30.

[0311] 39 to 41 are diagrams summarizing the characteristic parts of the above embodiment. Fig. 39 is a diagram showing the characteristics regarding the lottery of the special symbol 2 (second special symbol). As shown in FIG. 39, in the special chart 2, the winning types are "10R type 1 big win", "c time reduction 2", "4R type 1 big win", and "c time reduction 1". In other words, the feature is that "c time reduction 1" and "c time reduction 2" are the winning types. This means that when the game moves to either c time reduction 1 or c time reduction 2, if the game ball enters the big prize opening chute 16, it will be a small win, the big prize opening 30 will be opened, and if the game ball passes through the V area 39 inside the big prize opening 30, it will be a big win.

[0312] In "c Time Shortening 1", the probability of winning a normal symbol (regular symbol) increases (Fig. 6), but the opening pattern of the electric chute 17 becomes "H11", making it difficult for the game ball to enter the big prize opening chute 16 (Fig. 10). Therefore, in "c Time Shortening 1", the big prize opening 30 is not opened and the game ball does not pass through the V area 39. Therefore, "c Time Shortening 1" is a time-saving state that does not transition to a big win game.

[0313] In "c Time Shortening 2", the probability of winning a normal symbol (regular symbol) increases (Fig. 6), and the opening pattern of the electric chute 17 becomes "H12", making it easier for the game ball to enter the big prize opening chute 16 (Fig. 10). Therefore, in "c Time Shortening 2", the big prize opening 30 opens and the game ball passes through the V area 39. Therefore, "c Time Shortening 2" is a time-saving state that transitions to a big win game.

[0314] If "c Time Reduction 2" is won, the big prize opening 30 is opened by the ball entering the big prize opening chute 16, and the ball passes through the V area 39. Therefore, if "c Time Reduction 2" is won, the big prize game is executed without going through the lottery of the special pattern (special pattern 1, special pattern 2).

[0315] As shown in Figure 39, the winning types of Special Chart 2 include "10R Type 1 Big Win" and "4R Type 1 Big Win". When a "10R Type 1 Big Win" is won, the "a Time Reduction" that is switched to after the big win is in the same time-saving state as "c Time Reduction 2", so the number of game balls that can be acquired by the 10R Type 1 Big Win and the 10R Type 2 Big Win set together is about 3000 balls (for 20R). On the other hand, when a "4R Type 1 Big Win" is won, the "a Time Reduction" that is switched to after the big win is in the same time-saving state as "c Time Reduction 1", so the number of game balls that can be acquired by the 4R Type 1 Big Win is about 600 balls (for 4R).

[0316] The number of game balls that can be acquired with a "4R Type 1 jackpot" is about 600 balls (4R worth). On the other hand, if you win "c Time Reduction 2", it will be a 10R Type 2 jackpot, so the number of game balls that can be acquired is about 1500 balls (10R worth). Therefore, it is more advantageous to win "c Time Reduction 2" than to win "4R Type 1 jackpot" in order to play the game.

[0317] Fig. 40 is a diagram showing the characteristics of the time-saving state 2. Fig. 41 is a diagram showing another example of the time-saving state 2. In the time-saving 2 state (Figure 30 (C)), the special pattern 2 (second special pattern) undergoes a long fluctuation (Figure 9), and the normal pattern (ordinary pattern) undergoes a short fluctuation (Figure 10 (C)), with the number of fluctuations (number of times the time-saving state continues) being 100.

[0318] As shown in FIG. 40, when the regular lottery is won in the time-saving 2 state, the electric chute 17 opens, and when a ball enters the big prize opening chute 16, the big prize opening 30 opens. When a game ball enters the big prize opening 30, the game ball passes through the V area 39. This results in a 10R type 2 big prize.

[0319] In contrast, a crane or the like may be provided inside the large prize winning opening 30, and when a game ball enters the large prize winning opening 30, the game ball may pass through the V area 39 with a predetermined probability. In this case, as shown in FIG. 41(A), after the game ball enters the large prize winning opening 30, it is determined whether or not it has passed through the V area 39, and if it has not passed through, the process is repeated from the normal drawing. In this way, a game of whether or not the game ball passes through the V area 39 before the number of fluctuations (time-saving times) of the special drawing 2 reaches 100 is created. Also, as shown in FIG. 41(B), if the fluctuation time of the special drawing 2 is set to 1 minute and the number of fluctuations (time-saving times) is set to 1, a game of whether or not the game ball passes through the V area 39 within 1 minute until the fluctuation of the special drawing 2 ends is created.

[0320] [Example of effect] The following will show examples of the effects of the second embodiment. [Effect 1] In the gaming machine 1 of the second embodiment, as the lottery for the special symbol 2 (second special symbol), a lottery for transition to a jackpot game in which a game ball can be acquired and a lottery for transition to a time-saving state are performed. After winning the lottery for transition to the time-saving state and transitioning to the time-saving state, when the game ball enters the big prize opening chucker 16, the big prize opening 30 having the V area 39 is opened and the game ball can pass through the V area 39. According to this configuration, a big prize is won by transitioning to the time-saving state, so that the game can be made more flexible and the interest of the game can be improved. Note that the V area 39 corresponds to the "specific area", the big prize opening chucker 16 corresponds to the "specific prize opening", and the big prize opening 30 corresponds to the "specific prize opening".

[0321] [Effect 2] In the gaming machine 1 of the second embodiment, the time-saving states include at least c-time-saving 1 (time-saving 1 state) in which it is difficult for the gaming ball to enter the large prize opening chucker 16, and c-time-saving 2 (time-saving 2 state) in which it is easy for the gaming ball to enter the large prize opening chucker 16 (FIG. 39). This configuration allows for a wider range of gameplay, and increases the interest in the game.

[0322] [Effect 3] In the gaming machine 1 of the second embodiment, when the game is shifted to the c time-saving 2 (time-saving 2 state), the game is shifted to the big win game without going through the lottery of the special symbol (FIG. 40). According to this configuration, the game can be made more flexible, and the interest of the game can be improved.

[0323] [Effect 4] In the gaming machine 1 of the second embodiment, the jackpot game includes at least a 4R type 1 jackpot and a 10R type 1 jackpot that has a larger number of game balls that can be acquired than the 4R type 1 jackpot (FIG. 39). This configuration allows for a wider range of gameplay and improves the interest of the game.

[0324] [Effect 5] In the gaming machine 1 of the second embodiment, the number of game balls that can be acquired by a 4R type 1 big win is smaller than the number of game balls that can be acquired by transitioning to the c time-saving 2 (time-saving 2 state). This configuration allows for a wider range of gameplay and improves the interest of the game.

[0325] [Variations] Below, modifications of the above embodiment are presented. [Variation 1] In the above embodiment, it has been described that a configuration in which a crown or the like is provided inside the large prize opening 30 may be used, but of course, other than a crown may be used. In other words, during the opening period of the large prize opening 30 due to a ball entering the large prize opening opening chute 16, the winning game ball may pass through the V area 39 with a predetermined probability. For example, by driving the V opening / closing member 71 by the V opening / closing member solenoid 73, the V opening / closing member 71 is set to a first state (rotating state) in which the game ball is distributed to the V area 39 for a predetermined number of seconds (for example, "1" second) from the beginning of the opening period of the large prize opening 30.

[0326] [Variation 2] In the above embodiment, after the 10R type 2 jackpot triggered by the ball entering the large prize opening chucker 16 ends, the state transitions to the time-saving 1 state (FIG. 30). In contrast, a route to transition to the 10R type 2 jackpot time-saving 2 state may be created. In this case, for example, it is conceivable to divide the transition to the time-saving 1 state and the time-saving 2 state at the time of the ball entering the large prize opening chucker 16.

[0327] [Variation 3] In the above embodiment, if the c time reduction 1 is won in the time reduction 1 state, the game ball is not acquired (FIG. 30). In contrast, the behavior when the c time reduction 1 is won may be as follows. Specifically, the first opening and closing member 18 is driven by the electric chute solenoid 24 to cause the game ball to enter the large prize opening opening chucker 16 and open the large prize opening 30. However, the V opening and closing member 71 is driven by the V opening and closing member solenoid 73 to set the game ball to the second state (stop state) in which the game ball is distributed to the non-V area 70 during the opening period of the large prize opening 30. According to this configuration, even if the c time reduction 1 is won, some game balls can be acquired by winning during the opening period of the large prize opening 30, which can improve the interest of the game. In addition to the c time reduction 1, the time reduction that allows the acquisition of game balls in this way may be "c time reduction 3". By providing the c time reduction 1, the c time reduction 2, and the c time reduction 3, the game can be given a wide range of game characteristics and the interest of the game can be improved.

[0328] [Example of the situation] In the gaming machine of the second embodiment, the following aspects can be realized. [Aspect C-1] A gaming machine that transitions to a jackpot game when a gaming ball passes through a specific area, As a special symbol lottery, a lottery for transition to a jackpot game in which game balls can be acquired and a lottery for transition to a time-saving state are conducted. After winning the lottery for transition to the time-saving state and transitioning to the time-saving state, when a game ball enters a specific ball entry port, a specific winning port having the specific area is opened. A gaming machine characterized by: [Aspect C-2] The gaming machine according to aspect C-1, The time-saving state includes at least a first time-saving state in which it is difficult to put a game ball into the specific ball entrance and a second time-saving state in which it is easy to put a game ball into the specific ball entrance. A gaming machine characterized by: [Aspect C-3] The gaming machine according to aspect C-2, When the second time-saving state is entered, the specific winning port is opened without going through the lottery for the special symbol. A gaming machine characterized by: [Aspect C-4] A gaming machine according to aspect C-2 or C-3, The jackpot game includes at least a first jackpot game and a second jackpot game in which a larger number of game balls can be acquired than in the first jackpot game. A gaming machine characterized by: [Aspect C-5] The gaming machine according to aspect C-4, The number of game balls that can be acquired in the first big win game is less than the number of game balls that can be acquired as a result of transition to the second time-saving state. A gaming machine characterized by:

[0329] [Other variations] The various display effects described above may not include some of the effects, or may include effects other than those described above.

[0330] 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.

[0331] 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.

[0332] 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.

[0333] 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]

[0334] 1. Gaming machine 3. Gaming area 3B…Right gaming area 7...Image display device 7a…Display screen 16...Big prize opening chute 17... Electric Chu 28…Gate 30…Grand Prize Winner 31...Big prize device 81...Game control microcomputer 91...Performance control microcomputer

Claims

[Claim 1] An entrance through which game balls can enter; a lottery means for executing a lottery for determining whether a game ball has entered the ball entrance; A gaming machine including a gaming state control means that can set a gaming state to either a relatively advantageous first gaming state or a relatively disadvantageous second gaming state after a winning game ends, The winnings include a relatively advantageous first winning and a relatively disadvantageous second winning; a ratio between a rate of winning the first winning and a rate of winning the second winning in the first gaming state is different from the ratio in the second gaming state; The game state control means the probability of setting the game state to the first gaming state after the winning game is higher when the lottery means determines a winning in the first gaming state than when the lottery means determines a winning in the second gaming state; The game state can be set to a third game state, which is a game state in which a third winning is won, and after a winning game triggered by winning the first winning, the game state is set to the third game state; After a winning game triggered by winning the third winning, the game state is set to the first game state; The third gaming state continues until the third winning is achieved. A gaming machine characterized by: