Game machine
The gaming machine addresses visibility and engagement issues by incorporating movable objects and state transitions, improving player experience through enhanced display management.
Patent Information
- Application Number
- JP2023097345
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-06-13
- Publication Date
- 2024-12-25
AI Technical Summary
Existing gaming machines face challenges in providing displays that are easily visible and engaging for players, particularly in transitions between different gaming states.
A gaming machine design that includes a gaming area with movable objects, lottery mechanisms for special symbol lotteries, and state control mechanisms to transition between normal and special gaming states, along with effect displays, to enhance player engagement and visibility.
The design facilitates easier viewing of performance information and reduces the impression of disappointment by managing display content, thereby enhancing player experience.
Smart Images

Figure 2024178865000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] A known gaming machine is a pachinko gaming machine that includes a gaming area in which gaming balls (gaming value) move and a launching device that launches the gaming balls into the gaming area. The pachinko gaming machine includes a starting port provided in the gaming area, and when the entry of a gaming ball into the starting port is detected, a special symbol lottery is held. If the result of the special symbol lottery is a jackpot, the gaming state transitions to a special gaming state, and multiple special games are played in the special gaming state. In each special game, a big prize opening provided in the gaming area operates to an open state, and a gaming ball is paid out based on the entry of the gaming ball into the big prize opening.
[0003] In addition, some gaming machines of this type transition between multiple game states, including a normal state, and the normal state is a morning state that is more advantageous to the player than a specified time-saving state (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2023-43790 A Summary of the Invention [Problem to be solved by the invention]
[0005] Incidentally, in gaming machines, it is required to realize displays that are easy for players to see.
[0006] The present invention has been made in consideration of the above circumstances, and has an object to provide a gaming machine that realizes displays that are easy for players to see. [Means for solving the problem]
[0007] In order to achieve the above object, the gaming machine of the present invention comprises: The gaming machine is provided with a game area (game area 4) in which game media move, and game media are released into the game area in response to a player's operation, and is provided with a lottery means (special symbol lottery means 230), a state control means (game state transition control means 250), a special game execution means (special game execution means 260), and a presentation control means (presentation control means 300); The lottery means performs a first lottery (a first special symbol lottery) based on the game medium entering a first area (a first starting hole 46) provided in the game area, and performs a second lottery (a second special symbol lottery) based on the game medium entering a second area provided in the game area, The state control means controls transition of a gaming state among a plurality of gaming states including a normal gaming state, a first specific gaming state (a time-saving state), and a special gaming state; The special game execution means controls the execution of the special game in the special game state, and in the special game, a specific movable object (special role object 56) operates in a state in which a gaming medium can enter a predetermined area (a large winning opening 50) provided in the gaming area, The performance control means controls the execution of the performance on the performance display device (liquid crystal display 32), The state control means includes: When a specific result is obtained in the first lottery or the second lottery, the game state can be transitioned to the special game state, and after the special game state ends, the game state can be transitioned to the first specific game state; When a predetermined condition is satisfied in the first specific gaming state, the first specific gaming state is terminated and the gaming state is transitioned to the normal gaming state; When a first result (C time reduction 2) is obtained in the first lottery in the normal gaming state, the gaming state can be transitioned to the first specific gaming state; The performance control means includes: It is possible to display on the performance display device in the first specific game state, performance information based on at least the fact that the specific result is obtained in the first specific game state and the special game is executed in the special game state to which the transition is made, When a transition to the first specific game state is made based on the first result being obtained in the normal game state, and a specific memory area (specific memory area 304) that stores information related to the performance information is in an initial state, at least a part of the performance information that can be displayed on the performance display device is not displayed in the first specific game state.
[0008] In the first specific game state, performance information based on the execution of a special game can be displayed. In addition, when a first result is obtained in the normal game state, a transition to the first specific game state is made. In addition, when transitioning to the first specific game state, if a specific storage area that stores information related to performance information is in an initial state, at least a part of the performance information is not displayed in the first specific game state. If information related to performance information is not held when transitioning to the first specific game state, the number of performance information to be displayed can be reduced to realize a display that is easy for the player to see. In addition, when performance information indicating that the performance is "0" is displayed in the first specific game state (advantageous state), there is a possibility that the player will be given the impression that it is disappointing, but this possibility can be reduced according to the present invention. Effect of the Invention
[0009] According to the present invention, a display that is easy for players to see can be realized. [Brief description of the drawings]
[0010] [Figure 1] 1 is a perspective view showing an example of a gaming machine according to an embodiment of the present invention, illustrating its external configuration. [Diagram 2] FIG. 2 is a front view showing the external configuration of the gaming machine. [Diagram 3]FIG. 2 is a front view showing the external configuration of the game board. [Figure 4] FIG. 2 is a front view showing the external configuration of the status display unit according to the first embodiment. [Diagram 5] FIG. 2 is a block diagram showing a schematic configuration of the gaming machine. [Figure 6] FIG. 13 shows the jackpot lottery table. [Figure 7] FIG. 13 is a diagram showing the symbol lottery table of the same. [Figure 8] FIG. 11 is a state transition diagram of the game state. [Figure 9] This is a diagram to explain the display of the performance patterns and reserved patterns. [Figure 10] This is a diagram to explain the winning effects and time-saving effects. [Figure 11] FIG. 11 is a diagram for explaining a time-saving end image according to the first embodiment. [Figure 12] This is a diagram to explain the preparatory performance. [Figure 13] FIG. 11 is a diagram for explaining special effects. [Figure 14] This is a diagram to explain the pre-reading performance. [Figure 15] This is a diagram to explain the restrictions on pre-reading performance. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In the following description, "front and rear" basically means that when a player is in front of a gaming machine, the player side is "front" and the gaming machine side is "rear", "up and down" means that the top side of the gaming machine is "up" and the bottom side is "down", and "left and right" means that the left hand side of the player playing with the gaming machine is "left" and the right hand side is "right".
[0012] The gaming machine 1 of this embodiment is different from conventional pachinko gaming machines in that the player can play the game without touching the gaming balls. The gaming machine 1 is an enclosed circulation type in which a certain number of gaming balls (gaming media) circulate inside the gaming machine. The gaming machine 1 is a gaming machine in which a gaming value as electronic information is used, and the gaming value is consumed or paid out by playing. In the gaming machine 1, the payment of the gaming value means that the gaming value is paid out (granted) electronically. Note that the invention according to this embodiment is not limited to the gaming machine 1 and can also be applied to conventional pachinko gaming machines, that is, pachinko gaming machines in which the player can touch physical gaming balls and the gaming balls are paid out to a tray based on the entry of the gaming balls into a predetermined winning hole.
[0013] FIG. 1 is a perspective view showing the external configuration of the gaming machine according to this embodiment. The gaming machine according to this embodiment includes an outer frame 2 forming the outer surface of the gaming machine, a gaming board 6 provided inside the gaming machine and forming a gaming area 4 in which a gaming ball moves, an inner frame 7 holding the gaming board 6, a glass unit 8 making the gaming board 6 visible but inaccessible to a player, and a front frame 10 to which the glass unit 8 is attached. The inner frame 7 is attached to the outer frame 2 via a hinge mechanism so as to be openable and closable. The front frame 10 is attached to the inner frame 7 via a hinge mechanism so as to be openable and closable. The inner frame 7 (and the front frame 10) can be opened and closed between a closed position (closed state) that closes the opening of the outer frame 2 and an open position (open state) that opens the opening of the outer frame 2.
[0014] The portion of the front frame 10 surrounding the glass unit 8 is made of a translucent material that transmits light, and inside the portion made of the translucent material are provided a number of front frame lamps 12 that output light effects to enhance the game. In addition, speakers 14 (sound output means) that output sounds to enhance the game are provided on the left and right sides of the lower part of the front frame 10.
[0015] A grip unit 20 (handle) is provided on the lower right side of the front frame 10, and when a player rotates the grip unit 20 clockwise toward the gaming machine, a launching device (not shown) provided inside the gaming machine is activated to launch gaming balls into the gaming area 4. The launching device of this embodiment can launch 99 gaming balls per minute (1.65 balls per second).
[0016] The front frame 10 is provided with a performance button 26 (performance operation means), and when the player operates the performance button 26, the performance performed in the gaming machine changes.
[0017] As shown in FIG. 2, a dedicated unit 400 (game value lending device, specified device) is provided on the side (left side) of the gaming machine 1 as a device for lending game value, and is connected to the gaming machine 1. On the front side of the dedicated unit 400, there are provided a bill insertion slot 406 into which bills can be inserted, a card insertion / ejection slot 402 into which a card (game value management medium) can be inserted / ejected, a lending button (lending operation means) 403, a replay button (lending operation means) 404, and a card return button 405. The card is used to manage the number of game values owned by the player. In other words, the number of game values owned by the player can be grasped by the card. The card may also be capable of storing a prepaid balance. In addition, management of the number of play values by a card may be performed by storing the number of play values on the card itself, or the number of play values may be stored in a designated management device etc. installed in an amusement arcade etc., and the number of play values stored in the management device etc. may be linked to identification information stored on the card (such as the player's ID or an identification number unique to each card).
[0018] In the dedicated unit 400, an operation (pressing operation) on the loan button 403 is accepted as a loan operation (game value transfer operation) for transferring the game value to the gaming machine 1. When the loan button 403 is pressed, a predetermined number (for example, 125) of game values are credited to the gaming machine 1 by consuming a bill inserted into a bill insertion slot 406 or a stored value stored as a prepaid balance on a card. In addition, in the dedicated unit 400, an operation (pressing operation) on the replay button 404 is accepted as a loan operation (game value transfer operation) for transferring the game value to the gaming machine 1. When the replay button 404 is pressed, a predetermined number (for example, 125) of game values are credited to the gaming machine 1 by consuming a game value owned by the player and managed by a card (game value linked to the card). In other words, in this embodiment, an operation on the loan button 403 or the replay button 404 as a loan operation means is accepted as a loan operation (game value transfer operation), and based on the loan operation, a predetermined amount of game value is transferred (loaned) from the dedicated unit 400 to the gaming machine 1.
[0019] As shown in FIG. 1, a game value number display device (game ball number display device) 211 and a count button (count operation means) 212 are provided on the left side (dedicated unit 400 side) of the front frame 10. Based on the lending operation in the dedicated unit 400, in the gaming machine 1, a value equivalent to a predetermined number of game values is stored in a game value number storage area of the frame control board 201 described later. Hereinafter, the value (stored value) indicated by the game value number storage area is referred to as the "number of balls held" (number of balls held). The number of balls held can be said to be the number of game values available for play. The number of balls held is displayed on the game value number display device 211. The game value number display device 211 has a 6-digit 7-segment display, and the number of balls held is displayed by the 7-segment display.
[0020] The gaming machine 1 is equipped with a frame control board 201 (see FIG. 5), which controls the value (number of balls held) stored in the game value number storage area. The frame control board 201 decreases the number of balls held based on the detection of the launch of a game ball. The frame control board 201 also increases the number of balls held based on the payout of prize balls. The frame control board 201 also increases the number of balls held based on the detection of a foul ball. When a game value is transferred from the dedicated unit 400 to the gaming machine 1, the frame control board 201 also increases the number of balls held by the amount of the game value transferred. When a game value is transferred from the gaming machine 1 to the dedicated unit 400, the frame control board 201 also decreases the number of balls held by the amount of the game value transferred. The frame control board 201 also controls the number of balls held to be displayed on the game value number display device 211, and changes the display content of the game value number display device 211 according to the increase or decrease in the number of balls held.
[0021] The counting button 212 is a button that is operated when transmitting (returning, transferring) all or part of the number of balls held (game value stored in the game value number storage area) to the dedicated unit 400. The counting button 212 has a pressing portion (operation portion), which is formed so that it can be pressed. When the player ends a game, for example, the player operates (presses) the counting button 212 as a counting operation (return operation). When the counting button 212 is operated, a predetermined number of game values is transferred from the gaming machine 1 to the dedicated unit 400. After the game value is transferred to the dedicated unit 400, when an operation (presses) is performed on the card return button 405 of the dedicated unit 400, a card that allows the number of game values owned by the player to be known is ejected from the dedicated unit 400 (card insertion / ejection port 402).
[0022] 3 is a front view showing the external configuration of the game board 6. A circular outer rail 28 is provided on the game board 6, and the area surrounded by the outer rail 28 is the game area 4 in which game balls move. An arc-shaped inner rail 30 is provided on the left end of the game area 4 so as to follow the outer rail 28, and the outer rail 28 and the inner rail 30 guide game balls launched from a launching device (not shown) provided below the game board 6 to the game area 4.
[0023] At the center of the game board 6, there is provided a presentation unit 36 including a liquid crystal display 32 (presentation display device, display means) that displays presentation images and the like to liven up the game, and a display frame 34 formed to surround the liquid crystal display 32. At the center above the liquid crystal display 32, there is provided a lighting device 38 (lighting means) that constitutes the presentation unit 36 and outputs presentation light and the like to liven up the game.
[0024] In this embodiment, the game ball cannot pass in front of the liquid crystal display 32, and the game ball launched from the launching device falls in the game area 4a on the left side or the game area 4b on the right side of the liquid crystal display 32. In addition, in the game area 4, a large number of game nails (not shown) are nailed to the surface of the game board 6 so as to intersect with each other, and the moving direction of the game ball moving in the game area 4 changes randomly.
[0025] An opening 40 is formed on the left side of the display frame 34, through which game balls falling in the game area 4a on the left side of the liquid crystal display 32 can pass, and the game balls that pass through this opening 40 pass through a passage 42 provided in the display frame 34 and fall onto a stage 44 provided below the liquid crystal display 32. The top surface of this stage 44 is smoothly curved, and a gap is formed between the stage 44 and the glass unit 8 through which the game balls can fall downward from the stage 44, and the game balls that fall onto the stage 44 from the passage 42 move back and forth on the stage 44 before falling downward from near the center of the stage 44.
[0026] A first start port 46 (first area) into which game balls (including game balls that have fallen downward from near the center of the stage 44) can enter is provided below the center of the stage 44. A first start port switch 100 (see FIG. 5) that detects game balls that have entered the first start port 46 is provided inside the first start port 46. When the first start port switch 100 detects a game ball (entry of a game ball into the first start port 46), it outputs a detection signal to the main control board 200. The main control board 200 also executes a first special symbol lottery (first lottery) as a special symbol lottery based on the input of the detection signal from the first start port switch 100. The main control board 200 also executes the payout of prize balls based on the input of the detection signal from the first start port switch 100. The game balls that have entered the first start port 46 are collected inside the gaming machine.
[0027] A plurality of (three) general winning holes 47 (upper left general winning hole 47a, middle left general winning hole 47b, and lower left general winning hole 47c) are provided to the left of the first starting hole 46 in the game area 4. A general winning hole switch 101 (see FIG. 5) is also provided on the game board 6 to detect a game ball that has entered the upper left general winning hole 47a, middle left general winning hole 47b, or lower left general winning hole 47c. When the general winning hole switch 101 detects a game ball (entry of a game ball into the upper left general winning hole 47a, middle left general winning hole 47b, or lower left general winning hole 47c), it outputs a detection signal to the main control board 200. The main control board 200 also executes the payout of prize balls based on the input of the detection signal from the general winning hole switch 101. The general prize opening switch 101 may be provided for each of the upper left general prize opening 47a, the center left general prize opening 47b, and the lower left general prize opening 47c, or may be provided for multiple (e.g., three) general prize openings 47. In addition to the upper left general prize opening 47a, the center left general prize opening 47b, and the lower left general prize opening 47c, general prize opening switches corresponding to the general prize openings 47 may be provided.
[0028] A passage gate 48 through which game balls pass without being collected inside the game machine is provided in the game area 4b on the right side of the liquid crystal display 32. A gate switch 102 (see FIG. 5) that detects the passage of a game ball is provided inside the passage gate 48. When the gate switch 102 detects a game ball (the game ball passing through the passage gate 48), it outputs a detection signal to the main control board 200. Based on the input of the detection signal from the gate switch 102, the main control board 200 executes a normal symbol lottery that determines whether or not a normal win has been won.
[0029] In the game area 4b on the right side of the liquid crystal display 32, a second start port 49 (second area) is provided below the passing gate 48. In addition, a second start port switch 103 (see FIG. 5) that detects a game ball that has entered the second start port 49 is provided in the second start port 49. When the second start port switch 103 detects a game ball (entry of a game ball into the second start port 49), it outputs a detection signal to the main control board 200. In addition, the main control board 200 executes a second special symbol lottery (second lottery) as a special symbol lottery based on the input of the detection signal from the second start port switch 103. In addition, the main control board 200 executes the payout of prize balls based on the input of the detection signal from the second start port switch 103. In addition, the game ball that has entered the second start port 49 is collected inside the gaming machine.
[0030] The second starting hole 49 is provided with a normal role 54 (first movable object) that can move between a reduced state (closed state) in which it is difficult for a game ball to enter the second starting hole 49 (a state in which it is difficult for a game ball to enter the second starting hole 49) and an expanded state (open state) in which it is easy for a game ball to enter (a state in which it is easy for a game ball to enter the second starting hole 49). The normal role 54 has a built-in drive device such as a solenoid, and is controlled to enter the expanded state under predetermined conditions when a normal winning is won in the normal symbol lottery.
[0031] In addition, a large prize opening 50 (third area, predetermined area) is provided in the game area 4b on the right side of the liquid crystal display 32. In addition, a count switch 104 (see FIG. 5) that detects a game ball that has entered the large prize opening 50 is provided in the large prize opening 50. When the count switch 104 detects a game ball (entry of a game ball into the large prize opening 50), it outputs a detection signal to the main control board 200. In addition, the main control board 200 executes the payout of prize balls (for example, 15 balls) based on the input of the detection signal from the count switch 104. In addition, the main control board 200 counts the number of game balls that have entered the large prize opening 50 based on the input of the detection signal from the count switch 104. In addition, the game balls that have entered the large prize opening 50 are collected inside the gaming machine.
[0032] The big prize opening 50 is provided with a special role 56 (second movable object, specific movable object) that can move between a closed state (non-entry state) in which the game ball cannot enter the big prize opening 50 and an open state (entry state) in which the game ball can enter. The special role 56 has a built-in drive device such as a solenoid, and is controlled to be in an open state under a predetermined condition in a special game state that starts when a big prize is won in the special pattern lottery (first special pattern lottery or second special pattern lottery). The special role 56 is also controlled to be in an open state under a predetermined condition in a small prize game state that starts when a small prize is won in the special pattern lottery (second special pattern lottery).
[0033] The large prize opening 50 is provided with a specific area (not shown), a discharge area (not shown), and a distribution means (not shown) for distributing the game balls that have entered the large prize opening 50 to either the specific area or the discharge area. A specific area switch 107 (see FIG. 5) is provided in the specific area. The specific area switch 107 outputs a detection signal to the main control board 200 based on detection of a game ball passing through the specific area (passage of the game ball through the specific area). The distribution means can be switched between a specific area passing state in which the game balls that have entered the large prize opening 50 are distributed to the specific area, and a non-specific area passing state in which the game balls that have entered the large prize opening 50 are distributed to the discharge area. That is, when the distribution means is switched to the specific area passing state, the game balls that have entered the large prize opening 50 are distributed to the specific area. This makes it impossible for the game balls that have entered the large prize opening 50 to pass through the discharge area. On the other hand, when the distribution means is displaced to the non-specific area passing state, the game ball that enters the large prize opening 50 is distributed to the discharge area. This makes it impossible for the game ball that enters the large prize opening 50 to pass through the specific area. The distribution means is displaced by the specific area solenoid. The game ball that enters the large prize opening 50 is first detected by the count switch 104, and then distributed by the distribution means to either the specific area or the discharge area, and after passing through that area, is discharged to the discharge path. At this time, the game ball that has been distributed to the specific area is detected by the specific area switch 107.
[0034] At the bottom of the game area 4, an outlet 62 is provided to collect game balls that have fallen through the game area 4 without entering any of the winning holes 46, 47, 49, 50 into the game machine. Here, inside the game machine, a discharge path (not shown) through which game balls collected (discharged) from the game area 4 pass is provided. In this game machine, all game balls shot into the game area 4 (all game balls collected from the game area 4) are configured to pass through the discharge path. That is, the game balls shot into the game area 4 are collected from the game area 4 and flow into the discharge path by entering any of the winning holes 46, 47, 49, 50 or passing through the outlet 62. Specifically, the game balls that have entered each of the winning holes 46, 47, 49, 50 are detected by the switches 100, 101, 103, 104 arranged in the winning holes, and then guided to the discharge path. The game balls collected from the outlet 62 are guided to a discharge path. An out switch 106 (see FIG. 5) is disposed in the discharge path. When the out switch 106 detects a game ball passing through the discharge path (discharge of a game ball from the game area 4), it outputs a detection signal to the main control board 200. The main control board 200 counts the number of game balls discharged from the game area 4 based on the input of the detection signal from the out switch 106.
[0035] The game ball launching device is configured so that the launch output of the game ball can be changed by adjusting the amount of rotation of the grip unit 20 (handle) shown in Figure 1. When the amount of rotation of the grip unit 20 is small, the game ball is launched so that it falls in the game area 4a (first game area 4a, left hitting area) on the left side of the liquid crystal display 32, and when the amount of rotation of the grip unit 20 is large, the game ball is launched so that it falls in the game area 4b (second game area 4b, right hitting area) on the right side of the liquid crystal display 32.
[0036] The player adjusts the amount of rotation of the grip unit 20 according to the game situation, and launches the game ball so that it falls through the left game area 4a or passes through the opening 40, the passage 42, and the stage 44 to win the first start hole 46 (left hit), or launches the game ball so that it falls through the right game area 4b and passes through the passing gate 48 or wins the second start hole 49 or wins the big win hole 50 (right hit). In this embodiment, left hit may be called the first game method, and right hit may be called the second game method.
[0037] In the gaming machine of this embodiment, when the gaming ball falls in the left gaming area 4a, the gaming ball does not pass through the passing gate 48, and the gaming ball does not enter (win) the second start opening 49 and the large winning opening 50. In addition, when the gaming ball falls in the right gaming area 4b, the gaming ball does not enter the first start opening 46 and the general winning opening 47.
[0038] As shown in FIG. 3, at the lower right of the game board 6, outside the game area 4, there is provided a status display section 70 that indicates various states of the game machine by turning on and off lamps or the like.
[0039] 4 is a front view showing the external configuration of the status display unit 70. The status display unit 70 is provided with a normal symbol display unit 72, a normal reserve display unit 74, a first special symbol display unit 76, a first special reserve display unit 78, a second special symbol display unit 81, a second special reserve display unit 82, and a game status display unit 84.
[0040] The normal pattern display unit 72 is composed of two lamps, and when a normal pattern lottery is held, the two lamps are flashed to variably display the normal pattern, and the two lamps are turned on or off to statically display the normal pattern, thereby displaying the result of the normal pattern lottery.
[0041] The normal hold display unit 74 is composed of two lamps, and displays the normal hold number corresponding to the number of the reserved random number values for the normal pattern lottery when the random number value for the normal pattern lottery is reserved because a normal pattern lottery cannot be performed even if the random number value for the normal pattern lottery is obtained, such as when the normal pattern is already in a changing or stopped display when the game ball passes through the passing gate 48, and displays a normal hold number of 0 to 4 by combining the two lamps by turning on, turning off, or flashing.
[0042] The first special pattern display unit 76 is composed of a 7-segment display, and when a first special pattern lottery is held by a game ball entering the first starting hole 46, the 7-segment display is caused to flash to display the first special pattern in a variable manner, and the 7-segment display is caused to light up in one of a plurality of manners to display the first special pattern in a static manner, thereby displaying the result of the first special pattern lottery.
[0043] The first special reserve display unit 78 is composed of two lamps and displays a first special reserve number corresponding to the number of the reserved first special random number value when, for example, the first special pattern or second special pattern is already being displayed in a varying or stopped state at the time the game ball enters the first starting hole 46, and a special pattern lottery cannot be performed even if a random number value for special pattern lottery (lottery information) is obtained, so the random number value for special pattern lottery is reserved as the first special random number value.The first special reserve number, which is 0 to 4, is displayed by combining the two lamps to turn on, turn off, or flash.
[0044] The second special pattern display unit 81 is composed of a 7-segment display, and when a second special pattern lottery is held by the entry of a gaming ball into the second starting hole 49, the second special pattern is displayed in a variable manner by flashing the 7-segment display, and the second special pattern is displayed in a static manner by lighting the 7-segment display in one of a plurality of different modes, thereby displaying the result of the second special pattern lottery.
[0045] The second special reserve display unit 82 is composed of two lamps and displays a second special reserve number corresponding to the number of the reserved second special random number value when, for example, the first special pattern or the second special pattern is already being displayed in a varying or stopped state at the time the game ball enters the second starting hole 49, and therefore a special pattern lottery cannot be performed even if the random number value for special pattern lottery is obtained, and the random number value for special pattern lottery is reserved as the second special random number value.The second special reserve number, which is 0 to 4, is displayed by a combination of turning on, turning off, or flashing the two lamps.
[0046] The game state display unit 84 is composed of six lamps, and displays the type of game state currently set by a combination of turning on, off, or blinking the six lamps. Details will be described later, but in this embodiment, as shown in FIG. 8, multiple game states including a normal state, a minute time-saving state, a time-saving state, and a special game state can be set. In the time-saving state, the variation time of the first special symbol or the second special symbol is shortened compared to the normal state and the minute time-saving state, and the opportunity to execute the special symbol lottery arrives frequently.
[0047] 5 is a functional block diagram of the gaming machine of this embodiment. The gaming machine of this embodiment is controlled by a control board including a main control board 200 (main control means), a sub-control board 202 (sub-control means), and a frame control board 201. The functions of the main control board 200, the sub-control board 202, and the frame control board 201 are realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), ROM (an example of an information storage medium), or RAM, or software consisting of a given program pre-stored in the ROM or the like.
[0048] The main control board 200 receives input signals from input means such as the gate switch 102, the first start port switch 100, the second start port switch 103, the general winning port switch 101, the count switch 104, the out switch 106, and the specific area switch 107, performs various calculations to execute the game, and controls the operation of output means such as the normal device 54 and the special device 56 based on the calculation results.
[0049] The sub-control board 202 receives signals sent from the main control board 200 and input signals from the effect button switch 150, performs various calculations to execute effects that match the progress of the game, and based on the results of the calculations, controls the operation of effect devices such as the front frame lamp 12, speaker 14, LCD display 32, and lighting device 38.
[0050] The frame control board 201 receives signals sent from the main control board 200 and input signals from the counting button 212, controls the number of balls held (number of game balls), and controls the game value number display device 211, etc. The frame control board 201 is capable of bidirectional communication with the main control board 200.
[0051] The main control board 200 is configured to include a random number generating means 210, a normal pattern lottery means 220, a normal display control means 222, a normal gimmick control means 224, a special pattern lottery means 230 (lottery means), a special display control means 240, a game state transition control means 250 (state control means), a special game execution means 260, a payout control means 270, a communication control means 280, and a main memory 290.
[0052] The random number generating means 210 is a means for generating random numbers for lottery, and is realized by a random number generator that generates hardware random numbers, or a program that generates software random numbers. Software random numbers can be generated, for example, based on the count value of an increment counter (a counter that counts numbers so as to circulate within a predetermined count range). Note that in this embodiment, the "random number value" includes not only values that are generated randomly in the mathematical sense, but also values that may be generated regularly but may function substantially as random numbers because the timing of acquisition is irregular.
[0053] The normal pattern lottery means 220 acquires a random number value for normal pattern lottery from the random number generating means 210 based on a detection signal input from the gate switch 102 which detects each game ball passing through the passing gate 48, stores the random number value for normal pattern lottery in the normal random number storage means 2912 of the main memory 290, and performs a normal pattern lottery to determine whether or not a normal win has been obtained based on the random number value for normal pattern lottery read from the normal random number storage means 2912.
[0054] In detail, the normal random number memory means 2912 is provided with four normal reserve memory areas, normal reserve memory area 1 to normal reserve memory area 4, as memory areas for storing the acquired random number values for normal pattern lottery, and one normal reserve memory area is provided as a memory area for storing the random number values for normal pattern lottery read from normal reserve memory area 1 and used for the normal pattern lottery until the changing and stopping display of the normal patterns ends. Then, when the normal symbol lottery means 220 acquires the normal symbol lottery random number value from the random number generating means 210, if the normal symbol lottery random number value is not stored in any of the normal reservation memory areas 1 to 4, the normal symbol lottery random number value acquired is first stored in the normal reservation memory area 1. Then, when the normal symbol lottery random number value is stored in the normal reservation memory area 1, if the normal symbol is not being displayed variably or stopped, that is, if the normal symbol lottery random number value is not stored in the normal reservation memory area and control to open the normal role 54 is not being executed, the normal symbol lottery random number value is read out from the normal reservation memory area 1 immediately to perform the normal symbol lottery, and the normal symbol lottery random number value used for the normal symbol lottery is stored in the normal reservation memory area. On the other hand, when the normal symbol is being displayed in a variable or stationary manner, i.e., when a random number value for the normal symbol lottery is stored in the normal pending memory area, or when control for opening the normal reel 54 is being executed, the random number value for the normal symbol lottery is reserved in the normal pending memory area 1.
[0055] Then, when a random number value for normal pattern lottery is reserved in normal hold memory area 1 and a detection signal is input from gate switch 102 to obtain a random number value for normal pattern lottery, the normal hold memory area selection means 220 stores the random number value for normal pattern lottery in the normal hold memory area with the smallest ordinal number among normal hold memory area 1 to normal hold memory area 4 in which a random number value for normal pattern lottery is not reserved, on the condition that the number of random number values for normal pattern lottery reserved in normal hold memory area 1 to normal hold memory area 4 is less than four, i.e., on the condition that the normal hold number is less than four.
[0056] Then, when the variable display and stop display of the normal symbol are finished, the normal symbol lottery means 220 erases the random number value for normal symbol lottery stored in the normal reservation memory area, and when the random number value for normal symbol lottery is reserved in the normal reservation memory area 1, the random number value for normal symbol lottery is read from the normal reservation memory area 1 to perform the normal symbol lottery, and the random number value for normal symbol lottery performed after the normal reservation memory area 1 is stored in the normal reservation memory area 1, provided that the control to open the normal role 54 is not being executed. Here, when the random number value for normal symbol lottery remains in the normal reservation memory area 2 or later, the remaining random number value for normal symbol lottery is moved from the original normal reservation memory area to the normal reservation memory area with the ordinal number one smaller. For example, when the random number value for normal symbol lottery remains in the normal reservation memory area 2 to the normal reservation memory area 3, it is moved to the normal reservation memory area 1 to the normal reservation memory area 2.
[0057] In this way, in the normal random number memory means 2912, the random number value for the normal pattern lottery for which a normal pattern lottery has been performed is reserved in the normal reserve memory area up to a maximum of one, and the random number value for the normal pattern lottery for which a normal pattern lottery has not been performed is reserved in the normal reserve memory area 1 to normal reserve memory area 4 up to a maximum of four.
[0058] The normal symbol selection means 220 performs normal winning determination processing and the like as the normal symbol selection.
[0059] The normal winning determination process is a process for determining whether or not a "normal winning" has been won. In the normal winning determination process, the normal symbol lottery means 220 selects which normal symbol lottery table to refer to among the multiple types of normal symbol lottery tables stored in the lottery table storage means 2910 of the main memory 290 and performs the random number determination process according to the game state. Here, in each normal symbol lottery table, "normal winning" or "miss" is associated with each of the 100 normal symbol lottery random number values from 0 to 99. Then, the normal symbol lottery means 220 refers to the selected normal symbol lottery table and determines whether or not one normal symbol lottery random number value read from the normal random number storage means 2912 is associated with a normal winning, thereby determining whether or not the "normal winning" has been won.
[0060] The normal symbol lottery table selected when the game state is in the time-saving state (excluding the minute time-saving state, the same applies below) is set to have a higher probability of winning a "normal win" than the normal symbol lottery table selected when the game state is not in the time-saving state. In other words, the normal symbol lottery performed when the game state is in the time-saving state has a higher probability of winning a "normal win" than the normal symbol lottery performed when the game state is not in the time-saving state.
[0061] The normal display control means 222 is a means for controlling the display of the status display unit 70 based on the result of the normal symbol lottery, and performs normal symbol display control processing and normal hold display control processing.
[0062] In the normal pattern display control process, the normal display control means 222 changes the display of the normal pattern by flashing the two lamps of the normal pattern display unit 72 until a predetermined change time has elapsed, and displays the result of the normal pattern lottery on the normal pattern display unit 72 by turning on or off the two lamps of the normal pattern display unit 72 to stop the display of the normal pattern depending on whether or not a "normal win" has been won in the normal win determination process.
[0063] In this embodiment, the normal pattern variation time is determined according to the game state at the time when the normal pattern lottery is performed. Specifically, when the game state is in the time-saving state, the normal pattern variation time is set shorter than when the game state is not in the time-saving state. For example, when the game state is not in the time-saving state at the time when the normal pattern lottery is performed, the normal pattern variation time is set to a first time (e.g., 20 seconds), and when the game state is in the time-saving state at the time when the normal pattern lottery is performed, the normal pattern variation time is set to a second time (e.g., 1 second) shorter than the first time. Therefore, when the game state is in the time-saving state, the opportunity to perform the normal pattern lottery arrives more frequently.
[0064] In the normal hold display control processing, the normal display control means 222 displays a normal hold number of 0 to 4 by combining turning on, off, or blinking the two lamps of the normal hold display unit 74 according to the number of random number values for normal pattern lottery stored in the normal random number memory means 2912.
[0065] The normal role control means 224 is a means for controlling the normal role 54 based on the result of the normal symbol lottery. When the game state is not in the time-saving state, the normal role control means 224 controls the normal role 54 to operate so that the normal role 54 becomes enlarged and then returns to the reduced state until time A (for example, 0.1 seconds) has elapsed, triggered by the normal symbol being stopped and displayed in a manner indicating the winning of the "normal win". Also, when the game state is in the time-saving state, the normal role control means 224 controls the normal role 54 to operate so that the normal role 54 becomes enlarged and then returns to the reduced state until time B (for example, 6 seconds) longer than time A has elapsed, triggered by the normal symbol being stopped and displayed in a manner indicating the winning of the "normal win".
[0066] Therefore, when a "normal win" is obtained in the normal symbol lottery, if the game state is not in the time-saving state, the normal device 54 operates so as to hardly increase the ease of entry of the game ball into the second start hole 49, but if the game state is in the time-saving state, the normal device 54 operates so as to increase the ease of entry of the game ball into the second start hole 49. In this embodiment, the time-saving state controls the operation of the normal device 54 so that the game ball can enter the second start hole 49 more easily than in the normal state and the minute time-saving state. Therefore, the time-saving state is a game state that is more advantageous to the player than the normal state and the minute time-saving state.
[0067] In this embodiment, the control of the operation of the normal role 54 is different between the normal state and the micro-time-saving state. In the micro-time-saving state, the opening time of the normal role 54 (time in the expanded state) is set slightly longer than in the normal state. In the micro-time-saving state, any one or more of the winning probability of the normal symbol lottery, the fluctuation time of the normal symbol, or the opening time of the normal role 54 may be different from that of the normal state. For example, the winning probability of the normal symbol lottery and the opening time of the normal role 54 may be the same in the micro-time-saving state and the normal state, and the fluctuation time of the normal symbol may be different. In that case, the fluctuation time of the normal symbol may be slightly shorter in the micro-time-saving state than in the normal state.
[0068] The special symbol lottery means 230 (lottery means) acquires a random number value for special symbol lottery from the random number generating means 210 based on the input of a detection signal from the first start port switch 100 that detects each game ball entering the first start port 46, and stores it as a first special random number value in the special random number storage means 2914 of the main memory 290. In addition, the special symbol lottery means 230 acquires a random number value for special symbol lottery from the random number generating means 210 based on the input of a detection signal from the second start port switch 103 that detects each game ball entering the second start port 49, and stores it as a second special random number value in the special random number storage means 2914. The special symbol lottery means 230 performs a special symbol lottery to determine whether or not a jackpot has been won, using the first special random number value or the second special random number value read from the special random number storage means 2914.
[0069] The special random number memory means 2914 is provided with four first special reserve memory areas, first special reserve memory area 1 to first special reserve memory area 4, as memory areas for storing the acquired first special random number values, and one first special reserve memory area is provided as a memory area for storing the first special random number value read from first special reserve memory area 1 and used in the special pattern lottery until the varying and stopping display of the first special pattern ends.
[0070] When the special symbol lottery means 230 acquires a random number value for special symbol lottery based on the input of a detection signal from the first start switch 100, in a state where the first special random number value is not stored in any of the first special reservation memory area 1 to the first special reservation memory area 4, the acquired random number value for special symbol lottery is first stored as a first special random number value in the first special reservation memory area 1. Then, when the first special random number value is stored in the first special reservation memory area 1, if the first special symbol is not being displayed variably or stopped, that is, if the first special random number value is not stored in the first special reservation memory area, the game state is not a special game state, and a small win game is not being executed, the first special random number value is read out from the first special reservation memory area 1 immediately to perform a special symbol lottery, and the first special random number value used for the special symbol lottery is stored in the first special reservation memory area. On the other hand, when the first special symbol is being displayed in a varying or stopped state, i.e., when the first special random number value is stored in the first special reserve memory area, or the game state is a special game state, or a small win game is being executed, the first special random number value is reserved in the first special reserve memory area 1.
[0071] Then, when a first special random number value is reserved in the first special reserve memory area 1 and a detection signal is input from the first start port switch 100 to obtain a random number value for the special pattern lottery, the special pattern lottery means 230 stores the first special random number value in the first special reserve memory area with the smallest ordinal number among the first special reserve memory area 1 to the first special reserve memory area 4 in which the first special random number value is not reserved and which has the smallest ordinal number, on the condition that the number of first special random number values reserved in the first special reserve memory area 1 to the first special reserve memory area 4 is less than four, i.e., on the condition that the first special reserve number is less than four.
[0072] The special random number memory means 2914 is provided with four second special reserve memory areas, second special reserve memory area 1 to second special reserve memory area 4, as memory areas for storing the acquired second special random number values, and one second special reserve memory area is provided as a memory area for storing the second special random number value read from second special reserve memory area 1 and used in the special pattern lottery until the varying and stopping display of the second special pattern ends.
[0073] When the special symbol lottery means 230 acquires a random number value for special symbol lottery based on the input of a detection signal from the second start hole switch 103, in a state where the second special random number value is not stored in any of the second special reservation memory areas 1 to 4, the special symbol lottery means 230 first stores the acquired random number value for special symbol lottery as a second special random number value in the second special reservation memory area 1. Then, when the second special random number value is stored in the second special reservation memory area 1, if the second special symbol is not being displayed variably or stopped, that is, if the second special random number value is not stored in the second special reservation memory area, the game state is not a special game state, and a small win game is not being executed, the special symbol lottery means 230 immediately reads out the second special random number value from the second special reservation memory area 1 to perform a special symbol lottery, and stores the second special random number value used for the special symbol lottery in the second special reservation memory area. On the other hand, when the second special symbol is being displayed in a varying or stopped manner, i.e., when the second special random number value is stored in the second special reserve memory area, or when the game state is a special game state, or when a small win game is being executed, the second special random number value is reserved in the second special reserve memory area 1.
[0074] Then, when a second special random number value is reserved in the second special reserve memory area 1 and a detection signal is further input from the second start port switch 103 to obtain a random number value for the special pattern lottery, the special pattern lottery means 230 stores the second special random number value in the second special reserve memory area with the smallest ordinal number among the second special reserve memory areas 1 to 4 in which the second special random number value is not reserved, on the condition that the number of second special random number values reserved in the second special reserve memory area 1 to 4 is less than four, i.e., on the condition that the second special reserve number is less than four.
[0075] When the variable display and stationary display of the first special symbol are completed, the special symbol selection means 230 erases the first special random number value stored in the first special reservation memory area. When the first special random number value is stored in the first special reservation memory area 1, the first special random number value is read from the first special reservation memory area 1 to perform a special symbol selection, and the first special random number value used for the special symbol selection is stored in the first special reservation memory area, on condition that the game state is not a special game state and a small win game is not being executed. In addition, the special symbol selection means 230 erases the second special random number value stored in the second special reservation memory area, on condition that the variable display and stationary display of the second special symbol are completed. Then, when the second special random number value is stored in the second special reservation memory area 1, the second special random number value is read from the second special reservation memory area 1, a special symbol lottery is performed, and the second special random number value used in the special symbol lottery is stored in the second special reservation memory area, provided that the game state is not a special game state and a small win game is not being executed. In this embodiment, since the first special random number value and the second special random number value are consumed in parallel, the second special symbol variable display may start during the first special symbol variable display, or the first special symbol variable display may start during the second special symbol variable display.
[0076] In addition, when the first special random number value is stored in the first special reservation memory area 1, the first special random number value is read from the first special reservation memory area 1 to perform a special symbol lottery, provided that the second special random number value is not stored in any of the second special reservation memory areas 1 to 4. When the second special random number value is stored in any of the second special reservation memory areas 1 to 4, the second special random number value is read from the second special reservation memory area 1 to perform a special symbol lottery, even if the first special random number value is stored in any of the first special reservation memory areas 1 to 4. That is, the second special random number value may be consumed in preference to the first special random number value. In addition, regardless of whether it is the first special random number value or the second special random number value, the first special random number value or the second special random number value may be read in the order stored in the special random number storage means 2914 to perform a special symbol lottery. In other words, the first special random number value or the second special random number value may be consumed in the order in which the gaming ball enters the first start hole 46 or the second start hole 49.
[0077] When the first special random number value is read from the first special reserve memory area 1 and the first special random number value remains in the first special reserve memory area 2 or later, or when the second special random number value is read from the second special reserve memory area 1 and the second special random number value remains in the second special reserve memory area 2 or later, the remaining first special random number value or second special random number value is moved from the original special reserve memory area to a special reserve memory area having an ordinal number one smaller. For example, if the first special random number value remains in each of the first special reserve memory area 2 to the first special reserve memory area 4 when the first special random number value is read from the first special reserve memory area 1, the first special random number value stored in each of the first special reserve memory area 2 to the first special reserve memory area 4 is moved to each of the first special reserve memory area 1 to the first special reserve memory area 3, and if the second special random number value remains in each of the second special reserve memory area 2 to the second special reserve memory area 3 when the second special random number value is read from the second special reserve memory area 1, the second special random number value stored in each of the second special reserve memory area 2 to the second special reserve memory area 3 is moved to each of the second special reserve memory area 1 to the second special reserve memory area 2.
[0078] In the special random number storage means 2914, the first special random number value for which a special symbol lottery has not been performed is reserved up to a maximum of four in the first special reservation storage area 1 to the first special reservation storage area 4. Also, the second special random number value for which a special symbol lottery has not been performed is reserved up to a maximum of four in the second special reservation storage area 1 to the second special reservation storage area 4.
[0079] Next, the details of the special symbol lottery will be described. The special symbol lottery means 230 acquires multiple types of random numbers such as a jackpot determination random number and a symbol determination random number as random numbers for special symbol lottery based on the detection signal input from the first start hole switch 100 or the second start hole switch 103, and stores these multiple types of random numbers as the first special random number or the second special random number in the special random number storage means 2914. Then, the special symbol lottery means 230 performs a jackpot determination process, a symbol determination process, etc. as a special symbol lottery.
[0080] The jackpot determination process is a process for reading out one jackpot determination random number value included in the first special random number value or the second special random number value stored in the first special reservation memory area 1 or the second special reservation memory area 1 of the special random number storage means 2914, and determining whether or not there has been a jackpot. Here, one jackpot determination random number value is obtained from 65,536 jackpot determination random number values from 0 to 65,535 based on the input of a detection signal from the first start port switch 100 or the second start port switch 103, and is stored in the special random number storage means 2914 as the first special random number value or the second special random number value.
[0081] In the jackpot determination process, the special pattern selection means 230 selects which of the multiple types of jackpot selection tables stored in the selection table storage means 2910 of the main memory 290 to refer to in performing the random number determination process, depending on whether the one jackpot determination random number value that has been read out has been stored as a first special random number value or a second special random number value.
[0082] In this embodiment, the lottery table storage means 2910 stores a jackpot lottery table A shown in Fig. 6(a) and a jackpot lottery table B shown in Fig. 6(b). In each jackpot lottery table, a jackpot or the like is associated with each of 65536 jackpot determination random numbers from 0 to 65535.
[0083] The jackpot lottery table A is selected when performing the jackpot determination process for the first special random number, and the correspondence between each judgment result and the jackpot determination random number is set so that the probability of the "jackpot" being won is 1 / 350 (187 / 65536) and the probability of the "C time reduction" being won is 349 / 350 (65349 / 65536). The special symbol lottery means 230 determines whether the "jackpot" or the "C time reduction" has been won by referring to the jackpot lottery table A and judging whether the jackpot determination random number read from the first reserved memory area 1 is associated with the "jackpot" or the "C time reduction". In this embodiment, the first special symbol lottery is always set to win either the "jackpot" or the "C time reduction". In this embodiment, the probability of winning the "jackpot" or the "C time reduction" in the first special symbol lottery is set not to change depending on the game state. In the first special symbol lottery, there are cases where the winner (big win) is won and cases where the winner is not won, and the latter case (which may be called a miss) includes cases where the C time reduction (C time reduction 1 or C time reduction 2 described later) is won. In addition, "not winning" may also include cases where the time reduction is not won (in other words, a complete miss).
[0084] The jackpot lottery table B is selected when performing the jackpot determination process for the second special random number, and the correspondence between each judgment result and the jackpot determination random number is set so that the probability of the "jackpot" being won is 1 / 350 (187 / 65536) and the probability of the "small jackpot" being won is 1 / 139.8 (469 / 65536). The special symbol lottery means 230 determines whether the "jackpot" or the "small jackpot" has been won by referring to the jackpot lottery table B and judging whether the jackpot determination random number read from the second reserved memory area 1 is associated with the "jackpot" or the "small jackpot". In this embodiment, the probability of winning the "jackpot" or the "small jackpot" in the second special symbol lottery does not change depending on the game state. In the second special symbol lottery, there are cases where a hit (jackpot or small jackpot) is won and cases where a hit is not won. In addition, the latter "if you do not win the prize" does not include the case where you win the C-time reduction without winning the prize.
[0085] The pattern determination process is a process that is performed when a "jackpot", "C time reduction", or "small jackpot" is won in the jackpot determination process. The pattern determination process reads out one pattern determination random number value included in the first special random number value or the second special random number value stored in the first special reserve memory area 1 or the second special reserve memory area 1 of the special random number storage means 2914, and when a "jackpot" is won, it determines which of multiple jackpot patterns the jackpot pattern (type of jackpot) will be, when a "C time reduction" is won, it determines which of multiple time reduction patterns the time reduction pattern (type of C time reduction) will be, and when a "small jackpot" is won, it determines which of multiple small jackpot patterns the small jackpot pattern (type of small jackpot) will be. Here, one pattern determination random number value is obtained from 200 pattern determination random number values from 0 to 199 based on the detection signal input from the first start port switch 100 and the second start port switch 103, and is stored in the special random number memory means 2914 as the first special random number value or the second special random number value.
[0086] In the pattern determination process, the special pattern lottery means 230 selects which of the multiple types of pattern lottery tables stored in the lottery table storage means 2910 to refer to in performing the random number determination process, depending on whether the one read pattern determination random number value was stored as a first special random number value or a second special random number value.
[0087] In this embodiment, the lottery table storage means 2910 stores a symbol lottery table A shown in Fig. 7(a), a symbol lottery table B shown in Fig. 7(b), a symbol lottery table C shown in Fig. 7(c), and a symbol lottery table D shown in Fig. 7(d). In each symbol lottery table, a predetermined symbol is associated with each symbol determination random number value.
[0088] The symbol selection table A shown in Fig. 7(a) is selected when a "jackpot" is won and one read-out symbol determination random number value is stored as the first special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that "jackpot 1" (10R time reduction 10000) is won with a probability of 0.005 / 100, "jackpot 2" (7R time reduction 110) is won with a probability of 59.997 / 100, and "jackpot 3" (7R time reduction 0) is won with a probability of 39.998 / 100. The special symbol selection means 230 refers to the symbol selection table A and determines which of the multiple types of jackpot symbols the read-out symbol determination random number value corresponds to, thereby determining which of the multiple types of jackpot symbols has been won.
[0089] The symbol selection table B shown in Fig. 7(b) is selected when "C time reduction" is won and one read symbol determination random number value is stored as the first special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that "C time reduction 1" (micro time reduction 1329) is won with a probability of 80.5 / 100 (about 80%) and "C time reduction 2" (time reduction 1329) is won with a probability of 19.5 / 100 (about 20%). The special symbol selection means 230 refers to the symbol selection table B and determines which of the multiple types of time reduction symbols the read one symbol determination random number value corresponds to, thereby determining which of the multiple types of time reduction symbols has been won.
[0090] The symbol selection table C shown in Fig. 7(c) is selected when the "jackpot" is won and the read one symbol determination random number value is stored as the second special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that the "jackpot 4" (10R time reduction 10000) is won with a probability of 12.8 / 100 and the "jackpot 5" (10R time reduction 110) is won with a probability of 87.2 / 100. The special symbol selection means 230 refers to the symbol selection table C and determines which of the multiple types of jackpot symbols the read one symbol determination random number value corresponds to, thereby determining which of the multiple types of jackpot symbols has been won.
[0091] The symbol selection table D shown in Fig. 7(d) is selected when a "small win" is won and one read-out symbol determination random number value is stored as the second special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that "small win 1" (10R time reduction 10000) is won with a probability of 50 / 100, and "small win 2" is won with a probability of 50 / 100 (10R time reduction 110). The special symbol selection means 230 refers to the symbol selection table D and determines which of the multiple types of small win symbols the read-out symbol determination random number value corresponds to, thereby determining which of the multiple types of small win symbols has been won.
[0092] The special game execution means 260 is a means for executing a special game based on the result of the special symbol lottery, and executes the execution process of the special game. The special game execution means 260 is a means for executing a small win game based on winning a "small win" in the special symbol lottery, and executes the execution process of the small win game. Note that the special game may include the small win game.
[0093] The special game state is started based on winning a "jackpot" in the special symbol lottery (first special symbol lottery or second special symbol lottery) and ends when a predetermined number of rounds (number of times the special game is played) have been played according to the type (category) of the jackpot symbol. When the special game state is started based on winning "jackpot 1," "jackpot 4," or "jackpot 5" in the special symbol lottery, the special game state ends on the condition that 10 rounds of special games from the first round to the tenth round have been played. When the special game state is started based on winning "jackpot 2" or "jackpot 3" in the special symbol lottery, the special game state ends on the condition that 7 rounds of special games from the first round to the seventh round have been played. Details will be described later, but if a "jackpot" is won in the special pattern lottery, at the end of the special game state, a predetermined number of time-saving cycles corresponding to the jackpot pattern is set and a time-saving state is initiated, or a predetermined number of micro-time-saving cycles corresponding to the jackpot pattern is set and a micro-time-saving state is initiated.
[0094] The small win game state is started based on winning a "small win" in the special symbol lottery (second special symbol lottery), and ends when a predetermined number of small win games (one in this embodiment) have been played. In the small win game, the special role 56 is in an open state that allows the game ball to enter the large prize winning port 50, and the distribution means is shifted from a non-specific area passing state to a specific area passing state. Specifically, in the small win game, the distribution means is shifted from a non-specific area passing state to a specific area passing state so that the game ball that entered the large prize winning port 50 during the execution of the small win game can easily (possibly) pass through the specific area. As a result, if either "small win 1" or "small win 2" is won in the second special symbol lottery, the game ball can easily (possibly) pass through the specific area in the small win game state. Then, when the passage of the game ball through a specific area is detected during the small win game state (when the passage of the game ball that entered the large prize opening 50 through a specific area is detected during the execution of a small win game), a special game state is initiated based on the end of the small win game state.
[0095] If "small win 1" is won in the second special pattern lottery and the passage of the game ball through a specific area is detected in the small win game state, the number of times of the special game (round game) is set to 9 times. As a result, 10 rounds will be played with the small win game as the first round game. Then, the special game state ends on the condition that 10 rounds of the special game are played. Also, if "small win 2" is won in the second special pattern lottery and the passage of the game ball through a specific area is detected in the small win game state, the number of times of the special game (round game) is set to 9 times. As a result, 10 rounds will be played with the small win game as the first round game. Then, the special game state ends on the condition that 10 rounds of the special game are played. Details will be described later, but at the end of the special game state, a predetermined number of time-saving times according to the small win pattern is set, and the time-saving state starts. In addition, if the passage of the game ball through a specific area is not detected during the small win game state (if the passage of the game ball that entered the large prize opening 50 through a specific area during the execution of a small win game is not detected), the special game state is not initiated and the normal state is initiated.
[0096] In this embodiment, in the special game of each round (including the small win game), when the opening timer of the main memory 290 counts a predetermined time (29 seconds) after the special feature 56 is opened, or when the value of the large prize number counter (not shown) of the main memory 290, which adds a value equivalent to one game ball (e.g., 1) when the count switch 104 detects the entry of one game ball, reaches an upper limit value (e.g., 10), the special feature drive device is controlled so that the special feature 56 is closed.
[0097] The special display control means 240 performs a first special pattern display control process, a second special pattern display control process, a first special reserve display control process, and a second special reserve display control process based on the results of the special pattern lottery.
[0098] The first special pattern display control process is a process that is performed when the first special random number value is read out from the first special reserve memory area 1 and a special pattern lottery is performed, and the special display control means 240 causes the first special pattern to be displayed in a variable manner by flashing the 7-segment display of the first special pattern display unit 76 until the variation time has elapsed, and then causes the first special pattern to be displayed in a stationary manner by lighting the 7-segment display of the first special pattern display unit 76 in a predetermined manner.
[0099] In this embodiment, the display mode of the 7-segment display is determined in advance in correspondence with each of the big win symbols, the time-saving symbols, and the small win symbols. The special display control means 240 stops and displays the first special pattern by lighting up the 7-segment display of the first special pattern display unit 76 in a manner corresponding to whether or not a ``jackpot'' or ``C time reduction'' has been won in the jackpot determination process, and in a manner corresponding to the jackpot pattern determined in the pattern determination process if a ``jackpot'' has been won in the jackpot determination process, and in a manner corresponding to the time reduction pattern determined in the pattern determination process if ``C time reduction'' has been won in the jackpot determination process, and displays the result of the special pattern lottery on the first special pattern display unit 76.
[0100] The second special pattern display control process is a process that is performed when a second special random number value is read out from the second special reserve memory area 1 and a special pattern lottery is performed, and the special display control means 240 causes the second special pattern to be displayed in a variable manner by flashing the 7-segment display of the second special pattern display unit 81 until the variation time has elapsed, and then causes the second special pattern to be displayed in a stationary manner by lighting the 7-segment display of the second special pattern display unit 81 in a predetermined manner.
[0101] The special display control means 240 stops and displays the second special pattern by lighting up the 7-segment display of the second special pattern display unit 81 in a manner corresponding to whether a ``jackpot'' or a ``small hit'' has been won in the jackpot determination process, and in a manner corresponding to the jackpot pattern determined in the pattern determination process if a ``jackpot'' has been won in the jackpot determination process, and in a manner corresponding to the small hit pattern determined in the pattern determination process if a ``small hit'' has been won in the jackpot determination process, and displays the result of the special pattern lottery on the second special pattern display unit 81.
[0102] In the first special hold display control process, the special display control means 240 displays a first special hold number of 0 to 4 by combining turning on, off, or blinking two lamps of the first special hold display unit 78 depending on the number of the first special random number value stored in the special random number memory means 2914.
[0103] In the second special hold display control process, the special display control means 240 displays a second special hold number of 0 to 4 by combining turning on, off, or blinking two lamps of the second special hold display unit 82 depending on the number of second special random number values stored in the special random number memory means 2914.
[0104] In this embodiment, when a "big win" is won in the special symbol lottery (first special symbol lottery or second special symbol lottery), a special game state is started in which a game ball can (easily) enter the big prize opening 50. When a "small win" is won in the second special symbol lottery, a small win game state is started in which a game ball can (easily) enter the big prize opening 50, and when the passage of a specific area by a game ball that has entered the big prize opening 50 in the small win game state is detected, a special game state is started in which a game ball can (easily) enter the big prize opening 50. The player can win many prize balls by having the game ball enter the big prize opening 50. In this embodiment, the probability of transitioning to the special game state based on the second special symbol lottery is higher than the probability of transitioning to the special game state based on the first special symbol lottery. Specifically, in the first special symbol lottery, a "small win" is not set as a lottery result, and the game transitions to the special game state only when a "big win" is won. On the other hand, in the second special symbol lottery, a "big win" and a "small win" are set as lottery results, and the game transitions to the special game state when a "big win" is won, and the game transitions to the special game state when a "small win" is won and the passage of the game ball through a specific area is detected in the small win game state.
[0105] In this embodiment, the probability of transition to the special game state is higher when the player wins the chance to draw the second special symbol than when the player wins the chance to draw the first special symbol. As described above, in order to win the chance to draw the second special symbol, it is necessary to win the "normal win" in the normal symbol lottery and to make the game ball enter (enter) the second start hole 49 when the normal role 54 (normal electric role) is in the open state (open state). Also, the ease of entering the game ball into the second start hole 49 (ease of making the ball enter) varies depending on the game state.
[0106] The game state transition control means 250 performs a game state transition control process for transitioning the game state between each game state based on the establishment of a predetermined condition (transition condition), as shown in FIG.
[0107] (Normal state) The normal state (normal game state) is a game state that corresponds to the initial state among a plurality of game states. As described above, in the normal state, the probability of winning the "normal hit" in the normal symbol lottery is lower than in the time-saving state. In addition, even if the "normal hit" is won in the normal symbol lottery, the normal accessory 54 operates so that the ease of the game ball entering the second start hole 49 is hardly increased. For this reason, in the normal state, it is difficult (impossible) to make the game ball enter the second start hole 49. In other words, it is difficult (impossible) to get an opportunity to draw the second special symbol. In the normal state, it is more advantageous for the player to hit the ball from the left so that the game ball enters the first start hole 46 in order to get an opportunity to draw the first special symbol than to hit the ball from the right. In other words, the normal state is a game state in which the player should hit the ball from the left.
[0108] As shown in FIG. 8, a transition to a special game state occurs when a "jackpot" is won in a special pattern lottery (first special pattern lottery) in a normal state. As shown in FIG. 7(a), if a "jackpot 1" is won in the special pattern lottery, the number of time-saving times is set to 10,000 at the end of the special game state, and a transition to a time-saving state occurs based on the end of the special game state. Also, if a "jackpot 2" is won in the special pattern lottery, the number of time-saving times is set to 110 at the end of the special game state, and a transition to a time-saving state occurs based on the end of the special game state. Also, if a "jackpot 3" is won in the special pattern lottery, the number of time-saving times (micro-time-saving times) is set to 1,329 at the end of the special game state, and a transition to a micro-time-saving state occurs based on the end of the special game state.
[0109] Also, as shown in Fig. 7(b), in the normal state, if "C time-saving 1" is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" (when the first special pattern is confirmed), the number of time-saving times (1329 times of micro-time-saving times) corresponding to the time-saving pattern is set by the stopped display (confirmation), and a transition is made to the micro-time-saving state. Also, in the normal state, if "C time-saving 2" is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 2" (when the first special pattern is confirmed), the number of time-saving times (1329 times of time-saving times) corresponding to the time-saving pattern is set by the stopped display (confirmation), and a transition is made to the time-saving state.
[0110] In this embodiment, the first special pattern lottery in the normal state will always result in either a "jackpot" or a "C time-saving" win, and based on the execution of the first special pattern lottery in the normal state, the game will transition to either a micro-time-saving state, a time-saving state, or a special game state.
[0111] The time-saving symbol "C time-saving 2" does not allow a transition to a game state (special game state or small win game state) in which it is easy to get a game ball into the large prize slot 50, and is a time-saving symbol that allows a transition to the time-saving state without passing through the special game state or small win game state. In addition, in a game state other than the normal state, if "C time-saving 1" or "C time-saving 2" is won in the first special symbol lottery and the first special symbol is stopped and displayed, the stopped display does not trigger a transition to the time-saving state or the micro-time-saving state. The "not transitioning" includes that the predetermined number of time-saving times (micro-time-saving times) is not reset if the player is already in that game state.
[0112] (Slight time saving state) As described above, in the micro-time-saving state (second specific game state), the probability of winning the "normal win" in the normal symbol lottery is lower than in the time-saving state (or is the same as in the time-saving state). In addition, even if the "normal win" is won in the normal symbol lottery, the normal device 54 operates so that the ease of the game ball entering the second starting hole 49 is hardly increased. For this reason, in the micro-time-saving state, at least a part of the functions constituting the time-saving state is activated, and it is slightly easier to enter the second starting hole 49 than in the normal state, but it is difficult (impossible) to make the game ball enter the second starting hole 49 even if the player hits it to the right. In other words, it is difficult (impossible) to get an opportunity to draw the second special symbol. In the micro-time-saving state, it is more advantageous for the player to hit it to the left so that the game ball enters the first starting hole 46 in order to get an opportunity to draw the first special symbol than to hit it to the right. In other words, the slight time-saving state is a gaming state in which left-handed shots should be made.
[0113] As shown in FIG. 8, a transition to a special game state occurs when a "jackpot" is won in a special pattern drawing (first special pattern drawing) in the micro-time-saving state. As shown in FIG. 7(a), if a "jackpot 1" is won in the special pattern drawing, the number of time-saving times is set to 10,000 at the end of the special game state, and a transition to a micro-time-saving state occurs upon the end of the special game state. Also, if a "jackpot 2" is won in the special pattern drawing, the number of time-saving times is set to 110 at the end of the special game state, and a transition to a micro-time-saving state occurs upon the end of the special game state. Also, if a "jackpot 3" is won in the special pattern drawing, the number of time-saving times (micro-time-saving times) is set to 1,329 at the end of the special game state, and a transition to a micro-time-saving state occurs upon the end of the special game state.
[0114] The game state transition control means 250 determines that the termination condition of the micro-time-saving state is established based on the number of times the first special symbol is displayed in the micro-time-saving state reaching 1329 times, terminates the micro-time-saving state, and transitions to the normal state. In this embodiment, at the end of the special game state based on winning "Big Win 3" in the special symbol lottery (first special symbol lottery), the number of micro-time-saving times is set in the memory value of the micro-time-saving counter 2916 of the main memory 290. Also, when "C time-saving 1" is won in the special symbol lottery (first special symbol lottery) in the normal state and the first special symbol is stopped and displayed in a manner corresponding to "C time-saving 1", the number of micro-time-saving times is set in the memory value of the micro-time-saving counter 2916 in response to the stopped display. In the micro-time-saving state, "1" is subtracted from the memory value of the micro-time-saving counter 2916 every time the first special symbol is displayed in the variable manner. Then, based on the fact that the stored value of the minute time-saving counter 2916 has reached "0", the minute time-saving end condition is established, the minute time-saving state is ended, and the normal state is started. Note that, in this embodiment, the minute time-saving end condition is established when the stored value of the minute time-saving counter 2916 has been subtracted and reached a predetermined value "0", but this is not limiting, and the minute time-saving end condition may be established when the stored value of the minute time-saving counter 2916 has been added and reached a predetermined value (for example, "1329").
[0115] In the micro-time-saving state, if "C time-saving" ("C time-saving 1" or "C time-saving 2") is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2", the stopped display does not trigger the micro-time-saving state or the time-saving state to start (set) (a new number of time-saving times is not set). In other words, the game state at the time of the winning is continued. Note that in the micro-time-saving state, if "C time-saving 1" or "C time-saving 2" is won as a result of the first special pattern lottery and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2", a new number of time-saving times may be set in response to the stopped display.
[0116] (Time-saving mode) As described above, in the time-saving state (first specific game state), the probability of winning the "normal win" in the normal symbol lottery is higher than in the normal state or the slight time-saving state. In addition, when the "normal win" is won in the normal symbol lottery, the normal accessory 54 operates so as to increase the ease with which the game ball can enter the second starting hole 49. For this reason, in the time-saving state, it is easier to make the game ball enter the second starting hole 49 than in the normal state or the slight time-saving state. In other words, it is easier to get an opportunity to draw the second special symbol. In the time-saving state, it is more advantageous for the player to hit the ball to the right so that the game ball passes through the passing gate 48 in order to get an opportunity to draw the second special symbol than to hit the ball to the left. In other words, the time-saving state is a game state in which the player should hit the ball to the right.
[0117] As shown in FIG. 8, the game transitions to a special game state (including via a small win game state) based on whether a "big win" or "small win" is won in the special pattern lottery (second special pattern lottery) in the time-saving state. As shown in FIG. 7(c), if a "big win 4" is won in the special pattern lottery, the number of time-saving times is set to 10,000 at the end of the special game state, and the game transitions to the time-saving state based on the end of the special game state. Also, if a "big win 5" is won in the special pattern lottery, the number of time-saving times is set to 110 at the end of the special game state, and the game transitions to the time-saving state based on the end of the special game state. Also, if a "small win 1" is won in the special pattern lottery and the passage of a game ball through a specific area is detected in the small win game state, the number of time-saving times is set to 10,000 at the end of the special game state, and the game transitions to the time-saving state based on the end of the special game state. In addition, if "Small Win 2" is won in the special pattern lottery and the passage of the game ball through a specific area is detected during the small win game state, the number of time-saving times at the end of the special game state is set to 110, and the game will transition to the time-saving state upon the end of the special game state.
[0118] The game state transition control means 250 determines that the termination condition (predetermined condition) of the time-saving state is established based on the number of times the second special symbol is displayed in a time-saving state reaching 110 times (or 10,000 times), terminates the time-saving state, and transitions to the normal state. In this embodiment, at the end of the special game state, the number of times the time-saving state is performed according to the type of winning symbol is set in the storage value of the time-saving counter 2915 of the main memory 290, and "1" is subtracted from the storage value of the time-saving counter 2915 every time the second special symbol is displayed in a time-saving state. Then, based on the value of the time-saving counter 2915 reaching "0", the time-saving termination condition is established, the time-saving state is terminated, and the normal state is started. In this embodiment, the time-saving end condition is met when the stored value of the time-saving counter 2915 is subtracted and reaches a predetermined value "0", but this is not limited thereto, and the time-saving end condition may be met when the stored value of the time-saving counter 2915 is added and reaches a predetermined value "110" (or "10000"). In addition, in the present embodiment, the time-saving counter 2915 and the minute time-saving counter 2916 are provided, but the present invention is not limited to this, and they may be managed (controlled) by only one of the counters.
[0119] In the time-saving state, if "C time-saving" ("C time-saving 1" or "C time-saving 2") is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2", the stop display will not trigger the start (setting) of the micro-time-saving state or the time-saving state (a new number of time-saving times will not be set). In other words, the game state at the time of the win will continue. Note that in the time-saving state, if "C time-saving 1" or "C time-saving 2" is won as a result of the first special pattern lottery and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2", the stop display may be configured to trigger the setting of a new number of time-saving times.
[0120] Returning to Fig. 5, the payout control means 270 performs control to (electronically) pay out a number of game balls corresponding to a number of prize balls that is predetermined for each detection signal, based on the detection signal input from the first start port switch 100, the detection signal from the second start port switch 103, the detection signal from the general winning port switch 101, and the detection signal from the count switch 104.
[0121] The communication control means 280 controls the transmission of various commands generated according to various calculation results in the main control board 200 to the sub-control board 202 and the frame control board 201. In this embodiment, the main control board 200 and the sub-control board 202 are connected in a communication manner such that only one-way communication from the main control board 200 to the sub-control board 202 is possible, and information cannot be transmitted from the sub-control board 202 to the main control board 200.
[0122] Next, a description will be given of the sub-control board 202. The sub-control board 202 is configured to include a performance control means 300 and a sub-memory 302.
[0123] The performance control means 300 controls the performance device based on various commands transmitted from the main control board 200, input signals from the performance button switch 150, and performance data stored in the performance data storage means 303 of the sub-memory 302, and controls the performance device to perform effects to liven up or assist the game, such as turning on or blinking the front frame lamp 12 or the lighting device 38, displaying performance images on the LCD display 32, controlling the audio device to output performance sounds from the speaker 14, and driving the performance object driving device to operate the performance objects.
[0124] The performance data storage means 303 stores a large number of performance image data for displaying images on the liquid crystal display 32, and the performance control means 300 draws images in the frame buffer of the sub-memory 302 for each frame (1 / 30 seconds) based on this performance image data, and displays the drawn images on the liquid crystal display 32, thereby playing and displaying a moving image on the liquid crystal display 32.
[0125] The performance control means 300 executes a performance in which a performance pattern (demo pattern) is displayed on the liquid crystal display 32 in accordance with (corresponding to) the varying display and stop display of the first special pattern in the first special pattern display section 76, or in accordance with (corresponding to) the varying display and stop display of the second special pattern in the second special pattern display section 81, and is capable of announcing the result of the first special pattern lottery or the second special pattern lottery. In the micro-time-saving state, the performance control means 300 causes the liquid crystal display 32 to display a performance pattern corresponding to the varying display and stop display of the first special pattern, and in the time-saving state, causes the liquid crystal display 32 to display a performance pattern corresponding to the varying display and stop display of the second special pattern.
[0126] The display of the performance symbols in the micro-time-saving state will be explained. FIG. 9(a) shows the state before the first special symbol starts to change. In the display area 32a of the liquid crystal display 32, the left performance symbol 350, the middle performance symbol 352, and the right performance symbol 354 are displayed as performance symbols. The left performance symbol 350 is displayed on the left side of the display area 32a of the liquid crystal display 32, the middle performance symbol 352 is displayed in the center of the display area 32a of the liquid crystal display 32, and the right performance symbol 354 is displayed on the right side of the display area 32a of the liquid crystal display 32. The left performance symbol 350, the middle performance symbol 352, and the right performance symbol 354 each constitute nine types of performance symbol strings representing the numbers "1" to "9". Each performance symbol representing the numbers "1" to "9" may be composed of a decorative part such as a character in addition to the number.
[0127] As shown in Figure 9(b), the display of the effect pattern (the effect of changing display) starts based on the start of the display of the first special pattern. The downward arrow in the figure indicates that the effect pattern is being displayed (scrolling) at high speed vertically.
[0128] As shown in FIG. 9(c), the performance pattern is displayed in a stopped state based on the stopped display of the first special pattern. The performance pattern is displayed in a manner according to the result of the first special pattern lottery. For example, if a "jackpot" is won in the first special pattern lottery, the performance pattern is displayed in a manner according to the jackpot pattern determined in the pattern determination process. Although not shown, in the time-saving state, the performance pattern is displayed in a changing or stopped state according to the changing and stopped display of the second special pattern, just like in the micro-time-saving state (as shown in FIG. 9(a), FIG. 9(b) and FIG. 9(c)).
[0129] Furthermore, the performance control means 300 executes a performance (hold performance) in which an image showing the first special hold number or the second special hold number is displayed on the liquid crystal display 32 based on the first special hold number (first special random number value stored (held) in the special random number storage means 2914) or the second special hold number (second special random number value stored (held) in the special random number storage means 2914) in the main control board 200. As shown in FIG. 9(a) etc., four hold display areas (display areas), a first hold display area 411 to a fourth hold display area 414, are provided below the display area of the liquid crystal display 32 in correspondence with the first special hold memory area 1 to the first special hold memory area 4 or the second special hold memory area 1 to the second special hold memory area 4 of the special random number storage means 2914.
[0130] Fig. 9(a) shows a reserved performance executed in a slight time-saving state, in which a first special random number value is stored in the first special reserved memory area 1 to the first special reserved memory area 3, and a first reserved image 420 (three first reserved images 420) is displayed in the first reserved display area 411 to the third reserved display area 413. Fig. 9(d) shows a reserved performance executed in a time-saving state, in which a second special random number value is stored in the second special reserved memory area 1 to the second special reserved memory area 2, and a second reserved image 422 (two second reserved images 422) is displayed in the first reserved display area 411 to the second reserved display area 412.
[0131] In addition, in the reserved performance, one reserved display area 430 is displayed in the area to the left of the first reserved display area 411 at the bottom of the display area 32a of the liquid crystal display 32, corresponding to the special reserved memory area of the special random number memory means 2914. In the reserved display area 430, when a first special random number value is read out from the first special reserved memory area 1 and stored in the special reserved memory area, a first reserved image 420 is displayed (FIG. 9(b)). In addition, when a second special random number value is read out from the second special reserved memory area 1 and stored in the special reserved memory area, a second reserved image 422 is displayed.
[0132] In this embodiment, in the normal state, if the player wins "jackpot 1" in the special pattern lottery (first special pattern lottery), if the player wins "jackpot 2" in the special pattern lottery (first special pattern lottery), or if the player wins "C time-saving 2" in the special pattern lottery (first special pattern lottery), the game transitions to the time-saving state. In contrast, in the micro-time-saving state, if the player wins "jackpot 1" in the special pattern lottery (first special pattern lottery), or if the player wins "jackpot 2" in the special pattern lottery (first special pattern lottery), the game transitions to the time-saving state. For this reason, the normal state has a higher probability of transitioning to the time-saving state (a game state advantageous to the player) than the micro-time-saving state, which is advantageous to the player. In other words, the normal state has a higher probability of transitioning to the time-saving state than the micro-time-saving state because the player can transition to the time-saving state when the player wins "C time-saving 2". In the gaming machine of this embodiment, when a RAM clear (a process for initializing at least a part of the area in the RAM of the main memory 290) is executed, the gaming state is set to a normal state. The normal state is a so-called "morning state."
[0133] As described above, the normal state and the minute time-saving state (left-hitting time-saving state) are game states in which left-hitting is more advantageous than right-hitting, and the time-saving state (right-hitting time-saving state) is a game state in which right-hitting is more advantageous than left-hitting. In the time-saving state, it is easier to get the game ball into the second starting hole 49 than in the normal state and the minute time-saving state, and the second special symbol lottery based on the game ball entering the second starting hole 49 is more likely to determine a transition to the special game state than the first special symbol lottery. In other words, the time-saving state has a higher probability of determining a transition to the special game state than the normal state and the minute time-saving state. In this embodiment, the time-saving state and the minute time-saving state in which it is easier to get the ball into the second starting hole 49 than in the normal state may be called a high base state, and the normal state may be called a low base state.
[0134] As shown in FIG. 8, when a "big win" is won in the first special symbol lottery in the micro time-saving state (or normal state), the state transitions to a special game state, and a predetermined number of special games are played. Also, when the type of the "big win" (big win symbol) that is won is a predetermined type ("big win 1" or "big win 2"), the state transitions to a time-saving state after the special game state ends. Also, when a "big win" or a "small win" is won in the second special symbol lottery in the time-saving state, the state transitions to a special game state (including via a small win game state), a predetermined number of special games (including a small win game) are played, and the state transitions to the time-saving state again after the special game state ends. In the gaming machine of this embodiment, a period in which the special game state and the time-saving state are alternately repeated (a period in which the game state is repeatedly shifted between the special game state and the time-saving state) can occur. In addition, if the conditions for terminating the time-saving state are met in the time-saving state, the state transitions to the normal state, but if the first special symbol lottery results in "C time-saving 2" in the normal state, the state transitions back to the time-saving state. In other words, a reversal to the time-saving state can occur in the normal state. Hereinafter, a series of periods in which the special game state (including via the small win game state) and the time-saving state are alternately repeated will be called a "continuous period" (consecutive period). In addition, if a reversal to the time-saving state is determined in the normal state after the time-saving state ends, the continuous period will continue without interruption. The normal state after the time-saving state ends refers to the normal state that begins based on the establishment of the conditions for terminating the time-saving state.
[0135] In addition, in this embodiment, winning "C time reduction 2" in the first special symbol lottery may be referred to as the first result being obtained, and winning "C time reduction 1" in the first special symbol lottery may be referred to as the second result being obtained. Also, winning a "jackpot" (any of "jackpot 1" to "jackpot 3") in the first special symbol lottery may be referred to simply as winning a "win", and winning the "win" may be referred to as the third result being obtained. The third result includes a specific result (winning "jackpot 1" or "jackpot 2"). Also, winning a "jackpot" or a "small win" in the second special symbol lottery may be referred to simply as winning a "win" (a specific result being obtained).
[0136] In addition, the special game state based on winning the "win" in the first special pattern lottery is sometimes called the "first special game state," and the special game state based on winning the "win" in the second special pattern lottery (including via a small win game state) is sometimes called the "second special game state."
[0137] (First winning performance) In the first special game state based on winning the "win" in the first special symbol lottery in the minute time-saving state (or normal state), the performance control means 300 can execute a performance (first win performance) corresponding to the first special game state. As shown in FIG. 10(a), the performance control means 300 can display, as the first win performance, a display including a display (round number display S1) indicating how many times the special game (round game) has been played and a display (right-hit display S2) encouraging the player to hit the right on the liquid crystal display 32 (display area 32a). In addition, the performance control means 300 executes, as the first win performance, a performance suggesting a transition to the time-saving state (a performance encouraging a transition to the time-saving state) via the liquid crystal display 32 or the like. Note that, as the first win performance, a performance (PUSH performance) encouraging the player to press the performance button 26 at a predetermined opportunity may be executed, and based on the pressing of the performance button 26, the possibility of transition to the time-saving state may be notified. In the PUSH effect, an image (an image resembling the effect button 26) is displayed on the liquid crystal display 32 to prompt the player to press the effect button 26.
[0138] (Second winning performance) In the second special game state based on winning the "win" in the second special symbol lottery in the time-saving state, the performance control means 300 can execute a performance (second win performance) according to the second special game state. The second win performance is a performance in a different manner from the first win performance, and at least the display object displayed on the liquid crystal display 32 is different.
[0139] 10(b) shows a state in which the second winning performance is executed in the second special game state. The performance control means 300 can display, as the second winning performance, on the liquid crystal display 32 (display area 32a) a display including a display indicating the number of times the special game (round game) has been played (round number display S1), a display encouraging the player to hit the right (right hit display S2), a display indicating the total number of winning balls won in the special games (including small winning games) during the consecutive period (cumulative winning ball number display S4), and a display indicating the type (kind) of the winning win (win icon S6).
[0140] The performance control means 300 receives information indicating the type of winning from the main control board 200, and determines which winning icon S6 should be displayed in the second winning performance based on the information. If the winning is a winning that sets 10,000 times as the number of time-saving times at the end of the special game state (first winning: "big win 4" or "small win 1"), the performance control means 300 displays the first winning icon, and if the winning is a winning that sets 110 times as the number of time-saving times at the end of the special game state (second winning: "big win 5" or "small win 2"), the performance control means 300 displays the second winning icon. The first winning icon includes, for example, a character string "ABC bonus", and the second winning icon includes, for example, a character string "DEF bonus". In FIG. 10(b), the second winning icon is displayed as the winning icon S6 based on the fact that the winning is the second winning. The type of the winning icon S6 is not limited to being different for each set number of time-saving times, and may be different according to, for example, the number of rounds.
[0141] The sub-memory 302 is provided with a specific memory area 304 (see FIG. 5) as a memory area capable of storing information on balls dispensed during a continuous period (information on game results during a continuous period), and a first counter (not shown) is provided in the specific memory area 304. The sub-control board 202 receives information indicating the number of prize balls from the main control board 200, updates the storage value of the first counter based on the information, and manages the total number (total) of prize balls dispensed in special games during a continuous period. The storage value of the first counter is a value indicating the total number of prize balls dispensed in special games during a continuous period, and the sub-control board 202 adds a value according to the number of prize balls to the storage value of the first counter. The storage value of the first counter is "0" at the start of the continuous period. The performance control means 300 displays the cumulative number of prize balls S4 based on the storage value of the first counter. In FIG. 10(b), based on the stored value of the first counter being "1470", the character string "TOTAL 1470" is displayed as the cumulative won ball count display S4.
[0142] In this embodiment, in the second winning performance, the cumulative won ball count display S4 and the winning icon S6 are displayed, but in the first winning performance, the cumulative won ball count display S4 and the winning icon S6 are not displayed.
[0143] (Time-saving performance) In the time-saving state, the performance control means 300 can execute a performance (time-saving performance) according to the time-saving state. FIG. 10(c) shows a state in which the time-saving state starts after the first special game state based on winning "Big Hit 2" (7R time-saving 110) in the first special symbol lottery in the micro-time-saving state ends. The performance control means 300 can display, as time-saving performance, on the liquid crystal display 32 (display area 32a) a display that encourages the player to hit the right (right hit display S2), a display that shows the number of remaining variable displays of the second special symbol until the time-saving state ends (remaining time-saving number display S3), a display that shows the total number of prize balls acquired in the special game during the continuous period (cumulative acquired prize ball number display S4), and a display that shows the number of times the state has been changed to the time-saving state during the continuous period (continuous number icon S5). Although not shown in the figure, the effect control means 300 can display a background (time-saving background) according to the time-saving state as a time-saving effect on the liquid crystal display 32. In Fig. 10(c), the character string "TOTAL 1050" is displayed as the cumulative number of winning balls display S4 based on the stored value of "1050" in the first counter.
[0144] Also, the performance control means 300 displays the remaining time-saving count display S3 based on the stored value of the time-saving counter 2915 in the main memory 290. In FIG. 10(c), the character string "110 remaining" is displayed as the remaining time-saving count display S3 based on the stored value of the time-saving counter 2915 being "110". Note that, depending on the type of winning, the stored value of the time-saving counter 2915 may be set to "10000". In a time-saving state in which the stored value of the time-saving counter 2915 is set to "10000" (when the stored value of the time-saving counter 2915 is greater than a predetermined value (e.g., "1000")), the performance control means 300 may display a predetermined symbol (e.g., a symbol representing infinity) as the remaining time-saving count display S3.
[0145] In addition, a second counter (not shown) is provided in the specific memory area 304 of the sub-memory 302. The sub-control board 202 receives information indicating the transition of the game state from the main control board 200, updates the stored value of the second counter based on the information, and manages the number of transitions to the time-saving state during the continuous period. The sub-control board 202 adds "1" to the stored value of the second counter each time the time-saving state starts during the continuous period. The stored value of the second counter is a value indicating the number of transitions to the time-saving state during the continuous period. The stored value of the second counter is "0" at the start of the continuous period. The performance control means 300 displays the consecutive number icon S5 based on the stored value of the second counter. In FIG. 10(c), an icon including the character string "XYZ time x 1" ("XYZ time" is the name of the time-saving state) is displayed as the consecutive number icon S5 based on the stored value of the second counter being "1". For example, when the stored value of the second counter is "15", a consecutive count icon S5 including the character string "XYZ time x 15" is displayed as shown in FIG. 10(d).
[0146] In addition, the performance control means 300 can store information indicating the type of winning and the number of winnings during the consecutive period (information regarding the winning icon S6 displayed during the consecutive period) in the specific storage area 304 as information regarding the balls dispensed during the consecutive period. When starting the time-saving performance, the performance control means 300 can refer to the specific storage area 304 and display the winning icons S6 displayed during the consecutive period (at least the winning icons displayed in the second special game state) side by side on the liquid crystal display 32 as the time-saving performance, as shown in FIG. 10(d). As the time-saving performance, the winning icon S6 corresponding to the winning won during the consecutive period is displayed, and the type of winning and the number of winnings won during the consecutive period are notified. For example, when the first winning icon (ABC bonus) is displayed four times during the consecutive period, the winning icon S6 of "ABC bonus x 4" may be displayed. In addition, the "win icon S6 displayed during the continuous period" is not limited to the win icon corresponding to the second special game state, but may include a win icon corresponding to the first special game state (ie, the first win).
[0147] Although not shown in the figure, when it is decided to return to the time-saving state in the normal state after the time-saving state ends (when "C time-saving 2" is won in the first special symbol lottery), the performance control means 300 may display a pull-back icon as a time-saving performance in the time-saving state. The pull-back icon is an icon indicating that a pull-back to the time-saving state has occurred in the normal state (capable of notifying that the pull-back has been successful). The pull-back icon may also be displayed alongside the win icon S6. In the time-saving state, the number of pull-back icons may be displayed according to the number of times that pull-back has occurred.
[0148] In this embodiment, the cumulative number of winning balls display S4 and the win icon S6 can be said to be performance information (performance information updated based on) based on "the fact that a special game was played in the second special game state entered by winning "win" in the second special pattern lottery at least in the time-saving state." The cumulative number of winning balls display S4 (the value stored in the first counter) is based on "the fact that a special game was executed in the second special game state to which the player entered after winning the "win" in the second special symbol lottery at least in the time-saving state" (the fact that prize balls were paid out in the special game in the second special game state), but it may also be based on the fact that a special game was executed in the first special game state (first win) to which the player entered after winning the "win" in the first special symbol lottery (the fact that prize balls were paid out in the special game in the first special game state). It may also be updated based on the increase or decrease in the number of balls held in the time-saving state or the increase or decrease in the number of balls held in the minute time-saving state. The winning icon S6 is based on (displayed on) "the fact that a special game is executed in the second special game state to which the player has entered by winning the "win" in the second special symbol drawing at least in the time-saving state", but may also be based on (displayed on) the fact that a special game is executed in the first special game state (first win) to which the player has entered by winning the "win" in the first special symbol drawing. In other words, it may include the first win icon. In addition, the consecutive number of times icon S5 (the stored value of the second counter) indicating the number of times the transition to the time-saving state occurred during the consecutive period is based on the number of times a "hit" was won in the second special pattern lottery (however, this includes the number of times "C time-saving 2" was won in the first special pattern lottery), and can be said to be performance information based on "the fact that a special game was executed in the second special game state which was transitioned to by winning a "hit" in the second special pattern lottery at least while in the time-saving state."
[0149] The specific memory area 304 can hold (store) information related to performance information that is updated from time to time, and information related to performance information that was displayed when the end condition of the time-saving state was established (at the end of the time-saving state) is held in the specific memory area 304. In the gaming machine of this embodiment, the information stored in the specific memory area 304 is not initialized (reset) when the transition to the normal state is triggered by the establishment of the end condition of the time-saving state. The information stored in the specific memory area 304 is initialized when a symbol other than "C time-saving 2" is won (a result other than the first result is obtained) in the first special symbol lottery in the normal state after the time-saving state ends. Therefore, after the time-saving state ends, the normal state starts with the information stored in the specific memory area 304 held (without being cleared).
[0150] In the case where the first result ("C time-saving 2" is won) is obtained in the first special symbol lottery in the normal state, the time-saving state is started in a state in which the information stored in the specific memory area 304 is retained without being erased. The performance control means 300 starts the time-saving performance with the start of the time-saving state, and at that time, can refer to (read) the information stored in the specific memory area 304 and display performance information based on the information. In other words, in the case where a pullback to the time-saving state occurs in the normal state, the performance information displayed on the liquid crystal display 32 in the time-saving state can be the performance information that is the continuation of the performance information that was displayed at the end of the previous time-saving state (for example, performance information that will be described later with reference to FIG. 11) (performance information that takes over the previous performance information).
[0151] On the other hand, when the second result ("C time reduction 1" is won) is obtained in the first special symbol lottery in the normal state, the information stored in the specific memory area 304 is erased, and the micro time reduction state is started. In the gaming machine of this embodiment, the first special symbol lottery is configured to always win either the first result or the second result except when it is a jackpot, but when the first special symbol lottery is configured to win a predetermined result (win a "miss"), the normal state continues over multiple first special symbol lotteries due to the winning of the predetermined result. In this case, the information stored in the specific memory area 304 is kept until the second result ("C time reduction 1" is won) is obtained in the first special symbol lottery in the normal state.
[0152] Like conventional gaming machines, when the information stored in the specific memory area 304 is reset as a result of transition to the normal state based on the establishment of the termination condition of the time-saving state, if a return to the time-saving state occurs in the normal state, the performance information displayed in the time-saving state cannot be the performance information that is a continuation of the previous time-saving state. Therefore, the player may recognize that a new time-saving state has started. In other words, the continuous period may be recognized as having ended (been interrupted).
[0153] In the gaming machine of this embodiment, when a return to the time-saving state occurs in the normal state after the time-saving state ends, the performance information displayed in the time-saving state becomes the continuation of the performance information displayed in the previous time-saving state. Therefore, the player can be made to recognize that a series of advantageous periods (continuous periods) continues without interruption. In addition, since the performance information becomes the continuation of the performance information, the probability that the value (number) indicated by the performance information will be a relatively large value (number) increases, so that the player can be given a sense of satisfaction that he or she has gained a lot of profits in a series of periods.
[0154] (Select the performance mode) In this embodiment, in the special game state (during a predetermined period during which a special symbol is displayed in a stopped state related to a winning (specific result)), a plurality of types of icons are displayed on the liquid crystal display 32, which allows the selection of a presentation mode to be executed in the time-saving state that starts after the special game state ends. In this embodiment, there are mode A and mode B as the presentation modes, and an icon A corresponding to mode A and an icon B corresponding to mode B are displayed. Note that mode A and mode B have different presentation modes, and for example, different backgrounds or different characters are displayed. The player can select the presentation mode to be executed in the time-saving state by, for example, operating the presentation button 26 and aligning the cursor with icon A or icon B.
[0155] In this embodiment, the presentation mode selected in the time-saving state is stored in the specific storage area 304 as performance information. In addition, in the normal state after the time-saving state ends, the presentation mode selection icons (icon A and icon B) are displayed during a predetermined period during which the first special symbol is displaying a variation related to the first result (winning C time-saving 2). When displaying the presentation mode selection icons in the normal state, the presentation control means 300 refers to the information stored in the specific storage area 304, and displays the cursor on the icon corresponding to the presentation mode selected in the previous time-saving state based on the presentation mode. Therefore, when a pullback to the time-saving state occurs in the normal state after the time-saving state ends (when "C time-saving 2" is won), and the player desires the same presentation mode as the previous time-saving state, the presentation mode is selected without the player having to perform any operation (without having to align the cursor). This reduces the burden on the player.
[0156] In the above, a case where "C time-saving 2" is selected in the first special symbol lottery in the normal state after the time-saving state ends and the state transitions to the time-saving state (pulls back) has been described, but in the normal state after the time-saving state ends, there is a case where a "big win" (win) is selected in the first special symbol lottery (a third result is obtained). If a "win" is selected in the first special symbol lottery in the normal state, the first special game state starts, and after the first special game state ends, the state transitions to the time-saving state or the minute time-saving state. In this embodiment, in the first special game state, the first win performance in which no performance information is displayed is executed, instead of the second win performance in which performance information is displayed.
[0157] Here, consider the case where the second winning performance (FIG. 10(b)) is executed in the first special game state. In other words, the second winning performance is executed, and in the first special game state, the performance information that is the continuation of the performance information (total winning ball number display S4) that was displayed at the end of the previous time-saving state is displayed. The second winning performance is a performance that is executed when the time-saving state (right-hit time-saving state) is shifted to the second special game state, and in this embodiment, 10 rounds of special play are always executed in the second special game state, and the time-saving state is always shifted to after the end of the second special game state. Therefore, when the second winning performance is executed in the first special game state and the continuation cumulative winning ball number display S4 is displayed, the player is likely to assume that the advantageous period (continuous period) continues and the time-saving state will be shifted to after the end of the first special game state. However, in this embodiment, as a type of "jackpot" in the first special symbol lottery, "jackpot 3" is provided, which transitions to a slight time-saving state after the end of the first special game state, and if "jackpot 3" is won, the time-saving state does not transition after the end of the first special game state (transitions to a slight time-saving state). Therefore, if the time-saving state does not transition even though the second winning performance is executed, the player may feel a great sense of loss.
[0158] In this embodiment, in the first special game state based on winning the "win" in the first special symbol lottery in the normal state after the time-saving state ends, the performance control means 300 executes the first win performance instead of the second win performance. In other words, in the first special game state, the same performance as the performance (first win performance) executed when the "win" is won in the first special symbol lottery in the short time-saving state is executed, instead of the performance (second win performance) executed when the "win" is won in the second special symbol lottery in the short time-saving state, and the performance information is not displayed. Therefore, it is possible to reduce the possibility that the player thinks that the advantageous period (continuous period) is continuing. This reduces the sense of loss given to the player when the game transitions to the short time-saving state after the first special game state ends.
[0159] In this embodiment, the second special game state always executes 10 rounds of special games, but the first special game state has a higher probability of executing 7 rounds of special games than 10 rounds of special games. In other words, the probability that the number of special games executed in the first special game state and the second special game state will be different is high. For this reason, in the first special game state based on winning the "win" in the first special symbol lottery in the normal state after the time-saving state ends, the same effect (first win effect) as the effect executed in the first special game state based on winning the "win" in the first special symbol lottery in the micro-time-saving state is executed, rather than the effect (second win effect) executed in the second special game state based on winning the "win" in the second special symbol lottery in the time-saving state, so that processing can be simplified. In other words, the first special game state is designed to allow the selection of seven rounds of special play that cannot be selected in the second special game state, and if an effect similar to that executed in the second special game state is to be performed in the first special game state, it would be necessary to separately prepare an effect of a time that matches the seven rounds of special play, but this can be avoided by the configuration of this embodiment.
[0160] The main control board 200 can control (change the length of) the execution time (control time) of the special game state depending on the game state at the time of execution of the special symbol lottery (for example, whether the game state is in a time-saving state or not, in which time-saving state the game state is staying, etc.). In this embodiment, the main control board 200 sets the length of the execution time of the first special game state to be the same length when the game state at the time of winning the "win" in the first special symbol lottery is the normal state and when the game state is the slight time-saving state.
[0161] Here, the execution time of the first special game state is defined as the first hit time. The first hit time can be divided into a start demo time, a special game time, and an end demo time. The start demo time is, for example, the time during which the characters "XX Bonus" (XX is, for example, a character name) are displayed as a display (part of the first hit presentation) indicating the start of the first special game state. The end demo time is, for example, the time during which the characters "XYZ Time GET" are displayed as a display (part of the first hit presentation) indicating the transition to the time-saving state. The special game time is the time between the start demo time and the end demo time, and is, for example, the time during which the special game is being executed (during the round).
[0162] The execution time of the second special game state is the second hit time. The start demo time and the end demo time in the second hit time are set to be shorter than the start demo time and the end demo time in the first hit time. Note that "a short time is set" includes the case where "0" is set.
[0163] When the first special symbol lottery is won, if the game state is in the slight time-saving state, the main control board 200 may set the execution time of the first special game state as the first hit time, but if the game state is in the normal state, the execution time of the first special game state may be set as the second hit time. In other words, if the first special symbol lottery is won in the normal state after the time-saving state ends, the time values of the start demo time and the end demo time in the first special game state may be the same as the time values of the start demo time and the end demo time in the second special game state.
[0164] Furthermore, in this case, the performance control means 300 may execute the second winning performance in the first special game state based on winning the first special symbol lottery in the normal state after the time-saving state ends, and the performance information to be displayed on the liquid crystal display 32 may be the performance information that is the continuation of the performance information displayed at the end of the previous time-saving state. In other words, the execution time of the first special game state based on winning the first special symbol lottery in the normal state may be set as the second winning time, and the second winning performance may be executed in the first special game state. When the second winning performance is executed after setting it as the second winning time, the sense of incongruity given to the player may be reduced. In this case, the information stored in the specific memory area 304 is not initialized as a result of winning the first special symbol lottery in the normal state after the time-saving state ends.
[0165] The specification for executing the second winning performance in the first special game state based on winning the first special symbol lottery in the normal state after the time-saving state ends is more preferably adopted in a gaming machine that does not have a winning type (big win 3) that does not transition to the time-saving state after the first special game state ends, among the types of winnings that can be won in the first special symbol lottery. Also, the specification is more preferably adopted in a gaming machine that executes the same number of special games (for example, 10 rounds) as in the second special game state, regardless of whether the first special game state is based on winning any "win" in the first special symbol lottery. In other words, it is preferable that this specification be adopted in a gaming machine in which, after both the first special game state and the second special game state are ended, the game machine always transitions to a specific game state (note that there may be multiple specific game states) that is advantageous to the player, or in a gaming machine in which there is no allocation of different numbers of rounds between the first special game state and the second special game state.
[0166] The presentation control means 300 displays a time-saving end image (FIG. 11) on the liquid crystal display 32 at the end of the time-saving state. The time-saving end image includes information (achievement information) showing the results of the game during the continuous period, such as a display showing the total number of prize balls won in the special game during the continuous period, a display showing the number of times the time-saving state was entered during the continuous period, a display showing the type of winnings won during the continuous period and the number of winnings, etc. In other words, at the end of the time-saving state, the above-mentioned various information (achievement information) managed in the specific storage area 304 is displayed.
[0167] (Preparation) The performance control means 300 can execute a preparation performance in a normal state. The preparation performance is a performance that encourages the player to shoot the game ball by hitting it with the left hand and aiming at the first starting hole 46 (to get a chance to draw the first special symbol). In other words, the preparation performance is a performance that is executed in a situation where the game ball is waiting to enter the first starting hole 46 (to execute the first special symbol drawing). FIG. 12 shows an example of the preparation performance, and shows a state in which a display S related to the preparation performance is displayed on the liquid crystal display 32. The display S is a window image having a substantially rectangular frame, and is configured to include an image (enlarged image) showing the first starting hole 46 and its surrounding area on the game board 6, an arrow pointing from the left side to the first starting hole 46 in the image, and the text "Aim!". The text may be, for example, "Aim at the start chucker!". Although not shown, the display S may include a display (left hit display) that encourages the player to hit it with the left hand.
[0168] (Special performance) The performance control means 300 executes a special performance (shutter performance) when the first result (winning C time reduction 2) or the second result (winning C time reduction 1) is obtained in the first special symbol lottery in the normal state. As shown in FIG. 13, the special performance is an performance that starts with the appearance (display) of a shutter (door). Specifically, a left shutter and a right shutter appear from the outside to the inside in the left-right direction, and the shutter stops in a half-open state. In the first half of the special performance (at least from the time the shutter appears until it stops in a half-open state), the same performance is executed whether the result of the first special symbol lottery is the first result or the second result.
[0169] In the latter half of the special effect, different effects are executed depending on whether the result of the first special symbol lottery is the first result or the second result. When the result of the first special symbol lottery is the first result, the effect control means 300 executes a special effect of a success pattern, and when the result of the first special symbol lottery is the second result, the effect control means 300 executes a special effect of a failure pattern (first failure pattern or second failure pattern). The success pattern is an effect in which it is finally announced that the transition to the time-saving state has been decided, for example, the shutter closes, then an effect encouraging the transition to the time-saving state is executed, then a push effect is executed, and it is announced that the transition to the time-saving state has been decided based on the effect button 26 being pressed. The first failure pattern is an effect in which it is finally announced that the transition to the time-saving state has not been decided, for example, the shutter closes, then an effect encouraging the transition to the time-saving state is executed, then a push effect is executed, and it is announced that the transition to the time-saving state has not been decided based on the effect button 26 being pressed. The second failure pattern is a performance in which the transition to the time-saving state is not decided, and the performance ends without the shutter closing (without proceeding to the next performance). In the second failure pattern, the performance execution time is shorter than that of the first failure pattern.
[0170] In the special effect, there are cases where the shutter closes and the effect continues (success pattern or first failure pattern), and cases where the shutter does not close and the effect ends (second failure pattern). In this embodiment, when the special effect starts and the shutter closes, it is set so that the transition to the time-saving state is determined with a probability of about 50%. Therefore, when the special effect starts, the player can hope that the shutter will close.
[0171] (Big hit performance) When the third result (winning a jackpot) is obtained in the first special symbol lottery in the normal state, the performance control means 300 executes a jackpot performance instead of a special performance. The jackpot performance is a performance in which the background (normal background) displayed in the micro-time-saving state is displayed on the liquid crystal display 32, and the liquid crystal display 32 performs a variable display (variable display performance) of the performance symbol based on the variable display of the first special symbol, a reach performance is performed during the variable display performance, and after the reach performance, a stop display performance is performed in which the performance symbol stops and displays in a manner corresponding to a jackpot. The normal background includes a landscape or a streetscape. The jackpot performance is the same as the performance that can be executed when the first special symbol lottery is won in the micro-time-saving state.
[0172] In this embodiment, the state transitions to the normal state after the time-saving state ends, but there may be two cases where the reserved first special random number value does not exist at the end of the time-saving state (first situation) and where the reserved first special random number value exists (second situation). In the first situation, the performance control means 300 executes a preparation performance, and executes a special performance or a big win performance based on the fact that the entry of the game ball into the first starting hole 46 has been detected and the first special symbol lottery has been executed. In addition, in the second situation, the performance control means 300 does not execute a preparation performance, and executes a special performance or a big win performance based on the fact that the first special symbol lottery has been executed based on the reserved first special random number value.
[0173] In this embodiment, the time-saving state is shifted to the normal state after the time-saving state ends, and the time-saving end image (FIG. 11) is not displayed based on the execution of the preparation performance (or special performance), but it may be configured as follows. For example, at the end of the time-saving state, a closed shutter (door) is displayed. Then, in the normal state after the time-saving state ends, a first special symbol lottery is executed, and if the result of the lottery is the second result, the closed shutter is maintained in a state where it does not open, and information (achievement information) indicating the result of the game in the continuous period (result exemplified in FIG. 11) is displayed. On the other hand, if the result of the lottery is the first result, the closed shutter opens and proceeds to the next performance, and finally, it is notified that the transition (pullback) to the time-saving state has been decided. In the normal state after the time-saving state ends, it may be configured so that information (achievement information) indicating the result of the game in the continuous period can be displayed during a part of the variable display period of the first special symbol.
[0174] The gaming machine of this embodiment is The gaming machine is provided with a game area (game area 4) in which game media move, and game media are released into the game area in response to a player's operation, the gaming machine being provided with a lottery means (special symbol lottery means 230), a state control means (game state transition control means 250), a special game execution means (special game execution means 260), a performance control means (performance control means 300), and a specific memory area (specific memory area 304); The lottery means performs a first lottery (a first special symbol lottery) based on the game medium entering a first area (a first start opening 46) provided in the game area, and performs a second lottery (a second special symbol lottery) based on the game medium entering a second area (a second start opening 49) provided in the game area, The state control means performs control to transition a game state among a plurality of game states including a normal game state (normal state), a first specific game state (time-saving state), a second specific game state (slight time-saving state), and a special game state; The special game execution means controls the execution of the special game in the special game state, and in the special game, a specific movable object (special role object 56) operates in a state in which a gaming medium can enter a predetermined area (a large winning opening 50) provided in the gaming area, The performance control means controls the execution of the performance on the performance display device (liquid crystal display 32), The state control means includes: When a specific result is obtained in the first lottery or the second lottery, the game state can be transitioned to the special game state, and after the special game state ends, the game state can be transitioned to the first specific game state; When a predetermined condition is satisfied in the first specific gaming state, the first specific gaming state is terminated and the gaming state is transitioned to the normal gaming state; When a first result (C time reduction 2) is obtained in the first lottery in the normal gaming state, the gaming state can be transitioned to the first specific gaming state; When a second result (C time reduction 1) is obtained in the first lottery in the normal gaming state, the gaming state can be transitioned to the second specific gaming state; In the second specific gaming state, even if the first result is obtained in the first lottery, the gaming state is not shifted to the first specific gaming state; The presentation control means is capable of displaying, on the presentation display device in the first specific game state, performance information based on the fact that the special game has been executed in the special game state to which the transition has been made after the specific result has been obtained in the first specific game state; The specific storage area is capable of retaining information related to the performance information, and is configured to retain the information related to the performance information displayed at the end of the first specific gaming state; The presentation control means is capable of displaying the performance information based on the information stored in the specific memory area when the first result is obtained in the normal gaming state after the end of the first specific gaming state and a transition is made to the first specific gaming state.
[0175] In the first specific game state, performance information based on the execution of a special game can be displayed. In addition, after the first specific game state ends, the game transitions to a normal game state, and when a first result is obtained in the normal game state, the game transitions to the first specific game state. In addition, when the first specific game state ends once and transitions to the first specific game state via the normal game state, performance information based on the information stored in the specific memory area is displayed. By displaying the performance information, the player can recognize that a series of periods in which the first specific game state is repeatedly executed via other game states continues without interruption. In addition, the probability that the value (number) indicated by the performance information will be a relatively large value (number) increases by the amount of performance information based on the information stored at the end of the previous first specific game state being displayed (the amount of performance information carried over). This can give the player the impression that he or she has acquired a large amount of profit during the series of periods. This makes it possible to provide a gaming machine that can give the player a sense of satisfaction.
[0176] Next, we will explain what happens if a power outage (cutoff of the power supply to the gaming machine) occurs in the normal state after the time-saving state ends, before the start of the varying display of the first special pattern related to the first special pattern lottery, or while the varying display of the first special pattern related to the first special pattern lottery is in progress.
[0177] When the power is turned on again after a power outage (power failure), a process of recovery from the power outage is performed. The recovery from the power outage may or may not involve RAM clearing. The main control board 200 is provided with a RAM clear switch (not shown) that can be pressed, and when the power is turned on with the RAM clear switch pressed (recovery from power outage), RAM clearing (RAM clearing process) is performed, and at least a part of the information stored in the RAM of the main memory 290 of the main control board 200 is initialized (reset). Note that the RAM clearing process may be configured to initialize (reset) at least a part of the information stored in the RAM of the memory in the frame control board 201. In this embodiment, when the RAM clearing is performed, the game state is reset and the game state is set to the normal state. Hereinafter, when simply saying recovery from power outage (power is turned on again), it refers to recovery from power outage without RAM clearing.
[0178] The main control board 200 stores and manages information related to the game (at least information related to the game state of the gaming machine and information related to the variable display of special symbols) in the RAM of the main memory 290. When a power interruption occurs and the power is restored (when the power is restored without clearing the RAM), the main control board 200 does not execute the process of initializing the information.
[0179] On the other hand, when a power outage occurs and the power is restored (whether the power outage is accompanied by a RAM clear or not accompanied by a RAM clear), the sub-control board 202 performs a process of initializing (setting to an initial state) at least a part of the information stored in the RAM of the sub-memory 302, and in this embodiment, the information stored in the specific memory area 304 is initialized. Therefore, the information stored in the specific memory area 304 (information regarding balls paid out during a continuous period, information regarding game results during a continuous period) is not held (carried over) across a power outage. Specifically, for example, the stored values of the first counter and the second counter described above are set to the initial value "0".
[0180] When the power is turned back on after a power outage, the main control board 200 performs processing to return the gaming machine to the state before the power outage occurred, based on information stored in the main memory 290, etc. In the normal state after the time-saving state ends, if the power is cut off in a state before the variable display of the first special symbol related to the first special symbol lottery starts and the power is restored, that state (normal state) is set again. Also, in the normal state after the time-saving state ends, if the power is cut off in a state during the variable display of the first special symbol related to the first special symbol lottery and the power is restored, that state (normal state) is set again.
[0181] When the first result (C time-saving 2 win) is obtained in the first special symbol lottery in the normal state after the power failure is restored, the game state transition control means 250 transitions the game state to the time-saving state. Also, the presentation control means 300 executes the time-saving presentation (FIG. 10(c)) in the time-saving state. At this time, the presentation control means 300 sets the state in which at least a part of the performance information (the cumulative number of winning balls display S4, the consecutive number of times icon S5, the winning icon S6, etc.) is not displayed based on the fact that the information stored in the specific storage area 304 of the sub-memory 302 has been initialized. In other words, when the specific storage area 304 is in the initial state when transitioning to the time-saving state, the presentation control means 300 executes the time-saving presentation in which at least a part of the performance information is not displayed. In this embodiment, in the case where the first result is obtained in the first special symbol lottery in the normal state after the power is restored and the state transitions to the time-saving state, and the stored value of the first counter is "0", at least the cumulative winning ball number display S4 is not displayed in the time-saving state. The fact that the cumulative winning ball number display S4 is not displayed includes the fact that the cumulative winning ball number display S4 indicating that the cumulative winning ball number is "0" is not displayed. In the second special game state based on winning the "win" in the second special symbol lottery in the time-saving state, and in the time-saving state transitioned to after the end of the second special game state, the cumulative winning ball number display S4 is displayed. In the second special game state, the performance control means 300 can execute the second winning performance (FIG. 10(b)) and display the performance information (the cumulative winning ball number display S4).
[0182] In this embodiment, when the specific memory area 304 of the sub-memory 302 is initialized in the normal state after the time-saving state ends and a transition is made to the time-saving state based on the first result being obtained in the first special pattern lottery, the performance information (at least a part of it) is not displayed until the second special game state is started via the time-saving state.
[0183] Here, we will explain the effects that are executed in (1) the normal state after the time-saving state ends, (2) the normal state that is set when a power outage occurs in the normal state after the time-saving state ends and before the variable display of the first special symbol related to the first special symbol lottery starts, and then the normal state is set after the power outage is restored, and (3) the normal state that is set after the RAM is cleared (after the power outage is restored with the RAM cleared). Note that in the above (1), it is assumed that there is no first special random number value reserved at the end of the time-saving state.
[0184] (1) When the game enters the normal state after the time-saving state ends, the presentation control means 300 executes a presentation (preparation presentation (FIG. 12)) corresponding to the normal state. The preparation presentation is not executed in game states other than the normal state, and can be said to be a presentation that suggests that the game is in the normal state. When the preparation presentation is being executed on the liquid crystal display 32, the player can understand that the game state is the normal state (a game state in which a transition to the time-saving state is determined when the first result is obtained, and which is a game state that is more advantageous than the slight time-saving state).
[0185] (2) In the normal state after the time-saving state ends and a power interruption occurs before the variable display of the first special symbol related to the first special symbol lottery starts, the performance control means 300 executes a low-probability performance instead of a preparation performance in the normal state that is set when the power is restored from the power interruption. The low-probability performance is a performance in which the background (normal background) displayed in the slight time-saving state is displayed on the liquid crystal display 32, and is a performance that does not suggest that the player is in the normal state. In other words, the low-probability performance is a performance that can be executed when the variable display of the special symbol is not being executed in the slight time-saving state. When a low-probability performance is executed, it is difficult for the player to understand that the game state is normal.
[0186] (3) In the normal state set after the RAM is cleared, the presentation control means 300 executes a low probability presentation (display of a normal background) instead of a preparation presentation. By executing a low probability presentation, it becomes difficult for the player to grasp that the RAM has been cleared and the game state has become the normal state. In other words, it is difficult for the player to grasp that the RAM has been cleared.
[0187] In the normal state of (2) and (3) above, when a low probability effect (display of normal background) is being executed, if the first result (winning C time-saving 2) is obtained in the first special pattern lottery, a special effect (Fig. 13) is executed (started). In this case, the successful pattern of the special effect is executed, and it is announced that a transition to the time-saving state has finally been decided. In other words, if a special effect is executed in the normal state of (2) and (3) above, a transition to the time-saving state is always made. In addition, in a configuration in which a display showing the number of times "C Time Reduction 2" has been won in the first special pattern lottery in the normal state (for example, a number of pull-back icons corresponding to the number of pull-backs; in other words, the number of pulls) is displayed as a time-saving effect, winning "C Time Reduction 2" in the first special pattern lottery in the normal state after power is restored (for example, after the RAM is cleared) may not be reflected in the display.
[0188] In addition, in the normal state of (2) and (3) above, when a low probability effect (display of the normal background) is being executed, if the third result (winning a jackpot) is obtained in the first special pattern lottery, the jackpot effect will be executed (started).
[0189] In addition, in the normal state of (2) and (3) above, when the low probability effect (display of normal background) is being executed, if the second result (winning C time reduction 1) is obtained in the first special symbol lottery, if the time period for the first special symbol to change is determined to be time A, effect A is executed, and if the time period for the first special symbol to change is determined to be time B longer than time A, effect B is executed. The effect A is an effect in which the normal background is displayed on the liquid crystal display 32, and a change display (change display effect) of the performance symbol based on the change display of the first special symbol is performed on the liquid crystal display 32, and a stop display effect is executed in which the performance symbol is stopped and displayed in a manner corresponding to the second result. The effect B is an effect in which the normal background is displayed on the liquid crystal display 32, and a change display (change display effect) of the performance symbol based on the change display of the first special symbol is performed on the liquid crystal display 32, and a reach effect is executed during the change display effect, and a stop display effect is executed in which the performance symbol is stopped and displayed in a manner corresponding to the second result after the reach effect. In addition, this reach effect is the same as the reach effect that can be executed when the first special pattern lottery is executed in the slight time-saving state.
[0190] In addition, in the normal state after the time-saving state ends, a power outage occurs before the variable display of the first special symbol related to the first special symbol lottery begins, and in the normal state that is set when the power is restored from the power outage (above (2)), a preparation effect may be executed instead of a low-probability effect. Also, in the normal state that is set after the RAM is cleared (above (3)), a preparation effect may be executed instead of a low-probability effect. By executing the preparation effect, the player can understand that the gaming state is the normal state. The state in which the preparation effect is being executed can attract players and increase the operating rate of the gaming machine.
[0191] Next, in the normal state after the time-saving state ends, a first result (winning C time-saving 2) is obtained in the first special symbol lottery, a power outage occurs during the variable display related to the first result of the first special symbol, and the power is turned back on. After the power is restored, the sub-control board 202 receives information indicating that the first special symbol is being displayed and information indicating that the game state is in the normal state from the main control board 200. Based on the information, the performance control means 300 displays the normal background on the liquid crystal display 32, and executes a variable display (high-speed variable display performance) of the performance pattern based on the variable display of the first special symbol on the liquid crystal display 32. Note that if a special performance (FIG. 13) was being executed immediately before the power outage occurred, the special performance will not be executed (restarted) after the power is restored.
[0192] Next, the sub-control board 202 receives information (symbol determination information) related to the stop display of the first special symbol from the main control board 200. Here, information is received indicating that the first special symbol is to be stopped and displayed in a manner corresponding to "C time reduction 2". Based on the information, the performance control means 300 executes a stop display of the performance symbol (stop display performance) on the liquid crystal display 32, and causes the performance symbol to be stopped and displayed in a manner corresponding to "C time reduction 2". For example, a left performance symbol 350 indicating "3", a middle performance symbol 352 indicating "5", and a right performance symbol 354 indicating "7" are displayed.
[0193] Next, the sub-control board 202 receives information related to the transition of the game state from the main control board 200 after the lapse of the determined display period (e.g., 0.5 seconds) of the first special symbol. Here, information indicating that the game state will transition to a time-saving state is received. The presentation control means 300 executes (starts) a time-saving presentation based on the information, and causes the liquid crystal display 32 to display a background corresponding to the time-saving state. The liquid crystal display 32 switches from a state in which the presentation symbol is displayed frozen on a normal background to a state in which a background corresponding to the time-saving state (time-saving background) is displayed.
[0194] When the power is restored from the power outage, the presentation control means 300 may display a monochromatic background (monochromatic image) and the words "Restoring" instead of displaying the normal background or the variable display presentation of the presentation pattern (stop display presentation). In other words, a presentation (return presentation) that notifies the player that the power is being restored from the power outage may be executed. The presentation control means 300 may execute the return presentation until it receives information indicating a transition to a time-saving state, and execute the time-saving presentation based on the reception of the information. By executing the return presentation after the power is restored and then executing the time-saving presentation (time-saving background), the sense of incongruity felt by the player may be reduced compared to the case where the normal background is (suddenly) switched to the time-saving background as described above.
[0195] Also, after the power is restored from the power outage, while the first special symbol is being displayed (until the symbol determination information is received), the presentation control means 300 cannot determine whether or not "C time-saving 2" has been won. For this reason, the presentation control means 300 cannot display the above-mentioned icon A and icon B that allow the user to select the presentation mode in the time-saving state. In this case, the presentation control means 300 starts the time-saving presentation based on the reception of information indicating that the game state is transitioning to the time-saving state, but in the time-saving presentation, the presentation of the presentation mode (for example, mode A) that is previously determined as the initial setting (basic setting) is executed.
[0196] The gaming machine of this embodiment is The gaming machine is provided with a game area (game area 4) in which game media move, and game media are released into the game area in response to a player's operation, and is provided with a lottery means (special symbol lottery means 230), a state control means (game state transition control means 250), a special game execution means (special game execution means 260), and a presentation control means (presentation control means 300); The lottery means performs a first lottery (a first special symbol lottery) based on the game medium entering a first area (a first starting hole 46) provided in the game area, and performs a second lottery (a second special symbol lottery) based on the game medium entering a second area provided in the game area, The state control means controls transition of a gaming state among a plurality of gaming states including a normal gaming state, a first specific gaming state (a time-saving state), and a special gaming state; The special game execution means controls the execution of the special game in the special game state, and in the special game, a specific movable object (special role object 56) operates in a state in which a gaming medium can enter a predetermined area (a large winning opening 50) provided in the gaming area, The performance control means controls the execution of a performance on the performance display device (liquid crystal display 32), The state control means includes: When a specific result is obtained in the first lottery or the second lottery, the game state can be transitioned to the special game state, and after the special game state ends, the game state can be transitioned to the first specific game state; When a predetermined condition is satisfied in the first specific gaming state, the first specific gaming state is terminated and the gaming state is transitioned to the normal gaming state; When a first result (C time reduction 2) is obtained in the first lottery in the normal gaming state, the gaming state can be transitioned to the first specific gaming state; The performance control means includes: It is possible to display on the performance display device in the first specific game state, performance information based on at least the fact that the specific result is obtained in the first specific game state and the special game is executed in the special game state to which the transition is made, When a transition to the first specific game state is made based on the first result being obtained in the normal game state, and a specific memory area (specific memory area 304) that stores information related to the performance information is in an initial state, at least a part of the performance information that can be displayed on the performance display device is not displayed in the first specific game state.
[0197] In the first specific game state, performance information based on the execution of a special game can be displayed. In addition, when a first result is obtained in the normal game state, a transition to the first specific game state is made. In addition, when transitioning to the first specific game state, if a specific storage area that stores information related to performance information is in an initial state, at least a part of the performance information is not displayed in the first specific game state. If information related to performance information is not held when transitioning to the first specific game state, a display that is easy for the player to see can be realized by reducing the number of performance information to be displayed. In addition, in the first specific game state (advantageous state), if performance information indicating that the performance is "0" is displayed, the player may have the impression that it is disappointing, but this possibility can be reduced according to this embodiment.
[0198] In addition, in the gaming machine of this embodiment, The specific storage area is reset to an initial state when a power outage occurs.
[0199] As described above, when the normal state is transitioned to based on the establishment of the termination condition of the time-saving state, and there is a reserved first special random number value at the end of the time-saving state, the special effect (shutter effect) is executed (started) without the preparation effect being executed in the normal state. Also, in this embodiment, when the normal state is transitioned to based on the establishment of the termination condition of the minute time-saving state, and there is a reserved first special random number value at the end of the minute time-saving state, the special effect (shutter effect) is executed (started) without the preparation effect being executed in the normal state. By starting the special effect based on the transition to the normal state, it is possible to make the player feel a sense of expectation (excitement, excitement).
[0200] Here, the look-ahead performance that can be executed by the performance control means 300 will be described. Note that the control related to the look-ahead performance may be executed by a pre-determination performance control means (not shown) included in the performance control means 300. As described above, the special symbol lottery means 230 acquires a random number value for special symbol lottery from the random number generation means 210 based on the input of a detection signal from the first start hole switch 100 that detects each game ball entering the first start hole 46, and stores the value as a first special random number value in the special random number storage means 2914 of the main memory 290. In addition, the special symbol lottery means 230 reads out the first special random number value from the special random number storage means 2914, and performs a jackpot determination process, a symbol determination process, and the like as a special symbol lottery.
[0201] The special symbol lottery means 230 also performs a jackpot determination process, a symbol determination process, etc. as a pre-judgment process when storing the first special random number value in the special random number storage means 2914. When the special symbol lottery means 230 (pre-judgment means) acquires a random number value for special symbol lottery from the random number generating means 210 based on the input of a detection signal from the first start port switch 100, it performs a jackpot determination process, a symbol determination process, etc. as a pre-judgment process for the first special random number value according to the game state and the number of reserved values at that time before storing the first special random number value as the first special random number value in any one of the first special reserved storage areas 1 to 4. Note that the pre-judgment process may be configured to have a dedicated process for pre-judgment (jackpot pre-judgment process, symbol pre-judgment process) instead of the same process (for example, a lottery process based on the same table data) as the jackpot determination process or the symbol determination process executed when a variation based on the random number value for special symbol lottery actually stored as reserved is executed. In addition, the advance judgment process may be configured to make an advance judgment regarding the fluctuation time of the special symbol.
[0202] The special symbol lottery means 230 transmits the pre-determination result including the results of the jackpot determination process, the symbol determination process, and the like as the pre-determination process to the sub-control board 202 (performance control means 300) as pre-determination result information, and stores it in one of the first special reservation memory areas 1 to 4 in association with the first special random number value that was the subject of the pre-determination process. When the performance control means 300 acquires a first special random number value, if other first special random numbers are stored in the special random number memory means 2914, the performance control means 300 can execute a pre-reading performance via the liquid crystal display 32 or the like in the period from when the first special random number value is acquired to when the variable display of the first special symbol for that first special random number value ends, or in the period from when the variable display of the first special symbol for the first special random number value acquired before that first special random number value ends, according to the pre-determination result information corresponding to the acquired first special random number value.
[0203] As an example of a look-ahead effect (specific effect), there is one in which the display mode (color, etc.) of the first reserved image 420 (FIG. 9(a)) corresponding to the first special random number value is changed according to the result of the advance judgment process, suggesting the result of the first special symbol lottery (expectation of a jackpot) in advance. In other words, the look-ahead effect is an effect that suggests the result of the first special symbol lottery in advance. The color of the first reserved image 420 represents the expectation that the result of the first special symbol lottery will be a pleasant one for the player, and for example, the expectation increases in the order of white, blue, green, red, and gold.
[0204] When the first special random number value is acquired and other first special random number values are stored in the special random number storage means 2914, the performance control means 300 performs a look-ahead performance lottery to determine whether or not to execute a look-ahead performance for the acquired first special random number value at the time of acquiring the first special random number value. When the look-ahead performance lottery is won, the performance control means 300 determines to execute the look-ahead performance.
[0205] The performance control means 300 performs a pre-reading performance lottery for the first special random number value, and based on the decision to execute the pre-reading performance, if there is no first special random number value among the first special random number values reserved in the special reserve memory area and the first special reserve memory area 1 to the first special reserve memory area 4 that has been obtained prior to the first special random number value for which it has been decided to execute the pre-reading performance, which results in a jackpot determination process included in the pre-determination result being a jackpot, the performance control means 300 determines that the start condition for the pre-reading performance is satisfied and executes (starts) the pre-reading performance.
[0206] For example, when the first special random number value is stored in the first special reserve memory area 1 and the first special reserve memory area 2, and the first special random number value is acquired and the execution of the pre-reading performance is determined in the pre-reading performance lottery at the time of acquisition, the performance control means 300 starts the pre-reading performance based on the determination, and changes the color of the first reserved image 420 corresponding to the first special random number value for which the execution of the pre-reading performance has been determined (for example, from white to red) during the change of the first special pattern based on the first special random number value prior to the first special random number value for which the execution of the pre-reading performance has been determined.
[0207] Hereinafter, winning "C Time-saving 2" in the first special pattern lottery in the normal state and deciding to transition to the time-saving state may be referred to as "success in normal state" or "success in normal state."
[0208] When the first special game state based on winning "Big Hit 3" in the first special symbol lottery ends and transitions to the micro-time-saving state, or when the micro-time-saving state is transitioned to based on winning "C Time-saving 1" in the first special symbol lottery in the normal state, the number of times the first special symbol is displayed in the micro-time-saving state reaches a predetermined number (1329 times), and the end condition of the micro-time-saving state is established, transitioning to the normal state. In the micro-time-saving state, the performance control means 300 can execute a performance (first reserved performance) in which the first reserved image 420 (FIG. 9(a)) corresponding to the reserved first special random number value is displayed on the liquid crystal display 32. In addition, the performance control means 300 can execute a pre-reading performance for the first special random number value in the micro-time-saving state.
[0209] In the normal state after the RAM is cleared, there is no reserved first special random number value because the memory (main memory 290) is initialized. In the normal state after the RAM is cleared, the first reserved image 420 corresponding to the first special random number value is not displayed.
[0210] In addition, the performance control means 300 can execute a performance (second reserved performance) in the time-saving state in which a second reserved image 422 (FIG. 9(d)) corresponding to the reserved second special random number value is displayed on the liquid crystal display 32. In the time-saving state, the second reserved performance is executed, the first reserved performance is not executed, and the look-ahead performance for the first special random number value is not executed. A transition to the normal state is made based on the establishment of the termination condition of the time-saving state, but in the time-saving state, a performance is executed in which the second reserved image 422 corresponding to the reserved second special random number value is displayed on the liquid crystal display 32, so that the first reserved image 420 of the first special random number value that may be the subject of a special performance in the normal state is not displayed, and a display suggesting the success of the normal state (such as red reserved) is not displayed.
[0211] When a predetermined period (the number of times the first special symbol changes is 1329) has elapsed in the micro-time-saving state, the state transitions to the normal state. Here, we will explain the case where a pre-reading performance is executed in the period immediately before the predetermined period has elapsed in the micro-time-saving state. FIG. 14 shows an example of a display when the pre-reading performance is executed. In FIG. 14, the first special random number value stored in the first special reserve memory area 1 is not determined to execute the pre-reading performance, and the first reserved image 420 in white (normal color) is displayed in the first reserved display area 411 corresponding to the first special reserve memory area 1. Note that the first reserved image 420 corresponds to the 1327th change display of the first special symbol in the micro-time shortening state. Also, the first special random number value stored in the first special reserve memory area 2 is not determined to execute the pre-reading performance, and the first reserved image 420 in white (normal color) is displayed in the first reserved display area 412 corresponding to the first special reserve memory area 2. Note that the first reserved image 420 corresponds to the 1328th change display of the first special symbol in the micro-time shortening state. In addition, the first special random number value stored in the first special reservation memory area 3 is not determined to execute the look-ahead performance, and the first reserved image 420 in white (normal color) is displayed in the first reserved display area 413 corresponding to the first special reservation memory area 3. The first reserved image 420 corresponds to the 1329th (last) variable display of the first special symbol in the micro-time shortening state. In addition, the first special random number value stored in the first special reservation memory area 4 is determined to execute the look-ahead performance, and as a result of the look-ahead performance being executed, the first reserved image 420 in red is displayed in the first reserved display area 414 corresponding to the first special reservation memory area 4. The first reserved image 420 corresponds to the variable display of the first special symbol in the normal state.
[0212] In the short time-saving state, the player can know the number of times the first special symbol changes during the short time-saving state through the number of changes (not shown) on the effect display displayed on the liquid crystal display 32 and the data counter provided on the top of the gaming machine, and can know how long it will take for the short time-saving state to end and transition to the normal state. Therefore, if a look-ahead effect is executed just before the short time-saving state ends and the red first reserved image 420 is displayed, the player may think that the look-ahead effect is a look-ahead effect suggesting the success of the normal state, and may have an excessive sense of expectation that the probability of success in the normal state may be high.
[0213] Incidentally, as shown in FIG. 7(b), the probability of succeeding in the normal state, that is, the probability of winning "C Time-saving 2" in the first special symbol lottery in the normal state and deciding to transition to the time-saving state, is about 20% (about 1 / 5). Therefore, if the player has excessive expectations before the lottery, the player may feel a great sense of loss if he or she does not succeed in the normal state.
[0214] (Slight time saving state) In the very short time-saving state, the performance control means 300 does not decide to execute the look-ahead performance (limits the execution of the look-ahead performance) for the first special random number value obtained after the start of the "1326th" first special symbol variable display before the last first special symbol variable display in the very short time-saving state (4 variations before the end of the very short time-saving state). Note that "not deciding to execute the look-ahead performance" may mean that the winning probability of the look-ahead performance lottery based on the first special random number value is 0%, or may be configured so that the look-ahead performance lottery based on the first special random number value is not executed.
[0215] FIG. 15(a) shows an example of a case where a first special random number value is acquired (a new reservation of a first special random number value occurs) based on the game ball entering the first starting hole 46 after the 1326th display of the first special symbol has started in the micro-time shortening state, and shows a case where the first special random number value is stored in the first special reservation memory area 1 to the first special reservation memory area 3, and the newly acquired first special random number value is stored in the first special reservation area 4. The first special random number value corresponds to the display of the first special symbol in the normal state, but the execution of the pre-reading performance is not determined for the first special random number value. Note that the execution of the pre-reading performance is not determined for the first special random number value and any first special random number value acquired thereafter. As shown in FIG. 15(a), a first reserved image 420 in white (normal color) is displayed in the first reserved display area 414 corresponding to the first special reserved memory area 4. In other words, the first reserved image 420 does not change to red or the like. In addition, even when the first special random number value corresponding to the first reserved image 420 is moved to the first special reserved memory area with a smaller ordinal number by one, the color of the first reserved image 420 does not change (the pre-reading performance is not executed). For this reason, in the micro-time-saving state, the performance (pre-reading performance) that suggests the result of the first special symbol lottery in the normal state in advance is not executed.
[0216] In addition, in Figure 15 (a), the first special random number value stored in the first special reserve memory area 1 to the first special reserve memory area 3 is a first special random number value obtained before the execution of the pre-reading performance is restricted, and allows the pre-reading performance to be executed.
[0217] FIG. 15(b) shows another example of a case where a first special random number value is acquired (a new reservation of a first special random number value occurs) based on a game ball entering the first starting hole 46 after the 1326th display of the first special symbol has started in the micro-time-saving state, and shows a case where a first special random number value is stored in the first special reservation memory area 1, and a newly acquired first special random number value is stored in the first special reservation memory area 2. At this time, the execution of a look-ahead performance is not determined for the first special random number value. It should be noted that the execution of a look-ahead performance is not determined for the first special random number value and any first special random number values acquired thereafter. As shown in FIG. 15(b), a first reserved image 420 in white (normal color) is displayed in the first reserved display area 412 corresponding to the first special reserved memory area 2. The first special random number value corresponds to the 1328th variable display of the first special symbol in the micro-time-saving state. In this case, the execution of the pre-reading performance is not determined for the first special random number value acquired after the first special random number value, so the execution of the pre-reading performance is not determined for the first special random number value corresponding to the variable display of the first special symbol in the normal state. For this reason, in the micro-time-saving state, a performance (pre-reading performance) that suggests the result of the first special symbol lottery in the normal state in advance is not executed.
[0218] The performance control means 300 controls so that, in the micro-time-saving state, at least the execution of the look-ahead performance is not determined for the first special random number value related to the variable display of the first special symbol in the normal state. Therefore, in the micro-time-saving state, a performance (look-ahead performance) that suggests the result of the first special symbol lottery in the normal state in advance is not executed. This makes it possible to suppress the player from having excessive expectations in advance for the success of the normal state. Also, in the micro-time-saving state, if a performance (look-ahead performance) that suggests the result of the first special symbol lottery in the normal state in advance is executed in advance and the performance suggests that the expectation is not high (low), there is a possibility that the expectation held by the player will be damaged when the normal state is transitioned to and the special performance is started. Therefore, by preventing the look-ahead performance from being executed, it is possible to prevent the expectation held by the player from being damaged when the special performance is executed.
[0219] When the performance control means 300 controls not to determine execution of the look-ahead performance for the first special random number value acquired after the 1326th variable display of the first special symbol has started in the very short time state, for example, as shown in Fig. 15(a), the look-ahead performance may be executed for the first special random number value corresponding to the last predetermined number of variable displays of the first special symbol in the very short time state. Therefore, considering that four first special random number values can be stored in the first special reserve memory area 1 to the first special reserve memory area 4, the performance control means 300 may control not to determine execution of the look-ahead performance for the first special random number value acquired after the 1322nd variable display of the first special symbol has started in the very short time state.
[0220] FIG. 15(c) shows an example of a case where the first special random number value is acquired (a new reservation of the first special random number value occurs) based on the game ball entering the first starting hole 46 after the 1322nd display of the first special symbol has started in the micro-time-saving state, and shows a case where the first special random number value is stored in the first special reservation memory area 1 to the first special reservation memory area 3, and the newly acquired first special random number value is stored in the first special reservation area 4. In this case, the execution of the look-ahead performance is not determined for the first special random number value. Note that the execution of the look-ahead performance is not determined for the first special random number value and the first special random number value acquired thereafter. In other words, the execution of the look-ahead performance is not determined for the first special random number value corresponding to the 1326th display of the first special symbol in the micro-time-saving state and the first special random number value acquired after the first special random number value.
[0221] In FIG. 15(a), for example, suppose that a pre-reading effect is executed for the first special random number value corresponding to the 1328th display of the first special symbol in the short time-saving state. The player may mistakenly recognize (misunderstand) the display of the first special symbol related to the first special random number value as the display of the first special symbol in the normal state, and may have an excessive expectation in advance for the success of the normal state. Therefore, by configuring the system so that the pre-reading effect is not executed (with certainty) for the first special random number value corresponding to the display of the first special symbol in the last predetermined number (four times) of display of the first special symbol in the short time-saving state (just before the end of the short time-saving state), the possibility that the player will misunderstand and have such an expectation can be reduced. In addition, the possibility that the player who has made such a mistake will finish playing without executing the lottery for the first special symbol in the normal state can be reduced.
[0222] In this embodiment, the performance control means 300 does not determine the execution of the look-ahead performance for the first special random number value acquired after the 1326th variable display of the first special symbol has started in the micro-time-saving state. Therefore, the execution of the look-ahead performance is not determined for the first special random number value acquired after (immediately after) the first special random number value related to the variable display of the first special symbol in the normal state.
[0223] Here, for example, consider a case where a look-ahead effect is executed for a first special random number acquired (reserved) two numbers after the first special random number associated with the variable display of the first special symbol in the normal state. In this case, the player may have a sense of expectation in advance for the success of the normal state based on the execution of the look-ahead effect. However, with the variable display of the first special symbol associated with the first special random number acquired two numbers before the first special random number, a special effect in the normal state is started. For this reason, the player may become confused. According to this embodiment, the look-ahead effect is not executed for the first special random number acquired after the first special random number associated with the variable display of the first special symbol in the normal state, so that the possibility of the player becoming confused can be reduced.
[0224] Next, consider the case where a pre-reading performance is executed for the first special random number acquired after (for example, two after) the first special random number related to the variable display of the first special symbol in the normal state, the first reserved image 420 corresponding to the first special random number becomes red (red reserved) (when a high expectation is suggested in advance), and "C time reduction 2" is won in the first special symbol lottery in the normal state. In this case, a transition to the time reduction state may occur based on the winning of "C time reduction 2", and a period (continuous period) in which the transition of the game state between the time reduction state and the special game state may be repeated may begin, but for example, in a configuration in which the second special random number is consumed with priority over the first special random number, the player may execute a strategy of winning a jackpot by executing the first special pattern lottery related to the first special random number for which the red first reserved image 420 is displayed at a desired timing during the period. Therefore, by preventing the pre-reading effect from being executed for the first special random number value obtained after the first special random number value related to the variable display of the first special pattern in the normal state, it is possible to prevent the player from carrying out a predetermined strategy using the first special random number value whose expectation level is suggested in advance. In the above, it is stated that "the first special random number acquired after the first special random number value related to the variable display of the first special symbol in the normal state is not determined for the look-ahead performance", but the "first special random number value acquired after the first special random number value related to the variable display of the first special symbol in the normal state" may be (1) the first special random number value acquired during the period until the timing when it is notified that the result of the variable display of the first special symbol in the normal state has become the second result (C time reduction 1). In other words, the period until the first special random number value is acquired may be set as the period during which the look-ahead performance is not determined. Also, (2) it may be the first special random number value acquired during the variable display of the first special symbol related to "the first special random number value related to the variable display of the first special symbol in the normal state" up to the fourth first special random number value related to the variable display of the first special symbol in the new micro-time reduction state (the first special random number value related to the 1334th first special random number value related to the variable display of the first special symbol when counted consecutively from the previous micro-time reduction state). In other words, the period until the first special random number value is obtained may be set as a period during which the pre-reading performance is not determined.
[0225] (Normal state) In the normal state, the performance control means 300 does not execute a performance (first reserved performance) in which the first reserved image 420 (FIG. 9(a)) corresponding to the reserved first special random number value is displayed on the liquid crystal display 32. In addition, in the normal state, the performance control means 300 does not execute a look-ahead performance for the first special random number value. In addition, the performance control means 300 controls so as not to determine the execution of the look-ahead performance for the first special random number value acquired in the normal state. In the normal state, the preparation performance (FIG. 12) is executed, and when the game value enters the first start hole 46, the first special symbol lottery is executed and the special performance (FIG. 13) is started, but while the special performance is being executed (during the variable display of the first special symbol), the game ball may enter the first start hole 46. That is, the first special random number value may be stored (reserved) in any one of the first special reservation memory areas 1 to 4. In the normal state, the first special random number value stored in any one of the first special reservation memory areas 1 to 4 is not determined to be executed as a pre-reading effect based on the fact that the game state at the time of acquisition is the normal state. Therefore, when the game transitions to the micro-time-saving state based on winning "C time-saving 1" in the first special symbol lottery in the normal state, the pre-reading effect is not executed for the first special random number value stored in the normal state in the micro-time-saving state. Note that the pre-reading effect may be executed for the first special random number value acquired after the transition to the micro-time-saving state. In this embodiment, the execution of the pre-reading effect is not determined for the first special random number value acquired in the normal state (the pre-reading effect lottery is not executed), but the execution of the pre-reading effect may be determined for the first special random number value acquired in the micro-time-saving state (the pre-reading effect lottery may be executed).
[0226] Next, a case where the first special symbol lottery is executed in the normal state and the first special random number value is stored (reserved) in the first special reservation memory area 1, and the first special symbol lottery wins "C time reduction 2" will be described. In this case, the time reduction state is triggered by the first special symbol being stopped and displayed in a manner corresponding to "C time reduction 2". However, in the time reduction state, a special situation may occur in which the first special symbol lottery based on the reserved first special random number value is executed (started) before the second special symbol lottery is executed based on the entry of the game ball into the second starting hole 49 (before the second special random number value is stored (reserved)). In addition, in the special situation, a right hit display is displayed in small size on the liquid crystal display 32 to encourage the player to hit right based on the fact that the game state is the time reduction state.
[0227] In a special situation, if "Jackpot 3" is won in the first special pattern lottery based on the reserved first special random number value, a special game state will begin. However, if the game state ends and the game transitions to a slight time-saving state instead of a time-saving state, the player may feel dissatisfied (feel a sense of loss) because the game state will not transition to the time-saving state even though the player won "C Time-saving 2" in the first special pattern lottery under normal conditions.
[0228] The main control board 200 can change the number of time-saving times (FIG. 7(a)) set based on winning the "jackpot" in the first special symbol lottery according to the game state at the time of the lottery. In this embodiment, when the "jackpot 3" is won in the first special symbol lottery in a special situation (time-saving state), the main control board 200 sets a predetermined number of time-saving times (110 times) at the end of the special game state based on the winning. Therefore, when the "jackpot 3" is won in the first special symbol lottery in a special situation, the game state transitions to the time-saving state without transitioning to the slight time-saving state after the special game state ends. Therefore, even if the "jackpot 3" is won, the game state transitions to the time-saving state, which reduces the possibility of the player feeling dissatisfied (feeling of loss).
[0229] In a special situation where "Jackpot 3" is won in the first special pattern lottery, if it is not possible to set the specified number of time-saving times (110 times) at the end of the special game state based on the winning (if a transition to a slight time-saving state is unavoidable), the following configuration may be adopted.
[0230] In the normal state, when the first special symbol lottery is executed and the first special random number value is stored (reserved) in the first special reservation memory area 1, if the first special symbol lottery wins "C time reduction 2" and the reserved first special random number value is associated with a pre-determined result of winning "jackpot", the performance control means 300 sets the special performance executed during the variable display related to the winning of "C time reduction 2" of the first special symbol related to the first special symbol lottery to a failure pattern instead of a success pattern (changes from a success pattern to a failure pattern). In other words, even if the first special symbol lottery wins "C time reduction 2", the performance control means 300 controls not to execute a performance informing that a transition to the time reduction state has been decided.
[0231] If the special effect of the success pattern is executed, the player will think that the game will move to the time-saving state, and may feel a great sense of loss if the player wins "jackpot 3" in the subsequent first special pattern drawing and does not move to the time-saving state. Therefore, by executing the special effect of the failure pattern instead of the special effect of the success pattern and not announcing the decision to move to the time-saving state, the player's sense of loss can be reduced if the player wins "jackpot 3" and does not move to the time-saving state.
[0232] In this embodiment, as described above, the special effect is the appearance of a shutter, and there are prepared a success pattern in which the shutter closes and then it is announced that the transition to the time-saving state has finally been decided, and a first failure pattern in which the shutter closes and then it is announced that the transition to the time-saving state has not finally been decided. When the first special symbol lottery is executed in the normal state, and the first special random number value associated with the "jackpot" is reserved while the first special symbol is showing a variable display related to the winning of "C time-saving 2", it is possible to change (rewrite) the special effect to be executed from the success pattern to the first failure pattern.
[0233] In this case, the special effect of the failure pattern is executed, but when the first special symbol is stopped and displayed in a manner corresponding to "C time-saving 2", the game state internally transitions to a time-saving state. Therefore, in this case, in the time-saving state, a small right-hit display encouraging the player to hit the right may be displayed on the liquid crystal display 32.
[0234] In this embodiment, the performance control means 300 does not decide to execute the pre-reading performance for the first special random number value acquired after the start of the variable display of the first special symbol "1326th time" in the micro-time-saving state, but may be configured as follows. The special symbol selection means 230 performs a pre-determination process at the time of acquiring the first special random number value, and determines in which game state the variable display of the first special symbol based on the first special random number value will be executed. Then, the performance control means 300 can execute the pre-reading performance selection at the time of acquiring the first special random number value, but when the game state at that time is the micro-time-saving state and the acquired first special random number value is the first special random number value related to the variable display of the first special symbol in the normal state, the performance control means 300 controls not to decide to execute the pre-reading performance for the first special random number value. As a result, in the micro-time-saving state, a performance (pre-reading performance) that suggests the result of the first special symbol selection in the normal state in advance is not executed.
[0235] The micro-time-saving state is started with the memory value of the micro-time-saving counter 2916 set to "1329", and "1" is subtracted from the memory value of the micro-time-saving counter 2916 each time the first special symbol is displayed. When the game machine is powered on and the game state is in the micro-time-saving state when the game machine is restored from a power outage (power outage without RAM clearing), the performance control means 300 determines that the condition is met based on the fact that the first special symbol has been displayed in a predetermined number of times (for example, 100 times) in the micro-time-saving state after the power outage is restored, and may display the remaining number of games until the normal state is started on the liquid crystal display 32. In this case, the performance control means 300 displays the remaining number of games based on the memory value of the micro-time-saving counter 2916, and the remaining number of games is displayed including a character string such as "200G left until XX judge" (XX is, for example, a character name, and XX judge is the name of the performance in the normal state). When the remaining number of games is displayed, it is possible to increase the player's motivation to play and increase the operating rate of the gaming machine, compared to when the remaining number of games is not displayed.
[0236] In addition, if the remaining number of games is displayed immediately after power is restored, there is a possibility that a player will look at the remaining number of games immediately after the opening of the gaming arcade and decide whether or not to play on the gaming machine. In other words, there is a possibility that a player will look at the remaining number of games immediately after the opening of the arcade and avoid playing on the gaming machine, which will result in a decrease in the operating rate of the gaming machine. Therefore, by not displaying the remaining number of games until the first special symbol is displayed a predetermined number of times (for example, 100 times) after the power is restored, it is possible to prevent players from avoiding playing immediately after the opening of the arcade and increase the operating rate of the gaming machine.
[0237] The gaming machine of this embodiment is The gaming machine is provided with a game area (game area 4) in which game media move, and game media are released into the game area in response to a player's operation, and is provided with a lottery means (special symbol lottery means 230), a state control means (game state transition control means 250), a special game execution means (special game execution means 260), and a presentation control means (presentation control means 300); The lottery means performs a first lottery (a first special symbol lottery) based on the game medium entering a first area (a first start opening 46) provided in the game area, and performs a second lottery (a second special symbol lottery) based on the game medium entering a second area (a second start opening 49) provided in the game area, The state control means performs control to transition a game state among a plurality of game states including a normal game state (normal state), a first specific game state (time-saving state), a second specific game state (slight time-saving state), and a special game state; The special game execution means controls the execution of the special game in the special game state, and in the special game, a specific movable object (special role object 56) operates in a state in which a gaming medium can enter a predetermined area (a large winning opening 50) provided in the gaming area, The state control means includes: When a specific result is obtained in the first lottery or the second lottery, the game state can be transitioned to the special game state, and after the special game state ends, the game state can be transitioned to the first specific game state; When a first result (C time reduction 2) is obtained in the first lottery in the normal gaming state, the gaming state can be transitioned to the first specific gaming state; When a second result (C time reduction 1) is obtained in the first lottery in the normal gaming state, the gaming state can be transitioned to the second specific gaming state; In the second specific gaming state, even if the first result is obtained in the first lottery, the gaming state is not shifted to the first specific gaming state; When a predetermined period of time has elapsed in the second specific gaming state, the gaming state can be transitioned to the normal gaming state, The performance control means includes: A special effect is executed in the normal gaming state to notify whether or not the transition to the first specific gaming state is possible; In the second specific gaming state, when a gaming medium enters the first area, a performance can be executed that suggests in advance the result of the first lottery corresponding to the entry of the gaming medium; In the second specific gaming state, at least an effect suggesting in advance the result of the first lottery executed in the normal gaming state after the predetermined period has elapsed is not executed.
[0238] The normal game state is a game state in which a transition to the first specific game state can occur depending on the result of the first lottery (if the first result is obtained). In addition, in the normal game state, a special effect is executed to notify whether or not a transition to the first specific game state can occur. If an effect that suggests the result of the first lottery executed in the normal game state in advance is executed in the second specific game state, the player may have an excessive sense of expectation in advance that a transition to the first specific game state will be decided in the normal game state (the decision to transition to the first specific game state will be announced by the special effect). If a player transitions to the normal game state in a state of excessive expectation, and the result of the first lottery is the second result and the game does not transition to the first specific game state, the player may have a large sense of loss. In addition, if the result of the first lottery executed in the normal game state is suggested in advance in the second specific game state, the player's expectation may be lost when the game transitions to the normal game state and the special effect starts. Therefore, in the second specific gaming state, by not executing the performance that suggests the result of the first lottery executed in the normal gaming state in advance, it is possible to prevent the player from having excessive expectations in advance and to prevent the player's expectations in the normal gaming state from being damaged. In other words, it is possible to prevent the player's expectations for the normal gaming state from becoming too high or low in advance (to stabilize the expectations). This makes it possible to prevent a decrease in interest in the game.
[0239] The present invention is not limited to the above-described embodiment, and can be modified in various ways without departing from the spirit of the invention. For example, various controls are not limited to those in the above-described embodiment. Furthermore, the present invention allows free combinations, modifications of each component, or omission of components within the scope of the invention. [Explanation of symbols]
[0240] 4. Gaming area 32 Liquid crystal display (performance display device) 46 First Starting Hole (First Area) 49 Second starting hole (Second area) 50 Large prize slots (specified area) 56 Special role objects (specific movable objects) 230 Special design lottery means (lottery means) 250 Game state transition control means (state control means) 260 Special game execution means 300 Production control means 304 Specific storage area
Claims
[Claim 1] A gaming machine having a game area in which a game medium moves, and in which the game medium is released into the game area in response to an operation by a player, the gaming machine comprising: a lottery means; a state control means; a special game execution means; and a performance control means; the lottery means performs a first lottery based on the game medium entering a first area provided in the game area, and performs a second lottery based on the game medium entering a second area provided in the game area; the state control means controls transition of a gaming state among a plurality of gaming states including a normal gaming state, a first specific gaming state, and a special gaming state; The special game execution means controls execution of a special game in the special game state, and in the special game, a specific movable object moves to a state in which a game medium can enter a predetermined area provided in the game area, The performance control means controls the execution of the performance in the performance display device, The state control means includes: When a specific result is obtained in the first lottery or the second lottery, the game state can be transitioned to the special game state, and after the special game state is terminated, the game state can be transitioned to the first specific game state; When a predetermined condition is satisfied in the first specific gaming state, the first specific gaming state is terminated and the gaming state is transitioned to the normal gaming state; When a first result is obtained in the first lottery in the normal gaming state, the gaming state can be shifted to the first specific gaming state; The performance control means includes: It is possible to display on the performance display device in the first specific game state performance information based on at least the fact that the specific result is obtained in the first specific game state and the special game is executed in the special game state to which the transition is made, When a transition is made to the first specific game state based on the first result being obtained in the normal game state, and a specific memory area that stores information related to the performance information is in an initial state, at least a part of the performance information that can be displayed on the performance display device is not displayed in the first specific game state.
Citation Information
Patent Citations
Game machine
JP2023043790A
