Game machine

The gaming machine improves player engagement through variable symbol displays and rainbow-colored light effects, addressing the need for enhanced interest and motivation in gaming machines.

JP2025003766AActive Publication Date: 2025-01-10KYORAKU IND CO LTD
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Patent Information

Application Number
JP2023102950
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-06-23
Publication Date
2025-01-10
Estimated Expiration
2043-06-23

AI Technical Summary

Technical Problem

Conventional gaming machines lack innovative features to enhance player interest and maintain motivation without reducing the duration of playing periods.

Method used

A gaming machine that incorporates a variable display of symbols, a rainbow-colored light emission effect, and fluctuating light effects based on starting conditions, offering special benefits to players and suggesting the execution of special games through different light emission patterns.

Benefits of technology

Enhances player interest and engagement by providing dynamic visual and auditory cues that create a more immersive gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of enhancing interest in a game.SOLUTION: A game machine includes a main control board 300 for controlling progress of a game, a performance control board 320 for controlling performance of a game, and at least one light-emitting means, and can execute a first performance for performing a light-emitting display in a specific mode seen as a rainbow color from a player and a first performance for performing a light-emitting display in a light-emitting mode differing from that of the first performance. The light-emitting mode can be changed between when a game state is a first state and when it is a second state.SELECTED DRAWING: Figure 3-1
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Description

[Technical field]

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

[0002] In conventional gaming machines, it is common for a gaming machine to determine whether or not to execute a special game that is advantageous to the player based on judgment information obtained when a starting condition is met, and then execute a game presentation (variable presentation) according to the result of that judgment.

[0003] Among such gaming machines, there are also known ones that execute effects using a predetermined effect device (effect button, movable member, lamp, image display device, etc.) (for example, see Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2019-033816 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, in gaming machines, there is always a demand for improving the entertainment value of the game. For example, consideration is being given to implementing effects that leave a stronger impression on players, adjusting the game period appropriately without reducing the player's motivation, and so on.

[0006] The present invention has been made in consideration of the above-mentioned problems, and has an object to provide a gaming machine that can increase the enjoyment of the game. [Means for solving the problem]

[0007] [Example of application] In order to solve the above problems, according to the gaming machine (100) of the present invention, a judgment is made based on the establishment of a starting condition, and when the variable display of the pattern executed in the display means based on the judgment results in a predetermined special result, a special game advantageous to the player can be executed, and a variable display of the performance pattern can be executed based on the establishment of the starting condition, the gaming machine is equipped with a light-emitting means (frame lamp, board lamp, main display device 131, etc.) that can execute a rainbow-colored light-emitting performance that appears rainbow to the player, and the light-emitting means is capable of executing a first performance in which the color moves in a specific direction and a second performance of a different aspect from the first performance, and is characterized in that, during the period from when a predetermined performance (decisive performance) suggesting the execution of the special game is started to when the next variable display is started, the rainbow-colored light-emitting performance of a different aspect can be executed depending on whether the performance pattern becomes a first stopped display or a second stopped display. Effect of the Invention

[0008] According to the present invention, the interest of the player can be increased. [Brief description of the drawings]

[0009] [Figure 1] FIG. 1 is a front view of a gaming machine 100 according to a first embodiment. [Diagram 2] 1 is a perspective view of the gaming machine 100 showing a state in which the glass frame 150 and the inner frame 170 are open relative to the outer frame 160. FIG. [Figure 3-1] 2 is a diagram showing functional blocks of the gaming machine 100. FIG. [Figure 3-2] 2 is a diagram for explaining a main ROM 301b of the main control board 300. FIG. [Figure 3-3] FIG. 13 is a diagram showing an example of a big win / win determination table T1. [Diagram 3-4] FIG. 13 is a diagram showing an example of a symbol determination table T2. [Figure 3-5] 2 is an explanatory diagram for explaining a main RAM 301c of the main control board 300. FIG. [Diagram 3-6] A block diagram showing details of the performance control board 320. [Diagram 3-7] 13 is an explanatory diagram illustrating a pre-determination information storage area 320c3 provided in the sub-RAM 320c. FIG. [Figure 4-1] FIG. 13 is a diagram illustrating the transition of game states. [Figure 4-2] 4 is an explanatory diagram showing a schematic flow of processing executed by a main control board 300. FIG. [Figure 4-3] 1 is an explanatory diagram showing a list of processes executed on the performance control board 320. FIG. [Figure 4-4] 13 is a flowchart illustrating a special symbol stop process, which is one of the processes performed by the main control board 300. [Figure 4-5] 11 is a flowchart illustrating a process for determining whether to transition to a time-shortened game state and a process for determining whether to end the time-shortened game state. [Figure 4-6] 13 is a diagram illustrating the end of time-saving gaming state 3 and time-saving gaming state 4. FIG. [Diagram 4-7] FIG. 13 is a diagram illustrating details of an information display 302c. [Figure 4-8] 13 is a diagram illustrating a specific example of a counting period of a base value B. FIG. [Figure 5-1] 11A to 11C are diagrams showing examples of display presentations for each presentation mode. [Figure 5-2] A figure showing an example of the display of the number of reserved items. [Figure 5-3] 13 is a diagram illustrating the time-saving entry effects executed when transitioning to time-saving game state 1 and time-saving game state 2, and the display effects executed before the end of time-saving game state 1 and time-saving game state 2. FIG. [Figure 5-4] 13 is a diagram illustrating the display effects executed before and after the transition to time-shortened game state 3 or time-shortened game state 4. FIG. [Figure 5-5] 13 is a diagram illustrating the display effects at the end of time-saving gaming states 1 to 4. FIG. [Figure 6-1] 13 is a diagram for explaining an overview of the transition of the state of the gaming machine 100 after the fluctuation is stopped and the display mode of the main display device 131. FIG. [Figure 6-2] FIG. 13 is a diagram for explaining an outline of the customer waiting demo production. [Figure 7-1]This is a timing chart (1) when the variable presentation in the normal gaming state ends and the state shifts to waiting for customers. [Figure 7-2] A figure showing examples of presentations at various timings in Figure 7-1. [Figure 7-3] A figure showing examples of presentations at various timings in Figure 7-1. [Figure 7-4] A diagram showing an example of a presentation when a prize is won while waiting for customers. [Figure 7-5] A figure showing an example of the presentation when the sword handle unit is operated during a changing display. [Figure 8-1] This is a timing chart for when the variable presentation in the time-saving game state 3 ends and the state shifts to waiting for customers. [Figure 8-2] A figure showing examples of presentations at various timings in Figure 8-1. [Figure 8-3] A figure showing examples of presentations at various timings in Figure 8-1. [Figure 9-1] This is a timing chart (2) when the variable presentation in the normal gaming state ends and the state shifts to waiting for customers. [Figure 9-2] A figure showing examples of presentations at various timings in Figure 9-1. [Figure 10] FIG. 13 is a diagram showing an example of rendering in another embodiment. [Figure 11] FIG. 13 is a diagram showing a specific example of a rainbow effect. [Figure 12] FIG. 13 is a diagram showing a specific example of a rainbow effect. [Figure 13] FIG. 13 is a diagram showing a specific example of a rainbow effect. [Figure 14] FIG. 13 is a diagram showing an example of a rainbow-colored display while customers are waiting. [Figure 15] FIG. 13 is a diagram showing an example of a rainbow-colored display while customers are waiting. [Figure 16] FIG. 13 is a diagram showing an example of a rainbow-colored display while customers are waiting. [Figure 17] 13A to 13C are diagrams showing examples of rainbow-colored effects when a volume adjustment display or the like is being executed. [Figure 18] A figure showing an example of a rainbow-colored effect while a variable effect is being executed. [Figure 19]This is a diagram showing an example of a presentation during a fluctuation that results in a jackpot after a reach. [Figure 20] This is a diagram showing an example of a presentation during a fluctuation that results in a jackpot after a reach. [Figure 21] A figure showing an example of a light-emitting effect when a pattern enlargement effect is executed. [Figure 22] 13A to 13C are diagrams showing examples of light emission effects when the sword handle unit is operated. [Diagram 23] This is a diagram showing an example of a guaranteed jackpot reach and a lighting effect when there is no jackpot (miss). [Figure 24] A figure showing an example of a rainbow-colored presentation after a jackpot game has begun. [Diagram 25] FIG. 13 is a diagram showing an example of a presentation during initial operation when the main board is powered on. [Figure 26] This figure shows examples of rainbow-colored presentation patterns when waiting for customers in the first presentation, during the variable presentation, and during a jackpot game. [Figure 27] A figure showing an example of the execution rate of rainbow effect patterns after a deciding effect. [Figure 28] 11A and 11B are diagrams showing examples of combination patterns of the main display device and the rainbow color effect of the frame lamp. [Figure 29] A figure showing the change over time in the number of light-emitting means that execute a rainbow effect after a deciding effect. [Diagram 30] 13A to 13C are diagrams showing examples of rainbow-colored presentation patterns while waiting for customers and during a jackpot game. [Diagram 31] A figure showing an example of a rainbow-colored presentation pattern under different starting conditions for a normal game state and a specific game state. [Diagram 32] FIG. 13 is a diagram showing a specific example of rendering 1. [Diagram 33] FIG. 13 is a diagram showing a specific example of rendering 1. [Diagram 34] FIG. 13 is a diagram showing the execution ratio of effects using color effects. [Diagram 35] A diagram showing the execution rate of zone effects. [Diagram 36] A diagram showing the execution rate of change notification sound effects. [Figure 37]A figure showing the execution rate of the pending icon change effect. [Figure 38] A diagram showing the execution rate of lamp change effects. [Figure 39] A diagram showing the execution rate of the operation performance of the first movable member. [Diagram 40] FIG. 13 is a diagram showing a modified example of specific example 1 of rendering. [Figure 40-1] FIG. 13 is a diagram showing the execution rate of light guide plate display effects. [Diagram 41] A figure showing a timing chart of the normal game state in specific example presentation 2. [Diagram 42] A figure showing the normal game state of specific example presentation 2. [Diagram 43] A figure showing a timing chart of a specific game state in specific example presentation 2. [Diagram 44] A figure showing a specific game state of specific example presentation 2. [Diagram 45] FIG. 11 is a diagram showing a specific example 3 of rendering. [Figure 46] FIG. 11 is a diagram showing a specific example 3 of rendering. [Figure 47] FIG. 13 is a diagram showing the relationship of fluctuating time. [Figure 48] FIG. 13 is a diagram showing an execution ratio of the preparatory operation. [Figure 49] FIG. 11 is a diagram showing an execution ratio of a stop operation. [Figure 50] FIG. 13 is a diagram showing the execution rate of the fluctuation stop pattern. [Figure 50-1] FIG. 13 is a diagram showing the execution rate of the fluctuation start pattern. [Figure 51] FIG. 11 is a diagram showing a specific example 4 of rendering. [Figure 52] A diagram showing the execution rate of the appearance change effect of the performance pattern. [Figure 53] A diagram showing the execution rate of the display size change effect of the performance pattern. [Figure 54] A diagram showing the execution rate of the display size change effect of the reach effect. [Figure 55] FIG. 11 is a timing chart of specific example 5 of the rendering. [Figure 56]FIG. 11 is a diagram showing a specific example of rendering 5. [Figure 57] FIG. 11 is a diagram showing a specific example of rendering 6. [Figure 58] A diagram showing the execution rate of notification effects. [Figure 59] A diagram showing the execution rate of vibration effects. [Figure 60] FIG. 11 is an explanatory diagram showing the relationship between a RAM clear operation and a specific function. [Figure 61] FIG. 11 is an explanatory diagram showing an example of the priority order of error notifications. [Figure 62] An explanatory diagram showing the relationship between the advance notification of a specific function activation based on the entry of a game ball into the first starting hole during normal gameplay and the rainbow-colored presentation produced by the effect. [Figure 63] An explanatory diagram showing the relationship between the advance notification of a specific function activation based on the entry of a game ball into the first starting hole in a specific game state and the rainbow-colored presentation produced by the effect. [Figure 64] An explanatory diagram showing the relationship between the advance notification of a specific function activation based on the entry of a game ball into the second starting hole in a specific game state and the rainbow-colored presentation produced by the effect. [Figure 65] An explanatory diagram showing the relationship between the advance notification of a specific function activation based on the entry of a game ball into the first starting hole during normal gameplay and the rainbow-colored presentation of the hold icon. [Figure 66] An explanatory diagram showing the relationship between the advance notification of a specific function activation based on the entry of a game ball into the first starting hole in a specific game state and the rainbow-colored presentation of the hold icon. [Figure 67] An explanatory diagram showing the relationship between the advance notification of a specific function activation based on the entry of a game ball into the second starting hole in a specific game state and the rainbow-colored presentation of the hold icon. [Figure 68] 13 is an explanatory diagram showing the control flow according to the difference in the game state when the specific function activation flag is set. FIG. [Figure 69] An explanatory diagram showing the state of each effect from when the specific function activation flag is set to when an image indicating that the specific function is activated is displayed. [Figure 70] FIG. 11 is an explanatory diagram of what happens when power is restored after an interruption when a specific function is not operating. [Figure 71] FIG. 11 is an explanatory diagram of what happens when power is restored after an interruption while a specific function is operating. [Figure 72] FIG. 11 is an explanatory diagram illustrating the process from power-on to the start of fluctuation. [Figure 73] 13 is a timing chart showing an example of a variable presentation. [Figure 74] FIG. 74 is an explanatory diagram showing an example of the variable presentation of FIG. 73. [Figure 75] This is a timing chart showing a case where a specific function is activated for specific example 1 of a variable performance. [Figure 76] FIG. 77 is an explanatory diagram showing a specific example 1 of the variable presentation of FIG. 75. [Figure 77] This is a timing chart showing a case where a specific function is activated for specific example 2 of a variable performance. [Figure 78] FIG. 78 is an explanatory diagram showing specific example 2 of the variable presentation in FIG. 77. [Figure 79] 1 is an explanatory diagram showing the relationship between the operation of the movable member and a specific function. [Figure 80] FIG. 13 is an explanatory diagram showing an example of a variable presentation in the normal game state. [Figure 81] FIG. 81 is an explanatory diagram showing an example of a variable presentation in the normal game state following FIG. 80. [Figure 82] This is a timing chart showing an example of a variable presentation based on a winning entry into the first starting port during normal gameplay. [Figure 83] An explanatory diagram showing an example of a variable presentation based on winning at the first starting port during normal gameplay. [Figure 84] An explanatory diagram showing an example of a variable presentation based on winning at the second starting port in a specific game state. [Figure 85] 13 is a timing chart showing a case where a winning jackpot is entered into the first starting hole in a specific game state. [Figure 86] FIG. 13 is an explanatory diagram showing a case where a winning jackpot is entered into the first starting hole in a specific game state. [Figure 87] This is an explanatory diagram of when a specific function is activated by winning the first starting hole during normal gameplay. [Figure 88] This is an explanatory diagram of a case where a specific function is activated by winning at the second starting port in a specific game state. [Figure 89] This is an explanatory diagram of when a specific function is activated by winning the first starting hole in a specific game state. [Figure 90] An explanatory diagram showing an example of advance notification of a specific function by winning the first starting hole during normal gameplay. [Figure 91] An explanatory diagram showing an example of advance notification of a specific function by winning at the first starting port in a specific game state. [Figure 92] An explanatory diagram showing an example of advance notification of a specific function by winning at the second starting port in a specific game state. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] [First embodiment] Hereinafter, a gaming machine 100 as one embodiment of the gaming machine of the present invention will be described with reference to the drawings as appropriate. Note that the embodiment described below does not limit the present invention, and all of the elements and combinations thereof described in the embodiment are not necessarily essential to the solution of the present invention.

[0011] [Explanation of the gaming machine 100] First, the configuration of a gaming machine 100 according to a first embodiment of the present invention will be described with reference to Fig. 1 and Fig. 2. Fig. 1 is a front view of the gaming machine 100 according to this embodiment. Fig. 2 is a perspective view of the gaming machine frame of the gaming machine 100, showing a state in which the glass frame 150 and the inner frame 170 are open relative to the outer frame 160. The gaming machine 100 is a pachinko gaming machine that launches gaming balls based on a player's launching operation, and when a gaming ball enters a specific winning hole, a predetermined number of gaming balls is paid out to the player based on the winning.

[0012] In the following description, the left-right direction of the gaming machine 100 is also referred to as the "X direction", and in particular, the right direction of the gaming machine 100 is also referred to as the "+X direction", and the left direction of the gaming machine 100 is also referred to as the "-X direction", as necessary. The up-down direction of the gaming machine 100 is also referred to as the "Y direction", and in particular, the upward direction of the gaming machine 100 is also referred to as the "+Y direction", and the downward direction of the gaming machine 100 is also referred to as the "-Y direction". Furthermore, the depth direction of the gaming machine 100 is also referred to as the "Z direction", and in particular, the direction toward the back side of the gaming machine 100 is also referred to as the "+Z direction", and the direction toward the front side of the gaming machine 100 is also referred to as the "-Z direction".

[0013] As shown in FIG. 1 and FIG. 2, the gaming machine 100 includes an outer frame 160 attached to an island facility of a gaming establishment, an inner frame 170 supported rotatably with the outer frame 160 at the front side of the outer frame 160, and a glass frame 150 supported rotatably with the inner frame 170 at the front side of the inner frame 170. A glass member 151 is provided on the glass frame 150 so as to be detachable from the back side. In addition, a lock unit 190 is provided at a predetermined position of the glass frame 150 to make the glass frame 150 and the inner frame 170 openable and closable with respect to the outer frame 160 and to make the upper unit 180 detachable. In addition, a glass frame opening switch (not shown) for detecting that the glass frame 150 is opened is provided at a predetermined position of the glass frame 150, and an inner frame opening switch (not shown) for detecting that the inner frame 170 is opened is provided at a predetermined position of the inner frame 170.

[0014] The main mechanisms, various parts, and circuit boards that constitute the gaming machine 100 are provided in the inner frame 170, and the gaming board unit 102 is also detachably provided therein. A gaming area 106 is provided between the glass member 151 and the gaming board unit 102. This gaming area 106 includes a gaming ball flow-down area where gaming balls flow down, and a display screen area of ​​the main display device 131.

[0015] The game board unit 102 is composed of a game board 102A constituting the game area 106, a role unit 102B equipped with various movable role pieces, a main display device 131, a performance control board unit 102C equipped with a performance control board 320, and a main control board unit 102D equipped with a main control board 300. The game board 102A of the game board unit 102 has an opening 102AZ. The main display device 131 is placed in this opening 102AZ. This makes it easier for the player to view the main display device 131. In addition, in the game board unit 102, the surface on the player side is also called the front side, and the surface on the back side (the surface opposite to the front side) is also called the back side.

[0016] A performance operation unit BSU is provided on the lower side of the glass frame 150. The performance operation unit BSU is provided with a sword handle unit 135 and a performance operation stick 136. An upper tray 128 is provided on the rear side of the performance operation unit BSU, and a launch handle device 103 is provided on the lower right side of the performance operation unit BSU. An upper unit 180 that performs a predetermined related operation when a predetermined game state is reached is provided on the upper side of the glass frame 150 so as to cover a part of the upper part of the glass frame 150. The upper unit 180 is attached to the outer frame 160 and is configured to engage with the glass frame 150. A first side display device 132 and a second side display device 133 for performing performance display during game play and non-game play are provided on both the left and right sides of the glass frame 150.

[0017] The upper tray 128 is a tray for storing game balls to be launched into the game area 106. The game balls stored in the upper tray 128 are led to a launch rail (not shown), and are guided to a guide rail (not shown) via the launch rail with a predetermined launch strength by the launch handle device 103, and are launched into the game area 106 (game ball flow area). In this case, depending on the degree of rotation operation of the launch handle device 103 by the player, the game ball launched from the launch handle device 103 passes through the left route 106a or the right route 106b of the game ball flow area included in the game area 106. Specifically, when the player rotates the launch handle device 103 relatively weakly, the game ball launched from the launch handle device 103 may pass through the left route 106a. On the other hand, when the player rotates the launch handle device 103 relatively strongly, the game ball launched from the launch handle device 103 may pass through the right route 106b.

[0018] In the center of the performance operation unit BSU, a sword handle unit 135 that imitates the shape of the handle part of a sword is arranged. The sword handle unit 135 is provided with a sword handle button that can perform a decision operation (operation input) during a game, a sword handle button detection switch 137 for detecting the operation of the sword handle button, a button drive device equipped with a button drive motor for changing the sword handle button between a normal state and a protruding state located above the normal state, and a button vibration motor for changing the sword handle button between a normal state and a vibration state in which the sword handle button vibrates in a predetermined manner, and a button light-emitting LED for changing the sword handle button between an off state and a light-emitting state in which the sword handle button emits light in a predetermined manner, so that a player can input predetermined information to the gaming machine 100. In addition, on the left side of the performance operation unit BSU, a performance operation stick 136 that is a joystick that is operated by the player when adjusting the volume of the gaming machine 100 is provided.

[0019] The game area 106 is provided with an upper role unit 154 at the rear of the upper part, a lower role unit 156 at the bottom of the game ball flow area, and a light guide panel unit 181 having a light guide panel positioned between these units and the game board 102A so as to cover these movable roles and the main display device 131.

[0020] The upper and lower unit 154 and 156 are movable parts (so-called gimmicks) provided in the unit 102B, and perform various types of performances by operating or moving in a predetermined manner according to the progress of the game. The light guide panel unit 181 is provided with a light guide panel made of resin such as transparent acrylic, and a light emitting section for allowing light to enter the light guide panel. In the light guide panel unit 181, the performance display displayed on the main display device 131 is made visible through the light guide panel, and it is possible to display patterns by illuminating a part of the panel with light incident from the light emitting section. In this embodiment, the "movable part" is interpreted to mean a part that moves, and the "part" is interpreted in a broad sense to include both a movable part and a non-moving part.

[0021] A first starting port 112 having a starting area into which a game ball can enter is provided in a region approximately at the center below the game area 106. This first starting port 112 is a winning port of a general winning port type, and when a game ball enters, a jackpot random number is obtained, a jackpot determination is performed, and a predetermined prize ball (for example, three balls) is paid out. In addition, above the first starting port 112, a stage 140 is provided, which allows the game ball to warp, so to speak, without passing between the nails, mainly in the middle of the left route 106a of the game ball flow down area, making it easier for the game ball to enter the first starting port 112. Note that the game ball that enters the stage 140 may return to the game ball flow down area from a predetermined notch of the stage 140 after staying in the stage 140.

[0022] In addition, a second starting hole 115 having a starting area where a game ball can enter is provided in the area on the lower right side of the game area 106. The second starting hole 115 is a so-called attacca type electric device, and a starting hole is provided at its lower part, and a movable piece 115b is provided above the starting hole, and this movable piece 115b is movable and controlled to a protruding state in which it protrudes from the game board 102A and a retracted state in which it is retracted into the game board 102A. When the movable piece 115b is in the retracted state, the game ball is guided from the starting hole into the second starting hole 115, and the game ball can easily enter the second starting hole 115. Conversely, when the movable piece 115b is in the protruding state, the game ball does not enter the starting hole, and the game ball cannot win the second starting hole 115. That is, when the movable piece 115b is in the protruding state, there is no chance of the game ball winning in the second starting hole 115, and when the movable piece 115b is in the retracted state, the chance of the game ball winning increases. When the game ball wins in the second starting hole 115, a jackpot random number is obtained and a jackpot determination is made in the same manner as the first starting hole 112, and, for example, the same prize balls (3 balls) as the first starting hole 112 are paid out.

[0023] In addition, in the area to the right of the game area 106, there are provided a normal symbol operation gate 113b having a normal area through which the game ball can pass, a first large winning opening 117 through which the game ball can enter, and a second large winning opening 127 through which the game ball can enter. When a game ball passes through the normal symbol operation gate 113b, a winning random number and a normal symbol random number are obtained and a winning judgment is performed. Even if a game ball passes through the normal symbol operation gate 113b, no prize balls based on the passage are paid out.

[0024] The first large prize opening 117 is a so-called attacca type electric device, and has an opening at its bottom and a movable piece 117b above the opening. This movable piece 117b is controlled to move between a protruding state protruding from the game board 102A and a retracted state retracted into the game board 102A, similar to the movable piece 115b of the second starting opening 115. When the movable piece 117b is in the retracted state, the game ball is guided from the opening into the first large prize opening 117, and the game ball can win in the first large prize opening 117 (this state is also called "open" or "open state"). When the game ball wins in the first large prize opening 117, a predetermined prize ball (for example, 15 balls) is paid out. Conversely, when the movable piece 117b is in a protruding state, the gaming ball does not enter the opening, and the gaming ball cannot enter the first big winning hole 117 (this state is also called "blocked" or "blocked state").

[0025] The second large prize opening 127 is a so-called attacca type electric device, and has an opening at its bottom and a movable piece 127b above the opening. This movable piece 127b, like the movable piece 115b of the second starting opening 115 and the movable piece 117b of the first large prize opening 117, is controlled to move between a protruding state in which the game ball cannot win the second large prize opening 127 by protruding from the game board 102A, and a retracted state in which the game ball can win the second large prize opening 127 by retracting into the game board 102A. When a game ball wins the second large prize opening 127, a predetermined number of prize balls (for example, 10 balls) are paid out. In addition, a prize-winning assisting device (not shown) is provided above the second large prize opening 127. This winning assistance device is designed so that when multiple game balls that have passed through the right side route 106b of the game area 106 pass through the blocked movable piece 127b, they remain on the movable piece 127b for a predetermined time, and the movable piece 127b is opened at every predetermined time, allowing the multiple trapped game balls to enter the second large winning opening 127 all at once, thereby increasing the player's interest.

[0026] At the bottom of the game area 106, there is provided an outlet 111 for discharging game balls that have not entered the first start hole 112, the second start hole 115, the first large prize hole 117, or the second large prize hole 127. In addition, in the right area of ​​the game area 106, there is provided a cover 116 that covers the normal symbol operation gate 113b, the second start hole 115, the first large prize hole 117, and the second large prize hole 127 from the front side. In this cover 116, a guide portion protruding toward the game board 102A side is formed in order to guide the game balls to the second start hole 115, the first large prize hole 117, and the second large prize hole 127.

[0027] A main display device 131 consisting of a liquid crystal display device (LCD) or the like is provided in the approximate center of the game area 106, and this main display device 131 displays images during standby when no game is being played, and displays images according to the progress of the game. Among them, based on the winning of a game ball in the first start hole 112 and the second start hole 115, a plurality of performance symbols for notifying the result of the judgment of a big win are displayed in a variable manner, and a combination of specific performance symbols (e.g., 777, etc.) is stopped and displayed as a fixed stop, thereby notifying the big win as a result of the judgment of a big win. In other words, when a game ball wins in the first start hole 112 and the second start hole 115, the performance symbols are displayed in a variable manner in accordance with the variable display of special symbols displayed on the first special symbol display device 120 and the second special symbol display device 122 described later, and are displayed in a stationary manner in accordance with the stop display of the special symbols after a predetermined variable time has elapsed. That is, the timing of the display of the variation of the performance symbols by the main display device 131 and the display of the variation of the special symbols by the first special symbol display device 120 and the second special symbol display device 122 is synchronized. Also, during the display of the variation of the performance symbols, various images, characters, etc. are displayed, or a pre-reading display of the reserved display related to the special symbols is displayed, so that the player is given a sense of expectation that he may win a jackpot. In this embodiment, the main display device 131 is used as a liquid crystal display device, but a plasma display, an organic EL display, a projector, or a display device such as a so-called 7-segment LED, a dot matrix, or a rotating drum may be used.

[0028] The main display device 131 is disposed at the approximate center of the game board unit 102, and three performance symbols are displayed in a variable manner, and various performances are displayed. The performances displayed on the main display device 131 are executed based on performance patterns described later. Hereinafter, the performances displayed on the main display device 131 are also simply referred to as "display performances." In the display performance on the main display device 131, when a player wins a jackpot determination described later, that is, when the player wins a jackpot, three performance symbols are stopped and displayed to display a jackpot pattern arrangement (for example, a repeat number such as "7, 7, 7") that represents a jackpot. In addition, in the display performance, when a player loses a jackpot determination described later, that is, when the player loses a jackpot, three performance symbols are stopped and displayed to display a loss pattern arrangement (for example, a random number such as "2, 5, 1") that represents a loss. This allows the player to recognize the result of the jackpot determination.

[0029] A display 125 is provided on the lower left side of the play area 106. The display 125 has a normal symbol display 118, a normal symbol reserved display 119, a first special symbol display 120, a second special symbol display 122, a first special symbol reserved display 123, and a second special symbol reserved display 124. The details of the display 125 will be described later.

[0030] When the player performs a so-called "left hit" by rotating the launch handle device 103 at a small rotation angle, the game ball is shot out with a relatively weak hitting force. In this case, the game ball flows down the left side area of ​​the game area 106. On the other hand, when the player performs a so-called "right hit" by rotating the launch handle device 103 at a large rotation angle, the game ball is shot out with a relatively strong hitting force. In this case, the game ball flows down the right side area of ​​the game area 106. Therefore, when the ball enters the normal symbol operation gate 113b, the second start hole 115, the first large winning hole 117, or the second large winning hole 127, a "right hit" is required.

[0031] The first start hole 112 is a start hole that is always open. On the other hand, the second start hole 115 is normally blocked by a movable piece 115b. The movable piece 115b opens the second start hole 115 based on the result of a hit determination that is conditioned on the entry of a game ball into the normal symbol operation gate 113b. In this case, a state in which the game ball is likely to enter is created. When a game ball enters the first start hole 112 or the second start hole 115, a jackpot random number, various symbol random numbers (jackpot random number, small jackpot random number, time-saving random number), reach random number, and variable pattern random number are obtained, and the following three determinations can be made. (1) A determination of whether or not to execute a jackpot game that is advantageous to the player (hereinafter also referred to as a jackpot determination). (2) In the display 125, a determination of a pattern (hereinafter also referred to as a special pattern) indicating whether or not a jackpot has been reached in order to notify the result of the jackpot determination (hereinafter also referred to as a pattern determination). (3) In the display performance on the main display device 131, a determination of whether or not to make a reach (hereinafter also referred to as a reach determination), and a determination of which of a plurality of variation patterns to use (hereinafter also referred to as a variation pattern determination).

[0032] Here, the "big win game" is a special game consisting of multiple rounds of games (e.g., 10R), in which the first big winning hole 117 or the second big winning hole 127 is opened in a predetermined time (e.g., 30 seconds) in each round. However, each round is also designed to end when a predetermined number (e.g., 10 balls) of game balls enter the first big winning hole 117, etc. Also, the "small win game" is a game in which the first big winning hole 117 or the second big winning hole 127 is opened in a time in which game balls can enter (e.g., 1.8 seconds). Furthermore, the "reach" refers to a state in which two of the three performance symbols displayed variably on the main display device 131 are displayed stationary, and the two performance symbols constitute two of the three performance symbols that constitute the big win pattern arrangement. For example, this refers to a case where two of the three performance symbols displayed variably on the main display device 131 are displayed stationary, and the two performance symbols are in the same state. In this case, the performance symbols constituting two of the three performance symbols constituting the jackpot symbol arrangement are also called reach symbols. In the following explanation, the judgment executed on the condition that the game ball that has passed through the first start hole 112 wins is also called the "special 1 jackpot judgment" and the "first special symbol judgment," and the judgment executed on the condition that the game ball wins the second start hole 115 is also called the "special 2 jackpot judgment" and the "second special symbol judgment."

[0033] In addition, when the gaming ball passes through the normal symbol activation gate 113b, a winning random number is obtained, and a judgment is made as to whether or not to open the movable piece 115b of the second starting hole 115. Hereinafter, the judgment made on the condition that the gaming ball passes through the normal symbol activation gate 113b is also called a "winning judgment" or "normal symbol judgment." In the gaming machine 100 of this embodiment, the probability of winning in the normal symbol judgment, that is, the probability of judging to open the movable piece 115b, is designed to change depending on the gaming state of the gaming machine 100.

[0034] The first large prize opening 117 is opened by the movable piece 117b according to the result of the large prize determination. The first large prize opening 117 is usually blocked by this movable piece 117b. In contrast, when the result of the large prize determination is a large prize, the movable piece 117b is operated to open the first large prize opening 117 in a large prize game. Therefore, by performing a "right hit" during a large prize game, the player can obtain more prize balls than when a large prize game is not being played. The second large prize opening 127 is opened during a large prize game according to the result of the large prize determination by operating the movable piece 127b in a manner similar to that of the first large prize opening 117.

[0035] (Explanation of display 125) The display 125 mainly displays information related to the jackpot symbol determination and the normal symbol determination, and has a first special symbol display 120, a second special symbol display 122, a first special symbol reserved display 123, a second special symbol reserved display 124, a normal symbol display 118, and a normal symbol reserved display 119. Although not specifically shown, the display 125 is made up of a plurality of LEDs, and has indications that make it easy to distinguish that each LED corresponds to each of the above-mentioned displays, such as the first special symbol display 120.

[0036] When the first special symbol determination is made, the first special symbol display 120 displays the special symbol variably and then stops, and notifies the result of the jackpot determination in the first special symbol determination by the special symbol that stops. On this first special symbol display 120, as the result of the jackpot determination, a jackpot symbol indicating a jackpot or a losing symbol indicating that the result of the first special symbol determination is a losing symbol is displayed.

[0037] When the second special symbol determination is performed, the second special symbol display 122 displays a special symbol in a variable manner and then in a static manner, and notifies the result of the jackpot determination in the second special symbol determination by the statically displayed special symbol. On this second special symbol display 122, as the result of the jackpot determination, a jackpot symbol indicating a jackpot or a losing symbol indicating that the result of the second special symbol determination is a losing symbol is displayed in a static manner.

[0038] Incidentally, the gaming machine 100 of this embodiment is configured such that when a new gaming ball enters the first start hole 112 during a variable display of a special symbol related to a special symbol determination or during a jackpot game, the first special symbol determination and the variable display of the symbol are not immediately executed in response to the entry. Therefore, the gaming machine 100 is provided with a reservation function for reserving the first special symbol determination and storing four pieces of random number information for the first special symbol determination as a set of reserved information. The first special symbol reservation display 123 displays the number of reserved information pieces (first reserved number) for the first special symbol determination stored in this manner. Similarly, the gaming machine 100 is also provided with a reservation function for reserving the second special symbol determination and storing four pieces of random number information for the second special symbol determination as a set of reserved information in the case where a new gaming ball enters the second start hole 115 during a variable display of a special symbol related to a special symbol determination or during a jackpot game. The second special symbol reserved display 124 displays the number of reserved information for the second special symbol determination stored in this manner (second reserved number).

[0039] When a normal symbol determination is performed, the normal symbol display 118 displays the normal symbol variably and then stops, and notifies the result of the winning determination by the normal symbol that has stopped. However, even if the game ball passes through the normal symbol operation gate 113b during the normal symbol display variably on the normal symbol display 118, the normal symbol determination and the normal symbol variable display related to the normal symbol determination are not immediately executed. Therefore, the gaming machine 100 has a reservation function that reserves the normal symbol determination and stores information on the normal symbol random number for the normal symbol determination as reserved information. The normal symbol reservation display 119 displays the number of reserved information for the normal symbol determination stored in this way.

[0040] The gaming machine 100 of this embodiment is equipped with a right hit lamp (not shown) and a round lamp (not shown). The right hit lamp is lit in a jackpot game state and a time-saving game state, which will be described later, and encourages the player to hit the right side (details will be described later). The round lamp is composed of two or more lamps, and transitions from an off state to an on state at the time of a jackpot. When the round lamp is lit, it indicates the number of round games depending on the type of jackpot at the time of the jackpot. For example, when there are two round lamps, the lighting of one round lamp indicates that three round games will be played (i.e., it indicates a 3R jackpot), and the lighting of the other round lamp indicates that ten round games will be played (i.e., it indicates a 10R jackpot).

[0041] (Internal configuration of gaming machine 100) The internal configuration of the gaming machine 100 will be described with reference to Fig. 3-1. Fig. 3-1 is a diagram showing the functional blocks of the gaming machine 100. The gaming machine 100 includes a main control board 300, a payout control board 310, a performance control board 320, an image / audio control board 330, a lamp control board 340, a launch control board 350, and a power supply board 360.

[0042] As shown in Fig. 3-1, the main control board 300 controls the basic operation of the gaming machine. The main control board 300 includes a one-chip microcomputer 301. The one-chip microcomputer 301 includes a main CPU 301a, a main ROM 301b, and a main RAM 301c. The main control board 300 also includes an input port and an output port (neither of which are shown) for main control.

[0043] To this main control input port, a gate detection switch 303 that detects that a game ball has entered the normal symbol operation gate 113b, a first start hole detection switch 304 that detects that a game ball has entered the first start hole 112, a second start hole detection switch 305 that detects that a game ball has entered the second start hole 115, a first prize hole detection switch 306a that detects that a game ball has entered the first large prize hole 117, a second prize hole detection switch 306b that detects that a game ball has entered the second large prize hole 127, and a payout control board 310 are connected. Various signals are input to the main control board 300 through this main control input port.

[0044] Also, to the output port for main control, connected are pattern indicators 118, 120, 122 that display special and normal patterns that open and close the movable piece 115b, pattern reserve indicators 119, 123, 124 that display the number of reserved information for special pattern determination and the number of reserved information for normal pattern determination, a game information output terminal board 309 that outputs external information signals, a payout control board 310, and a performance control board 320. Various signals are output from the main control board 300 through this output port for main control.

[0045] The game information output terminal board 309 is a board for outputting external information signals generated in the main control board 300 to a hall computer or the like of an amusement facility. The game information output terminal board 309 is connected to the main control board 300 by wiring, and the game information output terminal board 309 is provided with a connector for connection to a hall computer or the like of an amusement facility.

[0046] In the one-chip microcomputer 301 of the main control board 300, the main CPU 301a reads out a program stored in the main ROM 301b and performs arithmetic processing based on input signals from each detection switch and timer, and also directly controls each device or transmits commands to other boards depending on the results of the arithmetic processing.

[0047] In addition, on the front side of the main control board 300, there are mounted an RWM (RAM) clear switch 302a for inputting a signal to clear the memory contents of the main RAM 301c or to update a setting value (probability of determining a jackpot), which is the stage of the advantageous degree of the game, a setting key switch 302b for inputting a signal to transition to a setting change mode or a setting confirmation mode, which will be described later, an information display 302c for displaying a base value B and a setting value that enable the actual performance of the gaming machine to be grasped, and other electronic components.

[0048] The information display 302c, which will be described in detail later, is composed of four seven-segment displays (302ca to 302cd) arranged in the left-right direction. These four seven-segment displays 302ca to 302cd display a setting value and a base value B in a normal gaming state, which will be described later. When displaying the base value B, dynamic lighting is performed, and when displaying a two-digit setting value, static lighting is performed on the two seven-segment displays 302cc and 302cd from the right.

[0049] The payout control board 310 controls the launch of game balls and the payout of prize balls. The payout control board 310 is equipped with a one-chip microcomputer consisting of a payout CPU, a payout ROM, and a payout RAM (not shown), and is connected to the main control board 300 so as to be able to communicate in both directions. The payout CPU reads out a program stored in the payout ROM and performs arithmetic processing based on input signals from a payout ball measurement switch 311 that detects whether game balls have been paid out, a door opening switch 312, and a timer, and transmits corresponding data to the main control board 300 based on the processing. In addition, a payout motor 313 of a prize ball payout device for paying out a predetermined number of prize balls from a storage section of game balls to a player is connected to the output side of the payout control board 310. The payout CPU reads out a predetermined program from the payout ROM and performs arithmetic processing based on a payout number designation command transmitted from the main control board 300, and controls the payout motor 313 of the prize ball payout device to pay out a predetermined number of prize balls to a player. At this time, the payout RAM functions as a work area for data during the calculation processing of the payout CPU.

[0050] The performance control board 320 mainly controls each display performance during a game or during standby. The performance control board 320 includes a sub-CPU 320a, a sub-ROM 320b, and a sub-RAM 320c, and is connected to the main control board 300 so that communication can be performed in one direction from the main control board 300 to the performance control board 320. The sub-CPU 320a reads out a program stored in the sub-ROM 320b and performs calculation processing based on various commands received from the main control board 300, various units, the performance operation stick 136, the sword handle button detection switch 137, and input signals from the timer, and transmits corresponding data to the image / audio control board 330 and the lamp control board 340 based on the processing. The performance control board 320 is provided with a changeover switch 22 for switching adjustment modes related to the volume of the performance sound output from the audio output device 331 and the adjustment of the light amount of the display devices (main display device, first side display device, second side display device, etc.) and various lighting devices (performance lighting devices, etc.).

[0051] For example, when the sub-CPU 320a receives a variation start command from the main control board 300, it determines a performance pattern for causing the main display device 131, the first side display device 132, the second side display device 133, the sound output device 331, the sword handle unit 135, the upper unit 180, the upper role unit 154, the lower role unit 156, the role mechanism unit 158, the light guide panel unit 181, and the performance lighting device 342 to perform a game performance, and transmits a performance pattern designation command for performing the performance pattern to the image / sound control board 330 and the lamp control board 340. Details of this performance pattern determination will be described later. In addition, the sub-ROM 320b stores a program for performance control, data required for determining various games, and multiple tables. Details of these tables will be described later. In addition, the sub-RAM 320c functions as a work area for data during the calculation processing of the sub-CPU 320a, and stores game status, performance pattern, performance symbol, counting counter, firing operation information, etc. The sub-RAM 320c is provided with a number of storage areas, the details of which will be described later.

[0052] The image / audio control board 330 includes an image CPU, control ROM, control RAM, CGROM, VRAM, and VDP (not shown) for controlling the image display of the main display device 131, and an audio CPU, audio ROM, and audio RAM. This image / audio control board 330 is connected to the performance control board 320 so as to be capable of two-way communication, and the main display device 131, the first side display device 132, the second side display device 133, and the audio output device 331 are connected to the output side. The image CPU controls the VDP to display a predetermined image based on a command received from the performance control board 320. The control RAM functions as a work area for data during the calculation process of the image CPU, and temporarily stores data read from the control ROM. The control ROM also stores a program for the control process of the image CPU, animation patterns for displaying animation based on the performance pattern, animation scene information, and the like. The CGROM stores a large number of image data such as performance patterns and backgrounds to be displayed on the main display device 131, etc., and the image CPU reads out a predetermined program based on a performance pattern designation command sent from the performance control board 320, expands the predetermined image data stored in the CGROM into the VRAM, and controls the image data expanded in the VRAM to be displayed on the main display device 131, etc., thereby realizing a display performance. The audio ROM stores a large number of audio data to be output from the audio output device 331, and the audio CPU reads out a predetermined program based on a performance pattern designation command sent from the performance control board 320, and controls the audio output of the audio output device 331, such as speakers provided in the glass frame 150, the first side display device 132, and the second side display device 133, thereby realizing an audio performance.

[0053] The lamp control board 340 controls various movable parts (LEDs, etc.), the sword handle unit 135 (button drive device, button light-emitting LED), and the light guide panel unit 181, and controls the performance lighting device 342, such as a lamp built into the launch handle device 103 and a lamp of a decorative member provided in the glass frame 150. Specifically, the lamp control board 340 drives and controls the motors and the like provided in each of the sword handle unit 135, the upper unit 180, the upper part unit 154, the lower part unit 156, and the part mechanism unit 158, thereby realizing a part movement performance by the movable part (movable body) of the unit. In addition, the lamp control board 340 controls the light-emitting LEDs of various movable parts, the light-emitting part of the light guide panel unit 181, thereby realizing a light-emitting performance by the light guide panel, and controls the lighting / blinking of the performance lighting device 342 to realize a lighting performance by the performance lighting device 342. The lamp control board 340 is connected so as to be able to receive predetermined signals from the sword handle unit 135, the upper unit 180, etc.

[0054] The launch control board 350 inputs a touch signal from a touch sensor 351 provided on the launch handle device 103, and controls the energization of the launch solenoid 353 and the ball-feeding solenoid 354 based on the voltage supplied from the launch volume 352. The touch sensor 351 is composed of a capacitance-type proximity switch that utilizes the change in capacitance caused by the player touching the launch handle device 103, and when it detects that the player has touched the launch handle device 103, it outputs a touch signal to the launch control board 350 to allow the energization of the launch solenoid 353. The launch volume 352 is composed of a variable resistor, and divides a constant voltage (for example, 5V) applied to the launch volume 352 by the variable resistor, and supplies the divided voltage to the launch control board 350. Here, the rotation speed of the launch solenoid 353 is set to about 99.9 (times / min) from a frequency based on the output period of a crystal oscillator provided on the launch control board 350. As a result, the number of game balls launched per minute is approximately 99.9 (balls / min), since one game ball is launched each time the launch solenoid rotates once. In other words, one game ball is launched approximately every 0.6 seconds. The touch signal from the touch sensor 351 and the voltage signal from the launch volume 352 are input to the performance control board 320. This makes it possible for the performance control board 320 to detect the launch of game balls.

[0055] The power supply board 360 is equipped with a backup power supply consisting of a capacitor, and supplies a power supply voltage to the gaming machine 100. Specifically, the power supply voltage is supplied to the main control board 300, the payout control board 310, the performance control board 320, and the launch control board 350. In addition, the power supply voltage supplied to the gaming machine 100 is monitored, and when the power supply voltage falls below a predetermined value, a power interruption detection signal is output to the main control board 300. More specifically, when the power interruption detection signal becomes high level, the main CPU 301a becomes operable, and when the power interruption detection signal becomes low level, the main CPU 301a becomes inoperative. Note that the backup power supply is not limited to a capacitor, and may be, for example, a battery, or a combination of a capacitor and a battery.

[0056] (Electrical configuration of main control board 300) The electrical configuration of the main control board 300 will be described with reference to Figs. 3-2 to 3-5. Fig. 3-2 is a diagram for explaining the main ROM 301b of the main control board 300. Fig. 3-3 is a diagram showing an example of the big win / win determination table T1. Fig. 3-4 is a diagram showing an example of the symbol determination table T2. Fig. 3-5 is an explanatory diagram for explaining the main RAM 301c of the main control board 300.

[0057] As shown in FIG. 3-2, the main ROM 301b stores programs for game control and tables necessary for various games, such as a jackpot / win determination table T1, a pattern determination table T2, a reach determination table T3, a first variation pattern table T4, and a second variation pattern table T5.

[0058] The jackpot / win determination table T1 is a table for performing a jackpot determination based on a jackpot random number, and includes a special 1 jackpot determination table T1A that is referred to when determining whether the result of the stop of the variation of the special symbol in the first special symbol display device 120 is a jackpot, a small jackpot, a time-saving 4 (time-saving game state 4) described later, or a miss (jackpot lottery), a special 2 jackpot determination table T1B that is referred to when determining the result of the stop of the variation of the special symbol in the second special symbol display device 122, and a win determination table T1C that is referred to in a win determination that determines whether the result of the stop of the variation of the normal symbol is a win or not. In addition, the special 1 jackpot determination table T1A and the special 2 jackpot determination table T1B in the jackpot / win determination table T1 are configured such that different jackpot random numbers are set according to multiple setting values, and the probability of being determined as a jackpot differs for each setting value. Specifically, for example, in the special 1 big win determination table T1A, the set value is set to four stages from "1" to "4", and the probability of being determined as a big win when the set value is "1" is about 1 / 300, when the set value is "2", it is about 1 / 290, when the set value is "3", it is about 1 / 280, and when the set value is "4", it is about 1 / 270. Also, in the special 2 big win determination table T1B, the set value is set to four stages from "1" to "4", and the probability of being determined as a big win when the set value is "1" is about 1 / 30, when the set value is "2", it is about 1 / 29, when the set value is "3", it is about 1 / 28, and when the set value is "4", it is about 1 / 27. When these set values ​​are displayed on the information display 302c, they are displayed as "01" to "04" on the two 7-segment displays 302cc and 302cd.

[0059] The symbol determination table T2 is a table that is referred to when determining the stop symbols such as special symbols on the symbol display 125 based on the big win symbol random number, the small win symbol random number, the time-saving symbol random number, and the normal symbol random number, and includes a big win symbol determination table, a small win symbol determination table, a losing symbol determination table, a time-saving symbol determination table, and a normal symbol determination table. Details of these determination tables will be described later.

[0060] The reach judgment table T3 is a table that is referred to when making a reach judgment based on the reach judgment random number. The reach judgment table T3 includes various tables that can be selected according to the type of game state and special pattern, such as a special 1 normal time reach judgment table and a special 2 time-saving time reach judgment table. Specifically, for example, the special 1 normal time reach judgment table is a table for selecting whether or not to execute a reach in a display performance based on a ball entering the first start hole 112 in a normal game state, and the special 2 time-saving time reach judgment table is a table for selecting whether or not to execute a reach in a display performance based on a ball entering the second start hole 115 in the time-saving game state 1 and the time-saving game state 2. Details of various game states, such as a non-probability game state and a probability game state, will be described later.

[0061] The first fluctuation pattern table T4 is a table for making a fluctuation pattern judgment based on a fluctuation pattern random number, and has a shorter average fluctuation second (average performance time) than the second fluctuation pattern table T5. It is a table selected when the acquisition time reservation order information described later is "3" or "4". The first fluctuation pattern table T4 includes four fluctuation pattern tables, namely, the first special 1 normal time fluctuation pattern table T4A, the first special 1 high probability time fluctuation pattern table T4B, the first special 2 normal time fluctuation pattern table T4C, and the first special 2 high probability time fluctuation pattern table T4D. These four fluctuation pattern tables can be selected according to the game state and the type of special symbol. Specifically, the first special 1 normal time fluctuation pattern table T4A is a table for selecting the fluctuation pattern of the first special symbol based on the ball entering the first starting hole 112 in a non-high probability game state. The first special 1 probability variation pattern table T4B is a table for selecting a variation pattern of the first special symbol based on a ball entering the first starting hole 112 in a probability variation game state. The first special 2 normal time variation pattern table T4C is a table for selecting a variation pattern of the second special symbol based on a ball entering the second starting hole 115 in a non-probability variation game state. The first special 2 probability variation pattern table T4D is a table for selecting a variation pattern of the second special symbol based on a ball entering the second starting hole 115 in a probability variation game state.

[0062] The second fluctuation pattern table T5 is a table for making a fluctuation pattern judgment based on a fluctuation pattern random number, and is a table selected when the average fluctuation seconds is longer than that of the first fluctuation pattern table T4 and the acquisition time reservation order information described later is "1" or "2". The second fluctuation pattern table T5 includes four fluctuation pattern tables, namely, the second special 1 normal time fluctuation pattern table T5A, the second special 1 high probability time fluctuation pattern table T5B, the second special 2 normal time fluctuation pattern table T5C, and the second special 2 high probability time fluctuation pattern table T5D. These four fluctuation pattern tables can be selected according to the game state and the type of special symbol. Specifically, the second special 1 normal time fluctuation pattern table T5A is a table for selecting the fluctuation pattern of the first special symbol based on the ball entering the first starting hole 112 in a non-high probability game state. The second special 1 probability variation pattern table T5B is a table for selecting a variation pattern of the first special symbol based on a ball entering the first starting hole 112 in a probability variation game state. The second special 2 normal time variation pattern table T5C is a table for selecting a variation pattern of the second special symbol based on a ball entering the second starting hole 115 in a non-probability variation game state. The second special 2 probability variation pattern table T5D is a table for selecting a variation pattern of the second special symbol based on a ball entering the second starting hole 115 in a probability variation game state.

[0063] In addition, when determining the variation pattern, one of the first variation pattern table T4 and the second variation pattern table T5 is selected, and they are not selected at the same time. In addition, the first variation pattern table T4 and the second variation pattern table T5 have various variation patterns. Specifically, it is a variation pattern that combines various effects such as pseudo consecutive performance, normal miss performance, normal reach (miss or hit) performance, SP reach (miss or hit) performance (development performance after the execution of reach formation performance), SPSP reach (miss or hit) performance (development performance after the execution of SP reach performance), SPSP reach revival (hit) performance, performance in which a miss pattern arrangement is formed, and performance in which a jackpot pattern arrangement with a specific pattern is formed. Here, the pseudo consecutive performance (or pseudo continuous variation performance) is a performance in which, during the variation display of the special pattern, the performance pattern is displayed in a variable manner, the performance pattern is temporarily stopped, and then the performance pattern is displayed in a variable manner again, and the variation display of the performance pattern is repeated in a pseudo manner. In this case, in the pseudo consecutive performance, the performance pattern is temporarily stopped, but this is not limited to this, and the performance pattern may not be temporarily stopped, but may be slowed down and then displayed in a variable manner.

[0064] Here, various game states in this embodiment will be described. First, there are "low probability state (non-variable game state)" and "high probability state (variable game state)" as states related to the jackpot determination, and there are "non-time-saving game state" and "time-saving game state" as states related to the opening and closing of the movable piece 115b of the second starting port 115. Therefore, in this embodiment, there are "low probability non-time-saving game state (normal game state)" which is a low probability state and a non-time-saving game state, "low probability time-saving game state (time-saving game state 2 / time-saving game state 3 / time-saving game state 4)" which is a low probability state and a time-saving game state, and "high probability time-saving game state (time-saving game state 1)" which is a high probability state and a time-saving state, and details will be described later. Note that the initial game state of the gaming machine 100 is set to "normal game state", and it is set to "normal game state" even during the jackpot game, but since the jackpot game is being executed, it is a game state different from the normal game state.

[0065] First, the "low probability state (non-variable probability game state)" refers to a game state in which the probability of a jackpot is set low, about 1 / 300, in the jackpot determination that is performed on the condition that a game ball enters the first starting hole 112 or the second starting hole 115, for example, when the setting value (of the jackpot probability), which is the stage of the advantageous degree of the game, is "1" as described above. In contrast, the "high probability state (variable probability game state)" refers to a game state that is more advantageous to the player than the low probability state, in which the probability of a jackpot is set high, about 1 / 30, when the setting value is "1" as described above. The transition from the low probability state to the high probability state is made after the jackpot game ends.

[0066] Next, the "non-time-saving game state" refers to a game state in which the probability of winning in the normal symbol judgment, which is performed on the condition that the game ball has passed through the normal symbol activation gate 113b, is set low at 1 / 20, the average time of the variable display of the normal symbol is set to about 30 seconds, and the opening time of the second start hole 115 in the case of a win is set to 0.180 seconds. In contrast, the "time-saving game state" refers to a game state advantageous to the player in which the probability of winning in the normal symbol judgment is set high at 19 / 20, the average time of the variable display of the normal symbol is set to about 3 seconds, and the opening time of the second start hole 115 in the case of a win is set to 3 to 6 seconds, making it easier for the game ball to enter the second start hole 115 compared to the "non-time-saving game state," and thus reducing the consumption of game balls. In addition, the "time-saving game state" is set to be more advantageous than the "non-time-saving game state" in terms of the average fluctuation time of the normal symbols, the opening time of the second start port 115, and the winning probability, but only one of the average fluctuation time of the normal symbols, the opening time of the second start port 115, and the winning probability may be set to be more advantageous. In addition, the winning probability in the "non-time-saving game state" is 1 / 20, but the winning probability may be set to 0 / 20 so that it is not determined as a winning. In such a case, the auxiliary game is not executed in the "non-time-saving game state", and the game ball does not enter the second start port 115 (wins).

[0067] As shown in FIG. 3-3(a-1), in the special 1 big win judgment table T1A, the value of the big win random number corresponding to the judgment result (big win, small win, time-saving 4, miss) of the big win judgment in each state of the low probability state and the high probability state based on the ball entering the first starting hole 112 is set. And, although details will be described later, for example, if a big win is won in the big win judgment, a big win pattern (special pattern A1, etc.) is displayed, if a small win is won, a small win pattern (special pattern K) is displayed, if time-saving 4 is won, a time-saving pattern (special pattern J1) suggesting a transition to the time-saving game state 4 described later is displayed, and if it is a miss, a miss pattern (special pattern H) is displayed.

[0068] As shown in FIG. 3-3(a-2), in the special 2 big win judgment table T1B, the value of the big win random number corresponding to the judgment result (big win, small win, time reduction 4, miss) of the big win judgment in each state of the low probability state and the high probability state based on the ball entering the second start port 115 is set. Note that, although the probability of winning a big win is the same in the big win judgment based on the ball entering the first start port 112 and the big win judgment based on the ball entering the second start port 115, the probability of winning a small win and the probability of winning the time reduction 4 are different. Also, in the special 1 big win judgment table T1A and the special 2 big win judgment table T1B, it is possible to win the time reduction 4 in the low probability state, but it is not possible to win the time reduction 4 in the high probability state.

[0069] Here, the jackpot determination with reference to the special 1 jackpot determination table T1A and the special 2 jackpot determination table T1B will be described. First, the main CPU 301a of this embodiment refers to the game state (low probability state or high probability state) at the time of the winning of the game ball, and selects a table corresponding to each game state in the special 1 jackpot determination table T1A and the special 2 jackpot determination table T1B. Next, the main CPU 301a compares the jackpot random number (the random number range is a number from "0" to "598") obtained when the game ball wins the first start hole 112 or the second start hole 115 as described above with the setting of the special 1 jackpot determination table T1A or the special 2 jackpot determination table T1B, and if they match, it is determined that a jackpot, a small jackpot, or time reduction 4 has been won, and if they do not match, it is determined that a loss has occurred. In addition, in the case of determining a jackpot by referring to the special 1 jackpot determination table T1A and the special 2 jackpot determination table T1B, regardless of whether the above-mentioned setting value is "1" to "4", the probability of winning a small jackpot and the probability of winning time reduction 4 are the same.

[0070] As shown in FIG. 3-3(b), in the hit determination table T1C, the value of the hit random number corresponding to the judgment result (hit, miss) of the hit determination in each state of the non-time-saving game state and the time-saving game state based on the passage of the game ball through the normal symbol activation gate 113b is set. Here, the hit determination with reference to the hit determination table T1C will be explained. First, the main CPU 301a of this embodiment refers to the game state at the time of the winning of the game ball (non-time-saving game state or time-saving game state) and selects a table corresponding to each game state in the hit determination table T1C. Next, the main CPU 301a compares the hit random number (the random number range is a value from "0" to "19") obtained when the game ball passes through the normal symbol activation gate 113b as described above with the setting of the hit determination table T1C, and judges it as a hit or a miss if they match.

[0071] As shown in FIG. 3-4, the symbol determination table T2 includes a jackpot symbol determination table referred to when determining a stop symbol (jackpot symbol) when the jackpot determination is a jackpot, a small win symbol determination table referred to when determining a stop symbol (small win symbol) when the jackpot determination is a small win, a miss symbol determination table referred to when determining a stop symbol (miss symbol) when the jackpot determination is a miss, and a time-saving symbol determination table referred to when determining a stop symbol (time-saving symbol) when the jackpot determination is a time-saving 4. It also includes a normal symbol determination table X referred to when determining a stop symbol (long opening symbol, short opening symbol) when the hit determination is a hit, and a normal symbol determination table Y referred to when determining a stop symbol (miss symbol) when the hit determination is a miss.

[0072] As shown in FIG. 3-4(a-1), in the jackpot symbol determination table, a first special symbol is set to be referenced when a jackpot is determined based on a ball entering the first starting hole 112, and a second special symbol is set to be referenced when a jackpot is determined based on a ball entering the second starting hole 115. Here, the symbol determination with reference to the jackpot symbol determination table will be described. First, the main CPU 301a of this embodiment selects either a table for the first special symbol or a table for the second special symbol in the jackpot symbol determination table in response to a game ball entering the first starting hole 112 or the second starting hole 115. Next, the main CPU 301a compares the jackpot symbol random number (the random number range is a value from "0" to "99") obtained when a game ball enters the first starting hole 112 or the second starting hole 115 as described above with the setting of the jackpot symbol determination table. In addition, the main CPU 301a generates a performance symbol designation command capable of identifying stop symbol data (type of special symbol) at the start of variation of the special symbol.

[0073] Specifically, for example, when a jackpot is determined by the jackpot determination and the jackpot symbol random number obtained at the time of winning the first starting hole 112 is "0" to "59", the main CPU 301a determines "01 (special symbol A1)" as the stop symbol, so that the special symbol A1 is stopped and displayed on the first special symbol display 120, and "E0H" and "01H" are generated as the performance symbol designation commands. Also, for example, when a jackpot is determined by the jackpot determination and the jackpot symbol random number obtained at the time of winning the second starting hole 115 is "70" to "99", the main CPU 301a determines "05 (special symbol B2)" as the stop symbol, so that the special symbol B2 is stopped and displayed on the second special symbol display 122, and "E1H" and "02H" are generated as the performance symbol designation commands. In this way, after the special symbols are stopped and displayed on the display 125, jackpot games such as the first variable long win, the first short variable win, the first normal long win, the second variable long win, and the second normal long win corresponding to each special symbol are started. As described above, the jackpot game is composed of multiple round games, and a long win (for example, 10R) is composed of a larger number of rounds than a short win (for example, 3R), and the total opening time of the first big winning hole 117 or the second big winning hole 127 is longer.

[0074] As shown in FIG. 3-4(a-2), in the small win symbol determination table, a first special symbol is set to be referenced when a small win is determined in the big win determination based on the ball entering the first start hole 112, and a second special symbol is set to be referenced when a small win is determined in the big win determination based on the ball entering the second start hole 115. Here, the symbol determination with reference to the small win symbol determination table will be described. First, the main CPU 301a of the gaming machine 100 of this embodiment selects either the first special symbol or the second special symbol in the small win symbol determination table in response to the entry of a gaming ball into the first start hole 112 or the second start hole 115. Next, the main CPU 301a compares the small win symbol random number (the random number range is a value "0" to "99") obtained when the gaming ball enters the first start hole 112 or the second start hole 115 as described above with the setting of the big win symbol determination table. In addition, the main CPU301a generates a performance pattern designation command capable of identifying the stop pattern data (type of special pattern) when the special pattern starts to change. Specifically, for example, even if a small win is determined in the big win determination and the small win pattern random number obtained at the time of winning in the first start hole 112 is any of "0" to "99", the main CPU301a determines "11 (special pattern K)" as the stop pattern, and the special pattern K is stopped and displayed on the first special pattern display 120, and "E0H" and "0AH" are generated as performance pattern designation commands. In this way, after the special pattern is stopped and displayed on the display 125, the small win game starts.

[0075] As shown in FIG. 3-4(a-3), in the losing symbol determination table, a first special symbol is set to be referenced when the winning decision based on the ball entering the first starting hole 112 is determined to be a losing symbol, and a second special symbol is set to be referenced when the winning decision based on the ball entering the second starting hole 115 is determined to be a losing symbol. The symbol determination with reference to the above will be described. First, in the main CPU301a of this embodiment, in response to the winning of a game ball into the first start hole 112 or the second start hole 115, either the table for the first special symbol or the table for the second special symbol in the losing symbol determination table is selected to determine the stop symbol. The main CPU301a generates a performance symbol designation command capable of identifying the stop symbol data (type of special symbol) at the start of the variation of the special symbol. Specifically, for example, when a big win is determined to be a loss in the big win determination based on the winning of the first start hole 112, the main CPU301a determines "00 (special symbol H)" as the stop symbol, and the special symbol K is stopped and displayed on the first special symbol display 120, and "E0H" and "00H" are generated as the performance symbol designation command.

[0076] As shown in FIG. 3-4(a-4), in the time-saving symbol determination table, the one to be referred to when the big win determination based on the ball entering the first start hole 112 and the second start hole 115 determines the time-saving symbol 4 is set commonly for the first start hole 112 and the second start hole 115. Here, the symbol determination with reference to the time-saving symbol determination table will be explained. In the main CPU301a of this embodiment, the stop symbol is determined in correspondence with the time-saving symbol random number (the random number range is a value "0" to "99") obtained based on the winning of the game ball into the first start hole 112 or the second start hole 115. In addition, the main CPU301a generates a performance symbol designation command capable of identifying the stop symbol data (type of special symbol) at the start of the variation of the special symbol. Specifically, for example, when the jackpot determination determines time-saving 4 and the jackpot symbol random number obtained at the time of winning the first starting hole 112 is "0" to "70", the main CPU 301a determines "21 (special symbol J1)" as the stop symbol, causing the special symbol J1 to be stopped and displayed on the first special symbol display 120, and generating "E0H" and "11H" as performance symbol designation commands. In this way, after the special symbol is stopped and displayed on the display 125, the game state transitions to time-saving game state 4 as described later, and time-saving play begins.

[0077] More specifically, for example, the first special symbol display 120 may be displayed variably for about 40000 ms, and the main display device 131 may execute a normal reach effect described later and then notify a transition to the time-shortened game state 4, or the main display device 131 may execute a predetermined time-shortened transition effect (a performance in a manner that notifies a transition to the time-shortened game state 4) of about 40000 ms and then transition to the time-shortened game state 4. Also, for example, the first special symbol display 120 may be displayed variably for about 60000 ms, and the main display device 131 may execute a normal reach effect and an SP reach effect (miss) described later and then notify a transition to the time-shortened game state 4, or the main display device 131 may execute a predetermined time-shortened transition effect (a performance in a manner that notifies a transition to the time-shortened game state 4) of about 60000 ms and then transition to the time-shortened game state 4.

[0078] As shown in FIG. 3-4(b-1) and (b-2), the normal symbol determination table X is set to be referred to when the hit determination based on the passing of the game ball through the normal symbol operation gate 113b determines a win, and the normal symbol determination table Y is set to be referred to when the hit determination based on the passing of the game ball through the normal symbol operation gate 113b determines a miss. These normal symbol determination tables are common to various game states. Here, the symbol determination with reference to the normal symbol determination table will be described. In the main CPU301a of this embodiment, in response to the result of the hit determination, either the normal symbol determination table X or the normal symbol determination table Y is selected, and the stopped symbol is determined by comparing it with the normal symbol random number (the random number range is a value "0" to "10") obtained based on the passing of the game ball through the normal symbol operation gate 113b. In addition, the main CPU301a generates a performance symbol designation command that can specify the stopped symbol data (type of special symbol) at the start of the variation of the special symbol. Specifically, for example, when a win is determined by the win determination and the normal pattern random number acquired when the game ball passes through the normal pattern operation gate 113b is "2" to "10", the main CPU 301a determines "02 (short opening pattern)" as the stop pattern, and the short opening pattern is stopped and displayed on the normal pattern display 118, and "E8H" and "02H" are generated as the performance pattern designation command. In this way, after the special patterns (long opening pattern, short opening pattern, and losing pattern) are stopped and displayed on the display 125, the second start hole 115 corresponding to each special pattern is opened or closed. Note that the long opening (for example, 6 seconds) is a state in which the second start hole 115 is opened for a longer time than the short opening (for example, 3 seconds), and the losing is a state in which the second start hole 115 is not opened.

[0079] As shown in Fig. 3-5(A), the main RAM 301c functions as a data work area during the calculation process of the main CPU 301a, and has multiple storage areas, such as a reserved information storage area 301cx described later and a reserved information judgment area 301cy, which is a judgment area where a pattern judgment is performed based on the reserved information. The main RAM 301c also has a storage area (not shown) in which various flags (such as a high probability flag, a time-saving flag, and a big win flag described later) and various recorded values ​​are stored.

[0080] As shown in FIG. 3-5(B), the reserved information storage area 301cx has four reserved information areas (first reserved information area, second reserved information area, third reserved information area, fourth reserved information area) capable of storing the reserved information related to the first start hole 112 and the reserved order information at the time of acquisition in association with each other, and four reserved information areas (first reserved information area, second reserved information area, third reserved information area, fourth reserved information area) capable of storing the reserved information related to the second start hole 115. In the reserved information area corresponding to the first special pattern of the reserved information storage area 301cx, the priority order of storing the reserved information is as follows: the first reserved information area is the first reserved information area to be stored with the highest priority, and if reserved information is stored in the first reserved information area, the second reserved information area is the second reserved information area to be stored with the highest priority, the third reserved information area is the third reserved information area to be stored with the highest priority, and finally, the fourth reserved information area is selected as the storage area. The same is true for the reserved information area corresponding to the second special pattern. In addition, regarding the presence or absence of pending information storage, "◯" is indicated in the pending information area in which the pending information is stored, and "-" is indicated in the pending information area in which the pending information is not stored. In addition, the pending order information at the time of acquisition stored in the pending information area of ​​the pending information storage area 301cx is information that indicates the pending order when the pending information is acquired. Specifically, the pending order information at the time of acquisition corresponds to the number of the pending information area in which the pending information is stored when the pending information is acquired. For example, when the pending information is acquired and the pending information is stored only in the first pending information area, the pending information is stored in the second pending information area, so the pending order information at the time of acquisition is "2". When the pending information is acquired and the pending information is stored in the first, second, and third pending information areas, the pending information is stored in the fourth pending information area, so the pending order information at the time of acquisition is "4". In other words, in Figure 3-5 (B), when the third pending information is obtained, pending information has already been stored in the second pending information area and the third pending information area, the third pending information is stored in the first pending information area, and the fourth pending information is stored in the fourth pending information area.

[0081] (Electrical configuration of the performance control board 320) The electrical configuration of the performance control board 320 will be described with reference to Fig. 3-6 and Fig. 3-7. Fig. 3-6 is a block diagram showing the details of the performance control board 320. Fig. 3-7 is an explanatory diagram showing a schematic diagram of a pre-determination information storage area 320c3 provided in the sub-RAM 320c. The performance control board 320 determines a performance pattern based on a command (including a variable pattern, etc.) sent from the main control board 300, and transmits a performance pattern designation command based on the performance pattern to the image / audio control board 330 and the lamp control board 340. As described above, the main display device 131, etc. are electrically connected to the image / audio control board 330, and the sword handle unit 135, etc. are electrically connected to the lamp control board 340. With this configuration, the image / audio control board 330 and the lamp control board 340 control the display performance, audio performance, lighting performance, and role object movable performance based on the performance pattern designation command sent from the performance control board 320. It is then possible to carry out the output.

[0082] As shown in FIG. 3-6, the sub-ROM 320b stores a core display performance designation table TS1, a performance pattern determination table TS2, and a chance-up determination table TS3. The core display performance designation table TS1 is a table for designating any of the above-mentioned normal miss performance, normal reach (miss or win) performance, SP reach (miss or win) performance, SPSP reach (miss or win) performance, and SPSP reach revival (win) performance, etc., as a performance that is the core of the display performance (hereinafter also referred to as a core display performance) based on the fluctuation pattern transmitted from the main control board 300. In this embodiment, the fluctuation pattern transmitted from the main control board 300 and the core display performance correspond one-to-one. Note that multiple core display performances may be associated with the fluctuation pattern, and the sub-CPU 320a of the performance control board 320 may select the core display performance by lottery. In this way, even if the fluctuation pattern is the same, the performance content can be changed. Also, one core display effect may be made to correspond to a plurality of variation patterns. The effect pattern determination table TS2 is a table for determining a combination of effect patterns for provisional stop display or definite stop display, and a reach pattern when a reach is executed, in a display effect based on the effect pattern. The chance up determination table TS3 is a table for determining a predetermined chance up effect in a display effect. Here, the chance up effect is an effect for increasing the expectation of a jackpot compared to a normal effect by executing a display effect of a different type from a normal effect.

[0083] As shown in FIG. 3-7, the sub-RAM 320c includes a reserved memory area 320c1 and a preliminary judgment information memory area 320c3. The sub-RAM 320c also includes a flag memory area (not shown) in which a predetermined flag (continuous execution performance flag, pseudo consecutive execution flag, etc.) is stored. The reserved memory area 320c1 is divided into eight areas, namely, a first reserved area, a second reserved area, a third reserved area, and a fourth reserved area corresponding to the first special symbol, and a first reserved area, a second reserved area, a third reserved area, and a fourth reserved area corresponding to the second special symbol, and each of the eight areas can store one reserved flag. In the reserved area corresponding to the first special symbol in the reserved memory area 320c1, the priority order of storing the reserved flag is that the first reserved area is the storage target with the highest priority, and if a reserved flag is stored in the first reserved area, the second reserved area is the storage target with the highest priority, then the third reserved area is the storage target with the highest priority, and finally the fourth reserved area is selected as the storage target. The same is true for the reserved area corresponding to the second special symbol. When the performance control board 320 receives a reserved command from the main control board 300, it identifies the reserved area in which the reserved flag is stored in the reserved memory area 320c1, and stores the reserved flag in the reserved area that should be the next highest priority after the reserved area. However, if a reserved flag is stored in the fourth reserved area and a reserved command is received, the reserved flag is not stored. In addition, the priority order of the pending flag deletion is the reverse of the priority order when storing, that is, the fourth pending area is the first to be deleted, and if no pending flag is stored in the fourth pending area, the third pending area is the second pending area, and finally the first pending area is selected as the area to be deleted. When the performance control board 320 receives a pattern determination command from the main control board 300, it identifies the pending area in which the pending flag is stored in the pending memory area 320c1, and deletes the pending flag of the pending area that should be deleted first. Note that if no pending flag is stored in the first pending area, the deletion process is not performed.

[0084] The pre-determination information storage area 320c3 is a storage area for storing pre-determination information (special symbols for pre-determination, variable patterns for pre-determination, and acquisition time reservation order information), and four storage areas (first storage area, second storage area, third storage area, and fourth storage area) are provided corresponding to the types of special symbols. In addition, each storage area includes a jackpot determination information column for storing jackpot determination information based on the special symbols for pre-determination, a jackpot pattern information column for storing jackpot pattern information based on the symbols for pre-determination, a variable pattern information column for storing variable pattern information based on the variable pattern for pre-determination, an acquisition time reservation order information column for storing acquisition time reservation order information, and a continuous performance presence / absence information column for storing continuous performance presence / absence information indicating whether or not a continuous performance is activated. The continuous performance presence / absence information includes continuous performance activation information and continuous performance non-activation information.

[0085] The hold command sent from the main control board 300 includes pre-determination information (pre-determination special symbol, pre-determination variable pattern, and acquisition hold order information). In the pre-determination information storage area 320c3, these pieces of pre-determination information are stored in association with each other. In the storage area for the first special symbol, the priority order for storing pre-determination information is as follows: the first storage area is the first storage area to be stored with the highest priority, and if pre-determination information is stored in the first storage area, the second storage area is the second storage area to be stored with the highest priority, then the third storage area is the third storage area to be stored with the highest priority, and finally the fourth storage area is selected as the storage area. The same applies to the storage area for the second special symbol. For example, when pre-judgment information for the first special pattern is already stored in the third storage area for the first special pattern, and new pre-judgment information for the first special pattern (specific pattern A, fluctuation pattern 7B, hold order information at time of acquisition "4") is to be stored (see Figure 3-7), information representing "4" is stored in the hold order information at time of acquisition column of the fourth storage area, information representing "fluctuation pattern 7B" is stored in the fluctuation pattern information column of the fourth storage area, information representing "specific pattern A" is stored in the jackpot pattern information column of the fourth storage area, and information representing "jackpot" is stored in the jackpot judgment information column of the fourth storage area.

[0086] In FIG. 3-7, as the pre-determination information of the first storage area related to the first special pattern, the information of "miss" is stored in the jackpot determination information column, the information of "none" is stored in the jackpot pattern information column, the information of "variation pattern 1" is stored in the variation pattern information column, and the information representing "3" is stored in the hold order information column at the time of acquisition as pre-determination information of the second storage area. The information of "miss" is stored in the jackpot determination information column, the information of "none" is stored in the jackpot pattern information column, the information of "variation pattern 2AX" is stored in the variation pattern information column, and the information representing "1" is stored in the hold order information column at the time of acquisition as pre-determination information of the third storage area. The information of "miss" is stored in the jackpot determination information column, the information of "none" is stored in the jackpot pattern information column, the information of "variation pattern 4BX" is stored in the variation pattern information column, and the information representing "2" is stored in the hold order information column at the time of acquisition as pre-determination information of the first storage area. In addition, the continuous performance presence / absence information column stores continuous performance activation information indicating whether or not continuous performance is executed in the pre-reading process described later. In addition, in the continuous performance availability information column corresponding to the fourth storage area relating to the first special pattern, "O" is displayed as continuous performance activation information, which is information indicating that continuous performance will be activated, and in the other storage areas, "-" is displayed as continuous performance non-activation information, which is information indicating that continuous performance will not be activated.

[0087] (Explanation of game state) Next, a transition of a game state when a game progresses will be described with reference to Fig. 4-1. Fig. 4-1 is a diagram for explaining the transition of a game state.

[0088] As shown in FIG. 4-1, in the gaming machine 100 of this embodiment, as in the conventional gaming machine, there are cases where the game goes from the "normal gaming state" to the "time-shortened gaming state (time-shortened gaming state 1)" via the "jackpot game" ((A)→(B)), and there are cases where the "time-shortened gaming state (time-shortened gaming state 1 or time-shortened gaming state 2)" executes a "jackpot game" when a jackpot determination process determines that a jackpot has occurred ((C)), and there are cases where the game goes back to the "normal gaming state" when a jackpot has not been determined ((E)). Furthermore, unlike the conventional gaming machine, when a "predetermined condition is met" in the "normal gaming state", it is possible to go back to the "time-shortened gaming state (time-shortened gaming state 3 or time-shortened gaming state 4)" ((B)) without going through a jackpot game. In addition, when the game state is changed from the "normal game state" to the "time-saving game state" via the "jackpot game", the number of times that the game can be played in the "high-probability time-saving game state (time-saving game state 1)" is "100 times", and the number of times that the game can be played in the "low-probability time-saving game state (time-saving game state 2)" is "100 times". On the other hand, when the game state is changed from the "normal game state" to the "low-probability time-saving game state (time-saving game state 3 or time-saving game state 4)" without going through the "jackpot game", the number of times that the game can be played is "700 times". In other words, the number of times that the game can be played in the "time-saving game state" is greater when the game state is changed from the "normal game state" to the "time-saving game state" by the "establishment of a predetermined condition" without going through the "jackpot game" than when the game state is changed from the "normal game state" to the "time-saving game state" via the "jackpot game". For example, in this embodiment, the number of available plays in time-saving play state 3 and time-saving play state 4 may be set to "700 plays" so that the probability of determining a jackpot in the normal play state is approximately 3.8 times or less the reciprocal of the lowest probability (1 / 300 when the set value is "1").

[0089] In addition, the number of times that the "time-saving game state 4" can be played may be set differently depending on the game state in which the time-saving symbol is stopped and displayed. For example, when the time-saving symbol is stopped and displayed in the "time-saving game state", the number of times that the time-saving symbol can be played may be set to be greater than when the time-saving symbol is stopped and displayed in the "normal game state", or the number of times that the time-saving symbol can be played may be set to be smaller than when the time-saving symbol is stopped and displayed in the "normal game state".

[0090] Here, in this embodiment, the "establishment of a predetermined condition" refers to a first predetermined condition and a second predetermined condition. The first predetermined condition is when the cumulative number "n", which is the number of times the variable display of the special symbol executed from the "starting point", reaches a predetermined number. Specifically, the main RAM 301c is provided with an area for counting and storing the cumulative number "n", which is the number of times the variable display of the special symbol in the "low probability non-time-saving game state (normal game state)", and when the cumulative number "n" counted and stored in the area reaches a predetermined number, the "low probability non-time-saving game state (normal game state)" is shifted to the "low probability time-saving game state (time-saving game state 3)". The second predetermined condition is when the game stops on a "time-saving pattern (specific losing pattern)" that has been set in advance, and in this case, the game is shifted from the "normal game state" to the "low probability time-saving game state (time-saving game state 4)". The ratio at which the "time-saving pattern" is determined may be any ratio. For example, it may be the same as or close to the probability of determining a jackpot for each set value, or it may be a probability that is more difficult to determine than the probability of determining a jackpot for each set value, or it may be a probability that is more easily determined. In addition, the "establishment of a predetermined condition" may include only one of the first and second predetermined conditions, or may include both conditions, or may include conditions other than these conditions.

[0091] The predetermined number of times in the first predetermined condition can be set to any number of times according to the probability of determining a jackpot for each set value. For example, in this embodiment, the predetermined number of times may be set to "800 (times)" so that the probability of determining a jackpot in the normal game state is about 2.5 times or more and about 3.0 times or less of the reciprocal of the highest probability (1 / 270 when the set value is "4"). Furthermore, the "starting point" can be set to, for example, the time when the "jackpot game" ends or the time when the RAM is cleared when the setting is changed as described above. That is, in the area in the main RAM 301c that counts and stores the cumulative number of times "n" is initialized at the time of transition to the "jackpot game" or the end of the "jackpot game" or when the RAM is cleared. In addition, multiple types of patterns may be set as the "time-saving pattern" in the second predetermined condition, and the number of times that can be played in the time-saving game state 4 may be set to different numbers for each type of "time-saving pattern".

[0092] This provides players with information to decide whether or not to play, and reduces the number of players who play randomly. For example, if the predetermined number of times is about "800 (times)", a rescue measure can be given to players who have not won a jackpot for a long time, which leads to preventing players from quitting games. Furthermore, when the "time-shortened game state" is entered due to the "establishment of a predetermined condition", the number of times that the "low-probability time-shortened game state (time-shortened game state 3 or time-shortened game state 4)" can be played is greater than when the "low-probability time-shortened game state (time-shortened game state 2)" is entered via the "jackpot game", so that players are encouraged to try playing the "low-probability non-time-shortened game state (normal game state)" and the operation of the gaming machine can be improved.

[0093] Here, the counting process of the cumulative number "n" in the area that counts and stores the number of times the special symbol is displayed in the main RAM 301c will be described. Specifically, for example, the main CPU 301a initializes the cumulative number "n" to "800" when it reaches a "starting point" such as the end of a "jackpot game", and executes a subtraction process of "1" from the cumulative number "n (800)" each time the variable display of the special symbol ends in a low probability game state such as the "time-shortened game state 2" or the "normal game state". Then, when the cumulative number "n" becomes "0", it is determined that the first predetermined condition is established, and the main CPU 301a executes a transition process to the "time-shortened game state 3" for the game state. Even after the game state has been shifted to the "time-saving game state 3" in this way, the main CPU 301a continues to execute the subtraction process, but does not execute the process of shifting to the "time-saving game state 3" based on the second establishment of the first predetermined condition unless it becomes the "starting point" again and updates the cumulative number of times "n" to "800". In addition, the subtraction process is also executed at the end of the variable display of the special symbol, which is determined to be a small win or time-saving 4, in the big win determination. With this subtraction process, even if the variable display of the special symbol is executed 800 times or more in the low probability game state, the cumulative number of times "n" can be prevented from being updated unless it becomes the "starting point", so that the expansion of the storage capacity of the main RAM 301c and the control capacity of the main CPU 301a can be suppressed.

[0094] In addition, when the first or second predetermined condition is satisfied in the "time-shortened game state 2 (low-probability time-shortened game state)" in the game state, the game machine may be controlled to transition to the "time-shortened game state 3" or the "time-shortened game state 4" in the "time-shortened game state 2". In such a gaming machine, the "time-shortened game state 3" or the "time-shortened game state 4" continues during the "time-shortened game state 2", and the game can be continued in the "time-shortened game state", which further improves the interest in the game. On the other hand, even if the first or second predetermined condition is satisfied in the "time-shortened game state 2", the game machine may be controlled to only remain in the "time-shortened game state 2" and not transition to the "time-shortened game state 3" or the "time-shortened game state 4". In such a gaming machine, it is possible to prevent the player from gaining a significant advantage.

[0095] Furthermore, in the game state, when the second predetermined condition described above is established in the "time-shortened game state 3 (low-probability time-shortened game state)", the "time-shortened game state 3" may be controlled to transition to the "time-shortened game state 4". In such a gaming machine, the player can continue playing in the "time-shortened game state" as described above, which further increases the interest in the game. On the other hand, even if the second predetermined condition is established in the "time-shortened game state 3", the game machine may be controlled to only stay in the "time-shortened game state 3" and not transition to the "time-shortened game state 4". In such a gaming machine, the player can be prevented from gaining a significant advantage as described above. As described above, there is no case in which the first predetermined condition is established in the "time-shortened game state 3", so the game machine is not controlled to transition to the "time-shortened game state 3" in the "time-shortened game state 3".

[0096] In addition, when the first or second predetermined condition is satisfied in the "time-shortened game state 4" in the game state, the game may be controlled to transition to the "time-shortened game state 3" or the "time-shortened game state 4" in the "time-shortened game state 4". Specifically, for example, when the first predetermined condition is satisfied when the special symbol variation display is executed 600 times in the "time-shortened game state 4", the game may be controlled to end the "time-shortened game state 4" and not transition to the "time-shortened game state 3" from the 601st variation display of the special symbol, but to remain in the "time-shortened game state 4" and the "time-shortened game state 4" state until the 700th variation display of the special symbol, and transition to only the "time-shortened game state 3" from the 701st variation display. With such a gaming machine, the game can be continued in the "time-shortened game state" as described above, which can further improve the game interest. On the other hand, even if the first or second predetermined condition is satisfied in the "time-shortened game state 4", the game machine may be controlled to only enter the "time-shortened game state 4" and not to enter the "time-shortened game state 3" or the "time-shortened game state 4". In this type of game machine, it is possible to prevent the player from gaining a significant advantage, as described above.

[0097] (List of processes on the main control board 300) Next, a description will be given of the processing executed by the main control board 300 with reference to Fig. 4-2. Fig. 4-2 is an explanatory diagram showing a schematic flow of the processing executed by the main control board 300.

[0098] As shown in Fig. 4-2, when power is supplied, the main CPU 301a of the main control board 300 executes main processing based on a program stored in the main ROM 301b. As main processing, the main CPU 301a executes a power recovery process for restoring the game state from power interruption to the state before power interruption, a setting change process for changing (updating) a setting value (probability of being determined as a jackpot in a jackpot determination) which is a stage of advantageous degree of the game based on the operation of the setting key switch 302b, a RAM clear process for initializing the main RAM 301c based on the operation of the RWM clear switch 302a, a setting confirmation process for displaying the setting value saved in the storage area of ​​the main RAM 301c on the information display 302c based on the operation of the setting key switch 302b, and also executes updating of the initial values ​​of various random numbers (e.g., jackpot random numbers, etc.). In addition, the main CPU 301a repeatedly executes timer interrupt processes (random number update process, switch process, special symbol process, normal symbol process, big prize device opening control process, payout process, command transmission process) at regular intervals (for example, 4 millisecond intervals) during the execution of the main process. The various processes are described below.

[0099] The setting change process is a process of switching to a setting change mode in response to a predetermined operation of the setting key switch 302b (e.g., pressing for 2 seconds or more), displaying the current setting value on the information display 302c, and changing the setting value in response to a predetermined operation of the setting key switch 302b during the setting change mode (e.g., pressing for 1 second or less). In addition, in the setting change process, the setting change mode can be terminated and the changed setting value can be set by a predetermined operation of the setting key switch 302b during the setting change mode (e.g., pressing for 2 seconds or more). Furthermore, the setting confirmation process is a process of switching to a setting confirmation mode in response to a predetermined operation of the setting key switch 302b (e.g., pressing for 1 second or less) when not in the setting change mode, displaying the current setting value on the information display 302c, and ending the setting confirmation mode in response to a predetermined operation of the setting key switch 302b during the setting confirmation mode (e.g., pressing for 1 second or less), and ending the display of the setting value on the information display 302c.

[0100] The random number update process is a process for updating various random numbers such as jackpot random numbers, winning random numbers, reach random numbers, jackpot pattern random numbers, small jackpot pattern random numbers, time-saving pattern random numbers, normal pattern random numbers, and variable pattern random numbers. The switch process is a process executed when a detection signal is input from each switch, and includes a start port switch process for acquiring a jackpot random number or the like and storing it as reserved information when a ball is detected entering the first start port 112 or the second start port 115, a gate switch process for acquiring and storing a normal pattern random number when a game ball passes through the normal pattern operation gate 113b, and a big prize device switch process for detecting a game ball that has entered the first big prize port 117 or the second big prize port 127 during the execution of a jackpot game (in a jackpot game state). The start port switch process includes a pre-determination process for performing a jackpot determination or a jackpot pattern determination based on reserved information.

[0101] The special symbol processing is a processing related to the special symbol according to the processing result in the above-mentioned switch processing (first start port 112, second start port 115) and the special symbol special electric processing data described later. When the variable display of the special symbol is finished, the reserved information shift processing shifts the reserved information in the reserved information storage area 301cx of the main RAM 301c and the reserved order information at the time of acquisition, the jackpot determination processing executes the jackpot determination based on the jackpot random number and the win / jackpot determination table T1 of the reserved information shifted to the reserved information determination area 301cy by the reserved information shift processing, and the jackpot determination processing executes the jackpot determination based on the jackpot random number and the win / jackpot determination table T1 of the reserved information. This process includes a jackpot pattern determination process which determines a jackpot pattern (special pattern) based on a jackpot pattern random number included in the reserved information and a pattern determination table T2 in the event of a win, a reach determination process which executes a reach determination based on a reach random number included in the reserved information and a reach determination table T3, a fluctuation pattern setting process which sets a fluctuation pattern based on the fluctuation pattern table and the fluctuation pattern random number of the reserved information, and a special pattern stop process (details will be described later) which stops the fluctuation display of the first special pattern display device 120 or the second special pattern display device 122.

[0102] The normal pattern processing is processing related to the normal pattern according to the processing result in the switch processing (normal pattern operation gate 113b), and includes a hit determination processing which executes a hit determination based on a hit random number and a hit / jackpot determination table T1, a normal pattern determination processing which determines a normal pattern based on a normal pattern random number and a normal pattern determination table T6 when there is reserved information for a normal pattern, an operation pattern setting processing which sets the operation pattern of the movable piece 115b when a hit is determined in the normal pattern determination, and an opening / closing member control processing which controls the opening and closing of the movable piece 115b of the second starting port 115 based on the operation pattern set in the operation pattern setting processing.

[0103] The large prize device opening control process is a process related to the opening and closing control of the first large prize opening 117 and the second large prize opening 127 based on the special chart special electric processing data described later, and includes an opening pattern setting process which sets an opening pattern during the initial opening performance of a jackpot game, and a game state setting process which turns off the jackpot game flag when the final ending performance of the jackpot game ends, turns on a high probability flag indicating that the game is in a high probability game state and a time-saving 1 / time-saving 2 flag indicating that the game is in time-saving game state 1 / time-saving game state 2, etc., and sets the number of times that the time-saving game can be played to a predetermined number (for example, 100 times).

[0104] The payout process is a process for controlling the payout of prize balls according to the detection result (winning of game balls) in the switch process. The command transmission process is a process for transmitting various commands generated in the above process and information required to determine the performance content to the performance control board 320.

[0105] (Processing list on the performance control board 320) Next, the processing executed by the performance control board 320 will be described with reference to Fig. 4-3. Fig. 4-3 is an explanatory diagram showing a list of processing executed by the performance control board 320.

[0106] As shown in FIG. 4-3, when power is supplied, the sub-CPU 320a of the performance control board 320 executes a performance main process based on the program stored in the sub-ROM 320b. As the performance main process, the sub-CPU 320a executes a power restoration notification process corresponding to the power restoration process executed by the main control board 300, a setting change notification process corresponding to the setting change process executed by the main control board 300, a RAM clear notification process corresponding to the RAM clear process executed by the main control board 300, and a setting check notification process corresponding to the setting check process executed by the main control board 300. In addition, the sub-CPU 320a repeatedly executes performance timer interrupt processes (random number update process, command reception process, performance button process, command transmission process, etc.) at regular intervals (for example, 2 milliseconds) during the performance main process. The various processes are explained below.

[0107] The power restoration notification process is a process for executing a power restoration notification, such as displaying a power restoration screen on the main display device 131 for a predetermined period (e.g., 30 seconds) while the power restoration process is being executed on the main control board 300 to notify the player that the game control state has returned to the state before the power was cut off, lighting the performance lighting device 342 in a predetermined light color (e.g., white) for a predetermined period (e.g., 60 seconds), and outputting a power restoration notification sound (buzzer sound) from the audio output device 331 for a predetermined period (e.g., 30 seconds) to indicate that the power has been restored (from a power outage).

[0108] The RAM clear notification process is a process that executes a power-on notification such as displaying the initial screen (background image and initial performance pattern "135") on the main display device 131 when the power is turned on to notify the user that the game control state has been initialized while the RAM clear process is being executed on the main control board 300, lighting up the performance lighting device 342 in a predetermined light color (e.g., white) for a predetermined period of time (e.g., 60 seconds), and outputting a power-on notification sound ("RWM has been cleared" + buzzer sound) from the audio output device 331 for a predetermined period of time (e.g., 30 seconds) to indicate that the memory area has been initialized.

[0109] The setting change notification process is a process for executing a setting change notification, during a setting change mode while the main control board 300 is executing a setting change process, such as displaying a setting change screen on the main display device 131 or the like indicating that the setting value is being changed, lighting the performance lighting device 342 in a predetermined light emission color (e.g., white) throughout the setting change, and outputting a setting change notification sound ("settings are being changed") from the audio output device 331 indicating that the setting is being changed. The setting confirmation notification process is a process for executing a setting confirmation notification, during a setting confirmation mode while the main control board 300 is executing a setting confirmation process, such as displaying a setting confirmation screen on the main display device 131 or the like indicating that the setting is being confirmed, lighting the performance lighting device 342 in a predetermined light emission color (e.g., white) throughout the setting confirmation, and outputting a setting confirmation notification sound ("settings are being confirmed") from the audio output device 331 indicating that the setting is being confirmed.

[0110] The random number update process is a process for updating various random numbers (e.g., random numbers for determining a performance pattern, random numbers for chance-up) used in the performance. The command reception process is a game state setting process for setting a game state based on a game state designation command, etc., which will be described later, a process based on various commands, etc., transmitted from the main control board 300, a look-ahead process for determining whether or not to perform continuous performance, pseudo consecutive performance, icon change performance, etc., based on a reserved command, a performance pattern determination process for determining a performance pattern based on the core display performance designation table TS1, the performance pattern determination table TS2, and the chance-up determination table TS3, and a process for storing a reserved flag in the reserved storage area 320c1 of the sub-RAM 320c when a reserved command is received, and a process for storing a reserved flag in the reserved display area 320c1 of the sub-RAM 320c for displaying reserved items on the main display device 131. The process includes a hold process for setting a display command, a pre-determination information shift process for executing a shift process of the pre-determination information in the pre-determination information storage area 320c3 of the sub-RAM 320c when a variation start command is received, a normal pattern presentation process for performing a presentation corresponding to the variation of the normal pattern on the main display device 131 according to the result of the normal pattern determination, a pattern determination process for displaying the presentation pattern being varied on the main display device 131 in a fixed and stopped state based on a pattern determination command, and a big win process for performing an opening presentation, an ending presentation, or a round presentation corresponding to an opening designation command in a big win game. The presentation button process is a process for detecting an input via the sword handle unit 135 (sword handle button detection switch 137) or the presentation operation stick 136 and performing a predetermined presentation. The command transmission process is a process for transmitting various commands generated in the above various processes to the image / audio control board 330 and the lamp control board 340.

[0111] Here, the continuous performance is a performance that can be executed in the main display device 131, and is a performance that can be executed during the start of the change performance over a plurality of change displays in the special symbol. This continuous performance may be composed of only one type of performance, or may include multiple types of performance. When the continuous performance includes multiple types of performance, one of the multiple types of performance may be selected and executed. Furthermore, the continuous performance may be executed for one change display in the special symbol. Furthermore, the pseudo consecutive performance may be composed of only one type of performance, or may include multiple types of performance. When the pseudo consecutive performance includes multiple types of performance, one of the multiple types of performance may be selected and executed. Furthermore, the icon change performance is a performance that suggests the expectation (possibility) of a special game being executed by displaying the reserved icon or the icon displayed on the main display device 131 in a special display mode (special icon) different from the normal display mode (normal icon). Special display modes (special icons) come in a variety of colors, sizes, and shapes. For example, normal icons are white, but special icons are blue, green, red, gold, etc., and the expected value increases in the order of white → blue → green → red → gold.

[0112] In addition to the above-mentioned processing, the sub-CPU 320a performs a processing for updating a presentation mode as a main processing for presentation. Specifically, the sub-CPU 320a judges whether or not an update condition (change of a game state, winning of a mode update lottery, execution of a SP / SPSP reach presentation with a result of losing, etc.) of a presentation mode (presentation stage) in which presentation elements (background image, presentation image, BGM, etc.) in the sound output device 331, the main display device 131, the first side display device 132, the second side display device 133, etc. are specified is established, and when the update condition is established, a processing for updating the presentation mode to one of a plurality of presentation modes is performed. Here, as the "presentation mode", there are provided presentation modes A to C set in a normal game state (low probability non-time-saving game state), a presentation mode D set in a time-saving game state 1 (high probability time-saving game state) described later, a presentation mode E set in a time-saving game state 2 (low probability time-saving game state) described later, and a presentation mode F set in a time-saving game state 3 (low probability time-saving game state). In addition, when the power is turned on and the game is controlled to the normal game state (for example, after changing the setting, clearing the RWM, or checking the setting), the presentation mode that is set first is always the presentation mode A. In addition, for the "BGM", there are provided variable BGM1-3 that are output during the variable display of each of the presentation modes A-C in the normal game state, variable BGM4 that is output during the variable display of the presentation mode D in the time-saving game state 1, variable BGM5 that is output during the variable display of the presentation mode E in the time-saving game state 2, and variable BGM6 that is output during the variable display of the presentation mode F in the time-saving game state 3. Furthermore, as BGM that is output during the execution of various reach presentations, normal reach BGM, SP reach BGM, SPSP reach BGM, etc. are also provided. In addition, as for the variable BGM, the setting can be changed according to the player's operation as described later, and for example, it is also possible to set it so that the variable BGM4 is output in the presentation mode A.

[0113] (Explanation of special symbol stop processing) Next, the transition from the game state to the time-saving game state 3 or the time-saving game state 4 will be described with reference to Fig. 4-4 and Fig. 4-5. Fig. 4-4 is a flowchart for explaining the special symbol stop process, which is one of the processes in the main control board 300 described above. Fig. 4-5 is a flowchart for explaining the transition determination process to the time-saving game state and the end determination process of the time-saving game state, where (a) is a flowchart for explaining the time-saving 3 transition determination process, (b) is a flowchart for explaining the time-saving 4 transition determination process, and (c) is a flowchart for explaining the time-saving game state end determination process.

[0114] As shown in FIG. 4-4, immediately after the variable display of the special symbol stops, the main CPU 301a first executes a time-saving 3 transition determination process to determine whether the gaming state has transitioned to the time-saving gaming state 3 (S231), and then executes a time-saving 4 transition determination process to determine whether the gaming state has transitioned to the time-saving gaming state 4 (S232). Details of the time-saving 3 transition determination process and the time-saving 4 transition determination process will be described later.

[0115] Next, the main CPU 301a judges whether or not the display wait period (for example, about 0.5 seconds) has elapsed (S233). If it is judged that the display wait period has not ended (NO in S233), it waits until it is judged that the display wait period has ended. On the other hand, if it is judged that the display wait period has ended (YES in S233), it executes the next step. The period is a period set to allow the player to recognize the stopped display of the special symbol in the game. In other words, the display (start of the change) of the special symbol in the next game is prohibited until the display wait period ends.

[0116] Next, the main CPU301a executes a time-saving game end determination process to determine whether or not the time-saving game has ended (S234). Details of the time-saving game end determination process will be described later. Next, the main CPU301a sets a game state designation command corresponding to the game state of the game in the performance transmission data storage area of ​​the main RAM301c (S235), determines whether the special symbol stopped in the game is a big win symbol (S236), and sets the special symbol special electric processing data to "3" (big win device opening control process) (S237). Here, the special symbol special electricity processing data refers to data used in the large prize device opening control process to control the operation of the first special symbol display 120, the second special symbol display 122, and the movable pieces 117b, 127b of the large prize opening, and is set, for example, so that in the case of "3", the movable pieces 117b etc. are opened and closed in a predetermined pattern for a large prize game state after the opening performance of the large prize game is executed, in the case of "4", the movable pieces 117b etc. are opened and closed in a predetermined pattern for a small prize game after the opening performance of the small prize game is executed, and in the case of "0", the movable pieces 117b etc. are not opened.

[0117] Next, the main CPU301a executes a jackpot initialization process to initialize various information (S238). In this jackpot initialization process, for example, the high probability flag that is ON in the high probability game state is changed to OFF and a transition to a low probability game state is made, or the time-saving flag that is ON in the time-saving game state is changed to OFF and a transition to a non-time-saving game state is made. In addition, an initialization process is executed to initialize the above-mentioned cumulative number of times "n" to "800 (times)", and an initialization process is executed to initialize the remaining number of times "M", which indicates the (remaining) number of times that the game can be continued in the time-saving game state, to "0". The time-saving flags include a first time-saving flag that is ON in time-saving game state 1, a second time-saving flag that is ON in time-saving game state 2, a third time-saving flag that is ON in time-saving game state 3, and a fourth time-saving flag that is ON in time-saving game state 4, and all of the time-saving flags are changed to OFF in the initialization process at the time of a big win. Also, the number of times that can be played "M" corresponds to each time-saving game state, such as the number of times that can be played "M1" in time-saving game state 1, the number of times that can be played "M3" in time-saving game state 2, the number of times that can be played "M4" in time-saving game state 3, and the number of times that can be played "M4" in time-saving game state 4, and all of the number of times that can be played "M" are initialized in the initialization process at the time of a big win.

[0118] Next, the main CPU301a executes a jackpot start preparation process that determines the pattern of opening the movable piece 117b of the first jackpot opening 117 and the movable piece 127b of the second jackpot opening 127 in the jackpot game according to the special symbol (type of jackpot) (S239), sets an opening designation command according to the type of jackpot in the performance transmission data storage area (S240), sets an opening time according to the type of jackpot (S241), and ends the special symbol stop processing. On the other hand, if the main CPU301a determines in the above-mentioned step S236 that the special symbol stopped in the game is not a jackpot symbol (NO in S236), it determines whether the stopped special symbol is a small jackpot symbol or not (S242), and if it determines that it is a small jackpot symbol (YES in S242), it sets the special symbol special power processing data to "4" (large jackpot device opening control processing) (S243), and ends the special symbol stop processing. On the other hand, if the main CPU 301a determines in the above-mentioned step S232 that the special symbol that stopped in the game is not a small winning symbol (NO in S242), it sets the special symbol special electric processing data to "0" (S243) and ends the processing when the special symbol stops.

[0119] In step S233 of the special symbol stop processing described above, the display wait period when transitioning to all time-saving game states is constant, but it is not limited to this and may be in various forms. For example, the display wait period when the time-saving symbol (special symbol J1, etc.) is stopped and displayed may be longer than the normal display wait period, and more specifically, the time of the display wait period when the time-saving symbol is stopped and displayed may be the same as the time of the ending period of the big win game. In addition, during the display wait period when the time-saving symbol is stopped and displayed, a time-saving entry effect, which is an effect suggesting a transition to the time-saving game state 4, may be executed, or the time-saving game state 4 may be transitioned to after the display wait period ends. Furthermore, when a time-saving entry effect is executed when transitioning to the time-saving game state 4 after the display wait period ends, the effect pattern and small pattern described later may be displayed during the display wait period, or may not be displayed.

[0120] As shown in FIG. 4-5(a), when the main CPU301a starts executing the time-reduction 3 shift determination process, it first determines whether or not a jackpot has been won in the game (S261), and if it determines that a jackpot has been won (YES in S261), it ends the time-reduction 3 shift determination process. On the other hand, if the main CPU301a determines that a jackpot has not been won in step S261 (NO in S261), it determines whether or not the game is in a low-probability game state (normal game state or time-reduction game state 2) (S262), and if it determines that the game is not in a low-probability game state (NO in S262), it ends the time-reduction 3 shift determination process. On the other hand, when the main CPU301a judges in step S262 that the game is in a low probability game state (YES in S262), it subtracts a value "1" from the cumulative number "n" (S263), judges whether the cumulative number "n" has become the first "0" after the update (after the execution of the initialization process at the time of the big win or the RAM clear process in S238) (S264), and when it judges that the cumulative number "n" is not the first "0" after the update (NO in S264), it ends the time-saving 3 transition judgment process. On the other hand, when the main CPU301a judges in step S264 that the cumulative number "n" has become the first "0" after the update (YES in S264), it sets the remaining number of games M3 in the time-saving game state 3 to the initial value "700" (S265), updates the time-saving 3 flag to the ON state (S266), and ends the time-saving 3 transition judgment process.

[0121] In this way, when the time-saving 3 transition determination process is executed immediately after the stop display of the special symbol on the first special symbol display device 120 or the second special symbol display device 122, if the jackpot is not won and the game is in a low probability game state, the cumulative number of times "n" is subtracted. In addition, during the period from the end of the current jackpot game to the start of the next jackpot game, unless the RAM clear process is executed, the game will transition to the time-saving game state 3 only once, and will not transition to the time-saving game state 3 two or more times. Note that the main CPU 301c may transmit a time-saving 3 remaining number command indicating the available number of times to be played "M3" to the performance control board 320 when the available number of times to be played "M3" is set to the initial value, or transmit a time-saving 3 remaining number command and a time-saving 3 cumulative number command indicating the cumulative number of times "n" when the game ends or starts. With this configuration, for example, even if the available number of plays "M3" or the accumulated number of plays "n" is erased in the performance control board 320, the performance control board 320 can refer to the remaining time-saving 3 command and the accumulated number of times time-saving 3 command that are periodically received.

[0122] As shown in FIG. 4-5(b), when the main CPU 301a starts executing the time-saving 4 transition judgment process, it first judges whether or not the current game is in a low-probability non-time-saving game state (S281), and if it judges that the game is not in a low-probability non-time-saving game state (NO in S281), it ends the time-saving 4 transition judgment process. On the other hand, if the main CPU 301a judges that the game is in a low-probability non-time-saving game state in step S281 (YES in S261), it judges whether or not the time-saving pattern J1 is displayed as stopped on the first special pattern display 120 or the second special pattern display 122 (S282), and if it judges that the time-saving pattern J1 is displayed as stopped on the first special pattern display 120 or the second special pattern display 122 (YES in S282), it sets the number of times that can be played in the time-saving game state 4 "M4" to the initial value "100" (S283), updates the time-saving 4 flag to the ON state (S286), and ends the time-saving 4 transition judgment process. On the other hand Then, when the main CPU301a judges in step S282 that the time-saving symbol J1 is not displayed as stopped (NO in S282), it judges whether the first special symbol display 120 or the second special symbol display 122 is displayed as stopped as the time-saving symbol J2 (S284), and when it judges that the time-saving symbol J2 is displayed as stopped (YES in S284), it sets the number of times "M4" that can be played in the time-saving game state 4 to the initial value "700" (S285), and updates the time-saving 4 flag to the ON state in step S286, and ends the time-saving 4 transition judgment process. On the other hand, when the main CPU301a judges in step S284 that the time-saving symbol J2 is not displayed as stopped (NO in S284), it ends the time-saving 4 transition judgment process as it is.

[0123] In this way, when the time-saving 4 transition determination process is executed immediately after the stop display of the special symbol on the first special symbol display device 120 or the second special symbol display device 122, if the time-saving symbol J1 is stopped as the special symbol, the game state transitions to the time-saving game state 4 in which the number of times that the game can be played is "100 (times)", and if the time-saving symbol J2 is stopped, the game state transitions to the time-saving game state 4 in which the number of times that the game can be played is "700 (times)". Therefore, with this configuration, it is possible to increase the interest of the player in the game compared to the time-saving game state 4 in which the number of times that the game can be played is fixed. Note that, similarly to when the above-mentioned time-saving 3 transition determination process is executed, the main CPU 301c may transmit a time-saving 4 remaining number command indicating the number of times that the game can be played "M4" to the performance control board 320 when the number of times that the game can be played "M4" is set to the initial value or when the game ends or starts.

[0124] As shown in FIG. 4-5(c), when the main CPU301a starts executing the time-saving end determination process, it first determines whether the time-saving 1 flag or the time-saving 2 flag is ON (S301), and if it determines that the time-saving 1 flag or the time-saving 2 flag is OFF (NO in S301), it determines whether the time-saving 3 flag is ON (S305), and if it determines that the time-saving 3 flag is OFF (NO in S305), it determines whether the time-saving 4 flag is ON (S309), and if it determines that the time-saving 4 flag is OFF (NO in S309), it ends the time-saving end determination process. In other words, if the game state is not a time-saving game state, the time-saving end determination process is not executed. As mentioned above, when a jackpot game is started during the special pattern stop processing, all of the time-saving flags, the time-saving 1 flag, the time-saving 2 flag, the time-saving 3 flag, and the time-saving 4 flag, are changed to the OFF state by the jackpot initialization processing (S238 in Figure 4-4), so that the main CPU 301c does not execute the time-saving end determination processing during the jackpot game.

[0125] On the other hand, when the main CPU301a judges in step S301 that the time-shortening 1 flag or the time-shortening 2 flag is in the ON state (YES in S301), it subtracts a value "1" from the playable number "M1" of the time-shortening game state 1 and the time-shortening game state 2 (S302), judges whether the playable number "M1" is "0" or not (S303), and when it judges that the playable number "M1" is "0" (YES in S303), it sets the time-shortening 1 flag or the time-shortening 2 flag to the OFF state (S304), and shifts the process to step S305. In addition, when the main CPU301a judges in step S303 that the playable number "M1" is not "0" (NO in S303), it also shifts the process to step S305. By executing the processes from step S301 to step S304, unless a jackpot is won, the time-saving play in time-saving play state 1 and time-saving play state 2 can be continued up to 100 times, as indicated by the initial value "100" of the number of times playable "M1" in time-saving play state 1 and time-saving play state 2.

[0126] On the other hand, when the main CPU301a judges in step S305 that the time-saving 3 flag is ON (YES in S305), it subtracts a value "1" from the available number of plays "M3" in the time-saving game state 3 (S306), judges whether the available number of plays "M3" is "0" or not (S307), and when it judges that the available number of plays "M3" is "0" (YES in S307), it sets the time-saving 3 flag to the OFF state (S308), and shifts the process to step S309. In addition, when the main CPU301a judges in step S307 that the available number of plays "M3" is not "0" (NO in S307), it also shifts the process to step S309. By executing the processes from step S305 to step S308, unless a jackpot is won, the time-saving game in the time-saving game state 3 can be continued for a maximum of 700 times, as indicated by the initial value "700" of the number of times playable in the time-saving game state 3 "M1".

[0127] On the other hand, when the main CPU301a judges in step S309 that the time-saving 4 flag is ON (YES in S309), it subtracts a value "1" from the playable number "M4" of the time-saving game state 4 (S310), judges whether the playable number "M4" is "0" or not (S311), and when it judges that the playable number "M4" is "0" (YES in S311), it sets the time-saving 4 flag to the OFF state (S312), and ends the time-saving end determination process. In addition, when the main CPU301a judges in step S311 that the playable number "M4" is not "0" (NO in S311), it also ends the time-saving end determination process. By executing the processes from step S309 to step S312, unless a jackpot is won, the time-saving play in time-saving play state 4 can be continued up to 700 times, as indicated by the initial value "700" of the number of times playable "M1" in time-saving play state 4.

[0128] In this way, in the time-saving end determination process, when an end trigger for the time-saving game state (time-saving game state 1, time-saving game state 2, time-saving game state 3, time-saving game state 4) is established, the time-saving game state is ended by changing the time-saving flag (time-saving 1 flag, time-saving 2 flag, time-saving 3 flag, time-saving 4 flag) corresponding to the time-saving game state to the OFF state. Note that in the time-saving end determination process, the number of possible plays "M (M1, M2, M3, M4)" is subtracted each time the variable display of either the first special symbol display device 120 or the second special symbol display device 122 is stopped.

[0129] In the above-mentioned time-saving end determination process, each time-saving game state is ended when the playable number of times "M (M1, M2, M3, M4)" becomes "0", that is, when the total number of times of the variable display in the first special symbol display 120 and the second special symbol display 122 reaches the number indicated by a predetermined initial value, but it is not limited to this and may be in various forms. For example, each time-saving game state may be ended at the first of the following triggers: the total number of times of the variable display in the first special symbol display 120 and the second special symbol display 122 reaches 50, the number of times of the variable display in the second special symbol display 122 reaches 5, and the first time a small win is won. Also, the trigger for ending may be different in each time-saving game state. For example, the time-saving game state 1 ends when the total number of times the variable display on the first special symbol display 120 and the second special symbol display 122 reaches 50, when the number of times the variable display on the second special symbol display 122 reaches 5, or when the small win is first won, whichever occurs first. The time-saving game state 3 ends when the total number of times the variable display on the first special symbol display 120 and the second special symbol display 122 reaches 500, when the number of times the variable display on the second special symbol display 122 reaches 5, or when the small win is first won. The time-saving game state 4 may end upon whichever of the following occurs first: when the total number of variable displays on the first special pattern display 120 and the second special pattern display 122 reaches 30, when the number of variable displays on the second special pattern display 122 reaches 6, or when the small prize is won three times.

[0130] With reference to FIG. 4-6, the time-shortened game state 3 and the time-shortened game state 4 will be described. FIG. 4-6 is a diagram for explaining the time-shortened game state 3 and the time-shortened game state 4, in which (a) is a diagram for explaining the case where a jackpot game occurs during the time-shortened game state 3 and the time-shortened game state 3 ends, and (b) is a diagram for explaining the case where a jackpot game occurs during the time-shortened game state 4 and the time-shortened game state 4 ends. Note that FIG. 4-6 illustrates the jackpot game period (including the opening period and the ending period), the operation periods of the time-shortened game state 1, the time-shortened game state 3, and the time-shortened game state 4, and the possible number of times of play "M1", "M3", and "M4".

[0131] As shown in FIG. 4-6(a), when a jackpot game is started at time tb1 during the time-saving game state 3, the initialization process at the time of the jackpot is executed at time tb1, so that the number of times that can be played in the time-saving game state 3 at time tb1 is updated to "0" from "500" and the time-saving game state 3 ends. Also, at time tb2 when the jackpot game ends, the number of times that can be played in the time-saving game state 1 is set to the initial value "100" and the time-saving game state 1 is entered, and the time-saving game state 3 is not resumed. In this way, when a jackpot is won during the time-saving game state 3, the time-saving game state 3 may be ended without consuming the maximum number of times that can be played in the time-saving game state 3, "700 (times)", without resuming the time-saving game state 3 after the jackpot game so that the maximum number of times that can be played in the time-saving game state 3 can be consumed.

[0132] As shown in FIG. 4-6(b), when a jackpot game is started at time tc1 during the time-saving game state 4, the initialization process at the time of the jackpot is executed at time tc1, so that the number of times that can be played in the time-saving game state 4 at time tc1 is updated to "0" from "10", and the time-saving game state 4 ends. Also, at time tc2 when the jackpot game ends, the number of times that can be played in the time-saving game state 1 is set to the initial value "100", and the time-saving game state 1 is entered, and the time-saving game state 4 is not resumed. In this way, even when a jackpot is won during the time-saving game state 4, the time-saving game state 4 may be ended without consuming the maximum number of times that can be played in the time-saving game state 4, "700 times", without resuming the time-saving game state 4 after the jackpot game so that the maximum number of times that can be played in the time-saving game state 4 can be consumed.

[0133] (Explanation of information display 302c) Next, the information display 302c of this embodiment will be described with reference to FIG. 4-7 and FIG. 4-8. FIG. 4-7 is a diagram for explaining the details of the information display 302c. FIG. 4-8 is a diagram for explaining a specific example of the counting period of the base value B. Here, the base value B is a numerical value calculated by dividing the number of outs (the total number of game balls shot out) by the total number of prize balls paid out in a specific section of the normal game state (low probability non-time-saving game state). The number of outs is the number of game balls detected by an out ball detection switch (not shown), for example, game balls that have entered the out hole 111, start holes such as the first start hole 112, winning holes such as the first big winning hole 117, or general winning holes (not shown), and is the number of game balls detected by the out ball detection switch.

[0134] As shown in FIG. 4-7(a), first, various counters (base calculation out counter, base calculation prize ball counter, total out counter) provided in the main RAM 301c are used for display control of the base value B on the information display 302c. The base calculation out counter counts the number of outs in a specific section, and for example, every time a game ball is detected by the out ball detection switch, a value "1" is added to the base calculation out counter. The base calculation prize ball counter counts the number of prize balls in a specific section, and for example, when a game ball enters a general winning hole, a value "10" is added to the base calculation prize ball counter, when a game ball enters a winning hole such as the first large winning hole 117, a value "15" is added, and when a game ball enters a starting hole such as the first starting hole 112, a value "3" is added. The total out counter counts the number of outs (hereinafter may be referred to as "total outs") since the power is first turned on. The main CPU 301a calculates the base value B for a specific section by multiplying the result of dividing the value of the base calculation prize ball counter by the value of the base calculation out counter by the value "100", and stores (stores) the base value B for the section each time a predetermined section ends. In this embodiment, the base value B is stored each time the number of outs is counted to be 60,000. Specifically, the main CPU 301a calculates and stores the base value B from the current values ​​of the base calculation prize ball counter and the base calculation out counter each time the total out counter is added to the value "60,000", and initializes the base calculation prize ball counter and the base calculation out counter. In this embodiment, the period during which the base calculation out counter and the base calculation prize ball counter are added may be referred to as a "counting period", and the period other than the counting period may be referred to as a "non-counting period".

[0135] As shown in FIG. 4-7(b), next, 60,000 outs are counted in section 3, 60,000 outs are counted in the following section 2, 60,000 outs are counted in the following section 1, and then section L (where the number of outs is less than 60,000 (0 to 59,999)) begins. The display on the information display 302c will be described. Here, the base value B of section 3 is "B3", the base value B of section 2 is "B2", the base value of section 1 is "B1", and the base value B of section L is "BL". In the information display 302c in such section L, the base value BL of the section L (real time), the base value B1 of section 1, the base value B2 of section 2, and the base value B3 of section 3 are displayed in this order, switching approximately every 5 seconds. Furthermore, when the number of outs in section L reaches 60,000, the base value BL of section L is stored as the base value B of the newest section, the base value B1 of section 1 is stored as the base value B of the next newest section, the base value B2 of section 2 is stored as the base value B of the third newest section, and the base value B3 of the oldest section 3 is discarded. In other words, when one section ends (when 60,000 outs are counted), the base value B of that section is saved as the base value B of the previous section, and the base value B of the oldest section is discarded. Note that in this embodiment, these base values ​​B are continuously displayed on the information display 302c, including the period during which play is possible.

[0136] As shown in FIG. 4-7(c), the information display 302c is composed of four seven-segment displays 302ca to 302cd. As described above, the two seven-segment displays 302cc and 302cd display the two-digit base value B in the order of base value BL, base value B1, base value B2, and base value B3, which are switched approximately every five seconds. If the base value B is greater than the numerical value "100", "99." is displayed (the dot display section is lit). In addition, the two seven-segment displays 302ca and 302cb display the identification information "bL", "b1", "b2", and "b3" that correspond to the base value B displayed on the two seven-segment displays 302cc and 302cd and can identify which section of the base value B is displayed. Specifically, on the two 7-segment displays 302ca, 302cb of the information display 302c, during the period when the base value BL of section L is displayed, the identification information "bL" is displayed, during the period when the base value B1 of section 1 is displayed, the identification information "b1" is displayed, during the period when the base value B2 of section 2 is displayed, and during the period when the base value B3 of section 3 is displayed, the identification information "b3" is displayed.

[0137] Here, the display mode on the information display 302c in each of the sections L to 3 will be described in more detail. For example, when the total number of outs is less than 60,000, the base value B may not be calculated during the period when the identification information "b1", "b2", and "b3" are displayed. When the total number of outs is less than 60,000, the seven-segment displays 302ca and 302cb flash each identification information, and the seven-segment displays 302cc and 302cd light up with the special symbol "--". When the total number of outs is greater than 60,000 and less than 120,000, the base value B1 is calculated, but the base value B2 of the identification information "b2" and the base value B3 of the identification information "b3" may not be calculated. In this way, when the total number of outs is 60,000 or more but less than 120,000, during the period when the identification information "b1" is displayed, the identification information is displayed with a light and the base value B1 is displayed with a light, but during the period when the identification information "b2" and "b3" are displayed, each identification information is displayed with a blinking display and the special symbol "--" is displayed with a light. Furthermore, when the total number of outs is 120,000 or more but less than 180,000, the base value B1 and the base value B2 are calculated, but the base value B3 of the identification information "b3" may not be calculated. In this way, when the total number of outs is 120,000 or more but less than 180,000, during the period when the identification information "b1" or "b2" is displayed, the identification information is displayed with a light and the base value B1 or the base value B2 is displayed with a light, and during the period when the identification information "b3" is displayed, the identification information is displayed with a blinking display and the special symbol "--" is displayed with a light. As described above, in this embodiment, during the period in which the identification information "bL" is displayed, the real-time base value BL is displayed, but if the number of normal outs in section L is not sufficiently large, it may be difficult to calculate an accurate (original) base value B. In such a case, for example, if the number of normal outs in section L is less than 6,000, the identification information "bL" may be displayed flashing, and if the number of normal outs is 6,000 or more, the identification information "bL" may be displayed lit up.With this type of display mode, whether or not the number of normal outs in section L is sufficiently high is essentially notified, allowing the administrator of the gaming machine 100 to evaluate the base value B after taking into account whether or not the number of normal outs in section L is sufficient.

[0138] Incidentally, before a player actually plays, the administrator usually checks the operation of the gaming machine 100, and this check includes checking whether or not game balls are normally detected by various detection switches (such as an out ball detection switch). When the check is performed in this manner, for example, in a configuration in which the base calculation prize ball counter and the base calculation out counter are incremented immediately after the first power-on of the gaming machine 100, the base value B calculated immediately after the first power-on may differ from the base value B calculated when the game is actually played. In such a case, in this embodiment, the base calculation prize ball counter and the base calculation out counter may not be incremented until the total out counter reaches a predetermined value (for example, the value "300"), and this prevents the base value immediately after the first power-on from differing.

[0139] Here, a counting process, which is one of the processes executed in the main process in the main control board 300, is a process of counting the number of winning balls and the number of outs to calculate a base value B in a normal game state (low probability non-time-saving game state), and a base display process, which is a process of displaying the base value B on the information display 302c, will be specifically described. When the counting process is executed, the main CPU 301a adds a value "10" (the number of winning balls corresponding to the general winning hole) to the prize ball counter for calculating the base when a game ball enters a general winning hole and is detected by the general winning detection switch in the normal game state, adds a value "3" when a game ball is detected by the first start hole detection switch 304 or the second start hole detection switch 305, and adds a value "15" when a game ball is detected by the first winning hole detection switch 306a or the second winning hole detection switch 306b. In addition, when a game ball is detected by the out ball detection switch in the normal game state, the main CPU 301a adds a value "1" to the out counter for base calculation. In game states other than the normal game state, no value is added to the prize ball counter for base calculation and the out counter for base calculation. After executing the counting process, the main CPU 301a calculates a base value from the normal prize ball number and the normal out number counted in the above-mentioned counting process, and executes a base display process, which is a process of displaying the identification information and the base value B on the information display 302c. By executing this base display process, the identification information and the base value B are displayed on the information display 302c in the above-mentioned manner.

[0140] Next, referring to FIG. 4-8, a specific example of the counting period, which is a period during which the counting process required for displaying the base value B on the information display 302c is performed, will be described. First, FIG. 4-8(a) is a diagram for explaining a specific example of the counting period before and after the transition from the low-probability non-time-shortened game state (normal game state) to the time-shortened game state 3. Also, FIG. 4-8(b) is a diagram for explaining a specific example of the counting period before and after the transition from the low-probability non-time-shortened game state (normal game state) to the time-shortened game state 4. Furthermore, FIG. 4-8(c) is a diagram for explaining another specific example of the counting period before and after the transition from the low-probability non-time-shortened game state (normal game state) to the time-shortened game state 4. Note that the counting period in the following description is a period during which the above-mentioned counting process is performed, and the non-counting period is a period during which the counting process is not performed.

[0141] As shown in FIG. 4-8(a), here, the 800th game (display of special symbols) in the low probability non-time-saving game state is started at time tn1, a losing symbol is displayed in the 800th game, and the cumulative number of times "n" of the first predetermined condition becomes "0" at time tn2. In such a case, the low probability non-time-saving game state before time tn2 becomes the counting period, and the time-saving game state 3 after time tn2 becomes the non-counting period. Also, the case where a jackpot game is not won in the time-saving game state 3, the final game in the time-saving game state 3 (display of special symbols in the 700th time) starts at time tn3, a losing symbol is displayed in the final game at time tn4, and the number of times that can be played becomes "0 (times)" is described. In such a case, the game enters a low-probability non-time-saving game state from time tn4 onwards, and the counting period is resumed from time tn4. In the above description, the start point of the non-counting period at the time of transition to time-saving game state 3 was set to time tn2, but it may also be set to time tn1. Also, the restart point of the counting period at the time of transition to a low-probability non-time-saving game state after the end of time-saving game state 3 was set to time tn4, but it may also be set to time tn3.

[0142] As shown in FIG. 4-8(b), here, a case will be described in which a game in which the time-saving symbol J2 is displayed in a stopped state in a low-probability non-time-saving game state is started at time tо1, and the time-saving symbol J2 is displayed in a stopped state at time tо2. In such a case, the low-probability non-time-saving game state before time tо2 is the counting period, and the time-saving game state 4 from time tо2 onwards is the non-counting period. Also, a case will be described in which a jackpot game is not won in the time-saving game state 4, and the final game in the time-saving game state 4 (the 700th special symbol variable display) is started at time tо3, and a losing symbol in the final game is displayed in a stopped state at time tо4, and the number of times that can be played becomes "0". At this time, it is assumed that the cumulative number "n" of the first predetermined condition is not "0". In such a case, the low-probability non-time-saving game state is started at time tо4 and after, and the counting period is resumed from time tо4. For example, when the time-saving symbol J1 or the like is displayed in a stopped state in the final game of the time-saving game state 4, the counting period may be resumed in the same manner as when a losing symbol is displayed in a stopped state as described above. Also, when a small winning symbol is displayed in a stopped state in the final game of the time-saving game state 4, the counting period may be resumed after the small winning game ends. Furthermore, in the above description, the start point of the non-counting period at the time of transition to the time-saving game state 4 is time t2, but it may be time t1. Also, the restart point of the counting period at the time of transition to the low-probability non-time-saving game state after the time-saving game state 4 ends is time t4, but it may be time t3.

[0143] As shown in FIG. 4-8(c), here, a case will be described in which a game in which the time-saving symbol J2 is displayed in a stopped state in a low-probability non-time-saving game state is started at time tp1, and the time-saving symbol J2 is displayed in a stopped state at time tp2. In such a case, the low-probability non-time-saving game state before time tp2 is a counting period, and the time-saving game state 4 after time tp2 is a non-counting period. Also, a case will be described in which, without winning a jackpot in the time-saving game state 4, the final game of the time-saving game state 4 (the 700th special symbol variable display) is started at time tp3, a losing symbol in the final game is displayed in a stopped state at time tp4, and the number of times that can be played becomes the value "0". At this time, it is assumed that the cumulative number "n" of the first predetermined condition becomes "0". In such a case, the time-saving game state 3 is established after time tp4, so that the non-counting period continues even after time tp4. In addition, if the cumulative number of times "n" of the first specified condition becomes "0" in the final game of the time-saving game state 4, the non-counting period will continue even if the time-saving pattern J1 or a small win pattern is displayed in the game.

[0144] (Examples of display effects for each mode) With reference to Fig. 5-1 and Fig. 5-2, a description will be given of an example of the presentation display for each presentation mode (pre-change action, pre-stop action, etc.) and an example of the presentation display for the number of reserved items on the main display device 131. Fig. 5-1 is a diagram showing an example of the presentation display for each presentation mode on the main display device 131 (pre-change action, pre-stop action, etc.), and Fig. 5-2 is a diagram showing an example of the presentation display for the number of reserved items on the main display device 131.

[0145] As shown in Fig. 5-1 and Fig. 5-2, the main display device 131 performs various performance displays according to the progress of the game. The performance displays include a customer waiting demo performance performed while the variable display of the special symbol is not being executed, a variable performance accompanied by a variable display (pre-variation action, update variation) of the performance symbol 50a performed while the variable display of the special symbol is being executed, a variable display (update variation) of the special symbol TZ (so-called fourth symbol) performed while the variable display of the special symbol is being executed, and a big win performance performed during the execution of a big win game. The display section (effective display area) of the main display device 131 has a variable display area for displaying three performance symbols 50a (left symbol, center symbol, right symbol), a mode display area for indicating a performance mode related to the execution of the variable performance, and the like. In addition, the main display device 131 is formed with a first hold icon display area 50b for displaying a number of first hold icons (first hold information) corresponding to the first hold number in normal game play state, a second hold icon display area 50d (not shown) for displaying a number of second hold icons (second hold information) corresponding to the second hold number in time-saving game play state, an icon display area 50c for displaying the icon (execution information) indicating that a variable performance is being executed, a first hold number display area SA for displaying the first hold number numerically, and a second hold number display area SB for displaying the second hold number numerically.

[0146] The performance pattern 50a is composed of, for example, patterns showing numbers from "1" to "9", and starts to change in response to the start of the change display of the special pattern executed by the first special pattern display device 120 or the second special pattern display device 122, and stops in response to the stop of the change display of the special pattern. The performance pattern 50a is stopped and displayed for a predetermined time (for example, 0.5 seconds) in a mode (miss mode, jackpot mode) that notifies the result of the jackpot determination. The jackpot mode is a combination of the same performance patterns 50a such as "777" or "555", and the miss mode is a mode other than that. The mode of the change display of the performance pattern 50a is a vertical scroll, but it may be a left-right scroll, a switch on the spot, or a rotation (rotation). In addition, during the changing display (changing performance) of the performance pattern 50a, various performance images such as background images and characters, movies, etc. are displayed on the main display device 131, etc. depending on the result of the jackpot determination, thereby increasing the player's anticipation for the execution of a jackpot game (special game).

[0147] The first hold icon display area 50b is divided into a first display section 50b1 (first area), a second display section 50b2 (second area), a third display section 50b3 (third area), and a fourth display section 50b4 (fourth area) from the side closest to the icon display area 50c, and the first display section 50b1 to the fourth display section 50b4 display a number of first hold icons corresponding to the first hold number. Specifically, the first display section 50b1 displays the first reserved icon indicating the first reserved information in which the variable display of the first special symbol is executed first, the second display section 50b2 displays the first reserved icon indicating the first reserved information in which the variable display of the first special symbol is executed second, the third display section 50b3 displays the first reserved icon indicating the first reserved information in which the variable display of the first special symbol is executed third, and the fourth display section 50b4 displays the first reserved icon indicating the first reserved information in which the variable display of the first special symbol is executed fourth. The second reserved icon display area 50d is partitioned in such a manner that the first display section 50d1, the second display section 50d2, the third display section 50d3, and the fourth display section 50d4 are arranged from the side close to the icon display area 50c, and the first display section 50d1 to the fourth display section 50d4 display the second reserved icons in the number corresponding to the second reserved number.

[0148] The icon display area 50c is larger than the display parts of the first reserved icon display area 50b in order to clearly distinguish it from the first reserved icon display area 50b and the second reserved icon display area 50d, and the icon displayed is also displayed in a larger form than the first reserved icon. Specifically, for example, with the start of the variable display of the first special pattern (performance pattern 50a), the first reserved icon displayed in the first reserved icon display area 50b moves (shifts) one by one toward the icon display area 50c, and the first reserved icon displayed in the first display part 50b1 moves (shifts) to the icon display area 50c to become the icon, and the icon disappears (deletes) at the end of the variable display of the first special pattern (performance pattern 50a) (disappearance performance of the icon (deletion performance)). The icon may be disappeared during the variable display of the first special pattern (performance pattern 50a).

[0149] As shown in FIG. 5-1(a), in the performance mode A (normal game state), the mode A background image is always displayed in a state of horizontal scrolling or scene change (performance action), the performance pattern 50a is displayed in the first mode (rectangular base image BG, character image CG, number image SG surrounded by hexagonal images), the special pattern TZ is displayed in a common mode (number image) common to all performance modes, and the cumulative number image RK showing the number of games corresponding to the above-mentioned cumulative number "n" is displayed. The performance pattern 50a in the first mode scrolls downward (updates and changes) in the variable performance, but as a pre-variation action suggesting that the scroll display will start, a floating display that floats upward from the pattern stop position is performed for 0.75 seconds, and as a pre-stop action suggesting that the scroll display will end, a character image CG is displayed shaking its head at the pattern stop position for 0.9 seconds. In addition, in the icon display area (first reserved icon display area 50b, icon display area 50c), the normal icon is displayed in the first form (hexagon). The normal icon in the first form is configured to perform a swinging motion (presentation motion) from a first position (initial position) tilted to the left, via a second position tilted to the right, to the first position again, which is always repeated in one cycle of 2 seconds. In addition, during variable display in the presentation mode A, variable BGM1 is output. Furthermore, the cumulative number image RK is not displayed before the cumulative number "n" in the normal game state reaches a predetermined number (for example, 780 times), and starts to be displayed after the predetermined number is reached, and is updated to an image of a number incremented by "1" each time one game in the normal game state ends (stop display with a losing pattern, etc.).

[0150] As shown in FIG. 5-1(b), in the performance mode B (normal game state), the mode B background image is always displayed in a state of horizontal scrolling or scene change (performance operation), the performance pattern 50a is displayed in the second mode (a lantern-shaped base image BG, a character image CG, a number image SG surrounded by a hexagonal image), the special pattern TZ is displayed in a common mode (number image) common to all performance modes, and the cumulative number image RK is displayed in the same mode as the performance mode A described above. The performance pattern 50a in the second mode scrolls downward (updates) in the variable performance, but the performance pattern 50a is reduced and displayed for 0.5 seconds as a pre-variation operation before starting this scroll display (update operation), and the performance pattern 50a is reduced and displayed normally at the pattern stop position as a pre-stop operation before ending this scroll display (update operation). In addition, in the icon display area (first pending icon display area 50b, icon display area 50c), the normal icon is displayed in the second state (shuttle shape). The normal icon in the second state is configured to perform a swinging motion (presentation motion) from a first position (initial position) tilted to the left, via a second position tilted to the right, to the first position again, repeatedly with one cycle of 2 seconds while displayed on the main display device 131. Also, during the variable display in presentation mode B, variable BGM2 is output.

[0151] As shown in FIG. 5-1(c), in the performance mode C (normal game state), the mode C background image is always displayed in a state of horizontal scrolling or scene change (performance operation), the performance pattern 50a is displayed in the third mode (R-chamfered rectangular base image BG, character image CG, number image SG surrounded by R-chamfered hexagonal image), the special pattern TZ is displayed in a common mode (number image) common to all performance modes, and the cumulative number image RK is displayed in the same mode as the performance mode A described above. The performance pattern 50a in the third mode scrolls downward (updates) in the variable performance, but the performance pattern 50a is enlarged for 0.5 seconds as a pre-variation operation before starting this scroll display (updates), and the performance pattern 50a is rotated for 0.7 seconds at the pattern stop position as a pre-stop operation before ending this scroll display (updates). In the icon display area (first pending icon display area 50b, icon display area 50c), normal icons are displayed in the third mode (star shape). The normal icon in the third mode rotates from a first position (initial position) in which the specific apex is located at the top, passes through a second position in which the specific apex has moved, and then returns to the first position, repeating this rotational movement (performance movement) at one cycle of 3 seconds. During the variable display in performance mode C, variable BGM 3 is output.

[0152] In the above-mentioned presentation modes A to C, the cumulative number image RK has a common aspect, but may have a different aspect depending on the presentation mode, for example, a different character font or a different size. The cumulative number image RK is started to be displayed after the cumulative number in the normal game state reaches a predetermined number (for example, 790 times), but may be displayed at all times during the normal game state. Furthermore, the cumulative number image RK indicates the number of games corresponding to the above-mentioned cumulative number "n", but is not limited to this. For example, the cumulative number image RK may be displayed in a manner that indicates the number of games until the time-saving game state 3 is entered, and specifically, the cumulative number image RK may be displayed in a manner that indicates a wording that makes the player expect a transition to the time-saving game state 3, such as "20 more games until the play time starts (transition to the time-saving game state 3)!!".

[0153] As shown in FIG. 5-1(d), in the performance mode D (time-saving game state 1), the mode D background image is always displayed in a state of horizontal scrolling or scene change (performance operation), the performance pattern 50a is displayed in the fourth form (rectangular base image BG, number image SG), the special pattern TZ is displayed in a common form (number image) common to all performance modes, a remaining number image JK indicating the remaining number of times that can be played in the time-saving game state 1 (corresponding to the number of times that can be played "M1") is displayed, and a right-hit image MG indicating a right hit is displayed. And, the performance pattern 50a in the fourth form scrolls downward (update fluctuation) in the variable performance, and as a pre-variation operation indicating that this scrolling display will start, a floating display that floats upward from the pattern stop position is performed for 0.4 seconds, and as a pre-stop operation indicating that this scrolling display will end, a bound display that floats upward from the pattern stop position and then falls downward is performed for 0.4 seconds. The bounce display as the pre-stop operation is similar in performance to the floating display as the pre-variation operation, but the movement speed of the performance pattern 50a is faster in the bounce display, and the height of the floating pattern is lower. In addition, in the icon display area (the second reserved icon display area 50d, the icon display area 50c), the normal icon is displayed in the fourth mode (round). The normal icon in the fourth mode rotates from the first position (initial position) in which the black dot inside is located at the top, passes through the second position in which the black dot has moved, and then returns to the first position again, repeating this rotational motion (performance motion) at one cycle of 3 seconds. In addition, during the variable display in the performance mode D, the variable BGM4 is output. In addition, in the remaining number image JK, each time one game in the time-saving game state 1 ends (stop display with a losing pattern, etc.), it is updated to an image with a number subtracted by "1". The right hit image MG is displayed while the right hit lamp is lit, and is not displayed while the right hit lamp is off.

[0154] As shown in FIG. 5-1(e), in the performance mode E (time-saving game state 2), the mode E background image is always displayed in a state of horizontal scrolling or scene change (performance operation), the performance pattern 50a is displayed in the fourth form (rectangular base image, number image), the special pattern TZ is displayed in a common form (number image) common to all performance modes, a remaining number image JK indicating the remaining number of times that can be played in the time-saving game state 2 (corresponding to the number of times that can be played "M2") is displayed, and a right-hit image MG indicating a right hit is displayed. And, the performance pattern 50a in the fourth form scrolls downward (update fluctuation) in the variable performance, but as a pre-variation operation indicating that this scrolling display will start, a floating display that floats upward from the pattern stop position is performed for 0.4 seconds, and as a pre-stop operation indicating that this scrolling display will end, the performance pattern 50a is rotated (small) at the pattern stop position for 0.4 seconds. In addition, in the icon display area (second reserved icon display area 50d, the icon display area 50c), the normal icon is displayed in the fourth mode (circular). The normal icon in the fourth mode rotates from the first position (initial position) in which the black dot inside is located at the top, passes through the second position in which the black dot moves, and then returns to the first position, and this rotational movement (presentation movement) is always repeated in one cycle of 3 seconds. In addition, during the variable display in the presentation mode E, the variable BGM5 is output. Furthermore, in the remaining number image JK, each time one game in the time-saving game state 2 ends (stop display with a losing pattern, etc.), it is updated to an image of a number subtracted by "1". The right hit image MG is displayed while the right hit lamp is on, and is not displayed while the right hit lamp is off.

[0155] As shown in FIG. 5-1(f), in the performance mode F (time-saving game state 3), the mode F background image is always displayed in a state of horizontal scrolling or scene change (performance operation), the performance pattern 50a is displayed in the fourth form (rectangular base image, number image), the special pattern TZ is displayed in a common form (numerical image) common to all performance modes, a remaining number image JK indicating the remaining number of times that can be played in the time-saving game state 3 (corresponding to the number of times that can be played "M3") is displayed, and a right-hit image MG indicating a right hit is displayed. And, the performance pattern 50a in the fourth form scrolls downward (updates and changes) in the variable performance, but as a pre-variation operation indicating that the scroll display will start, the performance pattern 50a is displayed in a reduced size for 0.4 seconds, and as a pre-stop operation indicating that the scroll display will end, a bound (small) display that floats upward from the pattern stop position is displayed for 0.4 seconds. In addition, in the icon display area (second reserved icon display area 50d, the icon display area 50c), the normal icon is displayed in the fifth mode (pentagon). The normal icon in the fifth mode rotates from the first position (initial position) in which the specific apex is located at the top, passes through the second position in which the specific apex has moved, and then returns to the first position, and this rotational movement (presentation movement) is always repeated in one cycle of 3 seconds. In addition, during the variable display in the presentation mode F, the variable BGM6 is output. Furthermore, in the remaining number image JK, each time one game in the time-saving game state 3 ends (stop display with a losing pattern, etc.), it is updated to an image of a number subtracted by "1". And the right hit image MG is displayed while the right hit lamp is on, and is not displayed while the right hit lamp is off.

[0156] In addition, even if the performance pattern 50a executes any of the multiple types of pre-change actions (floating display, enlarged display, reduced display) in the change performance, the start order of the pre-change actions and scroll display (update change) of the three performance patterns 50a is set to be the same (left → center → right), but the start order of the pre-change actions and scroll display (update change) of the three performance patterns 50a may be made different depending on the type of multiple pre-change actions (floating display: left → center → right, enlarged display: center → left → right, reduced display: right → center → left, etc.). In addition, multiple types of pre-change actions of the performance pattern 50a may be provided for each performance mode so that the probability of winning is different. In addition, even if the performance pattern 50a executes any of the multiple types of pre-stop actions (head shaking display, shrinking → normal display, rotating display, bouncing display, rotating (small) display, and bouncing (small) display) in the variable performance, the order of pre-stop actions and temporary stops of the three performance patterns 50a is made the same (left → right → center), but the order of pre-stop actions and temporary stops of the three performance patterns 50a may be made different depending on the types of pre-stop actions (head shaking display: left → right → center, rotating display: left → center → right, etc.). In addition, multiple types of pre-stop actions of the performance pattern 50a may be provided for each performance mode so that the probability of winning is different.

[0157] Further, although the details of the presentation mode corresponding to the time-saving game state 4 are not described, it may be the same as the presentation mode F corresponding to the time-saving game state 3, or may be different from the above-mentioned presentation modes A to F. For example, as the presentation mode G, the background image and BGM of the presentation mode F may be configured as the mode G background image and BGM 7. The presentation pattern 50a in the time-saving game states 1 to 4 may also be different from each other. In this way, the background image and BGM are different from each other in the time-saving game states 1 to 4, so that the player can easily recognize the type of the current time-saving game state after transitioning to the time-saving game states 1 to 4. Furthermore, although the presentation modes are different from each other in the above-mentioned time-saving game states 1 to 4, the game is executed in the same presentation mode during each time-saving game, but the presentation mode may be changed according to the number of times that can be played during each time-saving game. For example, in the time-saving gaming state 3, when the number of possible plays "M3" becomes "100" (when 600 plays have been performed in the time-saving gaming state 2), the presentation mode may be changed from F to a different presentation mode.

[0158] Furthermore, in the above-mentioned presentation modes D to F, etc. (time-shortened game states 1 to 4), the remaining number image JK has a common aspect, but it may have a different aspect depending on the presentation mode, for example, the character font may be different, or the size may be different. Also, depending on the above-mentioned presentation modes D to F, etc. (time-shortened game states 1 to 4), it may be set so that the remaining number image JK is displayed or not displayed. Furthermore, the remaining number image JK may be always displayed during each time-shortened game state, or may be displayed only until a predetermined number of games are played after transition to each time-shortened game state, after the available number of games "M" has reached a predetermined number, or for a predetermined period during the time-shortened game state. For example, the remaining number of plays image JK may be displayed in time-saving play state 1 (presentation mode D) and time-saving play state 2 (presentation mode E), and the remaining number of plays image JK may not be displayed in the early stages of play after transitioning to time-saving play state 3 (presentation mode F), etc., and the remaining number of plays image JK may start to be displayed after the number of plays available in time-saving play state 3, "M3," has been reduced to "100."

[0159] The above-mentioned first reserved icon display area 50b, the icon display area 50c, and the second reserved icon display area 50d are assumed to have a common aspect in each presentation mode, but may have different aspects for each presentation mode, for example, may have different colors, decorations, or shapes. In addition, in the above-mentioned presentation modes D to F, a display suggesting the current game state may be displayed, for example, a display such as "time-saving 1 mode", "time-saving 2 mode", or "time-saving 3 mode" may be displayed at the top of the main display device 131. Furthermore, in the above-mentioned first reserved number display area SA, the second reserved number display area SB, and the special pattern TZ, the display positions in the presentation modes A to C and the display positions in the presentation modes D to F are different, but they may be displayed in the same position, for example, they may be displayed in the lower right corner or the lower left corner of the main display device 131.

[0160] Here, the time-saving effect patterns corresponding to the time-saving patterns and composed of three predetermined effect patterns 50a will be described. As described above (see FIG. 3-4(a-4)), the special pattern J1 corresponding to the transition to the time-saving game state 4 with 100 playable times and the special pattern J2 corresponding to the transition to the time-saving game state 4 with 700 playable times are set as the time-saving effect patterns. The time-saving effect patterns corresponding to the special patterns J1 and J2 may be composed of the same effect pattern 50a (e.g., "151"), or may be composed of different effect patterns 50a (e.g., "151" and "515"), or multiple types of time-saving effect patterns may be set corresponding to each special pattern.

[0161] In addition, the time-saving performance pattern is mainly composed of the performance pattern 50a composed of the pattern showing the number, but it may be various forms without being limited thereto. For example, the time-saving performance pattern may be configured to include a dedicated pattern mainly composed of the character "time-saving". Specifically, the time-saving performance pattern may be configured as the performance pattern 50a of "1", the dedicated pattern of "time-saving", the performance pattern 50a of "1", etc., and in particular, during the variable performance by the performance pattern 50a, the dedicated pattern of "time-saving" may be temporarily stopped after the temporary stop of the two "1" performance patterns 50a. In such a form, in the case of a game with a variable pattern in which the reach performance is executed, the dedicated pattern may not be included in the performance pattern 50a during the variable display during the period in which the reach performance is not executed, and the dedicated pattern may be displayed after the reach performance is executed. Also, in a game in which the time-saving effect pattern is not stopped (a game in which the jackpot determination process does not determine that the time-saving 4 has been won), the temporarily stopped special pattern may be changed to the normal effect pattern 50a. In such a case, even in a game in which the time-saving pattern is not stopped, the expectation of a transition to the time-saving game state 4 can be increased by the time-saving pattern being stopped. Furthermore, in a transition to the time-saving game state 3 according to the accumulated number of times, the effect pattern 50a may be stopped to display a pattern such as the special pattern described above (a pattern different from the time-saving effect pattern or the effect pattern 50a corresponding to the jackpot / small jackpot, for example, a pattern consisting of the characters "Time-saving game start!") at the time of the transition.

[0162] As shown in Figure 5-2(a), first, when the number of pending calls is "0" and a customer is waiting, no icon is displayed in the first pending icon display area 50b and the icon display area 50c, and "0" is displayed in the first pending number display area SA and the second pending number display area SB.

[0163] As shown in FIG. 5-2(b), next, when a game ball enters the first start hole 112 and the first reserved number becomes "1", the reserved icon HI in the normal display mode is additionally displayed (increased display) in the first display section of the first reserved icon display area 50b, and the reserved number in the first reserved number display area SA is updated (increased display) to "1". At this time, the reserved icon HI is displayed in a first position (initial position) tilted to the left, and a performance action (swinging action) starts from there.

[0164] As shown in FIG. 5-2(c), next, when the first reserved number is decreased to "0" and the variable display of the first special symbol is started, the reserved icon HI displayed in the first reserved icon display area 50b is shifted (decreased, changed) toward the icon display area 50c, and the reserved number in the first reserved number display area SA is updated (decreased) to "0". At this time, the transparency of the reserved icon HI changes from opaque to semi-transparent, but the performance action (shaking action) continues.

[0165] As shown in FIG. 5-2(d), next, when the shift display of the hold icon HI ends, the hold icon HI is displayed as the icon TI in a larger size than the hold icon HI and opaque, and the performance action (shaking action) continues.

[0166] As shown in FIG. 5-2(e), when a game ball enters the first start hole 112 and the first reserved number becomes "1", the reserved icon HI in the normal display mode is additionally displayed (increased display) in the first display section of the first reserved icon display area 50b, and the reserved number in the first reserved number display area SA is updated (increased display) to "1". At this time, the additionally displayed reserved icon HI starts a performance operation (shaking operation) so as to be synchronized with other icons in the normal display mode (here, the icon TI), and is enlarged and displayed from a semi-transparent extremely small size to a normal size accompanied by an effect image. In other words, when the special pattern is being displayed in a variable manner, the reserved icon HI may not start displaying from the first position (initial position).

[0167] As shown in Figure 5-2 (f), next, when the additional display (increasing display) of the hold icon HI in the normal display mode is finished, the additionally displayed hold icon HI in the normal display mode is displayed in normal size and opaque, and the presentation action (shaking action) continues.

[0168] As shown in FIG. 5-2(g), when the game ball enters the first starting hole 112 and the first reserved number becomes "2", and it is determined that the icon change effect will be executed, the reserved icon HI in the first special display mode (blue) is additionally displayed (increased display) in the second display section of the first reserved icon display area 50b, and the reserved number in the first reserved number display area SA is updated (increased display) to "2". At this time, the additionally displayed reserved icon HI starts a performance operation (rotation operation) that is not synchronized with the icon in the normal display mode (the icon TI in this case) from the first position (initial position) in which the specific part is located at the top, and is enlarged and displayed from a semi-transparent extremely small size to a normal size accompanied by an effect image.

[0169] As shown in Figure 5-2 (h), next, when the additional display (increasing display) of the hold icon HI in the first special display mode (blue) is finished, the additionally displayed hold icon HI in the first special display mode (blue) is displayed in normal size and opaque, and the presentation action (rotation action) continues.

[0170] As shown in FIG. 5-2(i), when the variable display of the first special symbol ends and stops, the icon TI displayed in the icon display area 50c starts to disappear. At this time, the icon TI disappears with the effect image and gradually becomes more transparent, but even during the disappearance, a performance action (shaking action) is performed.

[0171] As shown in FIG. 5-2(j), next, when the first reserved number is decreased to "1" and the variable display of the first special symbol is started, the two reserved icons HI displayed in the first reserved icon display area 50b start to shift (decreased) toward the icon display area 50c, and the reserved number in the first reserved number display area SA is updated (decreased) to "1". At this time, the transparency of the two reserved icons HI changes from opaque to semi-transparent, but the performance action (swaying action, rotating action) continues.

[0172] As shown in FIG. 5-2(k), next, when the shift display of the two reserved icons HI ends, the reserved icon HI in the normal display mode that was displayed in the first display section of the first reserved icon display area 50b is displayed as the icon TI in a size larger than the reserved icon HI and opaque, and the performance action (swaying action) continues. Also, the reserved icon HI in the first special mode that was displayed in the second display section of the first reserved icon display area 50b is displayed in the normal size and opaque in the first display section, and changes to the second special display mode (red) by the icon change performance, but the performance action (rotation action) continues.

[0173] As shown in FIG. 5-2(l), when a game ball enters the first start hole 112 and the first reserved number becomes "2", the second display section of the first reserved icon display area 50b displays the normal display mode of The additional display (increasing display) of the reserved icon HI is started, and the reserved number in the first reserved number display area SA is updated (increased display) to "2." At this time, the additionally displayed reserved icon HI starts a performance action (shaking action) so as to be synchronized with other icons in the normal display mode (here, the icon TI), and is enlarged from a semi-transparent extremely small size to a normal size accompanied by an effect image.

[0174] As shown in Figure 5-2 (m), next, when the additional display (increasing display) of the hold icon HI in the normal display mode is finished, the additionally displayed hold icon HI in the normal display mode is displayed in normal size and opaque, and the presentation action (shaking action) continues.

[0175] As shown in FIG. 5-2(n), when the variable display of the first special symbol ends and stops, the disappearance display of the icon TI displayed in the icon display area 50c starts. At this time, the icon TI disappears with the effect image and gradually becomes more transparent, but even during the disappearance display, a performance action (shaking action) is performed.

[0176] As shown in FIG. 5-2(o), next, when the first reserved number is decreased to "1" and the variable display of the first special symbol is started, the two reserved icons HI that were displayed in the first reserved icon display area 50b and are performing a performance operation are shifted (decreased) toward the icon display area 50c, and the reserved number in the first reserved number display area SA is updated (decreased) to "1". At this time, the transparency of the two reserved icons HI changes from opaque to semi-transparent, but the performance operation (swaying operation, rotating operation) continues.

[0177] As shown in Figure 5-2 (p), for example, when the conditions for switching from presentation mode A to presentation mode B are met, an obscuring image (blackout image BO, whiteout image WO, etc.) is displayed on the entire screen of the main display device 131, and while the pending numbers in the first pending number display area SA and the second pending number display area SB remain visible, visibility of the icons in the first pending icon display area 50b and the icon display area 50c is restricted.

[0178] As shown in FIG. 5-2(q), in the rear layer of the occlusion image, the display mode and performance action (rotation action) of the icon TI are maintained, and the reserved icon HI is switched to a reserved icon HI in a normal display mode corresponding to the performance mode B. At this time, the reserved icon HI is displayed in a first position (initial position) tilted to the left, and the performance action (swaying action) starts from there.

[0179] As shown in Figure 5-2 (r), when the occlusion image is erased, it becomes possible to see the hold icon HI in the normal display mode displayed in the first hold icon display area 50b and the icon TI in the second special display mode displayed in the icon display area 50c.

[0180] In addition, in the case where two or more reserved icons in the normal display mode are displayed, in the same way that the reserved icon in the normal display mode and the icon in the normal display mode are synchronized, the multiple reserved icons in the normal display mode are synchronized. In addition, here, the reserved display example in the performance mode A has been mainly described, but in other performance modes, the display mode of the reserved icon and the operation performance mode are different, but basically the same display of the reserved number (including the display at the time of switching the performance mode) is performed. In addition, the timing at which the display of the reserved number decreases may be set to be earlier than the timing at which the display of the reserved icon changes to the icon (the display of the reserved icon shifts to the reserved icon) starts, and the timing at which the display of the reserved number decreases may be set to be earlier than the timing at which the display of the reserved icon changes to the icon (the display of the reserved icon shifts to the reserved icon) ends. In addition, the timing at which the display of the reserved number increases may be set to be earlier than the timing at which the display of the reserved icon increases. In addition, the shape, etc. may be different from the transparency at the start of the display of the increased reserved icon and after the display of the increased reserved icon is completed, instead of the transparency.

[0181] The timing at which the performance action of the reserved icon displayed in the normal display mode based on a new start winning is synchronized with the performance action of other reserved icons may be when the display starts, when a predetermined time has elapsed since the display starts, when the shift display starts, or when the shift display is completed. In addition, when the performance action of the reserved icon is resumed after the shift display of the reserved icon, the reserved icon may resume the performance action from the initial position at the position after the shift display (the reserved icon display area, the icon display area).

[0182] In addition, even when the special symbol (performance symbol) is stopped and the icon disappears, the icon continues to perform the performance operation, but the performance operation may be terminated by the stop display of the special symbol (performance symbol). In addition, multiple icons (reserved icons, and the reserved icon and the icon) displayed in the normal display mode are synchronized to perform the performance operation, but they may be approximately synchronized rather than completely synchronized. In addition, the timing at which the performance operation of the reserved icon displayed in the normal display mode based on a new start winning is approximately synchronized with the performance operation of the other reserved icons may be at the start of display, or after a predetermined time has elapsed since the start of display, or at the start of shift display, or at the completion of shift display.

[0183] (Examples of the effects displayed for each time-saving game mode) Specific examples of display effects in time-shortened game states 1 to 4 will now be described with reference to Figs. 5-3 to 5-5. Fig. 5-3 is a diagram for explaining the time-shortened entry effect executed at the time of transition to the time-shortened game state 1 and the time-shortened game state 2 and the display effects executed before the end of the time-shortened game state 1 and the time-shortened game state 2, (a-1) and (a-2) are diagrams showing an example of the display effect of the time-shortened entry effect at the time of transition to the time-shortened game state 1, etc., (a-3) is a diagram showing an example of the display effect before the end of the time-shortened game state 1, etc., and (b) is a diagram for explaining various display effects before and after the transition to the time-shortened game state 1, etc. FIG. 5-4 is a diagram for explaining the display effects executed before and after the transition to the time-shortened game state 3 or the time-shortened game state 4, (a-1) and (a-2) are diagrams showing an example of the display mode of the display effects before and after the transition to the time-shortened game state 3, (b-1) is a diagram for explaining various display effects before and after the transition to the time-shortened game state 3, and (b-2) is a diagram for explaining various display effects before and after the transition to the time-shortened game state 4. FIG. 5-5 is a diagram for explaining the display effects at the end of the time-shortened game states 1 to 4, (a) is a diagram showing an example of the display mode at the end of the time-shortened game state 1 and the time-shortened game state 2, (b-1) is a diagram for explaining the display mode before and after the end of the time-shortened game state 1 and the time-shortened game state 2, (b-2) is a diagram for explaining the display mode before and after the end of the time-shortened game state 3, and (b-3) is a diagram for explaining the display mode before and after the end of the time-shortened game state 4.

[0184] As shown in FIG. 5-3(a-1) and (a-2), when the state ends and transitions to the time-saving game state 1 or the time-saving game state 2, a time-saving entry effect is executed to suggest that the time-saving game state 1 or the like will start. In the time-saving entry effect of the time-saving game state 1 or the like, for example, a background image at the time of entry corresponding to the time-saving entry effect is displayed as a background image on the main display device 131, and a entry image CT which is an image notifying the transition to the time-saving game state 1, a prevention image CH which is an image notifying the prevention of forgetting to take out the game card inserted in the gaming device, and a right-hit image MG which is an image suggesting a right hit are displayed. After that, a warning image nh which is an image warning the game dependence is displayed in place of the prevention image CH. Note that the right-hit image MG is displayed from the start of the jackpot game and during the jackpot game when the game transitions to the jackpot game state, and continues to be displayed even after the transition to the time-saving game state 1 or the like.

[0185] As shown in FIG. 5-3(a-3), before the time-saving game state 1 or the time-saving game state 2 ends, a remaining number image GJ, which is an image notifying the remaining number of times that can be played in the time-saving game state 1 or the like (corresponding to the available number of times to be played "M1" / "M2"), is displayed on the main display device 131. Also, the remaining number image GJ starts to be displayed when the available number of times to be played becomes a predetermined number (for example, 5 times) or less, and is displayed to notify the number of times that has been subtracted by "1" each time one play in the time-saving game state 1 or the like ends (stop display with a losing symbol or the like). At this time, since the main display device 131 is in the time-saving game state 1, as described above (see FIG. 5-1(d)), the mode D background image, the remaining number of times image JK, the performance pattern 50a (variable display or stop display), the special pattern TZ, the reserved number display area (first reserved number display area SA, second reserved number display area SB), the icon display area (second reserved icon display area 50d, the icon display area 50c), the icon TI, etc. are displayed, and the remaining number of times image GJ is displayed large on the front so as to overlap the performance pattern 50a at approximately the center of the main display device 131. Note that, in the last game in the time-saving game state 1, etc., the remaining number of times image GJ may be displayed in the form of "LAST". In addition, although the remaining number of times image GJ is displayed before the end of the time-saving game state 1 or the time-saving game state 2, it may be displayed in a similar manner before the end of the time-saving game state 3 and the time-saving game state 4.

[0186] As shown in FIG. 5-3(b), before and after the transition to the time-saving game state 1 and the time-saving game state 2, the display effects are executed in the following order: during the jackpot effect → during the time-saving entry effect → during the time-saving entry effect. Here, the time th1 is the time when the round period in the jackpot game ends and the ending period starts, and the time th2 is the time when the ending period ends. First, during the round period of the jackpot game before the time th1, the effect pattern 50a, the entry image CT, the prevention image CH, and the warning image nh are not displayed, and the jackpot background image corresponding to the during the jackpot effect is displayed, and the during the jackpot effect composed of a predetermined mode of video or the like is executed. Next, during the period from the time th1 to the time th2, the effect pattern 50a is not displayed, and the entry background image is displayed, and the time-saving entry effect is executed such that the entry image CT, the prevention image CH, and the warning image nh are displayed (see FIG. 5-3(a-1) and (a-2)). However, the prevention image CH and the warning image nh during the period are not displayed at the same time, such that only the prevention image CH is displayed for a predetermined period from the start, and then, after the predetermined period has passed, the prevention image CH is hidden and the warning image nh is displayed instead of the prevention image CH. Then, during the period during the time-saving game state 1 after the time-saving th2, the entry image CT, the prevention image CH, and the warning image nh are hidden, and a time-saving background image such as the mode D background is displayed, and a variable display by the performance pattern 50a of the fourth mode is displayed, and a time-saving performance composed of a video of a predetermined mode is executed. The period during which the prevention image CH and the warning image nh are displayed is not limited to the above-mentioned period, and may be various periods. For example, the warning image nh may be displayed for at least a part of the period during which the prevention image CH is displayed. Also, the prevention image CH and the warning image nh may be displayed at the start of the execution of the time-saving performance or immediately before the end of the time-saving game state 1.Furthermore, during the period from time th1 to th2, after displaying the entry image CT for a predetermined period on the main display device 131, a right-hit start image suggesting the start of right-hit such as "Please start right-hit!" may be displayed in a size that covers almost all of the three performance patterns 50a while displaying the mode D background image, the fourth mode performance pattern 50a, etc. Then, when the right-hit start image is displayed, a sound instructing the start of right-hit play may also be output.

[0187] As shown in FIG. 5-4(a-1), next, before the transition to the time-saving gaming state 3, the main display device 131 displays, for example, an accumulated number image AK, which is an image notifying the accumulated number of games (corresponding to the accumulated number "n") in the normal gaming state. This notifies the number of remaining games until the transition to the short game state 3, and starts to be displayed when the cumulative number of times reaches a predetermined number (for example, 795 times), and displays the number of times subtracted by "1" each time one game in the normal game state ends (stop display with a losing symbol, etc.). At this time, since the main display device 131 is in the normal game state, as described above (see FIG. 5-1(a)), the mode A background image, cumulative number image RK, performance symbol 50a (variable display or stop display), special symbol TZ, reserved number display area (first reserved number display area SA, second reserved number display area SB), icon display area (first reserved icon display area 50b, icon display area 50c), icon TI, etc. are displayed, and the cumulative number image AK is displayed large on the front so as to overlap the performance symbol 50a at approximately the center of the main display device 131. Moreover, the accumulated count image AK is displayed immediately after the start of a game, and is hidden after a predetermined time (for example, a time shorter than the fluctuation time of the fluctuation pattern with the shortest fluctuation time) has elapsed. Such a display time of the accumulated count image AK can prevent the accumulated count image AK displayed in the game from being displayed during the next game. Note that the accumulated count image AK may be displayed in the form of "LAST" in the game immediately before transitioning to the time-saving game state 3, or may be displayed in a form that includes a message such as "2 more times until chance time" that gives the player hope for transitioning to the time-saving game state 3.

[0188] As shown in FIG. 5-4(a-2), when the normal gaming state ends and transitions to the time-shortened gaming state 3, a time-shortened entry effect is executed to suggest the start of the time-shortened gaming state 3. In the time-shortened entry effect of the time-shortened gaming state 3, for example, a background image at the time of entry corresponding to the time-shortened entry effect is displayed as a background image on the main display device 131, and a entry image CT which is an image notifying the transition to the time-shortened gaming state 3 is displayed. At this time, in order to transition to the time-saving game state 3, the main display device 131 displays the fourth mode performance pattern 50a (variable display or stop display), right-hit image MG, special pattern TZ, reserved number display area (first reserved number display area SA, second reserved number display area SB), icon display area (first reserved icon display area 50b, icon display area 50c), icon TI, etc., as described above (see FIG. 5-1(f)). The entry image CT is displayed large on the front so as to overlap the performance pattern 50a at approximately the center of the main display device 131. Note that the entry image CT is displayed during the time-saving entry performance during the transition to the time-saving game state 3, but it may also be displayed in a similar manner during the time-saving entry performance during the transition to the time-saving game state 4.

[0189] As shown in FIG. 5-4(b-1), before and after the transition to the time-saving game state 3, the display effects are executed in the order of normal game effects → time-saving entry effects → time-saving game effects as shown in FIG. 5-4(a-1) above. Here, the time ti1 is the time when the normal game state transitions to the time-saving game state 3. First, in the normal game state before the time ti1, the entry image CT, the prevention image CH, and the warning image nh are not displayed, and the normal background image (mode A background image, etc.) is displayed, and the effect pattern 50a (variable display or stop display) of the first mode, etc., the accumulated number image AK (predetermined period as described above), the accumulated number image RK, the special pattern TZ, the reserved number display area (first reserved number display area SA, second reserved number display area SB), the icon display area (first reserved icon display area 50b, the icon display area 50c), the icon TI, etc. are displayed. Next, in the period after time ti1, first, a time-saving entry performance is executed, and, for example, the prevention image CH and warning image nh are not displayed, and the background image is changed from the normal background image to the entry background image, and the entry image CT, the performance pattern 50a of the fourth mode switched from the first mode, etc., the special pattern TZ, the reserved number display area (first reserved number display area SA, second reserved number display area SB), the icon display area (second reserved icon display area 50d, the icon display area 50c), the icon TI, etc. are displayed. Then, when the time-saving entry performance ends, a time-saving performance is executed, and, for example, the prevention image CH and warning image nh remain not displayed, the entry image CT is not displayed, and the background image is changed from the entry background image to the time-saving background image (mode F background), and the performance pattern 50a of the fourth mode, the special pattern TZ, The reserved number display area (first reserved number display area SA, second reserved number display area SB), icon display area (second reserved icon display area 50d, icon display area 50c), icon TI, etc. are displayed. The time-saving entry performance is executed regardless of whether the first game after the transition to the time-saving game state 3 is executed (whether there is a reserved game at the time of transition to the time-saving game state 3). In addition, when there is a reserved game at the time of transition to the time-saving game state 3, and the special pattern is displayed in a variable manner at the time of transition and the variable display of the performance pattern 50a is displayed, the background image of the performance during the time-saving may be the time-saving background image (mode F background). Furthermore, in the time-saving entry performance, after the entry image CT is displayed for a predetermined period on the main display device 131, a mode D background image, a fourth mode performance pattern 50a, etc. are displayed, and a right-hit start image suggesting the start of right-hit such as "Please start right-hit!" may be displayed in a size that covers almost all of the three performance patterns 50a. When the right-hit start image is displayed, a sound may also be output instructing the player to start right-hit play.

[0190] Furthermore, in the variable display of the first special symbol display 120 at the time of transition to the time-shortened game state 3 as described above (the variable display of the game when the cumulative number of times "n" becomes "0"), the variable time is not longer or shorter than normal, and a dedicated variable time corresponding only to the time-shortened game state 3 is not set. On the other hand, after transition to the time-shortened game state 3, in the game during the time-shortened game state 3, a dedicated variable time may be set such that the variable time of the second special symbol display 122 is longer or shorter than normal. Specifically, in the case of transition to the time-shortened game state 3 after the RAM clear process, a dedicated variable time may not be set in the time-shortened game state 3, and in the case of transition to the time-shortened game state 3 after the jackpot state, a dedicated variable time may be set in the time-shortened game state 3.

[0191] As shown in FIG. 5-4(b-2), before and after the transition to the time-saving game state 4, the display effects are executed in the following order: normal game effect (time-saving transition effect) where the time-saving pattern is displayed in a stopped state → time-saving entry effect → time-saving game effect. Here, time tj1 is the time when the time-saving pattern is displayed in a stopped state in the previous game, and the normal game state transitions to the time-saving game state 4. First, in the normal game state before time tj1, the entry image CT, the prevention image CH, and the warning image nh are not displayed, and the normal background image (mode A background image, etc.) is displayed, and the effect pattern 50a (variable display, stop display, stop display with the time-saving pattern) of the first mode, etc., the accumulated number image RK, the special pattern TZ, the reserved number display area (first reserved number display area SA, second reserved number display area SB), the icon display area (first reserved icon display area 50b, the icon display area 50c), the icon TI, etc. are displayed. Next, in the period from time tj1 onwards, first, a time-saving entry effect is executed, and, for example, the prevention image CH and the warning image nh are not displayed, and the background image is changed from the normal background image to the entry background image, and the entry image CT, the effect pattern 50a of the fourth state switched from the first state etc., the special pattern TZ, the hold number display area (first hold number display area SA, second hold number display area SB), the icon display area (second hold icon display area 50d, the icon display area 50c), the icon TI etc. are displayed. Then, when the time-saving entry performance ends, the time-saving performance is executed, and, for example, the prevention image CH and the warning image nh remain hidden, the entry image CT is hidden, and the background image at the time of entry is changed to the time-saving background image (mode F background) as the background image, and the fourth mode performance pattern 50a, the special pattern TZ, the reserved number display area (first reserved number display area SA, second reserved number display area SB), the icon display area (second reserved icon display area 50d, the icon display area 50c), the icon TI, etc. are displayed. The time-saving entry performance is executed regardless of whether the first game after the transition to the time-saving game state 4 is executed (whether there is a reserved game at the time of transition to the time-saving game state 4). Also, when there is a reserved game at the time of transition to the time-saving game state 4, and the special pattern is displayed in a variable manner at the time of transition, and the variable display of the performance pattern 50a is displayed, the background image of the time-saving performance may be the time-saving background image (mode F background).Furthermore, in the time-saving entry performance, after displaying the entry image CT for a predetermined period on the main display device 131, a right-hit start image suggesting the start of right-hit such as "Please start right-hit!" may be displayed in a size that covers almost all of the three performance patterns 50a while displaying the mode D background image, the fourth mode performance pattern 50a, etc. And, when the right-hit start image is displayed, a sound instructing the start of right-hit play may also be output.

[0192] Also, in the normal performance before the transition to the time-saving game state 3 (see FIG. 5-4(a-1)), since the icon display area is displayed even while the cumulative count image AK is being displayed, the display performance of the reserved change can be executed. Here, for example, during the display of the cumulative count image AK in the normal performance before the transition to the time-saving game state 3, the execution of the display performance of the reserved change may be restricted. In such a normal performance before the transition to the time-saving game state 3, the player can easily grasp the remaining number of games until the transition to the time-saving game state 3 by the display of the cumulative count image AK without paying attention to the performance of the reserved change. Also, during the display of the cumulative count image AK, in the normal performance before the transition to the time-saving game state 3, in which the execution of the display performance of the reserved change is restricted, the cumulative count image AK may not be displayed, and only the cumulative count image JK may be displayed. Even in such a normal performance before the transition to the time-saving game state 3, the player can easily grasp the remaining number of games until the transition to the time-saving game state 3 by the display of the cumulative count image JK without paying attention to the performance of the reserved change.

[0193] Here, the time-saving entry performance at the time of transition to the time-saving game state 1 and the time-saving game state 2 is compared with the time-saving entry performance at the time of transition to the time-saving game state 3 and the time-saving game state 4. First, in the time-saving entry performance at the time of transition to the time-saving game state 1, etc., the prevention image CH and the warning image nh are displayed, but the performance pattern 50a, the special pattern TZ, the reserved number display area, etc. are hidden. On the other hand, in the time-saving entry performance at the time of transition to the time-saving game state 3, etc., the prevention image CH and the warning image nh are hidden, but the performance pattern 50a, the special pattern TZ, the reserved number display area, etc. are displayed. This is because, in the time-saving entry performance at the time of transition to the time-saving game state 1, etc., which is executed during the ending period of the jackpot game, the player does not need to check the result of the jackpot determination by the performance pattern 50a, the special pattern TZ, the reserved number display area, etc., and instead, there is a high need for attention by the prevention image CH and the warning image nh. On the other hand, in the time-saving entry performance at the time of transition to the time-saving game state 3, etc., which is executed during a period other than the ending period of the jackpot game, the player does not need to be alerted by the prevention image CH and the warning image nh, and it is highly necessary for the player to check the result of the jackpot determination by the performance pattern 50a, the special pattern TZ, the reserved number display area, etc. In addition, by hiding the prevention image CH and the warning image nh, which are less necessary for the player to check, in the time-saving entry performance at the time of transition to the time-saving game state 3, etc., it is possible to prevent the player from failing to check information that is highly necessary based on the excessive image information displayed on the main display device 131. Furthermore, in the time-saving entry performance at the time of transition to the time-saving game state 3, etc., the performance pattern 50a may be hidden, but the special pattern TZ may be displayed. Even in this embodiment, it is also possible to prevent the player from failing to check information that is highly necessary based on the excessive image information displayed on the main display device 131.

[0194] In the time-saving entry performance at the time of transition to the time-saving game states 1 to 4, the entry image CT is mainly displayed so that the player can recognize that the time-saving game states 1 to 4 have been entered. However, as long as the player can recognize the time-saving game states, the time-saving entry performance may be configured to always display the special symbol TZ. More specifically, in the time-saving entry performance at the time of transition to any of the time-saving game states 1 to 4, the special symbol TZ corresponding to the big win symbol is displayed in the time-saving entry performance at the time of transition to the time-saving game state 1 or the time-saving game state 2, the special symbol TZ corresponding to the big win symbol is displayed in the time-saving entry performance at the time of transition to the time-saving game state 3, and the special symbol TZ corresponding to the time-saving symbol is displayed in the time-saving entry performance at the time of transition to the time-saving game state 4. In such a mode, the player can easily recognize the type of the time-saving game state after transition by the display of the special symbol TZ during the time-saving entry performance.

[0195] In addition, in the time-saving entry performance at the time of transition to the time-saving game state 3 described above, the entry image CT was displayed so as to cover the performance pattern 50a in a state in which the performance pattern 50a, the right-hit image MG, the special pattern TZ, the icon display area, the icon TI, etc. were displayed, but the entry image CT may be displayed in a state in which only the performance pattern 50a among these displayed images is not displayed. In such a case, the difference between the time-saving entry performance at the time of transition to the time-saving game state 1 and the time-saving game state 2 in a state in which the special pattern TZ and the icon display area are not displayed (see FIG. 5-3(a-1) and the like) and the time-saving entry performance at the time of transition to the time-saving game state 3 makes it easier for the player to recognize the type of the time-saving game state to which the player has transitioned. In addition, in each of the time-saving entry performance at the time of transition to the time-saving game states 1 to 4 described above, any mode may be used as long as the player can easily recognize the type of the time-saving game state. For example, in the time-saving entry performance at the time of transition to the time-saving game state 3, at least one element among the performance symbol 50a, the right-hit image MG, the special symbol TZ, the icon display area, the icon TI, etc. may be displayed, and similarly, in the time-saving entry performance at the time of transition to the time-saving game state 4, an element different from that displayed in the time-saving game state 3 may be displayed. In such a case, in the time-saving entry performance at the time of transition to each time-saving game state, although the entry image CT is displayed, the elements displayed other than the entry image CT are different, so that the player can easily recognize the type of the time-saving game state after the transition.

[0196] As shown in FIG. 5-5(a), at the end of the time-saving game state 1 and the time-saving game state 2, the main display device 131 displays a result image GP, which is an image that displays information about the profits acquired during the period of the jackpot game state and the time-saving game state 1, for example. The result image GP also displays the number of jackpot games (e.g., 3 times) during the period (advantageous period) from the first winning of the jackpot game to the transition to the low-probability non-time-saving game state, and the total number of prize balls paid out during the advantageous period (e.g., 4515 balls). At this time, the main display device 131 displays the result image GP, the right-hit image MG, the special pattern TZ, the reserved number display area (first reserved number display area SA, second reserved number display area SB), the icon display area (second reserved icon display area 50d, the icon display area 50c), the icon TI, etc., in a state in which the performance pattern 50a is hidden by being covered by the result image GP, and the result background image is displayed as the background image. The total number of prize balls in the result image GP includes prize balls that are awarded based on winning into a large prize hole such as the first large prize hole 117, but does not include prize balls that are awarded based on winning into a start hole such as the first start hole 112, or into a general prize hole. However, the total number of prize balls in the result image GP may include prize balls that are awarded based on winning into a general prize hole.

[0197] As shown in FIG. 5-5(b-1), next, at the end of the time-saving game state 1 and the time-saving game state 2, the game usually transitions from the time-saving game state 1, etc. to a low-probability non-time-saving game state (normal game state). Here, the time tk1 is the time when the last game (game determined to be a miss in the jackpot determination) in the time-saving game state 1, etc. is started, the time tk2 is the time when the end of the last game is suggested (the performance pattern 50a is temporarily stopped with a miss pattern), and the time tk3 is the time when the time-saving game state 1, etc. ends and transitions to a low-probability non-time-saving game state. First, at the time tk1, the result image GP is not displayed, and a variable display by the performance pattern 50a of the fourth mode is displayed as a time-saving performance in the time-saving game state 1. Next, at the time tk2, the result image GP is displayed as described above. Then, at time tk3, the result image GP is hidden, and a left-hit start image suggesting the start of left-hit such as "Please return to left-hit!" is displayed in a size that covers almost all of the three effect patterns 50a, and the normal effect such as the normal game state is displayed. In other words, the result image GP is displayed from the middle of the last game in the time-saving game state 1 until it ends. In addition, the left-hit start image is displayed regardless of whether the first game is executed or not (regardless of the number of reserved balls) after the transition from the time-saving game state 1 etc. to the low-probability non-time-saving game state. Furthermore, when the left-hit start image is displayed, a sound instructing the player to start left-hit game may also be output.

[0198] As shown in FIG. 5-5(b-2) and (b-3), at the end of the time-saving game state 3 or the time-saving game state 4, the game usually transitions from the time-saving game state 3 or the time-saving game state 4 to a low-probability non-time-saving game state (normal game state). Here, the time tl is the time when the time-saving game state 3 or the time-saving game state 4 ends and transitions to a low-probability non-time-saving game state. Around the time tl, the result image GP is not displayed, so in the time-saving game state 3 and the time-saving game state 4, although the left-hand hit start image is displayed at the end, the game ends without displaying the result image GP. Also, as described above, the left-hand hit start image is displayed after the transition from the time-saving game state 3 etc. to the low-probability non-time-saving game state, regardless of whether the first game is executed or not (regardless of the number of reserved balls). Also, when the left-hand hit start image is displayed, a sound instructing the player to start the left-hand hit game may be output. Here, unlike the time-saving game state 1, the time-saving game state 3 and the time-saving game state 4 are not states that are entered after a jackpot game, and therefore, during the time-saving game state 3 and the time-saving game state 4, no winning will occur in the large winning port such as the first large winning port 117. Therefore, the number of jackpot games displayed in the result image GP will be "0 times", and the total number of prize balls will be "0". In other words, at the end of the time-saving game state 3 and the time-saving game state 4, the result image GP showing that the number of jackpot games is "0 times" and the total number of prize balls is "0" is not displayed, so that it is possible to prevent the player's motivation to play from being lost, which would occur if such a result image GP were displayed. At the end of the time-saving game state 3 and the time-saving game state 4, an image such as "time-saving end" that notifies the end of the time-saving game state 3 may be displayed on the main display device 131.

[0199] Although the result image GP is not displayed at the end of the time-saving game state 3 and the time-saving game state 4, the result image GP may be displayed. In this manner, when the result image GP showing that the number of jackpot games is "0" and the total number of winning balls is "0" is displayed at the end of the time-saving game state 3 and the time-saving game state 4, the player can easily recognize that the time-saving game state 3, etc. has ended. In addition, the result image GP displayed at the end of the time-saving game state 1, etc. is displayed for a predetermined period as described above, but the predetermined period may be various other periods. For example, the result image GP may be displayed at the end of the last game in the time-saving game state (time-saving game states 1 to 4), and then the result image GP may be hidden after the second reserved number is subtracted to "0" and the variable display on the second special symbol display 122 stops. That is, after the transition to the low-probability non-time-saving game state, the result image GP may be continuously displayed until the first variable display of the first special symbol display 120 can be started. Furthermore, the above-mentioned left-hit start image is displayed regardless of whether the first game in the low-probability non-time-saving game state is executed or not, but it is not limited to such an embodiment and may be in various embodiments. For example, on the condition that the first game after the transition from the time-saving game state (time-saving game state 1 to 4) to the low-probability non-time-saving game state is executed, a sound instructing the left-hit game to be started may be output together with the display of the left-hit start image.

[0200] Here, the case where the time-saving game state 3 ends without winning a jackpot during the time-saving game state 3 and the playable number of times "M3" becomes "0" and the time-saving game state 3 ends will be described. As described above, in the period from the end of the jackpot game to the start of the next jackpot game, unless the RAM clear process is executed, the time-saving game state 3 is shifted to only once, and the time-saving game state 3 is not shifted to two or more times. Therefore, for example, after the time-saving game state 3 ends, a mode may be adopted in which it is notified that the time-saving game state 3 has already ended, and in such a mode, the player can easily recognize that the time-saving game state 3 has ended. Specifically, during the low-probability non-time-saving game state after the time-saving game state 3 ends, the cumulative number of times image RK displayed on the main display device 131 may be displayed as more than "800 times", thereby notifying that the time-saving game state 3 has already ended. In addition, after the time-saving game state 3 ends, the main display device 131 may display a transition notification image such as "Time-saving 3 completed" which indicates that the time-saving game state 3 has been transitioned to and ended, thereby notifying the fact that the time-saving game state 3 has already ended. The cumulative number image RK and the transition notification image displayed after the time-saving game state 3 ends may be displayed continuously until the RAM clear process is executed or a big win game is executed after the time-saving game state 3 ends. In addition, the cumulative number image RK and the transition notification image displayed after the time-saving game state 3 ends may be displayed on the main display device 131 after power supply even if the power is cut off and then supplied during the display. Furthermore, after the time-saving game state 3 ends, when the power is cut off and then supplied, a transition notification image of a size that covers the entire surface of the main display device 131 may be displayed, or a notification may be given by sound or the like. Furthermore, in the normal game state after the time-saving game state 3 has ended, the normal game performance may be executed in a performance mode different from the performance modes A to C in the normal game state before the transition to the time-saving game state 3 (for example, a performance mode specific to the normal game state after the time-saving game state 3 has ended).In this manner, it is possible to prevent a decline in interest in the game in the normal game state after the time-saving game state 3 ends.

[0201] [Outline of display mode on main display device 131 after fluctuation is stopped] With reference to Fig. 6-1 and Fig. 6-2, the transition of the gaming machine 100 state after the fluctuation is stopped and the outline of the display mode of the main display device 131 will be described. Fig. 6-1 is a diagram for explaining the transition of the gaming machine 100 state after the fluctuation is stopped and the outline of the display mode of the main display device 131. Fig. 6-2 is a diagram for explaining the outline of the customer waiting demo performance.

[0202] As shown in FIG. 6-1, when the variable display of the special symbol stops and, for example, the reserved number of the first reserved number is "0" and no game ball enters the first start port 112, the state is changed to a customer waiting state, and the demo waiting period B1 and the customer waiting demo period B2 are alternately repeated, such as demo waiting period B1 (120 seconds) → customer waiting demo period B2 (80 seconds) → second demo waiting period B1 (100 seconds) → second customer waiting demo period B2 (80 seconds) → .... The demo waiting period B1 is a period during which the three performance symbols 50a are displayed in a stopped state on the main display device 131, and is a period during which the display of the customer waiting demo performance described later is in a waiting state. The customer waiting demo period B2 is a period during which the customer waiting demo performance is displayed on the main display device 131. The duration of the demo waiting period B1 is such that the first demo waiting period B1 is longer than the second and subsequent demo waiting periods B1, and the second and subsequent demo waiting periods B1 are the same length. On the other hand, the first customer waiting demo period B2 and the second and subsequent customer waiting demo periods B2 have the same length.

[0203] As shown in FIG. 6-1(a), first, on the main display device 131 during the change of the special symbol, for example, a background image such as a mode A background image scrolling horizontally, and in front of it, two of the three performance symbols 50a are displayed stationary and one performance symbol 50a is displayed scrolling. In addition, in front of the background image, a first reserved icon display area 50b in which a first reserved icon HI corresponding to the first reserved number is displayed, and an icon display area 50c in which an image of the icon TI, which is an animation that swings left and right, is displayed are displayed. Furthermore, in front of the background image, a first reserved number display area SA and a second reserved number display area SB in which numbers corresponding to the first reserved number and the second reserved number are displayed are displayed, and the special symbol TZ is displayed in a scrolling state.

[0204] As shown in FIG. 6-1(b), the main display device 131 during the demo waiting period B1 displays a background image in which the mode A background image etc. scrolls horizontally, and three performance patterns 50a in a stopped state in front of it. In addition, in front of the background image, a first reserved icon display area 50b in which the first reserved icon HI is not displayed, and an icon display area 50c in which the image of the icon TI is not displayed are displayed. In addition, in front of the background image, a first reserved number display area SA and a second reserved number display area SB indicating that the first reserved number and the second reserved number are "0" are displayed, and the special pattern TZ is displayed in a stopped state with a combination of numbers corresponding to the three performance patterns 50a in a stopped state. Then, in front of the background image and the three performance patterns 50a, a sound adjustment image OC is displayed indicating that the volume of the BGM etc. can be adjusted according to the operation of the performance operation stick 136.

[0205] As shown in FIG. 6-1(c), next, on the main display device 131 during the customer waiting demo period B2, a customer waiting demo performance described later is displayed, and in front of the display of the customer waiting demo performance, a first reserved number display area SA and a second reserved number display area SB are displayed, which indicate that the first reserved number and the second reserved number are "0". Note that, on the main display device 131 during the customer waiting demo period B2, the three performance patterns 50a, the first reserved icon display area 50b, the icon display area 50c, and the special pattern TZ displayed during the demo waiting period B1 are not displayed. Also, on the main display device 131 during the customer waiting demo period B2 (while the customer waiting demo performance is being displayed), the first reserved number display area SA and the second reserved number display area SB as well as the special pattern TZ may be displayed.

[0206] With reference to Fig. 6-2, the display mode of the customer waiting demo performance will now be described. The customer waiting demo performance (80 seconds) is composed of the display of the contents such as "Demo of variable performance (25 seconds)" → "Character introduction (25 seconds)" → "Model name (5 seconds)" → "Manufacturer name (5 seconds)" → "Caution to prevent addiction (10 seconds)" → "Demo of movable role (10 seconds)", and is a performance displayed in this order. In other words, these contents are displayed on the main display device 131 during the customer waiting demo period B2 (80 seconds).

[0207] As shown in FIG. 6-2(a), first, the "demo of variable performance" in the customer waiting demo performance is a performance in which various variable performances are displayed on the main display device 131 during the variable display of the special symbol. Specifically, on the main display device 131, various variable performances such as SPSP reach revival performance, SPSP reach performance, SP reach performance, pseudo consecutive performance, normal reach performance, etc. are displayed in order of the expectation of a big win. In addition, when each variable performance is displayed in this "demo of variable performance", it may be displayed in a manner in which text explaining the performance content and the expectation level is added.

[0208] As shown in FIG. 6-2(b), the "character introduction" in the customer waiting demo performance is a performance in which a plurality of characters displayed during various variable performances and a plurality of characters that are part of the configuration of the performance pattern 50a are displayed. Specifically, in the main display device 131, a character introduction background including an image imitating a stage is scrolled as a background image, and in front of the background image, character displays CP1 to CP3 consisting of an image of each moving character and a character name of each character are displayed. Also, the character display CP1 includes a character displayed in a variable performance with a high expectation such as an SPSP reach performance, the character display CP2 includes a character displayed in a variable performance with a relatively high expectation such as an SP reach performance, and the character display CP1 includes a character displayed in a variable performance such as a normal reach performance. Then, during the display of the "character introduction", the character display CP1 is displayed for a longer time than the other character displays CP2 and CP3. That is, during the display of the "character introduction", the character display CP1 is displayed at a higher rate than the character displays CP2 and CP3. In addition, in the character displays CP1 to CP3, the image of each character and the text display of the name may be animated in various different ways.

[0209] As shown in FIG. 6-2(c), next, the "machine name" in the customer waiting demo performance is a performance in which a machine name display KH showing the machine name of the gaming machine 100 is displayed. Specifically, for example, a machine name background composed of a white and blue gradation is scrolled as a background image on the main display device 131, and the machine name display KH is displayed to suddenly appear in front of the background image. Here, a change in the appearance during the 5 seconds that is the display time of the "machine name" is explained. During the 5 seconds that the "machine name" is displayed, a change in the display appearance is executed such that the machine name display KH becomes invisible after the start of displaying the machine name display KH (switching of the display from "character introduction") on the main display device 131 and the completion of display (for example, 1 second).

[0210] As shown in FIG. 6-2(d), next, the "manufacturer name" in the customer waiting demo performance is a performance in which the manufacturer name display MH showing the name of the manufacturer who manufactured the gaming machine 100 is displayed. Specifically, on the main display device 131, a white manufacturer name background is displayed as a background image, and the frame part of the manufacturer name display MH is displayed to suddenly appear in front of the background image, and each part of "Bikkuri.," "Inc." and "Logo mark" is displayed to appear in order from the left. Also, all shading of "Bikkuri.Inc. (Logo mark)" may be displayed to gradually become darker from a light state. Here, a change in the appearance during the 5 seconds that is the display time of the "manufacturer name" will be explained. During the 5 seconds of the display time of the "manufacturer name", a change in the display appearance is executed such that the manufacturer name display MH is hidden after the start of displaying the manufacturer name display MH (switching the display from "model name") on the main display device 131 and the completion of display (for example, 3 seconds).

[0211] As shown in FIG. 6-2(e), the "Caution to prevent addiction" in the customer waiting demo performance is a performance in which a caution display NH consisting of characters that caution the player against excessive play on the gaming machine 100 is displayed. Specifically, on the main display device 131, a white caution background is displayed as a background image, and the caution display NH consisting of a first stage NB1 displayed as the top stage, a second stage NB2 displayed below the first stage NB1, and a third stage NB3 displayed below the second stage NB2 are displayed in order from the top stage in front of the background image. The first stage NB1 is composed of a red frame and red characters such as "Be careful not to get addicted" within the frame, the second stage NB2 is composed of a black frame and black characters such as "Pachinko and Pachislot are" within the frame, and the third stage NB3 is composed of a black frame and black characters such as "Play to be enjoyed in moderation" within the frame.

[0212] As shown in FIG. 6-2(f), the "demo of movable role" in the customer waiting demo performance is a performance in which movable role such as the upper role unit 154 and the lower role unit 156 operate in the same manner as the operating manner during various variable performances. Specifically, for example, in the main display device 131, a movable role demo background composed of radial lines is displayed as a background image, and the lower role unit 156 moves to a position in front of the background image where it operates in the SPSP reach performance, etc., and operates in the same manner as the SPSP reach performance, etc. (a manner in which movement, etc., and light emission performance, etc. by LEDs, etc. are combined). In the "demo of movable role", various performances may be executed not only by the lower role unit 156 but also by the upper role unit 154 and the light guide panel unit 181.

[0213] According to the above-mentioned customer waiting state, the second demo waiting period B1 (100 seconds) is shorter than the demo waiting period B1 (120 seconds) which is the period from the stop of fluctuation to the start of the first customer waiting demo performance. In such a customer waiting state, since there is a possibility that the player continues playing immediately after the fluctuation stops, by lengthening the time until the start of the customer waiting demo performance, it is possible to reduce the player's discomfort, such as the annoyance caused by the execution of the customer waiting demo performance immediately after the fluctuation stops, compared to the case where the customer waiting demo performance starts immediately after the fluctuation stops. On the other hand, during the customer waiting state, the interval at which the multiple customer waiting demo performances are displayed is shortened to increase the frequency of display of the customer waiting demo performance, which appeals to the game and improves the interest of the performance during the customer waiting state. In addition, as an embodiment in which a strong appeal to play can be made by such a frequently displayed customer waiting demo effect, after the first customer waiting demo period B2 has elapsed (after the first customer waiting demo effect has been displayed), the customer waiting demo period B2 may be executed continuously without the second demo waiting period B1, such as demo waiting period B1 (120 seconds) → customer waiting demo period B2 (80 seconds) → second customer waiting demo period B2 (80 seconds) → .... In such an embodiment, since two customer waiting demo effects are displayed consecutively in the customer waiting state, the content of the customer waiting demo effect can be more impressed on the player, and a strong appeal to play can be made in the same manner as described above.

[0214] According to the above-mentioned customer waiting demo performance, during the display of "character introduction", the character display CP1 is displayed for a longer time and at a higher rate than the character displays CP2 and CP3. In such a customer waiting demo performance, a character related to a highly anticipated variable performance (for example, the character display CP1) is displayed for a longer time and at a higher rate, so that a player viewing the customer waiting demo performance can easily recognize a character that is likely to be displayed in a highly anticipated variable performance.

[0215] According to the above-mentioned customer waiting demo, the display time of the "warning to prevent addiction" (10 seconds) is longer than the display time of the "machine name" (5 seconds). With this type of customer waiting demo, it is possible to effectively call attention to the "warning to prevent addiction," which is more important than the information about the machine name.

[0216] According to the above-mentioned customer waiting demo performance, the movable role is moved to the advance position during the variable performance as a "demo of the movable role" and a demo of the movable performance is executed. With such a customer waiting demo performance, the appeal of the gaming machine to the player can be more effectively performed than in a conventional gaming machine in which the movable role is not operated in the customer waiting demo performance.

[0217] According to the above-mentioned customer waiting demo performance, the first reserved number display area SA, the second reserved number display area SB, and the special symbol TZ are displayed on the main display device 131, so the player can easily recognize not only the current reserved number (reserved number is "0") but also that the display is not changing. In particular, in the customer waiting demo performance, the display mode on the main display device 131 changes to various ones as described above (FIG. 6-2(a)-(f)), so the player may mistakenly think that the display is changing even during the customer waiting demo period B2, and the display of the first reserved number display area SA, the second reserved number display area SB, and the special symbol TZ can prevent such a mistake by the player.

[0218] According to the above-mentioned customer waiting demo performance, the time from the start of displaying the manufacturer name display MH in the "manufacturer name" to the end of displaying it can be made longer than the time from the start of displaying the model name display KH in the "model name" to the end of displaying it. With such a customer waiting demo performance, the information on the "manufacturer name" which is unlikely to be recognized by the player at the start of a game, etc., can be more strongly impressed on the player than the information on the "model name" which is likely to be recognized by the player at the start of a game or during a game. Note that various modes may be used to strongly impress the player with the information on the "manufacturer name" rather than the information on the "model name". For example, in the above-mentioned customer waiting demo performance, the display time of the "manufacturer name" may be longer than the display time of the "model name", such as "model name (3 seconds)" and "manufacturer name (5 seconds)". Specifically, during the 3 seconds of display time of the "model name", the model name display KH is hidden after the start of displaying the model name display KH on the main display device 131 (switching the display from "character introduction") and the completion of display (for example, 1 second). The display mode is changed so that the display mode is changed to the following. Meanwhile, the display time of the "manufacturer name" is the same as that described above during the 5 seconds. In other words, not only is the display time of the manufacturer name display MH in the "manufacturer name" longer than the display time of the model name display KH in the "model name", but the time from the completion of the display of the manufacturer name display MH in the "manufacturer name" to the non-display is longer than the time from the completion of the display of the model name display KH in the "model name" to the non-display. Therefore, even in such a customer waiting demo performance, the information on the "manufacturer name" can be more strongly impressed on the player than the information on the "model name".

[0219] [Example 1 of when the variable performance in normal game mode ends and the machine enters a waiting state] Using Figures 7-1 to 7-3, we will explain specific example 1 when the variable performance in the normal game state ends and the demo waiting period changes to the customer waiting demo period. Figure 7-1 is a timing chart (1) when the variable performance in the normal game state ends and the customer waiting state starts, and Figures 7-2 and 7-3 are diagrams showing examples of performance at various timings in Figure 7-1. Note that, although the explanation will be given here for the case of performance mode A, the explanation of performance modes B and C will be omitted since they are basically the same.

[0220] As shown in FIG. 7-1, first, at the timing of T0, the first reserved number is in the state of "0", and the first special pattern display 120 is executing the variable display of the first special pattern. At this time, the first special pattern reserved display 123 and the first reserved number display area SA are displaying "0". Also, in front of the mode A background image during horizontal scrolling, one of the three performance patterns 50a in the center and the three special patterns TZ are updating and varying (scrolling display, switching display). Also, the first reserved icon display area 50b and the icon display area 50c are displayed, and although the reserved icon HI is not displayed in the first reserved icon display area 50b, the icon TI in the normal display mode is displayed in the icon display area 50c. Also, the variable BGM1 corresponding to the performance mode A is audibly output (see FIG. 7-2(a)).

[0221] Next, at the timing of T1, when the central performance symbol 50a that was scrolling (updating) at a low speed temporarily stops, the characters of the three performance symbols 50a perform a performance action (a pre-stop action of shaking their heads) as a pre-stop action, and the three performance symbols 50a temporarily stop at the losing number ("537"). Then, at the timing of T2, when the special symbol fluctuation time has elapsed, a stop command (a symbol determination command) is transmitted from the main control board 300 to the performance control board 320, and the losing special symbol is stopped and displayed on the first special symbol display 120. Also, the variable BGM1 corresponding to the performance mode A is continuously audibly output (see FIG. 7-2(b)).

[0222] Next, at the timing of T3, the icon TI displayed in the icon display area 50c starts disappearing in animation, and the stop display of the performance pattern 50a ("537") and the special pattern TZ ("537") starts. After that, at the timing of T4, when a predetermined period has elapsed since the start of the disappearance of the icon TI in animation, the disappearance of the icon TI in animation ends. Also, the variable BGM1 corresponding to the performance mode A is continuously audibly output (see FIG. 7-2(c)).

[0223] Then, at the timing of T5, when the stop time of the special symbol has elapsed, a customer waiting state designation command is sent from the main control board 300 to the performance control board 320, and the machine enters a customer waiting state and enters a demo waiting period in which the special symbol is stopped and displayed. At this time, the background image is a mode A background image that is scrolling horizontally, similar to the mode A background image during the variable display of the first special symbol display 120, and the BGM is any BGM that is continuously output. For example, the variable BGM1 that is the same as that before the first special symbol display 120 is stopped is continuously audibly output, or a different BGM from that before the first special symbol display 120 is stopped is output during the demo waiting period (customer waiting). A predetermined BGM (for example, BGM8) corresponding to the state of the first special symbol display 120 may be output. In this case, the same variable BGM6 as before the stop display of the first special symbol display 120 is continuously audibly output (see FIG. 7-2(d)).

[0224] Next, at the timing of T6, when a predetermined time (30 seconds) has elapsed since the first special symbol display 120 stopped displaying, the variable BGM1 that had been audibly output is stopped and silence is generated (see FIG. 7-2(e)). During the period from T4 to T6 during which the variable BGM1 is being output, the volume of the variable BGM1 can be changed according to the player's operation of the performance operation stick 136, and the output volume can also be changed.

[0225] Next, at the timing of T7, when a predetermined time (40 seconds) has elapsed since the first special symbol display 120 stopped displaying, a sound adjustment display OC is displayed in front of the performance symbol 50a, indicating that the volume of the variable BGM etc. can be adjusted by operating the performance operation stick 136 (see FIG. 7-2(f)). The sound adjustment display OC displays the currently set volume level (volume gauge) and the content indicating the operation direction of the performance operation stick 136. Note that, in response to the operation of the performance operation stick 136, the volume level display (volume gauge) during the sound adjustment display changes, and the output volume level setting is changed.

[0226] Next, at the timing of T8, when the demo waiting period (120 seconds) has elapsed since the reception of the customer waiting state designation command, the main control board 300 transmits a customer waiting demo performance start command to the performance control board 320, and the customer waiting demo performance is started for a predetermined period (80 seconds). Specifically, in front of the performance pattern 50a and behind the reserved display area (first reserved number display area SA, second reserved number display area SB), the customer waiting demo image starts fading in (gradually becoming opaque from a transparent state) for a predetermined period (0.5 seconds), and the performance pattern 50a, the first reserved icon display area 50b, the icon display area 50c, the mode A background image, and the special pattern TZ start fading out (gradually becoming transparent from an opaque state and erasing). In other words, the three performance symbols 50a, the first reserved icon display area 50b, the icon display area 50c, the mode A background image, and the special symbol TZ are displayed so as to overlap at least partially with the disappearance display in which they gradually disappear and the customer waiting demo image (character image, customer waiting demo background) gradually appears. Note that the reserved display area (first reserved number display area SA, second reserved number display area SB) is displayed in front of the customer waiting demo image, so it is not invisible (obstructed) by the customer waiting demo image (see FIG. 7-3(g)).

[0227] Then, after the timing of T8, when the fade-in of the customer waiting demo image is completed, the performance pattern 50a and the like are hidden (invisible state), and the customer waiting demo performance starts in the order of "variable performance demo (20 seconds)" → "character introduction (20 seconds)" → "model name (10 seconds)" → "manufacturer name (10 seconds)" → "warning to prevent addiction (10 seconds)" → "movable role demo (10 seconds)" (see FIG. 7-3(h)). In other words, if there is no winning of a game ball in the customer waiting state, when the demo waiting period (120 seconds) has elapsed since the reception of the customer waiting state designation command, the customer waiting demo performance to appeal to the player to play is started, and further, if there is no winning of a game ball during the execution of the customer waiting demo performance, the customer waiting demo performance for a predetermined time (80 seconds) is displayed.

[0228] With reference to FIG. 7-3(i), a case will now be described in which the player operates the performance operation stick 136 to change the volume of the variable BGM1 during the period from T5 to T6.

[0229] As shown in FIG. 7-3(i), when the performance operation stick 136 is operated during the period T5 to T6 during which the variable BGM1 is being output, the display of the sound adjustment display OC is started on the main display device 131 (the display of the sound adjustment display OC during display is terminated if there is no operation of the performance operation stick 136 within a predetermined period (2 seconds)). At the same time, the audio output device 331 outputs a predetermined sound effect or audio-visual sound for a certain period (for example, 0.5 seconds). Here, the predetermined sound effect or audio-visual sound accompanying the start of the display of the sound adjustment display OC is output at a timing corresponding to the timing of starting the display of the sound adjustment display OC (i.e., the frame update timing of the main display device 131), but the output is terminated even if it is not at a timing corresponding to the timing of ending the display of the sound adjustment display OC (i.e., the frame update timing of the main display device 131) (for example, at a timing before the end of the display of the sound adjustment display OC). In addition, based on the operation of the performance operation stick 136 during the display of the sound adjustment display OC, the volume of the variable BGM1 changes, and the display of the volume level (volume gauge) during the sound adjustment display OC changes, and the setting of the volume level of the output BGM, etc. is changed. Furthermore, in conjunction with the display of the change in the volume gauge based on the operation of the performance operation stick 136, a predetermined audiovisual sound is output for a fixed period (e.g., 0.5 seconds) at the volume set and changed in the audio output device 331. Here, the predetermined audiovisual sound is output at a timing corresponding to the timing at which the display of the change in the volume gauge based on the operation of the performance operation stick 136 starts (i.e., the frame update timing of the main display device 131), but the output is terminated even if not at a timing corresponding to the timing at which the display of the change in the volume gauge is completed (i.e., the frame update timing of the main display device 131) (e.g., at a timing before the display of the change in the volume gauge is completed).

[0230] With reference to Figs. 7-3(j-1) and (j-2), a case where the menu images MN1a and MN1b are displayed by the operation of the sword handle unit 135 during the customer waiting state will be described. As described above, during the customer waiting state, the performance control board 320 that has received the customer waiting state designation command sets the operation effective period of the sword handle unit 135 (sword handle button), and when the sword handle unit 135 is operated during the operation effective period, a predetermined signal based on the operation of the sword handle button detected by the sword handle button detection switch 137 is transmitted to the performance control board 320, and the sword handle unit 135 is vibrated in a predetermined manner by the lamp control board 340 and the button drive device based on the predetermined signal from the performance control board 320. In addition, when the display of the menu image MN1a, etc. based on the operation of the sword handle unit 135 starts, or when the mode is changed by the operation of the sword handle unit 135 while the menu image MN1a, etc. is being displayed, a predetermined sound effect is output from the sound output device 331 for a certain period (for example, 0.5 seconds). Here, the specified sound effect is output at a timing corresponding to the timing at which the display of the menu image MN1a, etc. or the change in appearance based on the operation of the sword handle unit 135 begins (i.e., the frame update timing of the main display device 131), but the output is terminated even if it is not at a timing corresponding to the timing at which the display of the menu image MN1a, etc. or the change in appearance is completed (i.e., the frame update timing of the main display device 131) (for example, at a timing before the display of the menu image MN1a, etc. or the change in appearance is completed).

[0231] As shown in FIG. 7-3(j-1), for example, when the sword handle unit 135 is operated during the operation valid period in the waiting state while "character introduction" is displayed, the menu image MN1a is displayed in front of the display of "character introduction". In the menu image MN1a, a "machine description" tag, a "performance customization" tag, and a "pachi log" tag are displayed, and it is possible to select and confirm any of the tags by operating the performance operation stick 136. When the "machine description" tag is selected and confirmed, an explanation regarding the flow and features of the game of the gaming machine 100 is displayed, and when the "pachi log" tag is selected and confirmed, data regarding the game results of the gaming machine 100, such as the number of jackpots on the current day and the previous day, is displayed. The operation valid period is set as a period that continues during the waiting state, and when the sword handle unit 135 is operated again while the menu image MN1a is displayed, the menu image MN1a disappears.

[0232] As shown in FIG. 7-3(j-2), when "Performance Customization" is selected and confirmed while the menu image MN1a is displayed, the menu image MN1b is displayed. In the menu image MN1b, the words "Favourite Character Selection" are displayed together with tags of a plurality of character names that can be selected and confirmed by operating the performance operation stick 136. Then, for example, when one character name tag is selected in this menu image MN1b, when the performance pattern 50a including the selected character is displayed during play, the performance pattern 50a is displayed with the words "Favourite Character" added to it. Note that when the sword handle unit 135 is operated while the menu image MN1b is displayed, the menu image MN1b disappears.

[0233] In the above-mentioned customer waiting state, the display time of the customer waiting demo performance (80 seconds) is longer than the time from when the fluctuation stops to when the output of the variable BGM stops (30 seconds). In such a customer waiting state, since it is highly likely that the player will continue playing immediately after the fluctuation stops, the continuous output of the variable BGM can encourage the player to continue playing. In addition, since the output time of the variable BGM after the fluctuation stops is shorter than the display time of the customer waiting demo performance, it is possible to prevent the players of other surrounding gaming machines from feeling uncomfortable due to the continuous output of the variable BGM after the fluctuation stops for too long, and the display of the customer waiting demo performance for a long period of time can also appeal to the players of other surrounding gaming machines to continue playing.

[0234] According to the above-mentioned customer waiting state, the time from when the sound adjustment display OC is displayed to when the customer waiting demo effect is displayed (80 seconds or 60 seconds) is longer than the time from when the fluctuation is stopped to when the sound adjustment display OC is displayed (40 seconds). In such a customer waiting state, the sound adjustment display OC is not displayed for a predetermined period of time after the fluctuation is stopped, so that the player who is playing can focus on the fluctuation effect, etc., and the annoying feeling caused by the display of the sound adjustment display OC can be reduced for the player who continues playing immediately after the fluctuation is stopped. In addition, since the period from when the sound adjustment display OC is displayed to when the customer waiting demo effect is displayed is sufficiently long, and the display of the customer waiting demo effect does not make it difficult to view the sound adjustment display OC, the player in the customer waiting state can easily recognize that the volume of the background music, etc. can be adjusted.

[0235] According to the above-mentioned customer waiting state, it is possible to make the timing of output of the predetermined sound effect or the predetermined preview sound in the audio output device 331 faster than the timing of the change in the display mode in the main display device 131, such as the display of the sound adjustment display OC, the display of the volume gauge change, the display of the menu image MN1a, etc., and the display of the change in the mode in the main display device 131 (that is, the frame update timing of the main display device 131). In such a customer waiting state, for example, for a player who is operating the performance operation stick 136 while the sound adjustment display OC, etc. is being displayed to adjust the sound to a desired volume and who is operating the launch handle device 103 in order to quickly win the first starting hole 112, etc., even if the display of the change in the volume gauge starts before the display of the change in the volume gauge is completed on the main display device 131 and the player does not pay attention to the display of the change in the volume gauge, the predetermined preview sound output before the display of the change in the volume gauge is completed can make the player recognize that the adjustment to the desired volume has been completed. In other words, the player can recognize that the change in the settings of the gaming machine 100 in response to his / her operation has been completed by a predetermined sound effect or preview sound, without visually checking the completion of the change in the display mode on the main display device 131 based on his / her operation.

[0236] (Example of a performance when a prize is won while waiting for customers) With reference to Fig. 7-4, a presentation example when a prize is won while waiting for customers will be described. Fig. 7-4 is a diagram showing a presentation example when a prize is won while waiting for customers. Here, a presentation example when a prize is won during the period T4 to T6 of the demo waiting period while waiting for customers will be described.

[0237] As shown in FIG. 7-4(a), during the period T4 to T6 in the demo waiting period in the customer waiting state, as described above, the stop time of the special symbol has passed, the main control board 300 transmits a customer waiting state designation command to the performance control board 320, and the demo waiting period in which the performance symbol 50a is stopped is entered. At this time, in the main display device 131, as the background image, the mode A background image similar to that during the variable display of the first special symbol display device 120 is scrolling horizontally, and as for the BGM, the variable BGM1 similar to that before the stopped display of the first special symbol display device 120 is continuously audibly output.

[0238] As shown in FIG. 7-4(b), when a game ball enters the first start hole 112, the first reserved number becomes "1", the reserved icon HI is added to the first display section of the first reserved icon display area 50b in the normal display mode, and the reserved number in the first reserved number display area SA is updated to "1". In addition, the variable BGM1 is continuously audibly output, and a sound effect indicating that a prize has been won is output. Furthermore, as the background image, the horizontal scrolling of the mode A background image is continuously output. In other words, if a game ball enters the first start hole 112 during the demo waiting period in the customer waiting state while the variable BGM is being output, the variable BGM that was output before the prize is won will continue to be output.

[0239] As shown in FIG. 7-4(c), when the first reserved number is decreased to "0" and the variable display of the first special symbol is started, the reserved icon HI displayed in the first reserved icon display area 50b is shifted (decreased display, changed display) toward the icon display area 50c, and the reserved number in the first reserved number display area SA is updated to "0" (decreased display). In addition, in front of the horizontal scroll of the mode A background image, the three performance patterns 50a that were displayed stationary are displayed as a pre-variation operation, and the scroll display of the special pattern TZ is started. Furthermore, even at this time, the variable BGM1 is continuously audibly output. At this time, for example, if the performance mode is changed, the variable performance may be displayed in a state in which the background image, the performance pattern 50a, the reserved icon HI, the icon TI, the variable BGM, etc. are changed.

[0240] (Example of the effect when the sword handle unit 135 is operated during the change display) With reference to FIG. 7-5, a description will be given of an example of a performance when the sword handle unit 135 is operated during the variable display of the special symbol. FIG. 7-5 is a diagram showing an example of a performance when the sword handle unit 135 is operated during the variable display. Here, a description will be given of a case where the first special symbol is determined to be a jackpot and an SPSP reach performance is set as a variable performance pattern. In addition, when the SPSP reach performance (jackpot) is set as a variable performance pattern in the performance control board 320, an operation effective period (10 seconds) during which the operation of the sword handle unit 135 is effective is set. Furthermore, the operation effective period (10 seconds) is not limited to the SPSP reach performance (jackpot), and is set by a plurality of types of variable performance patterns such as, for example, the SPSP reach performance (miss), the SP reach performance (jackpot), and the pseudo continuous performance.

[0241] As shown in FIG. 7-5(a), first, when the output of the SPSP reach BGM is stopped and the deciding performance starts in the final stage of the SPSP reach performance, a prompting image for prompting the operation of the sword handle button of the sword handle unit 135 is displayed and the effective operation period (10 seconds) of the sword handle button is started. Specifically, an operation prompting image SSG imitating a sword handle button is displayed on the main display device 131, the output of the SPSP reach BGM is stopped (not output), and the sound effect of "press" is output from the audio output device 331. At this time, a reduced performance pattern 50a is variably displayed in the upper left corner of the main display device 131.

[0242] As shown in FIG. 7-5(b), when the sword handle button of the sword handle unit 135 is operated during the operation valid period (10 seconds), a successful decision effect is executed, which suggests that a big win game will be executed. Specifically, the lower part unit 156 moves to the performance position, and a plurality of light-emitting LEDs provided on the lower part unit 156 flash. In addition, a successful decision image SEF is displayed in front of the SPSP reach background of the main display device 131, and a sound effect of "Kyuin Kyuin" is output from the sound output device 331. Furthermore, the sword handle unit 135 vibrates by the button drive device. Then, the reduced performance pattern 50a in the upper left corner of the main display device 131 is temporarily stopped at "5", and the three performance patterns 50a are temporarily stopped at the big win number ("555"). If the sword handle unit 135 is not operated during the operation valid period, the above-mentioned operation prompt image SSG disappears and the successful decision effect is executed.

[0243] As shown in FIG. 7-5(c), when the execution period of the SPSP reach performance has elapsed, a pre-stop performance (display of a shielding image (eye-catching image including the model name) that shields the background image and performance pattern 50a for 0.5 seconds) is executed, suggesting that the performance pattern 50a will be stopped, and then the horizontal scrolling of the Mode A background image is resumed, and the performance pattern 50a returns to the position and first state before the start of the SPSP reach performance and is displayed temporarily stopped. Also, the first reserved icon display area 50b and the icon display area 50c in which the icon TI is displayed are redisplayed. At this time, no sound is output from the audio output device 331 for a predetermined period (for example, until the performance pattern 50a is displayed stopped).

[0244] In the case of a variable performance in which the operation effective period is set as described above, the operation effective period (10 seconds) set according to the variable performance pattern is set in a plurality of types of variable performance patterns, so it can be set many times compared to the operation effective period (one time) set during the customer waiting state, and can be set to a shorter period compared to the operation effective period (set throughout the customer waiting state) set during the customer waiting state. In such a variable performance, the variable performance by setting the operation effective period during the variable performance increases the player's expectation, and since it can be implemented with many types of variable performance patterns in a short operation effective period, it is possible to improve the interest of the variable performance. Furthermore, since the performance by setting the operation effective period during the customer waiting state is set with a long operation effective period few times (one time), it is possible to reduce the player's boredom and improve the interest of the performance during the customer waiting state.

[0245] [Specific example of when the variable performance in time-saving game state 3 ends and the customer waiting state begins] Using Fig. 8-1 to Fig. 8-3, a specific example will be described when the variable presentation in the time-saving gaming state 3 ends and the demo waiting period changes to a customer waiting demo period when the playable number of times "M3" is not "...

Claims

[Claim 1] A gaming machine that performs a judgment based on the establishment of a start condition, and when a variable display of a pattern executed on a display means based on the judgment results in a predetermined special result, can execute a special game advantageous to a player, and can execute a variable performance of a performance pattern based on the establishment of the start condition, A light emitting means is provided for performing a rainbow light emitting effect that appears to a player in rainbow colors, The light emitting means is In the rainbow light emission performance, a first performance in which the color moves in a specific direction and a second performance in a manner different from the first performance can be executed; This gaming machine is capable of executing the rainbow light-emitting effects in different modes depending on whether the performance symbol becomes a first stop display or a second stop display, during the period from when a predetermined performance suggesting the execution of the special game is started until the next variable display is started.

Citation Information

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