Game machine

JP2024140776A5Pending Publication Date: 2026-03-31SANSEI R&D KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-03-28
Publication Date
2026-03-31

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player interest and engagement through dynamic gaming states and adjustable winning probabilities.

Method used

A gaming machine that switches between multiple gaming states, including a first and second state with varying winning probabilities, and executes performance effects based on these states, using a setting mechanism to adjust probabilities and execute specific effects.

Benefits of technology

Enhances player interest by providing dynamic gameplay experiences with adjustable winning probabilities and engaging performance effects, improving overall game enjoyment.

✦ Generated by Eureka AI based on patent content.

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Abstract

To enhance the interest in a game.SOLUTION: A game machine includes game state switching means capable of switching to one of a plurality of types of game states including a first game state and a second game state more advantageous than the first game state, and setting means for setting one of a plurality of types of winning probabilities. When a specific condition is satisfied, the setting means changes the winning probability when the game state is the first game state, but does not change the winning probability when the game state is the second game state.SELECTED DRAWING: Figure 19
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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] 2. Description of the Related Art Conventionally, there has been known a gaming machine capable of executing a display performance using a display device when a gaming ball enters a starting hole (see, for example, Patent Document 1).

[0003] In such gaming machines, display effects can be produced using character images, patterns, and the like. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2016-202930 A [Patent Document 2] JP 2016-198339 A [Patent Document 3] JP 2016-182376 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 some of the problems described above, and can be realized as the following application examples. Note that the reference symbols and supplementary explanations in parentheses in this section indicate the corresponding relationship with the embodiments described later in order to aid in understanding the present invention, and do not limit the present invention in any way.

[0008] [Application example 1] a game state switching means for switching to one of a plurality of game states including a first game state and a second game state that is more advantageous than the first game state; A setting means for setting one of a plurality of types of winning probabilities, The setting means is When the gaming state is the first gaming state, if a specific condition is satisfied, the winning probability is changed; When the gaming state is the second gaming state, the winning probability is not changed. A gaming machine characterized by: [Application example 2] The gaming machine according to Application Example 1 further comprises: A performance execution means capable of executing a plurality of types of performances is provided, The effect execution means executes a specific effect when the gaming state is the second gaming state, if the setting means sets a specific winning probability. A gaming machine characterized by: [Application example 3] The gaming machine according to Application Example 1 further comprises: A performance execution means capable of executing a plurality of types of performances is provided, When the gaming state is the first gaming state, the performance execution means When the setting means sets a winning probability that is relatively easy to win, it is easy to execute a specific presentation mode, When the setting means sets a winning probability that is relatively difficult to win, it is difficult to execute the specific presentation mode. A gaming machine characterized by: [Application example 4] The gaming machine according to Application Example 3, displaying an image suggesting that the winning probability is set to be relatively high during the specific presentation mode; A gaming machine characterized by: [Application example 5] The gaming machine according to any one of Application Examples 1 to 4, The effect execution means may perform an effect to notify the player that the winning probability will not be changed during the second gaming 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. [Diagram 3] A block diagram showing the electrical configuration of the main control board of the gaming machine. [Figure 4] A block diagram showing the electrical configuration of the sub-control board of the gaming machine. [Diagram 5] FIG. 2 is a diagram for explaining a main ROM, a main RAM, a sub ROM, and a sub RAM. [Figure 6] FIG. 13 is a diagram for explaining a big win determination table. [Figure 7] A diagram for explaining a jackpot type determination table. [Figure 8] A figure to explain the fluctuation pattern determination table when the time-saving mode is not in effect. [Figure 9] A figure to explain the fluctuation pattern determination table during time-saving mode. [Figure 10] 4 is a flowchart of a main control process. [Figure 11] 13 is a flowchart of a main-side timer interrupt process. [Figure 12]13 is a flowchart of a special action process. [Figure 13] 13 is a flowchart of a special symbol waiting process. [Figure 14] 13 is a flowchart of a special symbol determination process. [Figure 15] 13 is a flowchart of a game status management process. [Figure 16] 13 is a flowchart of special electric device processing. [Figure 17] 13 is a flowchart of a game status setting process. [Figure 18] 13 is a flowchart of an out counter update process. [Figure 19] 13 is a flowchart of a setting value update process. [Figure 20] 13 is a correspondence table between out counter values ​​and setting values. [Figure 21] 13 is a flowchart showing a sub-control main process. [Figure 22] 13 is a flowchart of a sub-side timer interrupt process. [Figure 23] 13 is a flowchart of a received command analysis process. [Figure 24] 13 is a flowchart of the variable performance start processing. [Diagram 25] 13 is a diagram for explaining a probability table for transition to a chance mode and effects during the chance mode. FIG. [Figure 26] This is a diagram to explain high setting suggestion effect 1. [Figure 27] This is a diagram to explain high setting suggestion effect 2. [Figure 28] A diagram to explain notification effects regarding setting values. 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 the player's shooting operation, and when the gaming balls win a specific winning device, pays out a predetermined number of gaming balls to the player based on the winning. The gaming machine 1 comprises 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 comprises 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. 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.

[0013] The handle 60 is disposed at the lower end of 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. The performance button 63 is an operation unit disposed 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 unit that imitates the shape of a sword, and can be pushed downward by the player during performances that are executed as the game progresses. The sword button 65 is an operation unit disposed at the upper end portion of the sword member 64, i.e., the end of the handle of the sword, 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 perform two different operations, a first operation of pushing the entire sword member 64 downward, and a second operation of pressing the sword button 65 at the tip. The frame lamp 66 is provided at the bottom of the front frame 53, and is arranged below the ball supply tray (upper tray) 61. The frame lamp 66 has a light emitting part 66a on the front side, and performs light emission during play. The speaker 67 is arranged at the upper left and upper right of the front frame 53, and performs sound effects during play. The select button 68 is a so-called cross key, and is composed of a left button, a right button, an upper button, and a lower button, and enables various inputs. The frame movable body 600 is a so-called movable gimmick 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.

[0014] 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 normal variable winning device (electric chute) 22, a gate (through chucker) 28, a big winning device (attacker) 31, a general winning port 27 (normal winning port 27), an outlet 16, and displays 40.

[0015] 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.

[0016] The image display device 7 is provided near the center of the game area 3 and includes 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 variably displayed (also called variable display), a reserved image display area in which reserved images 9A and 9B are displayed, and a reserved digestion image display area in which a reserved digestion image 9C is displayed. The reserved images 9A and 9B are images that represent a reserved play, and are also called reserved icons 9A and 9B. The reserved digestion image 9C is an image that represents the reserved play, and is also called the reserved image 9C or the reserved icon 9C. Furthermore, the reserved digestion image 9C does not strictly speaking represent a reserved play, and is therefore also called the variable image 9C or the variable icon 9C.

[0017] The effect symbol display area includes three symbol display areas, "left", "center", and "right". The left symbol display area displays a left effect symbol (left decorative symbol) 8L. The center symbol display area displays a center effect symbol (center decorative symbol) 8C. The right symbol display area displays a right effect symbol (right decorative symbol) 8R. The effect symbols 8L, 8C, and 8R are composed of a plurality of symbols representing numbers, for example, from "1" to "9". The variable display of the effect symbols 8L, 8C, and 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 displayed by the first special symbol display device 41a and the second special symbol display device 41b, which will be described later, (the result of the big win lottery) in an easy-to-understand manner to the player, by the combination of the effect symbols displayed in the left, center, and right symbol display areas.

[0018] For example, if a jackpot is won, the effect symbols are displayed as a repeat number such as "777". If a loss occurs, the effect 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 from the first special symbol display device 41a and the second special symbol display device 41b, as well as the image display device 7. The position of the symbol display area does not have to be fixed. The variable display of the effect symbols may be a vertical scroll or other manner. The combination of effect symbols to be displayed according to each lottery result is not limited to the above and can be set arbitrarily. Hereinafter, the effect that displays the effect symbols 8L, 8C, and 8R is also called "variable effect of effect symbols", "variable effect of decorative symbols", or simply "variable effect". In addition, the variable effect of decorative symbols is counted as one variable effect during the period from when the special symbols start to vary to when they stop (also called the special symbol variation period). Therefore, even if the decorative pattern is temporarily stopped during the period from when the special pattern starts to change to when it stops, the effect of the temporary stop is included in the effect of the decorative pattern change.

[0019] 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.

[0020] 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, and a second reserved display area that displays reserved images 9B according to the number of reserved second special symbols, which will be described later. By displaying the reserved images 9A and 9B, the number of reserved first special symbols displayed on the first special symbol reserved display 43a, which will be described later, and the number of reserved second special symbols displayed on the second special symbol reserved display 43b, which will be described later, 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 currently changing performance pattern (performance pattern 8L, 8C, 8R) on the display screen 7a, and by displaying the reserved consumption image 9C, it is possible to display in an easy-to-understand manner to the player that the reserved first special symbol or reserved second special symbol is consumed ("consuming reserved special symbols" described later).

[0021] The center decorative body 10 is located near the center of the game area 3, 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 lower 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.

[0022] The 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 (first starting winning hole, first ball entry hole, fixed starting hole) 20, which is always easy for a game ball to enter. The entry of a game ball into the first starting hole 20 triggers a lottery for a first special symbol (jackpot lottery). In other words, the entry of a game ball into the first starting hole 20 triggers the acquisition of a jackpot random number and the like, and the determination of a jackpot, etc.

[0023] The normal variable winning device (electric chute) 22 is disposed below the first starting hole 20 in the game area 3, and is provided with a second starting hole (second starting winning hole, second ball entry hole, variable starting hole) 21. 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 drawing). The electric chute 22 is provided with a movable member 23 in front of the second starting hole 21, and the second starting hole 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chute solenoid 24 (FIG. 3). The second starting hole 21 is capable of receiving a game ball when the movable member 23 is in an open state. Note that the electric chute 22 only needs to allow a ball to enter the second starting hole 21 more easily when the movable member 23 is in an open state than when it is in a closed state, and may allow a ball to enter the second starting hole 21 when it is in a closed state.

[0024] 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 to open the electric chute 22. In other words, the passage of the game ball through the gate 28 triggers the acquisition of a normal symbol random number (a winning random number) and a win determination, etc.

[0025] 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 the game has been a jackpot 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 first special symbol display device 41a or the second special symbol display device 41b described later displays a variable special symbol, and when a predetermined variable time has elapsed, the special symbol corresponding to the lottery result is displayed stationary (determined display), and the lottery result is notified to the player. The image display device 7 plays a symbol matching game in which the performance symbol is displayed in a variable manner 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. When counting the variable display of the special symbol that is repeated, it may be expressed as "rotation" or "variation". For example, it can be expressed as "3 spins after a big win" or "3 changes after a big win." The number of times the special symbols change is specifically managed as the "number of games."

[0026] Also, "drawing a normal symbol" refers to a process of acquiring a random number for determining a normal symbol when a gaming ball passes through the gate 28, and judging whether or not it is a win by comparing this acquired random number with a value corresponding to a predetermined "win". The lottery result of this normal symbol is also not immediately notified when the gaming ball passes through the gate 28, but a fluctuating display of the normal symbol is performed on the normal symbol display 42 described later, and after a predetermined fluctuating time has passed, the normal symbol corresponding to the lottery result is displayed as a confirmed one (lighted or unlit), and the lottery result is notified to the player.

[0027] The big prize device (attacker, special variable prize device) 31 is disposed above and to the right of the first starting hole 20 in the game area 3, and includes a big prize hole (special prize hole) 30. The big prize hole 30 includes an opening / closing member (first special prize hole opening / closing member) 32 that allows or prevents the reception of game balls by swinging open and closed. The opening / closing member 32 is driven by a big prize hole solenoid 33 (FIG. 3). When the opening / closing member 32 is in the open state, the big prize hole 30 allows game balls to enter.

[0028] The big prize opening sensor 30a (FIG. 3) detects the entry of a game ball into the big prize opening 30. The big prize device 31 of this embodiment further includes a big prize device discharge sensor (not shown) that counts the number of game balls discharged from the big prize device 31.

[0029] The general winning opening 27 is provided at the bottom of the game area 3. The outlet 16 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 indicators 40 are disposed near the center on the right side of the game board 2. Details of the indicators 40 will be described later.

[0030] 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 second start gate 21 and the big prize gate 30.

[0031] FIG. 2 is an enlarged view of the display devices 40. The display devices 40 include a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol reserved display 43a, a second special symbol reserved display 43b, and a normal symbol reserved display 44. The first special symbol display 41a variably displays the first special symbol. The second special symbol display 41b variably displays the second special symbol. The normal symbol display 42 variably displays the normal symbol. The first special symbol reserved display 43a displays the number of reserved activations (first special symbol reserved) of the first special symbol display 41a. The second special symbol reserved display 43b displays the number of reserved activations (second special symbol reserved) of the second special symbol display 41b. The regular symbol reserve indicator 44 displays the number of reserved activations (regular symbol reserves) stored in the regular symbol indicator 42. The variable display of the first special symbol is triggered by the entry of a game ball into the first starting hole 20. The variable display of the second special symbol is triggered by the entry of a game ball into the second starting hole 21. Hereinafter, the first special symbol and the second special symbol are collectively referred to as "special symbols." Additionally, the first special symbol indicator 41a and the second special symbol indicator 41b are collectively referred to as "special symbol indicator 41." Additionally, the first special symbol reserve indicator 43a and the second special symbol reserve indicator 43b are collectively referred to as "special symbol reserve indicator 43."

[0032] The special symbol display 41 notifies the result of a lottery (special symbol winning lottery, jackpot lottery) based on winning at the first start port 20 or the second start port 21 by displaying a special symbol (identification information) in a variable manner (variable display) and then displaying it in a stopped state. The special symbol (stopped symbol, special symbol derived and displayed as a display result of the variable display) displayed in a stopped state is one special symbol selected from a plurality of types of special symbols by a special symbol lottery. When the stopped symbol is a special symbol (jackpot symbol) of a predetermined jackpot stopping mode, a special game (jackpot game) is played in which the jackpot opening port 30 is opened in an opening pattern according to the type of jackpot symbol displayed in a stopped state (type of jackpot won). The opening pattern of the jackpot opening 30 in the special game will be described later.

[0033] The special symbol display 41 is composed of eight LEDs arranged side by side, and displays a special symbol according to the result of the special symbol winning lottery according to the lighting state of the LEDs. For example, when a big win (one of the multiple types of big wins described later) is won, the big win symbol is displayed with the first, second, fifth, and sixth LEDs from the left lit, as in "○○●●○○●●" (○: lit, ●: off). When a loss occurs, a losing symbol is displayed with only the rightmost LED lit, as in "●●●●●●●○". A mode in which all LEDs are turned off as a losing symbol may be adopted. Before the special symbol is stopped and displayed, a variable display (variable display) of the special symbol is performed for a predetermined variable time. The variable display mode may be, for example, each LED is lit so that light flows repeatedly from left to right. The variable display mode is not limited to the above mode, and can be any lighting mode, as long as each LED is not stopped and displayed (lighted and displayed in a specific mode). For example, the variable display mode may be all LEDs flashing at once.

[0034] 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 the jackpot random number acquired for the winning are temporarily stored in the special chart reservation memory area 84e (FIG. 5). Specifically, if the game ball enters the first start hole 20, it is stored in the first special chart reservation memory area as the first special chart reservation, and if the game ball enters the second start hole 21, it is stored in the second special chart reservation memory area as the second special chart reservation. There is an upper limit to the number of special chart reservations that can be stored in each special chart reservation memory area 84e, and the upper limit in this embodiment is four for both the first special chart reservation memory area and the second special chart reservation memory area. The special chart reservation stored in the special chart reservation memory area 84e is consumed when the variable display of the special pattern based on the special chart reservation becomes possible. "Consumption of special reserved symbols" means judging the jackpot random number corresponding to the reserved symbol, and executing the variable display of the special symbol to show the judgment result. Therefore, in the gaming machine 1, even if the variable display of the special symbol based on the winning of the game ball into the first start hole 20 or the second start hole 21 cannot be performed immediately after the winning, that is, even if a winning occurs during the execution of the variable display of the special symbol or during the execution of the special game, the right to the jackpot lottery for the winning can be reserved up to a predetermined number. The number of reserved special symbols is displayed on the reserved special symbol display 43. The first reserved special symbol display 43a and the second reserved special symbol display 43b are each composed of, for example, four LEDs. Each reserved special symbol display 43 displays the number of reserved special symbols by lighting the LEDs for the number of reserved special symbols.

[0035] The variable display of the normal symbol is triggered by the passage of the game ball through the gate 28. The normal symbol display 42 variably displays (variably displays) the normal symbol, and then displays it in a stopped state to notify the result of the normal symbol lottery based on the passage of the game ball through the gate 28. The stopped normal symbol (normal symbol stop symbol, normal symbol derived and displayed as a display result of the variable display) is one normal symbol selected from a plurality of normal symbols by the normal symbol lottery. When the normal symbol stop symbol is a specific normal symbol (a normal symbol in a predetermined stopping state, i.e., a normal winning symbol), an auxiliary game is performed in which the second start hole 21 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 21 will be described later.

[0036] The normal pattern display 42 is composed of two LEDs, and displays a normal pattern according to the result of the normal pattern lottery by the lighting mode of the LEDs. For example, if the lottery result is a win, a normal winning pattern with both LEDs lit is displayed as "○○" (○: lit, ●: off). If the lottery result is a loss, a normal loss pattern with only the right LED lit is displayed as "●○". A mode in which all LEDs are turned off as a normal loss pattern may be adopted. Before the normal pattern is displayed in a stopped state, the normal pattern is displayed in a predetermined change time. The mode of the change display may be, for example, both LEDs are turned on alternately. The mode of the change display is not limited to the above mode, and can be any lighting mode, as long as each LED is not displayed in a stopped state (lighting display in a specific mode). For example, the mode of the change display may be all LEDs flashing at once.

[0037] In the gaming machine 1, when a gaming ball passes through the gate 28, the value of the normal symbol random number (winning random number) acquired for that passage is temporarily stored as a normal symbol reservation in the normal symbol reservation memory area 84f (FIG. 5). There is an upper limit to the number of normal symbol reservations that can be stored in the normal symbol reservation memory area 84f, and the upper limit in this embodiment is four. The normal symbol reservations stored in the normal symbol reservation memory area 84f are consumed when variable display of normal symbols based on the normal symbol reservations becomes possible. Consumption of the normal symbol reservation means determining the normal symbol random number (winning random number) corresponding to the normal symbol reservation and executing variable display of normal symbols to show the result of the determination. Therefore, in the gaming machine 1, even if the variable display of normal symbols based on the passage of the gaming 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 normal symbols or during the execution of an auxiliary game, the right to draw normal symbols for that passage can be reserved up to a predetermined number. The number of reserved maps is displayed on the reserved map display 44. The reserved map display 44 is composed of, for example, four LEDs, and displays the number of reserved maps by lighting up the LEDs corresponding to the number of reserved maps.

[0038] 2. Electrical configuration of the gaming machine The electrical configuration of the gaming machine 1 will be described with reference to Figs. 3 and 4. Fig. 3 is a block diagram showing the electrical configuration of the main control board of the gaming machine 1. Fig. 4 is a block diagram showing the electrical configuration of the sub-control board of the gaming machine 1. The gaming machine 1 includes a main control board 80 (Fig. 3), a sub-control board 90 (Fig. 4), an image control board 100 (Fig. 4), a lamp control board 107 (Fig. 4), a sound control board 106 (Fig. 4), and a payout control board 110 (Fig. 3). The main control board 80 is a game control board that controls game profits such as big win lottery and transition of game state, and constitutes a main control unit. The sub-control board 90 is a performance control board that controls performances executed as the game progresses, and constitutes a sub-control unit together with the image control board 100, the lamp control board 107, and the sound control board 106. The sub-control unit can be configured by at least including the sub-control board 90.

[0039] The main control board 80 includes a game control microcomputer 81 and an input / output circuit 87. The game control microcomputer 81 is a one-chip microcomputer mounted on the main control board 80, and controls the progress of the game of the gaming machine 1 according to a program. The game control microcomputer 81 includes a main ROM 83 that stores a program for controlling the progress of the game, a main RAM 84 used as a work memory, and a main CPU 82 that executes the program stored in the main ROM 83. Details of the data stored in the main ROM 83 and details of the storage area provided in the main RAM 84 will be described later. The main ROM 83 may be configured as an external ROM. The game control microcomputer 81 transmits and receives data to and from other boards, etc. via an input / output circuit (I / O port unit) 87. The input / output circuit 87 may be built into the game control microcomputer 81.

[0040] The main control board 80 is connected to various sensors and solenoids via an input / output circuit 87 and a relay board 88. The main control board 80 inputs signals output from each sensor and outputs signals to each solenoid. Examples of sensors connected via the relay board 88 include the first start hole sensor 20a, the second start hole sensor 21a, the gate sensor 28a, the big prize hole sensor 30a, the general prize hole sensor 27a, and the out sensor 25. Examples of solenoids connected via the relay board 88 include the electric chute solenoid 24 and the big prize hole solenoid 33. The first start hole sensor 20a is provided inside the first start hole 20 and detects a game ball that has entered the first start hole 20. The second start hole sensor 21a is provided inside the second start hole 21 and detects a game ball that has entered the second start hole 21. Gate sensor 28a is provided inside gate 28 and detects game balls that have passed through gate 28. Special prize opening sensor 30a is provided inside special prize opening 30 and detects game balls that have entered special prize opening 30. General prize opening sensor 27a is provided inside general prize opening 27 and detects game balls that have entered general prize opening 27. Out sensor 25 is provided at the most downstream side of game board 2 and detects all game balls shot into game area 3. Electric chute solenoid 24 drives movable member 23 of electric chute 22. Special prize opening solenoid 33 drives opening / closing member 32 of special prize device 31.

[0041] The main control board 80 is connected to the display devices 40 via an input / output circuit 87. The game control microcomputer 81 controls the display of the first special symbol display device 41a, the second special symbol display device 41b, the normal symbol display device 42, the first special symbol reserve display device 43a, the second special symbol reserve display device 43b, and the normal symbol reserve display device 44.

[0042] 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.

[0043] The payout control board 110 is connected to the main control board 80 via the input / output circuit 87. The main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 to monitor payout. The payout control board 110 is connected to the prize ball payout device 120, the loan ball payout device 130, and the card unit 135, and is connected to the launch device 112 via the launch control circuit 111. The prize ball payout device 120 pays out prize balls. The payout control board 110 drives the prize ball motor 121 of the prize ball payout device 120 based on a signal from the game control microcomputer 81 to pay out prize balls. The paid out prize balls are detected by the prize ball sensor 122 for counting. The loan ball payout device 130 pays out loan balls. The payout control board 110 drives the ball-dispensing motor 131 of the ball-dispensing device 130 based on a signal from a card unit 135 connected to the gaming machine 1 to dispense the balls. The dispensed balls are detected by a ball-dispensing sensor 132 for counting. The card unit 135 is disposed adjacent to the gaming machine 1, and outputs information about the ball loan based on information such as an inserted prepaid card. The launching device 112 includes a handle 60 (FIG. 1), a launching motor 113, a touch switch 114, and a launching volume 115. When the handle 60 is operated by a player, the launching device 112 detects the contact of the handle 60 by the touch switch 114 and detects the amount of rotation of the handle 60 by the launching volume 115. Then, the launching motor 113 is driven so that the game balls are launched with a strength corresponding to the magnitude of the detection signal of the launching volume 115.

[0044] 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.

[0045] The sub-control board 90 includes a performance control microcomputer 91 and an input / output circuit 96. 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 includes a sub-ROM 93 that stores a program for controlling the performance as the game progresses, a sub-RAM 94 used as a work memory, and a sub-CPU 92 that executes the program stored in the sub-ROM 93. Details of the data stored in the sub-ROM 93 and the storage area provided in the sub-RAM 94 will be described later. The sub-ROM 93 may be configured as an external ROM. The performance control microcomputer 91 transmits and receives data to and from other boards, etc. via an input / output circuit (I / O port section) 96. The input / output circuit 96 may be built into the performance control microcomputer 91. The sub-control board 90 is connected to an image control board 100, an audio control board 106, a lamp control board 107, and a relay board 108 via an input / output circuit 96.

[0046] The image control board 100 includes an image control microcomputer 101, an input circuit 105a, and an output circuit 105b. The image control microcomputer 101 is a one-chip microcomputer mounted on the image control board 100, and controls the display of the image display device 7 according to a program. The image control microcomputer 101 includes a CPU 102, a ROM 103, and a RAM 104. The ROM 103 stores a program for performing display control, as well as 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 patterns) and background images. The RAM 104 is used as a memory for expanding the image data. The CPU 102 executes the program stored in the ROM 103. The performance control microcomputer 91 causes the image control microcomputer 101 to control the display of the image display device 7 based on a command received from the main control board 80. The image control microcomputer 101 reads image data from the ROM 103 based on a command from the performance control microcomputer 91, and performs display control based on the read image data.

[0047] The speaker 67 is connected to the audio control board 106, and the performance control microcomputer 91 outputs audio, music, sound effects, and the like from the speaker 67 via the audio control board 106 based on a command received from the main control board 80. Sound data such as audio output from the speaker 67 is stored in the sub-ROM 93 of the sub-control board 90. The audio control board 106 may be equipped with a CPU, and the CPU may execute audio control based on the command. Furthermore, the audio control board 106 may be equipped with a ROM, and audio data may be stored in the ROM. The speaker 67 may be connected to the image control board 100, and the CPU 102 of the image control board 100 may execute audio control. Furthermore, audio data may be stored in the ROM 103 of the image control board 100.

[0048] The lamp control board 107 is connected to the frame lamp 66 and the board lamp 5 and controls them. The performance control microcomputer 91 controls the lighting of lamps such as the frame lamp 66 and the board lamp 5 via the lamp control board 107 based on commands received from the main control board 80. That is, the performance control microcomputer 91 creates light emission pattern data (data that determines the on / off state and the light emission color, also called lamp data) that determines the light emission mode of lamps such as the frame lamp 66 and the board lamp 5, and controls the light emission of lamps such as the frame lamp 66 and the board lamp 5 according to the light emission pattern data. The data stored in the sub-ROM 93 of the sub-control board 90 is used to create the light emission pattern data. The lamp control board 107 may be equipped with a CPU, and the CPU may be made to execute the lighting control of the lamps based on commands. In this case, the lamp control board 107 may be equipped with a ROM, and data regarding the light emission pattern and the operation pattern may be stored in the ROM.

[0049] 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. The effect control microcomputer 91 also 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 up as one of the effects. The effect control microcomputer 91 creates position change data (drive data) that changes the position of the effect button 63, and controls the operation of the effect button 63 according to the position change data. The position change data is created using data stored in the sub-ROM 93. 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.

[0050] 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.

[0051] 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 the main ROM 83. Fig. 5(B) is a diagram for explaining a storage area provided in the main RAM 84. Fig. 5(C) is a diagram for explaining the sub ROM 93. Fig. 5(D) is a diagram for explaining a storage area provided in the sub RAM 94.

[0052] The main ROM 83 (FIG. 5(A)) is provided with a program storage area 83a and a table storage area 83b. The table storage area 83b stores a big win determination table, a reach determination table, a normal symbol win determination table, a normal symbol change pattern determination table, a big win type determination table, a change pattern determination table, an electric chute opening pattern determination table, a big prize opening pattern determination table, and the like. These determination tables are referred to by the game control microcomputer 81 in the main control main process (described later) executed by the game control microcomputer 81.

[0053] The main RAM 84 (Figure 5 (B)) has a command set area 84a, a flag set area 84b, a counter set area 84c, a special operation status set area 84d, a special map reserved memory area 84e, a normal map reserved memory area 84f, and an information memory area 84g.

[0054] 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 pre-determination commands, reserved ball number commands, fluctuation start commands, fluctuation stop commands, opening commands, round designation commands, ending commands, game state designation commands, customer waiting commands, setting value commands, etc. are set.

[0055] The flag set area 84b is an area where flags indicating the state of the gaming machine and the game state are set in the main control main processing (described later), and a jackpot flag, a jackpot end flag, a sure-win flag, a time-saving flag, etc. are set.

[0056] 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, a chance bonus counter, a time-saving counter, and a game counter.

[0057] The special action status set area 84d is an area in which a status in the special action process described later is set. The special chart reserved memory area 84e includes a first special chart reserved memory area in which the first special chart reserved is stored, and a second special chart reserved memory area in which the second special chart reserved is stored. The first special chart reserved memory area is provided with 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 patterns corresponding to the first, second, third, and fourth pieces of the first special chart reserved. The second special chart reserved memory area is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) corresponding to the first, second, third, and fourth pieces of the second special chart reserved.

[0058] 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.

[0059] The information storage area 84g is provided with a storage area for storing the value of the out counter, etc. The value of the out counter will be described later.

[0060] 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.

[0061] The sub-RAM 94 (FIG. 5(D)) is provided with a command storage area 94a, a performance command setting area 94b, a counter setting area 94c, and an information storage area 94d.

[0062] The command memory area 94a is an area (input buffer) in which commands input from the main control unit during the sub-control main processing (described later) are stored, and includes pre-determination commands, reserved ball number commands, fluctuation start commands, fluctuation stop commands, opening commands, round designation commands, ending commands, game state designation commands, customer waiting commands, setting value commands, etc.

[0063] The performance command set area 94b is an area (output buffer) where commands output from the sub-control board 90 to the image control board 100, the sound control board 106, the lamp control board 107, and the relay board 108 during the sub-control main processing (described later) are set, and commands such as the variable performance start command, the pre-variation end command, the variable performance end command, the opening performance start command, the round performance start command, and the ending performance start command are set.

[0064] The counter set area 94c is an area where counters used in the sub-control main processing (described later) are set, and a random number counter, a first special chart reserved effect counter, a second special chart reserved effect counter, a normal chart reserved effect counter, a special chance effect counter, a time-saving effect counter, a game counter, etc. are set. The information storage area 94d is used as a storage area for various kinds of performance processing.

[0065] 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 a "jackpot random number", a "jackpot type random number", a "reach random number", a "variable pattern random number", and a "normal symbol random number (win random number)" at the timing described below. All of these are obtained as values ​​of a random number counter in the counter set area 84c of the main RAM 84. Multiple random number counters are provided to correspond to each of them. The "jackpot random number" is a random number used in the lottery to determine whether or not there is a jackpot (jackpot determination), and takes a value in the range of 0 to 65535. The "jackpot type random number" is a random number used to determine the type of jackpot won (judging the type of jackpot), and takes a value in the range of 0 to 127. The "reach random number" is a random number used to determine whether or not a reach occurs in the performance pattern variation performance that indicates the result when the jackpot judgment is a miss, and takes a value in the range of 0 to 127. A reach is a state in which there is only one performance pattern remaining among multiple performance patterns (decorative patterns) that is being displayed in a variable manner, and depending on which of the performance patterns that are being displayed in a variable manner are displayed as stopped, a combination of performance patterns that indicates a jackpot win (for example, a "7↓7" state). Note that the performance pattern that is displayed in a stopped state in the reach state may be displayed as if it is swaying on the display screen 7a.

[0066] The "fluctuation pattern random number" is a random number used to determine a fluctuation pattern including a fluctuation time, and takes a value in the range of 0 to 127. The "normal symbol random number (winning random number)" is used in a lottery (normal symbol lottery) to determine whether or not to play the auxiliary game that opens the electric chute 22. The normal symbol random number has a value in the range of 0 to 255. The "jackpot random number", "jackpot type random number", "reach random number" and "variation pattern random number" are obtained based on the ball entering the start hole (first start hole 20 or second start hole 21). The random value group obtained based on the ball entering the first start hole 20 is stored in the first special symbol reserve memory area, and the random value group obtained based on the ball entering the second start hole 21 is stored in the second special symbol reserve memory area. The "normal symbol random number (winning random number)" is obtained based on the passage through gate 28. The obtained normal symbol random number value is stored in the normal symbol reserve memory area 84f.

[0067] 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 obtain a "pre-read performance random number" and a "chance up random number". Both are obtained as values ​​of the random number counter in the counter set area 94c of the sub-RAM 94. Multiple random number counters are prepared corresponding to each of them.

[0068] The "look-ahead performance random number" 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 acquired based on a pre-determination command being output from the main control unit to the sub-control unit. The acquired random value group is stored in the sub-RAM 94.

[0069] 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.

[0070] 4. Explanation of various tables FIG. 6 is a diagram for explaining the big win determination table. The jackpot 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 jackpot random number (any of 0 to 65535) corresponds to a "jackpot" or a "miss." The table to be referred to differs depending on the setting value. The setting value will be described later. The jackpot determination in the jackpot determination table is made based on the setting value and game state of the gaming machine 1. For example, when the "setting value" is "1," it is determined to be a "jackpot" when the jackpot random number is "0 to 204" in a "low probability state," and is determined to be a "miss" in other cases. It is also shown that, for example, in a "high probability state," it is determined to be a "jackpot" when the jackpot random number is "0 to 1366," and is determined to be a "miss" in other cases.

[0071] Also, for example, when the "setting value" is "2", if the jackpot random number value is "0 to 214" in the "low probability state", it is determined to be a "jackpot", and otherwise it is determined to be a "miss". Also, for example, when the jackpot random number value is "0 to 1376" in the "high probability state", it is determined to be a "jackpot", and otherwise it is determined to be a "miss". In this embodiment, the setting value is "1" to "5".

[0072] 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".

[0073] 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 2", it is determined to be a "win", and if the normal symbol random number value is "a number other than 0 to 2 (3 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".

[0074] The normal symbol variation pattern determination table is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine how many seconds the normal symbol variation time is depending on the game state (non-time-saving state or time-saving state). In this embodiment, in the "non-time-saving state", the normal symbol variation time is determined to be "30 seconds", and in the "time-saving state", the normal symbol variation time is determined to be "1 second".

[0075] 7 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).

[0076] In FIG. 7, when the first special pattern (special pattern 1) is selected, if the random number value of the jackpot type is "0-63", the jackpot type is determined to be "10R probability variable jackpot (100 probability variable times)", if the random number value of the jackpot type is "64-95", the jackpot type is determined to be "7R normal jackpot (100 time shortening times)", and if the random number value of the jackpot type is "96-127", the jackpot type is determined to be "4R normal jackpot (100 time shortening times)". In "100 probability variable times", after the jackpot game, the state becomes a high probability time shortening state (high probability high base state), and the number of fluctuations continues 100 times in this high probability time shortening state (high probability high base state), and then it becomes a normal probability state (low probability low base state). When the second special pattern (special pattern 2) is selected, if the jackpot type random number is "0-63", the jackpot type is determined to be "10R special jackpot (100 special jackpots)", if the jackpot type random number is "64-95", the jackpot type is determined to be "7R normal jackpot (100 time reduction)", and if the jackpot type random number is "96-127", the jackpot type is determined to be "4R normal jackpot (100 time reduction)". In addition, the jackpot type determination table may also specify the "opening (OP) command", "round designation command", and "ending (ED) command" of the special game.

[0077] 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. In Figure 8, for example, when a winning jackpot is entered into the first starting hole 20 in a non-time-saving state, the jackpot is judged as a "miss" in the jackpot judgment table, is judged as a "reach" in the reach judgment table, and the fluctuation pattern random number value is "0 to 20", the fluctuation pattern is judged as "P4".

[0078] In Figure 9, for example, when the ball enters the second starting hole 21 during the time-saving state, a "jackpot" is determined in the jackpot determination table, and the fluctuation pattern random number value is "0 to 63", the fluctuation pattern is determined to be "P31".

[0079] As shown in Figures 8 and 9, once the fluctuation pattern is determined, the fluctuation time is also determined. In addition, if 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 that has a longer fluctuation time after the reach than a normal reach, and is a reach performance that is executed in an advanced form after the normal reach. Three types of super reaches (SP1, SP2, SP3) with different fluctuation times are set here.

[0080] The electric chute opening pattern determination table is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine the opening pattern of the electric chute 22 depending on the game state (non-time-saving state or time-saving state). In this embodiment, in the "non-time-saving state", the opening pattern of the electric chute 22 is determined to be "opening pattern 11", and in the "time-saving state", the opening pattern is determined to be "opening pattern 12". In opening pattern 11, the electric chute 22 is opened once and for an opening time of 0.2 seconds. In opening pattern 12, the electric chute 22 is opened three times, with an opening time of 2.0 seconds per opening, and an interval (opening interval) of 1.0 seconds. If a predetermined number of game balls have won (the specified number of winning balls is 10), the electric chute 22 is closed even if the opening time remains.

[0081] The large prize 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 large prize opening 30. In this embodiment, in the case of a "4R jackpot", it is determined to be "opening pattern 21". In the "opening pattern 21", the large prize opening 30 is opened once and for an opening time of 29.5 seconds (long opening) in the 1st to 4th rounds. In the case of a "7R jackpot", it is determined to be "opening pattern 22". In the "opening pattern 22", the large prize opening 30 is opened once and for an opening time of 29.5 seconds (long opening) in the 1st to 7th rounds. In the case of a "10R jackpot", it is determined to be "opening pattern 23". In the "opening pattern 23", the large prize opening 30 is opened once and for an opening time of 29.5 seconds (long opening) in the 1st to 10th rounds. The big prize opening 30 is closed when a predetermined number of game balls have won (the prescribed number of winning balls is 10) even if there is still time left for the opening.

[0082] [Setting value] In this embodiment, there are five types of setting values, from "1" to "5", and the random number value for a jackpot that will result in a jackpot changes depending on the setting value. In other words, the probability of a jackpot is determined by the setting value. As shown in FIG. 6, the larger the setting value, the more random numbers for a jackpot that will result in a jackpot. In other words, the larger the setting value, the easier it is to win a jackpot. In this embodiment, the larger the setting value, the easier it is to win a jackpot, but the opposite is also possible, and the larger the setting value, the harder it is to win a jackpot. Furthermore, the larger the setting value, the easier it is to win a jackpot or the harder it is to win a jackpot. This setting value is determined by the value of the out counter when the power is turned on or after the time-saving state ends. The value of the out counter is the value obtained by counting the number of game balls that have passed through the out sensor 25. The correspondence between the setting value and the value of the out counter will be described later. In this embodiment, the setting value is determined by the value of the out counter, but it may be determined by the value of the firing counter. The value of the firing counter is the number of game balls fired by the player.

[0083] In addition, this setting value is changed by the game control microcontroller 81 only when the game state is a normal probability state (low probability, low base state), and is not changed when the game state is a low probability time-saving state (low probability, high base state) or a high probability time-saving state (high probability, high base state).

[0084] 5. Explanation of the jackpot etc. In the gaming machine 1, there are "jackpots" and "losses" as a result of the jackpot lottery (special symbol lottery). In the case of a "jackpot", a "jackpot symbol" is displayed on the special symbol display 41. In the case of a "loss", a "loss symbol" is displayed on the special symbol display 41. When a jackpot is won, a "jackpot game" is executed in which the jackpot opening (the jackpot opening 30) is opened in an opening pattern according to the type of jackpot. The jackpot game is an example of a special game. The jackpot game includes multiple round games (unit opening games), an opening (OP) before the first round game starts, and an ending (ED) after the last 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) during which the jackpot opening is closed between round games is included in the round game before the closing.

[0085] There are multiple types of jackpots. There are three types of jackpots: "10R special jackpot (100 times special)", "7R normal jackpot (100 times time-saving)", and "4R normal jackpot (100 times time-saving)". With a special jackpot, after the jackpot play, the player will enter a high-probability time-saving state (high-probability, high-base state). On the other hand, with a normal jackpot, after the jackpot play, the player will enter a low-probability time-saving state (low-probability, high-base state). This low-probability time-saving state will continue for 100 times.

[0086] 6. Description of game status The gaming state of the gaming machine 1 will be described. The gaming control microcomputer 81 can execute "probability variation control" and "variation time reduction control" for the special symbols displayed on the special symbol display 41 and the normal symbols displayed on the normal symbol display 42, respectively. Here, the state in which the gaming control microcomputer 81 performs probability variation control for the special symbols on the special symbol display 41 is called a "high probability state," and the state in which the probability variation control is not performed is simply called a "normal probability state (non-high probability state, low probability state)." The gaming control microcomputer 81 realizes the high probability state by performing a jackpot determination using a jackpot determination table (FIG. 7) in which the number of jackpot random numbers determined to be a jackpot is greater in the high probability state than in the normal probability state, as the probability variation control for the special symbols. Therefore, the high probability state has a higher probability of a jackpot than the normal probability state. In other words, when the game control microcomputer 81 is executing probability fluctuation control on the special pattern of the special pattern display device 41, the probability that the display result (stopped pattern) of the variable display of the special pattern by the special pattern display device 41 will be a jackpot pattern is higher than when the probability fluctuation control is not being executed.

[0087] In addition, the state in which the game control microcomputer 81 controls the time to shorten the change of the special symbol of the special symbol display device 41 is called the "time-shortened state", and the state in which the time to shorten the change of the special symbol is not controlled is simply called the "non-time-shortened state". In the time-shortened state, the change time of the special symbol (the time from the start of the change display to the derivation and display of the display result) is shorter than in the non-time-shortened state. The game control microcomputer 81 judges the change pattern using a change pattern judgment table (FIGS. 8 and 9) that is determined so that a change pattern with a short change time is selected more often than in the non-time-shortened state in the time-shortened state. In other words, when the game control microcomputer 81 is executing the change time shortening control for the special symbol of the special symbol display device 41, a short change time is more likely to be selected as the change time of the variable display of the special symbol compared to when the change time shortening control is not executed. As a result, in the time-shortened state, the pace of consumption of the special symbol reservation is faster, and a valid winning (a winning that can be stored as a special symbol reservation) at the starting port is more likely to occur. This allows players to aim for a big win while playing smoothly. The game control microcomputer 81 may simultaneously execute probability fluctuation control and fluctuation time reduction control for the special symbols on the special symbol display 41, or may execute only one of them.

[0088] The game control microcomputer 81 executes probability fluctuation control and fluctuation time shortening control for the normal symbol of the normal symbol display device 42 in parallel with the fluctuation time shortening control for the special symbol of the special symbol display device 41. That is, the game control microcomputer 81 executes probability fluctuation control and fluctuation time shortening control for the normal symbol in the time-shortening state, and does not execute them in the non-time-shortening state. The game control microcomputer 81 executes hit determination (determination of the normal symbol) using a normal symbol hit determination table in which the number of normal symbol random numbers (win random numbers) determined as a hit is greater in the time-shortening state than in the non-time-shortening state, as the probability fluctuation control for the normal symbol. Therefore, in the time-shortening state, the hit probability is higher than in the normal probability state of the normal symbol. In other words, when the game control microcomputer 81 executes probability fluctuation control for the normal symbol of the normal symbol display device 42, the probability that the display result (stopped symbol) of the variable display of the normal symbol by the normal symbol display device 42 becomes a winning symbol is higher than when the probability fluctuation control is not executed. In the time-saving state, the variation time of the normal symbol is shorter than in the non-time-saving state. Here, the variation time of the normal symbol is 30 seconds in the non-time-saving state, but 1 second in the time-saving state. Furthermore, in the time-saving state, the opening time of the electric chute 22 in the auxiliary game is longer than in the non-time-saving state. That is, the game control microcomputer 81 executes the opening time extension control for the electric chute 22. In addition, in the time-saving state, the number of times the electric chute 22 is opened in the auxiliary game is greater than in the non-time-saving state. That is, the game control microcomputer 81 executes the opening number increase control for the electric chute 22. In a situation where the game control microcomputer 81 executes the probability variation control and the variation time reduction control for the normal symbol of the normal symbol display 42, and the opening time extension control and the opening number increase control for the electric chute 22, the electric chute 22 is opened more frequently than in the case where these controls are not executed, and the game balls enter the second starting hole 21 more frequently. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, the state in which these controls are being executed is called the “high base state,” and the state in which they are not being executed is called the “low base state.” In the high base state, you can aim for a jackpot without significantly reducing the number of balls you have in your hand.The high base state is a state in which so-called electric support control (control that supports winning at the second starting hole 21 by the electric chute 22) is being executed. 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 22 is more likely to open than when the control is not being executed: probability fluctuation control for the normal symbol of the normal symbol display 42, fluctuation time reduction control for the normal symbol of the normal symbol display 42, opening time extension control for the electric chute 22, and opening count increase control for the electric chute 22. The high base state (electric support control state) may be controlled independently without being associated with the time-saving state.

[0089] In the gaming machine 1, the gaming state after winning the 10R jackpot is a high probability state and a time-saving state. This gaming state is particularly called a "high probability high base state," a "high probability time-saving state," or a "high probability gaming state." In this embodiment, the high probability high base state continues for 100 times, and if no jackpot is won during that time, it then goes into a normal probability state (low probability low base state).

[0090] In addition, the game state after winning the jackpot game by winning the 7R normal jackpot or the 4R normal jackpot is a low probability state (normal probability state) and a time-saving state. This game state is particularly called a "low probability high base state," a "low probability time-saving state," or a "time-saving game state." The low probability high base state ends when the variable display of the special pattern is executed a predetermined number of times (here, 100 times), or when a jackpot is won and the jackpot game is executed.

[0091] When playing the gaming machine 1 for the first time, the gaming state after powering on is a low probability state and a low base state (non-electric support control state). This gaming state is particularly called the "low probability low base state." The low probability low base state is sometimes called the "normal gaming state" or the "low probability non-time-saving state (simply called the non-time-saving state)." In addition, the state during which a special game (jackpot game) is being played is called the "special gaming state (jackpot gaming state)."

[0092] In a high base state such as a high probability high base state or a low probability high base state, the game can be advantageously progressed by hitting the ball to the right game area 3B (FIG. 1) by hitting the ball to the right. This is because the electric support control makes it easier to open the electric chute 22 than in the low base state, and it is easier to win the ball in the second start hole 21 than in the first start hole 20. For this reason, in a high base state, the ball is hit to the right in order to win the ball in the second start hole 21 while passing through the gate 28, which is the trigger for the normal pattern lottery. This allows more start wins (wins in the start hole) to be obtained than by hitting the ball to the left. In the gaming machine 1, the game is played by hitting the ball to the right even during a jackpot game. On the other hand, in a low base state, the game can be advantageously progressed by hitting the ball to the left game area 3A (FIG. 1) by hitting the ball to the left. Because the electric support control is not being executed, the electric chute 22 is less likely to open than in the high base state, and it is easier to win the first start hole 20 than the second start hole 21. For this reason, in the low base state, the player hits left to make the game ball win the first start hole 20. This allows more start wins to be obtained than by hitting right.

[0093] 7. Operation of the gaming control microcomputer 81 Next, the operation of the game control microcomputer 81 provided on the main control board 80 (FIG. 3) will be described. Counters, flags, statuses, buffers, etc. that appear in the operation description of the game control microcomputer 81 are provided in the main RAM 84 (FIG. 5).

[0094] [Main control main processing] 10 is a flow chart 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, the main CPU 82 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". The initialization process is executed only once after the power supply is turned on, and is not executed thereafter.

[0095] 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 ​​(jackpot random number, jackpot type random number, reach random number, variable pattern random number, normal symbol random number) 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.

[0096] After the normal and special symbol main random number update process, the game control microcomputer 81 permits interruption of the interrupt process (step S004). While the interrupt is permitted, the main side timer interrupt process (step S005) can be executed. The main side timer interrupt process is executed based on an interrupt pulse repeatedly input to the main CPU 82 at a predetermined cycle (for example, 4 msec cycle). That is, the main side timer interrupt process is executed at a predetermined cycle (for example, 4 msec cycle). Then, from the end of the main side timer interrupt process to the start of the next main side 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 to the main CPU 82 when the interrupt is prohibited, the main side timer interrupt process is not started immediately, but is started after the interrupt is permitted.

[0097] [Main timer interrupt processing] FIG. 11 is a flowchart of the main timer interrupt process (step S005 in FIG. 10). 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. 11) 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).

[0098] 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. In addition, the game control microcomputer 81 sets payout data for paying out prize balls corresponding to the winning holes, i.e., the first start hole 20, the second start hole 21, the big winning hole 30, and the general winning hole 27, in the output buffer of the main RAM 84.

[0099] 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 jackpot random number counter, the value of the jackpot type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. 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 judges the entry of a game ball into the second starting hole 21, and obtains the value of the jackpot random number counter, the value of the jackpot type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the obtained random number group in a storage area corresponding to the current number of reserved balls for special chart 2 among the first to fourth storage areas of the second special chart reservation storage area.

[0100] 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.

[0101] Next, the game control microcomputer 81 performs normal operation processing (step S104). In the normal operation processing, the game control microcomputer 81 controls the operation of the electric chute 22. Specifically, the game control microcomputer 81 judges whether the number of reserved balls of the normal pattern is "0" or not, and if the number of reserved balls is 1 or more, judges whether there is a win by referring to the normal pattern winning judgment table. Next, the game control microcomputer 81 selects a variation pattern by referring to the normal pattern variation pattern judgment table. The game control microcomputer 81 sets the selected normal pattern variation pattern to start the variation display of the normal pattern. After that, it stops the variation display, and in the case of a "win", it sets the electric chute opening pattern by referring to the electric chute opening pattern judgment table, and operates the electric chute 22.

[0102] 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 reserved ball number processing (step S106). The game control microcomputer 81 first reads the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, 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 number command in the command set area (output buffer) 84a of the main RAM 84. The reserved ball number command is a command for notifying the sub-control board 90 of the reserved ball number, and includes information regarding the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols.

[0103] After the reserved ball count process, the game control microcomputer 81 performs an out counter update process (step S107). This out counter update process will be described later.

[0104] After the out counter update process, the game control microcomputer 81 performs a set value update process (step S108). This set value update process will be described later.

[0105] After the setting value update process, the game control microcomputer 81 performs output process (step S109). In the output process, 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 process, the game control microcomputer 81 performs other processes (step S110). In the other processes, for example, based on the number of reserved balls in the special chart 2 described below, the second special chart reserved indicator 43b is controlled to a display mode showing the number, and based on the number of reserved balls in the special chart 1, the first special chart reserved indicator 43a is controlled to a display mode showing the number.

[0106] [Special Action Processing] FIG. 12 is a flow chart of the special operation process (FIG. 11: step S105). Here, the process related to the special symbol display 41 and the big prize device (big prize device 31) is divided into four stages, and each stage is called "special operation status" "1", "2", "3", and "4". When the "special operation status" is "1" (step S1301: YES), the game control microcomputer 81 performs special symbol standby process (step S1302). In the special symbol standby process, a big win determination, a change pattern selection, and the like are executed. When the "special operation status" is "2" (step S1301: NO, step S1303: YES), a special symbol change process is executed (step S1304). In the special symbol change process, a change stop command is output after the change time has elapsed, and the like is executed. Specifically, the game control microcomputer 81 first judges whether the variation time of the special symbol has elapsed and ended, and if the variation time has elapsed, sets a variation stop command and sets the special operation status to "3". When the "special operation status" is "3" (steps S1301, S1303: NO, step S1305: YES), a special symbol determination process is performed (step S1306). In the special symbol determination process, an opening command is output at the time of a jackpot. Specifically, the game control microcomputer 81 first executes a game state management process. The game state management process is a process for managing the number of STs (the number of variations controlled in the probability variable game state) and the number of time reductions (the number of variations controlled in the time reduction game state). Next, when the jackpot flag is OFF, the game control microcomputer 81 sets the special operation status to "1". On the other hand, if the jackpot flag is ON, the opening pattern of the jackpot opening is set according to the type of jackpot that has been won. After setting the opening pattern, the game control microcomputer 81 performs a game state reset process. The game state reset process is a process for resetting the probability change flag and the time-saving flag. After the game state reset process, a jackpot opening command is set to start the jackpot game. Then, the special operation status is set to "4". When the "special operation status" is "4" (steps S1301, S1303, S1305: NO), a special electric device process is performed (step S1308).In the special electric device processing, the big win game is executed. Specifically, the opening of the big win opening 30 is controlled according to the opening pattern based on the round counter, and the round designation command and the ending command are set. In addition, at the end of the big win, the time reduction counter and the probability change counter are set.

[0107] [Special pattern waiting process] FIG. 13 is a flowchart of the special symbol waiting process (FIG. 12: step S1302). In the special symbol waiting process, the game control microcomputer 81 first judges whether the number of reserved balls of the special symbol 2 is "0" or not (step S1401). If the number of reserved balls of the special symbol 2 is "0" (step S1401: YES), that is, if the second special symbol reserved memory area does not store a random number group acquired due to winning the second starting hole 21, the process proceeds to step S1407. If the number of reserved balls of the special symbol 2 is "1" or more (step S1401: NO), the game control microcomputer 81 executes the jackpot determination process (step S1402). In the jackpot determination process, a jackpot determination is performed. The jackpot determination is performed using a jackpot determination table. Then, the game control microcomputer 81 judges whether or not it is a jackpot, and if it is judged to be a jackpot, turns on the jackpot flag, judges the type of jackpot, and then ends the jackpot judgment process.

[0108] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1403). In the variation pattern selection process, the variation pattern is selected based on the game state (time-saving state or non-time-saving state) of the gaming machine 1, the judgment result of the big win judgment process (step S1402), the number of reserved balls, and the variation pattern random number by referring to the variation pattern judgment table (FIGS. 8 and 9), and the number of reserved balls of the special chart 2 is decremented (step S1404). Next, the game control microcomputer 81 shifts the storage location of the reserved information (various random numbers) stored in the first to fourth storage areas of the second special chart reserved storage area by one from the current position to the side to be read, and clears the reserved information stored in the second special chart reserved storage area at the farthest position from the side to be read (step S1405). 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. The above steps consume the second special chart reserved 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 9B (the reserved image 9B at the leftmost end of the four reserved images 9B) corresponding to the first storage area of ​​the second special chart reserved storage area is shifted to the reserved consumption image display area side and displayed as a reserved consumption image 9C. Also, the reserved images 9B (the second, third, and fourth reserved images 9B from the left of the four reserved images 9B) corresponding to the second to fourth storage areas of the second special chart reserved storage area are shifted one to the left (FIG. 1). This allows the player to recognize that one second special chart reserved has been consumed. Next, the game control microcomputer 81 performs special chart 2 variation start processing (step S1406). In the special symbol 2 variation start process, 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 the variation time timer is set. The variation time timer is set with a variation time determined according to the variation pattern selected in the variation pattern selection process. In addition, the game control microcomputer 81 sets the special operation status to "2".In addition, the fluctuation start command (special chart 2 fluctuation start command) set in the special chart 2 fluctuation start process includes information regarding the special chart stop pattern data set in the jackpot determination process (step S1402) and information regarding the fluctuation pattern set in the fluctuation pattern selection process (step S1403) (including information regarding the fluctuation time).

[0109] In step S1401, if the number of reserved balls of the special symbol 2 is "0" (step S1401: YES), the game control microcomputer 81 judges whether the number of reserved balls of the special symbol 1 is "0" or not (step S1407). If the number of reserved balls of the special symbol 1 is "0" (step S1407: YES), that is, if the first special symbol reserved memory area does not store a random number group acquired due to winning the first starting hole 20, the game control microcomputer 81 ends the special symbol waiting process. If the number of reserved balls of the special symbol 1 is "1" or more (step S1407: NO), the game control microcomputer 81 executes the jackpot determination process (step S1408). In the jackpot determination process, a jackpot determination is performed. The jackpot determination is performed using a jackpot determination table. Then, the game control microcomputer 81 judges whether or not it is a jackpot, and if it is determined that it is a jackpot, the jackpot flag is turned ON, the jackpot type is determined, and then the jackpot determination process ends.

[0110] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1409). In the variation pattern selection process, the variation pattern is selected based on the game state of the gaming machine 1 (time-saving state or non-time-saving state), the judgment result of the big win judgment process (step S1408), the number of reserved balls, and the variation pattern random number, with reference to the variation pattern judgment table (FIGS. 8 and 9). After the variation pattern selection process, the number of reserved balls for the special chart 1 is decremented (step S1410). Next, the game control microcomputer 81 shifts the storage location of various random numbers stored in the first to fourth storage areas of the first special chart reservation storage area by one from the current position to the side to be read, and clears the reserved information stored in the location farthest from the side to be read in the first special chart reservation storage area (step S1411). Through the above steps, the first special chart reservation 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 first special symbol reserved storage area is shifted toward the reserved consumption image display area side, and is displayed as a reserved consumption image 9C. Also, the reserved images 9A (the second, third, and fourth reserved images 9A from the right of the four reserved images 9A) corresponding to the second to fourth storage areas of the first special symbol reserved storage area are shifted one to the right (FIG. 1). This allows the player to recognize that one first special symbol reservation has been consumed. Next, the game control microcomputer 81 performs special symbol 1 variation start processing (step S1412). In the special symbol 1 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, the variation display of the first special symbol is started, and a variation time timer is set. A variation time determined according to the variation pattern selected in the variation pattern selection processing is set in the variation time timer. In addition, the game control microcomputer 81 sets the special operation status to "2". The fluctuation start command (special chart 1 fluctuation start command) set in the special chart 1 fluctuation start process includes information on the special chart stop pattern data set in the big win determination process (step S1408) and information on the fluctuation pattern set in the fluctuation pattern selection process (step S1409) (including information on the fluctuation time).

[0111] As described above, according to the special symbol waiting process of this embodiment, the variable display of the special symbol based on the first special symbol reservation is executed only when the second special symbol reservation is "0". In other words, the consumption of the second special symbol reservation is executed in priority to the consumption of the first special symbol reservation. Also, according to the jackpot type determination table (FIG. 7) of this embodiment, the lottery based on the second special symbol reservation is more likely to win a jackpot that is more profitable for the player than the lottery based on the first special symbol reservation.

[0112] [Special design confirmation process] FIG. 14 is a flowchart of the special symbol determination process (step S1306 in FIG. 12). In the special symbol determination process, first, the game control microcomputer 81 executes a game status management process (step S1501). The game status management process will be described later. Next, the game control microcomputer 81 judges whether the jackpot flag is ON or not (step S1502). The jackpot flag is stored in the flag set area 84b of the main RAM 84. If it is judged that the jackpot flag is ON (step S1502: YES), the process proceeds to step S1503. On the other hand, if it is judged that the jackpot flag is not ON (step S1502: NO), that is, if the jackpot flag is OFF, the special operation status is set to "1" (step S1507), and the special symbol determination process is terminated.

[0113] In step S1503, the game control microcomputer 81 sets the opening pattern. The opening pattern is as described above, and if it is a 4R jackpot, the opening pattern 21 is set, if it is a 7R jackpot, the opening pattern 22 is set, and if it is a 10R jackpot, the opening pattern 23 is set. Next, the game control microcomputer 81 executes a game state reset process (step S1504). This process is a process for resetting the probability variable flag and the time-saving flag. Next, the game control microcomputer 81 sets an opening command (step S1505), sets the special operation status to "4" (step S1506), and ends the special symbol determination process.

[0114] [Game status management process] FIG. 15 is a flowchart of the game status management process (FIG. 14: step S1501). In the game state management process, first, the game control microcomputer 81 judges whether the probability variable flag is ON or not (step S1601). If it is judged that the probability variable flag is ON (step S1601: YES), the probability variable counter is decremented (step S1602) and the process proceeds to step S1603. On the other hand, if it is judged that the probability variable flag is not ON (step S1601: NO), that is, if the probability variable flag is OFF, the process proceeds to step S1605.

[0115] In step S1603, the game control microcomputer 81 judges whether the probability variable counter is "0". If it is judged that the probability variable counter is "0" (step S1603: YES), the probability variable flag is turned OFF (step S1604) and the process proceeds to step S1605. On the other hand, if it is judged that the probability variable counter is not "0" (step S1603: NO), the process of step S1604 is not executed and the process proceeds to step S1605.

[0116] In step S1605, the game control microcomputer 81 judges whether the time-saving flag is ON or not. If it is judged that the time-saving flag is ON (step S1605: YES), the time-saving counter is decremented (step S1606) and the process proceeds to step S1607. On the other hand, if it is judged that the time-saving counter is not ON (step S1605: NO), that is, if the time-saving counter is OFF, the process proceeds to step S1610.

[0117] In step S1607, the game control microcomputer 81 judges whether the time-saving counter is "0" or not. If it is judged that the time-saving counter is "0" (step S1607: YES), the time-saving flag is turned OFF (step S1608), the out counter is reset (step S1609), and the process proceeds to step S1610. On the other hand, if it is judged that the time-saving counter is not "0" (step S1607: NO), the process proceeds to step S1610 without executing the processes of steps S1608 and S1609.

[0118] In step S1610, the game control microcomputer 81 sets a game state designation command and ends the game state management process.

[0119] [Special electric accessory processing] FIG. 16 is a flowchart of the special electric feature process (step S1308 in FIG. 12). In the special electric device processing, first, the game control microcomputer 81 executes the opening processing of the big win (step S1701). In the opening processing, the game control microcomputer 81 judges whether or not it is an opening period, and sets an opening command at the timing when it is first judged to be an opening period.

[0120] Next, the game control microcomputer 81 executes a special prize opening process (step S1702). In the special prize opening process, it is determined whether or not the special prize opening 30 is open, and if it is determined that the special prize opening 30 is open and the special prize opening 30 is closed, the special prize opening 30 is opened and a special prize round designation command is set. If it is determined that the special prize opening 30 is open and the special prize opening 30 is open, the special prize opening 30 is maintained open.

[0121] Next, the game control microcomputer 81 determines whether or not a prize has been won at the special prize opening 30 (step S1703). This process is a process for determining whether or not a prize has been won at the special prize opening 30 based on a signal from the special prize opening sensor 30a. If it is determined that a prize has been won (step S1703: YES), a prize winning command is set (step S1704) and the process proceeds to step S1705. On the other hand, if it is determined that no prize has been won (step S1703: NO), the process of step S1704 is not executed and the process proceeds to step S1705.

[0122] In step S1705, the game control microcomputer 81 executes a special prize opening closing process. The special prize opening closing process is a process for determining whether or not the closing condition for the special prize opening 30 is satisfied, and for closing the special prize opening 30 if satisfied. In addition, when the special prize opening 30 is closed, a round process is executed. In the round process, the round counter is decremented.

[0123] Next, the game control microcomputer 81 judges whether or not the jackpot has ended (step S1706). This process is a process for judging whether or not the round counter is "0". If it is judged that the jackpot has ended (step S1706: YES), the process proceeds to step S1707. On the other hand, if it is judged that the jackpot has not ended (step S1706: NO), the subsequent processes are not executed and the special electric device process is terminated.

[0124] In step S1707, the game control microcomputer 81 executes the big win ending process. In the big win ending process, it is determined whether the ending time has elapsed, and if so, the big win flag is turned OFF and the game state setting process is executed (step S1708).

[0125] [Game status setting process] FIG. 17 is a flowchart of the game status setting process (step S1708 in FIG. 16). In the game state setting process, first, the game control microcomputer 81 judges whether or not the game has been hit with a high probability of winning (step S1801). If it is judged to be a high probability of winning (step S1801: YES), the high probability of winning flag and the time-saving flag are turned ON (step S1802), the high probability of winning counter and the time-saving counter are set to 100 (step S1803), and the process proceeds to step S1804. On the other hand, if it is judged not to be a high probability of winning (step S1801: NO), the process proceeds to step S1804 without executing the processes of steps S1802 and S1803.

[0126] In step S1804, the game control microcomputer 81 judges whether or not it is a normal jackpot. If it is judged to be a normal jackpot (step S1804: YES), the time-saving flag is turned ON (step S1805), the time-saving counter is set to 100 (step S1806), and the process proceeds to step S1807. On the other hand, if it is judged not to be a normal jackpot (step S1804: NO), the process proceeds to step S1807 without executing the processes of steps S1805 and S1806. In step S1807, the game control microcomputer 81 sets a game state designation command (step S1806), and then ends the game state setting process.

[0127] [Out counter update process] 18 is a flowchart of the OUT counter update process (step S107 in FIG. 11). Here, when the OUT sensor is turned ON, that is, when the gaming ball passes through the OUT sensor, 1 is added to the OUT counter.

[0128] In the out counter update process, the game control microcomputer 81 checks whether the out sensor 25 has turned ON (step S1901). Whether the out sensor 25 has turned ON is determined based on information created by the input process (step S102 in FIG. 11). When the game ball enters the out hole 16, the out sensor 25 is turned ON. If the out sensor 25 is ON (step S1901: YES), the out counter is incremented by 1 (step S1902), and the out counter update process ends. On the other hand, if the out sensor 25 is not ON (step S1901: NO), the process of step S1902 is not executed, and the out counter update process ends.

[0129] [Setting value update process] FIG. 19 is a flowchart of the set value update process (step S108 in FIG. 11). Here, when the game state is the normal probability state, a set value corresponding to the value of the out counter is set. This set value determines the jackpot random number that becomes a jackpot. In other words, the jackpot probability is determined by this set value.

[0130] In the set value update process, first, the game control microcomputer 81 judges whether the game state is a normal probability state or not (step S2001). If the game state is not a normal probability state (step S2001: NO), the set value update process is terminated. If the game state is a normal probability state (step S2001: YES), the value of the out counter is acquired (step S2002). The value of the out counter is stored in the information storage area 84g of the main RAM 84 (FIG. 5(B)). Next, the game control microcomputer 81 acquires a set value from the acquired out counter value and a set value correspondence table (step S2003). The set value correspondence table will be described later. Next, the game control microcomputer 81 sets the acquired set value (step S2004). Next, the game control microcomputer 81 creates a set value command by the acquired set value and sets the set value command (step S2005). After that, the set value update process is terminated.

[0131] [Setting value correspondence table] FIG. 20 is a correspondence table between the value of the out counter and the set value. The set value is determined by the value of the out counter. The value of the out counter is the number of game balls that have passed the out sensor 25 since the power was turned on or the time-saving state ended. In other words, the set value is determined by the number of game balls that have been shot out since the power was turned on or the time-saving state ended. In this embodiment, the set value correspondence table (standard) of FIG. 20(A) is used, and when the counter value is "0 to 999", the set value is "1", when the counter value is "1000 to 4999", the set value is "2", when the counter value is "5000 to 9999", the set value is "3", when the counter value is "10000 to 19999", the set value is "4", and when the counter value is "20000 or more", the set value is "5". In this embodiment, the larger the counter value, the higher the set value. In other words, the larger the loss for the player, the higher the probability of winning the jackpot. The setting value correspondence table (standard) in FIG. 20(A) is an example, and the counter value may be different from the value in FIG. 20(A). Also, although five setting types are described, there may be fewer or more. For example, there may be three, four, or six setting types. Furthermore, in this embodiment, the setting value is determined by the value of the out counter, but the setting value may be determined by counting the number of game balls shot by the player.

[0132] In this embodiment, as shown in FIG. 20(A), the larger the counter value, the higher the set value. In other words, the larger the loss for the player, the higher the jackpot probability. Conversely, as shown in FIG. 20(B), the larger the counter value, the lower the set value. In other words, the larger the loss for the player, the lower the jackpot probability. For example, in the set value correspondence table (separate 1) in FIG. 20(B), when the counter value is "0-999", the set value is "5", when the counter value is "1000-4999", the set value is "4", when the counter value is "5000-9999", the set value is "3", when the counter value is "10000-19999", the set value is "2", and when the counter value is "20000-", the set value is "1".

[0133] Furthermore, instead of the set value increasing or decreasing as the counter value increases, as shown in Fig. 20(C), the set value may increase or decrease as the counter value increases. For example, in the set value correspondence table (additional 2) in Fig. 20(C), when the counter value is "0 to 999", the set value is "1", when the counter value is "1000 to 4999", the set value is "5", when the counter value is "5000 to 9999", the set value is "2", when the counter value is "10000 to 19999", the set value is "4", and when the counter value is "20000 or more", the set value is "3".

[0134] 8. Operation of the performance control microcomputer 91 Next, the operation of the performance control microcomputer 91 provided on the sub-control board 90 (FIG. 4) will be described. 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.

[0135] [Sub-control main processing] 21 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.

[0136] 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 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. The initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, 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.

[0137] 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.

[0138] [Sub-side timer interrupt processing] FIG. 22 is a flowchart of the sub-side timer interrupt processing (step S4004 in FIG. 21). The performance control microcomputer 91 first performs received command analysis processing (step S4101). The received command analysis processing will be described in detail later. After the received command analysis processing, the performance control microcomputer 91 performs variable performance processing (step S4102). After the variable performance processing, the performance control microcomputer 91 performs switch processing (step S4103). In the switch processing, the performance control microcomputer 91 sets the display contents of the display screen 7a based on the switch data (edge ​​data and level data) output from the performance button 63.

[0139] After the switch processing, the performance control microcomputer 91 performs a command transmission process (step S4104). 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 and the like to the image control board 100, the audio control board 106, the lamp control board 107, and the relay board 108. The image control board 100, which has received various commands, executes a display performance according to the received command using the image display device 7. Also, the audio control board 106, which has received various commands, executes an audio performance of outputting audio from the speaker 67 according to the received command. The lamp control board 107, which has received various commands, executes an illumination performance of controlling the illumination of the board lamp 5 and the frame lamp 66 according to the received command. After the command transmission process, the performance control microcomputer 91 performs other processes (step S4105) and ends this process. In other processes, random number update processes and the like are performed.

[0140] [Received command analysis process] FIG. 23 is a flow chart of the received command analysis process (step S4101 in FIG. 22). The performance control microcomputer 91 first judges whether or not a pre-determination command has been received from the main control board 80 (step S4201). If the command has been received (step S4201: YES), a pre-reading performance determination process is performed (step S4202). The "pre-reading performance determination process" is a process for determining whether or not to execute a pre-reading performance and, if so, the pre-reading performance pattern. Specifically, the performance control microcomputer 91 acquires the value of the counter of the pre-reading performance random number, and determines whether or not to execute a pre-reading performance and, if so, the pre-reading performance pattern by referring to the acquired random number value and the pre-reading performance pattern determination table stored in the sub-ROM 93. On the other hand, if the command has not been received (step S4201: NO), the above-mentioned pre-reading performance determination process is skipped. The pre-reading effect is an effect that suggests that there is a high possibility that the reserved information newly stored in the special chart reserved memory area 84e contains a jackpot, and is executed during the variable effect.

[0141] 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 S4203). If it has been received (step S4203: YES), a reserved display process is performed (step S4204). 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 S4203: NO), the reserved ball display process described above is skipped.

[0142] Next, the performance control microcomputer 91 judges whether or not a change start command has been received from the main control board 80 (step S4205). If a change start command has been received (step S4205: YES), a change performance start process is performed (step S4206). The "change performance start process" is a process for selecting a change performance pattern (content) to be executed during the special symbol change. On the other hand, if a change start command has not been received (step S4205: NO), the change performance start process described above is skipped.

[0143] Next, the performance control microcomputer 91 judges whether or not a change stop command has been received from the main control board 80 (step S4207). If it has been received (step S4207: YES), a change performance end process is performed (step S4208). 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. Note that if the change stop command has not been received (step S4207: NO), the change performance end process described above is skipped.

[0144] Next, the performance control microcomputer 91 judges whether or not a win-related command has been received from the main control board 80 (step S4209). 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 S4209: YES), a win-related performance pattern determination process corresponding to each command is performed (step S4210). 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 S4105), 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 no signal has been received (step S4209: NO), the above-mentioned winning-related effect pattern determination process is skipped.

[0145] In step S4211, the performance control microcomputer 91 executes a customer waiting standby process. Next, the performance control microcomputer 91 executes other processes (step S4212) and ends the received command analysis process.

[0146] [Variable performance start processing] FIG. 24 is a flowchart of the variable performance start process (step S4206 in FIG. 23). The performance control microcomputer 91 first analyzes the variation start command (step S4301). Here, the performance control microcomputer 91 sets information on the special symbol stop pattern data included in the variation start command and information on the variation pattern in the sub-RAM 94. The set information includes game state information indicating the current game state, and pattern information indicating the pattern as the judgment result of the hit judgment process of the special symbol 1 or the special symbol 2. The information acquired here can be referred to by the performance control microcomputer 91 as appropriate.

[0147] Next, the microcomputer 91 for effect control performs the effect mode transition process (step S4302). The effect mode transition process is a process in which a lottery is performed using the transition probability table for each mode to determine whether or not to transition the effect mode, and if it is determined that the transition should be made, the effect mode is transitioned. The effect mode transition process also determines whether or not to transition to the chance mode. The chance mode will be described later.

[0148] Next, the performance control microcomputer 91 performs a core performance pattern determination process (step S4303). The core performance pattern determination process is a process for determining the basic configuration of the variable performance using a core performance pattern determination 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 a predetermined character, 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.

[0149] Next, the microcomputer 91 for effect control performs a chance-up effect pattern determination process (step S4304). The chance-up effect pattern determination process is a process for determining an additional effect to be superimposed on the variable effect. The microcomputer 91 for effect control acquires the value of the chance-up random number counter, and determines the chance-up effect pattern by referring to the acquired random number value and the chance-up effect pattern determination table stored in the sub-ROM 93. After determining the chance-up effect pattern, the microcomputer 91 for effect control may further determine a combination of the effect patterns 8L, 8C, and 8R to be displayed by stopping by referring to the random number value and the stop pattern determination table. In addition, during the chance mode, during the big win game state that was won during the chance mode, during the probability change state after the big win game was won during the chance mode, and during the time-saving state, this chance-up effect pattern determination process determines whether or not to perform an effect (high setting suggestion effect) that informs the player that if the chance mode is won, the player will be more likely to win in the probability change state to which the player will move after that. The high setting suggestion effect will be described later. Furthermore, a notification effect regarding the set value may be performed during the change. Whether or not to perform a notification effect regarding the set value during the change is also determined in this chance-up effect pattern determination process. The notification effect regarding the set value will be described later.

[0150] 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 S4301 to S4304 is realized (step S4305). 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, 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.

[0151] Next, the performance control microcomputer 91 sets the variable performance timer (step S4306) and ends this process. The variable performance timer is set with a variable time according to the variable pattern included in the variable start command.

[0152] [Chance Mode] FIG. 25 is a diagram for explaining a chance mode transition probability table and the effects during the chance mode. In the normal probability state, there is a case where the game transitions to the chance mode. The transition to the chance mode is determined by the effect control microcomputer 91 in the effect mode transition process (step S4302 in FIG. 24).

[0153] When the mode is switched to the chance mode, the mode will not be switched until the set value is changed. When the mode is switched to the chance mode, the mode may not be switched for a specific period of change (for example, 10 periods of change). Furthermore, when the mode is switched to the chance mode, the mode may not be switched until the set value is changed, or for a specific period of change, whichever comes first. When the mode is a performance mode other than the chance mode, the performance control microcomputer 91 draws a lottery for the transition according to the set value.

[0154] FIG. 25 (A1) shows the probability of transitioning to chance mode by setting value. In this case, there is a probability of transitioning to chance mode only when the setting value is "5", with a 10% probability of transitioning. If the setting value is other than "5", there is no transition to chance mode. Regarding the setting value, the game control microcomputer 81 sends a command to the performance control microcomputer 91, and the performance control microcomputer 91 that receives the command stores the setting value in the information storage area 94d.

[0155] In the presentation mode transition process (step S4302 in FIG. 24), when the game state is the normal probability state and the presentation mode is other than the chance mode, the presentation control microcomputer 91 refers to the setting value stored in the information storage area 94d and performs a lottery according to the chance mode transition probability in FIG. 25 (A1). If the lottery is won, the presentation mode is transitioned to the chance mode. On the other hand, if the lottery is not won, the presentation mode is not transitioned to the chance mode. In other words, if the setting value that is most likely to win the special drawing lottery is set to "5", there is a possibility of transitioning to the chance mode. Also, if the setting value is set to anything other than "5", there is a possibility of transitioning to the chance mode, and if the setting value is set to anything other than "5", there is no transition to the chance mode. However, the setting value that may transition to the chance mode may be other than "5" and may transition to the chance mode according to the transition probability even for other setting values.

[0156] Fig. 25 (A2) is another example of the probability of transitioning to the chance mode by the set value. In this case, there is a probability of transitioning to the chance mode for all set values, and the higher the set value, the higher the probability of transitioning to the chance mode. In other words, when the game state is in the normal probability state, if the winning probability is high (high set value), it is easy to transition to the chance mode, and if the winning probability is low (low set value), it is difficult to transition to the chance mode.

[0157] FIG. 25(B1) shows the case of a presentation mode other than the chance mode, where the presentation mode is the A mode. In this case, "A mode" is displayed in the presentation mode display area MH in the lower right of the display screen 7a so that the player can know the current presentation mode. FIG. 25(B2) shows the case of the chance mode. In this case, "Chance mode" is displayed in the presentation mode display area MH in the lower right of the display screen 7a so that the player can know the current presentation mode.

[0158] When the player sees that "Chance Mode" is displayed in the performance mode display area MH at the bottom right of the display screen 7a, he / she knows that since the current setting is high (the probability of winning is high), it is easy to win, and furthermore, if he / she wins, he / she knows that even if the probability of winning changes after the winning game, the probability of winning is high when the probability of winning ends. Also, even if the game has switched to the time-saving state, he / she knows that the probability of winning is high when the time-saving state ends. This increases the player's expectations.

[0159] [High setting suggestion] FIG. 26 is a diagram for explaining the high setting suggestion effect 1. Here, the high setting suggestion effect that suggests that the setting value is set to high during the chance mode, during the jackpot game state that was hit during the chance mode, during the probability variable state and the time-saving state after the jackpot game that was hit during the chance mode, is explained. This high setting suggestion effect is determined by the effect control microcomputer 91 in the chance up effect pattern determination process (step S4304 in FIG. 24) whether or not it will appear. This high setting suggestion effect appears during the chance mode, during the jackpot game state that was hit during the chance mode, during the probability variable state and the time-saving state after the jackpot game that was hit during the chance mode. This high setting suggestion effect is an effect that displays the text "High setting?" to indicate that the setting value (the probability of winning is high) is high (the probability of winning is high).

[0160] In Fig. 26(A), the high setting suggestion display KSS is performed during the chance mode. Here, the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R are fluctuating at high speed on the display screen 7a, and the four special pattern reservation icons 9A and the fluctuating icon 9C are displayed. The high setting suggestion display KSS is performed at the top of the display screen 7a, and the word "High setting?" is displayed. The performance control microcomputer 91 judges whether to perform the high setting suggestion display KSS when the chance mode is in progress.

[0161] In FIG. 26(B), the high setting suggestion display KSS is performed during a reach in the chance mode. Here, on the display screen 7a, the left decorative pattern 8L and the right decorative pattern 8R are temporarily stopped with "7", the center decorative pattern 8C is slowly fluctuating, and four special reserved icons 9A and the fluctuating icon 9C are displayed. The high setting suggestion display KSS is performed at the top of the display screen 7a, and the word "High setting?" is displayed. The performance control microcomputer 91 judges to perform the high setting suggestion display KSS when the chance mode is in a reach.

[0162] In Fig. 26(C), the high setting suggestion display KSS is performed during a jackpot game state that has been won during the chance mode. Here, the display screen 7a displays the round number display RH, which indicates the number of rounds, and the character CRA that is performing the performance during the jackpot game. The high setting suggestion display KSS is performed at the top of the display screen 7a, and the words "High setting?" are displayed. The performance control microcomputer 91 judges to perform the high setting suggestion display KSS when the game is in a jackpot game state that has been won during the chance mode.

[0163] In FIG. 26(D), the high setting suggestion display KSS is performed during the probability variable state after the jackpot game is played during the chance mode. Here, the characters "ST Chance" are displayed on the upper left side of the display screen 7a as the ST Chance display KH indicating that the game state is the probability variable state. In addition, the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R are fluctuating at high speed, and the four special pattern reservation icons 9B and the fluctuating icon 9C are displayed. The characters CRA and CRB, which are performing the ST Chance performance, are displayed facing each other. The high setting suggestion display KSS is performed on the upper part of the display screen 7a, and the characters "High setting?" are displayed. The performance control microcomputer 91 judges to perform the high setting suggestion display KSS when the probability variable state or the time-saving state is in effect after the jackpot game is played during the chance mode. Although Figure 26(D) shows an example of a special state, if a player wins during a chance mode and is in the time-saving state after playing a jackpot, the high setting suggestion display KSS will be displayed at the top of the display screen 7a and the words "High setting?" will be displayed.

[0164] Regarding the transition to the chance mode, in the case of the chance mode transition probability table shown in Fig. 25(A1), the chance mode is transitioned to only when the winning probability is the winning probability (high setting value) that is easy to win, so as shown in Fig. 26(D) above, if the high setting suggestion display KSS is performed during the probability variable state after the big win game is played during the chance mode, the high setting suggestion display KSS is performed during the probability variable state after the big win game is played during the high setting. In other words, when the winning probability is the winning probability (high setting value) that is easy to win, the performance control microcomputer 91 executes the high setting suggestion display KSS when the game state is the probability variable state.

[0165] In addition, as shown in the chance mode transition probability table shown in Figures 25 (A1) and (A2), the chance mode is likely to be transitioned to when the winning probability is a winning probability that is easy to win (high setting value), and since the high setting suggestion display KSS is displayed during the chance mode, the high setting suggestion display KSS is displayed during the chance mode, suggesting that the winning probability is a winning probability that is easy to win (high setting value).

[0166] Fig. 27 is a diagram for explaining high setting suggestion effect 2. Fig. 26 shows an example of an effect in which the text "High setting?" is displayed to indicate that the value is a high setting (the probability of winning is high), but Fig. 27 shows that if you win in chance mode, there is a high probability of winning in ST chance (probability of winning), and in this case, the text "If you win now, there is a high chance of winning in ST chance" is displayed during chance mode, "There is a high chance of winning in ST chance" is displayed during the jackpot game state that you win in chance mode, and "There is a high chance of winning in ST chance" is displayed during the probability of winning in chance mode and after you win in chance mode and play the jackpot game, "There is a high chance of winning in ST chance".

[0167] In FIG. 27(A), "If you hit the jackpot now, you will be highly likely to hit the jackpot in ST chance" is displayed as the high setting suggestion KSS during chance mode. In FIG. 27(B), "If you hit the jackpot now, you will be highly likely to hit the jackpot in ST chance" is displayed as the high setting suggestion KSS during a chance mode reach. In FIG. 27(C), "High expectation of hitting the jackpot in ST chance" is displayed as the high setting suggestion KSS during a jackpot game state that was hit during chance mode. In FIG. 27(D), "High expectation of hitting the jackpot in ST chance" is displayed as the high setting suggestion KSS during a probability variable state after a jackpot game is played during a chance mode. Note that FIG. 27(D) shows an example during a probability variable state, but in the case of a time-saving state after a jackpot game is played during a chance mode, "High expectation of hitting the jackpot in time-saving state" is displayed as the high setting suggestion KSS.

[0168] [Notification regarding setting value] FIG. 28 is a diagram for explaining the notification effect regarding the set value. Here, the notification effect YI regarding the set value performed during the fluctuation will be explained. Whether or not this notification effect YI regarding the set value will appear is determined by the effect control microcomputer 91 in the chance-up effect pattern determination process (step S4304 in FIG. 24). This notification effect YI regarding the set value appears in all game states (in this embodiment, the normal probability state, the special probability state, and the time-saving state). This notification effect YI regarding the set value is performed to convey information regarding the set value to the player by text.

[0169] In FIG. 28(A1), the notification effect YI regarding the setting value is performed during A mode. Here, the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R are fluctuating at high speed on the display screen 7a, and the four special reserved icons 9A and the fluctuating icon 9C are displayed. "A mode" is displayed in the performance mode display area MH. As the notification effect YI regarding the setting value, the characters "There is no setting transition during ST chance" are displayed, which indicate that the setting value will not be changed to the probability change state. Note that, although it is performed during A mode in this embodiment, it may be performed in a performance mode other than A mode. For example, it may be performed in chance mode.

[0170] In FIG. 28(A2), the notification effect YI regarding the set value is performed during the chance mode. Here, the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R are fluctuating at high speed on the display screen 7a, and the four special reserved icons 9A and the fluctuating icon 9C are displayed. "Chance mode" is displayed in the effect mode display area MH. As the notification effect YI regarding the set value, the characters "If you win a jackpot during the chance mode, there is a high possibility that you will win a jackpot in the ST chance, which is a probability change state, are displayed. Note that, although it is performed during the chance mode in this embodiment, it may be performed in an effect mode other than the chance mode. For example, it may be performed in the A mode.

[0171] In FIG. 28(A3), the notification effect YI regarding the set value is performed during ST chance (during the probability change state). Here, the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R are fluctuating at high speed on the display screen 7a, and the four special reserved icons 9B and the fluctuating icon 9C are displayed. The characters CRA and CRB performing the effect during the ST chance are displayed facing each other. As the notification effect YI regarding the set value, the characters "You won the jackpot during the chance mode" are displayed, indicating that you won the jackpot during the chance mode. Note that, although this is performed during ST chance (during the probability change state) in this embodiment, it may be performed in the time-saving state.

[0172] [Example of effect] Below are examples of the effects of the chance mode and high setting indication.

[0173] [Effect 1] In the gaming machine 1 of the above embodiment, as shown in the "jackpot determination table" (Fig. 6), "setting value update process" (Fig. 19), and "setting value correspondence table" (Fig. 20), the gaming machine 1 includes a gaming control microcomputer 81 that can switch to one of a plurality of gaming states including a normal probability state and a high probability state, and a gaming control microcomputer 81 that sets one of a plurality of winning probabilities. When the gaming state is a normal probability state, the gaming control microcomputer 81 changes the setting value (Fig. 6) when a specific condition (the value of the out counter (Fig. 20)) is satisfied, and does not change the setting value (Fig. 6) when the gaming state is a high probability state. With this configuration, the player can play with new playability, and the interest can be improved.

[0174] [Effect 2] The gaming machine 1 of the above embodiment is equipped with a microcomputer 91 for controlling effects that can execute multiple types of effects, as shown in the "big win determination table" (Fig. 6), the "chance mode" (Figs. 25(A1), (B2)), and the "high setting suggestion effect" (Fig. 26(D)), and when the gaming control microcomputer 81 has set a high setting ("5"), the microcomputer 91 for controlling effects executes a high setting suggestion effect when the game state is in a high probability state (ST chance). With this configuration, the player can play knowing that the setting is high and that the state is favorable for winning, which can increase the player's interest.

[0175] [Effect 3] The gaming machine 1 of the above embodiment is equipped with a performance control microcomputer 91 capable of executing multiple types of performances, as shown in the "big win determination table" (Fig. 6) and "chance mode" (Figs. 25 (A2), (B2)), and when the gaming state is in the normal probability state, the performance control microcomputer 91 is likely to transition to the chance mode if the gaming control microcomputer 81 is set to a high setting, and is unlikely to transition to the chance mode if the gaming control microcomputer 81 is set to a low setting. With this configuration, the player can play knowing that the setting is high and that the state is favorable for winning, which can increase the player's interest. [Effect 4] In the gaming machine 1 of the above embodiment, as shown in the "high setting suggestion effect" in Fig. 26 (A) and (B), during the chance mode, a high setting suggestion display KSS is displayed to suggest that a high setting has been set. With this configuration, the player can play the game knowing that the setting is high and that it is easy to win, which can increase the player's interest. [Effect 5] In the gaming machine 1 of the above embodiment, as shown in the "high setting suggestion effect" in Fig. 28 (A1), the effect control microcomputer 91 may perform a notification effect YI ("There will be no setting change during ST chance") regarding the setting value, which notifies the player that the setting value will not be changed during the high probability state (ST chance). With this configuration, during the high probability state (ST chance) when a jackpot is hit in the high setting state, the player can play the high probability state (ST chance) while keeping the high setting, which can increase the interest.

[0176] [Variations] Below, modified examples of the chance mode and high setting indication are shown.

[0177] [Variation 1] In the above embodiment, the set value is changed according to the counter value in the normal probability state, but the set value may be changed when a lottery is drawn and a winner is obtained in the normal probability state. Also, the set value may be changed when a specific time has passed, when a specific time has arrived, or when a specific number of changes has been performed in the normal probability state.

[0178] [Variation 2] In the above embodiment, the setting value related to the performance of the gaming machine is the probability of winning, but if the game mode is switched to the chance mode, the game mode will not switch until the setting value is changed. Or, the game mode will not switch for a specific period of time (for example, 10 periods of time). Or, the game mode will not switch for a specific period of time, whichever comes first. However, if the game mode is switched to the chance mode, the game mode will not switch until a specific time has elapsed. It is also possible to hold a lottery and not switch until a lottery is held and a winning result is obtained.

[0179] [Variation 3] In the above embodiment, the high setting suggestion display is performed during chance mode, during a jackpot game state that occurs during chance mode, during the special probability state and the time-saving state after a jackpot game is played during chance mode, but the high setting suggestion display may also be performed during chance mode, during a jackpot game state that occurs during chance mode, during the special probability state and the time-saving state after a jackpot game is played during chance mode, if a lottery is held and a winner is selected.

[0180] [Example of the situation] In the gaming machine of this embodiment, the following aspects can be realized. [Aspect 1] a game state switching means for switching to one of a plurality of game states including a first game state and a second game state that is more advantageous than the first game state; A setting means for setting one of a plurality of types of winning probabilities, The setting means is When the gaming state is the first gaming state, if a specific condition is satisfied, the winning probability is changed; When the gaming state is the second gaming state, the winning probability is not changed. A gaming machine characterized by: [Aspect 2] The gaming machine according to aspect 1 further comprises: A performance execution means capable of executing a plurality of types of performances is provided, The effect execution means executes a specific effect when the gaming state is the second gaming state, if the setting means sets a specific winning probability. A gaming machine characterized by: [Aspect 3] The gaming machine according to aspect 1 further comprises: A performance execution means capable of executing a plurality of types of performances is provided, When the gaming state is the first gaming state, the performance execution means When the setting means sets a winning probability that is relatively easy to win, it is easy to execute a specific presentation mode, When the setting means sets a winning probability that is relatively difficult to win, it is difficult to execute the specific presentation mode. A gaming machine characterized by: [Aspect 4] A gaming machine according to aspect 3, displaying an image suggesting that the winning probability is set to be relatively high during the specific presentation mode; A gaming machine characterized by: [Aspect 5] A gaming machine according to any one of aspects 1 to 4, The effect execution means may perform an effect to notify the player that the winning probability will not be changed during the second gaming state. A gaming machine characterized by:

[0181] [Other variations] The various display effects described above may not include some of the effects, or may include effects other than those described above.

[0182] 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.

[0183] 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.

[0184] 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.

[0185] 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]

[0186] 1. Gaming machine 7...Image display device 7a…Display screen 63...Performance button 66…Frame lamp 68...Select button 81...Game control microcomputer 91...Performance control microcomputer 101...Image control microcomputer

Claims

[Claim 1] A game state switching means capable of switching to one of a plurality of game states, including a first game state and a second game state different from the first game state, A gaming machine comprising a display means capable of displaying multiple types of images, The aforementioned game state switching means is: Based on the number of game balls, it is determined whether or not to switch the game state to the second game state. As the number of game balls increases, the game state is made more easily switchable to the second game state. The display means displays, in text and image form, that the game state has been switched to the second game state after the game state has been switched to the second game state. A gaming machine characterized by the following features.