Game machine

JP2025005311A5Pending Publication Date: 2026-06-18SANSEI R&D KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2023-06-27
Publication Date
2026-06-18

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player interest and engagement through dynamic game modes and symbol fluctuations.

Method used

A gaming machine with a gaming control system that manages multiple game modes, including symbol fluctuations, continues symbol variation across mode transitions, and adjusts win probabilities and fluctuation times to maintain player engagement.

Benefits of technology

The system enhances player interest by providing dynamic game experiences with varied win probabilities and symbol fluctuations, improving overall gaming enjoyment.

✦ Generated by Eureka AI based on patent content.

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Abstract

To increase interest in a game.SOLUTION: In a game machine having game control means capable of controlling a game mode and a symbol variation, the game control means can start symbol variation in a first game mode, continue the symbol variation even after the game mode is switched from the first game mode to a second game mode, and then execute control to terminate the symbol variation in the second game mode to win.SELECTED DRAWING: Figure 29
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Description

[Technical field]

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

[0002] 2. Description of the Related Art Conventionally, there has been known a gaming machine capable of executing a display performance using a display device when a gaming ball enters a starting hole (see, for example, Patent Document 1).

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

[0004] [Patent Document 1] JP 2016-202930 A [Patent Document 2] JP 2016-198339 A [Patent Document 3] JP 2016-182376 A Summary of the Invention [Problem to be solved by the invention]

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

[0006] The present invention has been made to solve the above-mentioned problems, and has an object to improve the entertainment value of games. [Means for solving the problem]

[0007] The present invention has been made to solve at least some of the problems described above, and can be realized as the following application examples. Note that the reference symbols and supplementary explanations in parentheses in this section indicate the corresponding relationship with the embodiments described later in order to aid in understanding the present invention, and do not limit the present invention in any way.

[0008] [Application example 1] A gaming machine equipped with a gaming control means capable of controlling a gaming mode and a pattern change, The game control means is capable of executing a control to start a pattern variation in a first game mode, continue the pattern variation even after switching the game mode from the first game mode to a second game mode, and then end the pattern variation in the second game mode to cause a winning. A gaming machine characterized by: [Application example 2] The gaming machine according to Application Example 1, The game control means includes: When the big win game ends, the game mode is switched to the second game mode; When the number of times the pattern changes in the second game mode reaches a specific number after the big win game ends, the game mode is switched to the first game mode. A gaming machine characterized by: [Application example 3] The gaming machine according to Application Example 1 or Application Example 2, The game control means performs a win / lose determination, and when it is determined that a win has been made as a result of the win / lose determination, executes control to cause the winning to occur; The probability that the game control means determines that a win has occurred is When the gaming mode is the first gaming mode, the betting amount is relatively low, When the game mode is the second game mode, the bet is relatively high. A gaming machine characterized by: [Application example 4] The gaming machine according to Application Example 3, The game control means may vary the symbol variation when the game mode is the first game mode, for a period longer than the execution time of the big win game. A gaming machine characterized by: [Application example 5] The gaming machine according to Application Example 4, The pattern variation is a pattern variation of a normal pattern. A gaming machine characterized by: Effect of the Invention

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

[0010] [Figure 1] FIG. [Diagram 2] A block diagram showing the electrical configuration of the main control board of the gaming machine. [Diagram 3] FIG. 2 is a diagram for explaining a sensor solenoid. [Figure 4] A block diagram showing the electrical configuration of the sub-control board of the gaming machine. [Diagram 5] A diagram to explain the memory areas of a game control microcomputer and a performance control microcomputer. [Figure 6] FIG. 13 is a diagram for explaining a hit determination table. [Figure 7] A diagram for explaining a jackpot type determination table. [Figure 8] A figure to explain the fluctuation pattern determination table when the time-saving mode is not in effect. [Figure 9] A figure to explain the fluctuation pattern determination table during time-saving mode. [Figure 10] 4 is a flowchart of a main control process. [Figure 11] 13 is a flowchart of a main-side timer interrupt process. [Figure 12] 13 is a flowchart of a special action process. [Figure 13] 13 is a flowchart of a special symbol waiting process. [Figure 14] 13 is a flowchart of a hit determination process. [Figure 15] 13 is a flowchart of a special symbol determination process. [Figure 16] 13 is a flowchart of a game status management process. [Figure 17] 13 is a flowchart of a normal operation process. [Figure 18] This is a flowchart for processing special electric devices (jackpot). [Figure 19] 13 is a flowchart of a game status setting process. [Figure 20] This is a flowchart for processing special electric gimmicks (small wins). [Figure 21] 13 is a flowchart showing a sub-control main process. [Figure 22] 13 is a flowchart of a sub-side timer interrupt process. [Diagram 23] 13 is a flowchart of a received command analysis process. [Figure 24] 13 is a flowchart of the variable performance start processing. [Diagram 25] This is a diagram to explain the normal pattern hit determination table, the normal pattern change pattern determination table, and the electric chute opening pattern determination table. [Figure 26] FIG. 1 is a diagram for explaining a game flow. [Figure 27] 1 is a time chart for explaining normal fluctuations. [Figure 28] This is a time chart to explain the opening of the electric chute. [Figure 29] This is a time chart to explain the normal gameplay changes and the opening of the electric chute. [Diagram 30] FIG. 13 is a diagram for explaining rendering example 1. [Diagram 31] A diagram to explain production example 2. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] First Embodiment 1. Structure of the gaming machine 1 is a front view of a gaming machine 1 according to one embodiment of the present invention. In the following description, the left-right direction of the gaming machine 1 will be described as coinciding with the left-right direction as seen by a player facing the gaming machine 1. The front direction of the gaming machine 1 will be described as the direction from the gaming machine 1 toward the player, and the rear direction of the gaming machine 1 will be described as the direction from the player toward the gaming machine 1.

[0012] The gaming machine 1 is a pachinko gaming machine that shoots gaming balls based on a player's shooting operation, and when the gaming balls win a specific winning device, a predetermined number of gaming balls is paid out to the player based on the winning.

[0013] The gaming machine 1 includes a gaming machine frame 50 and a gaming board 2, and the gaming board 2 is attached to the inside of the gaming machine frame 50. In addition to a front frame (front frame portion) 53, the gaming machine frame 50 includes an outer frame (base frame portion) that forms the outer hull of the gaming machine, and an inner frame to which the gaming board 2 is attached inside the outer frame.

[0014] The front frame (front frame portion) 53 is a vertically rectangular unit disposed on the front side of the outer frame and the inner frame, and includes a handle 60, a ball supply tray (upper tray) 61, a surplus ball receiving tray (lower tray) 62, a performance button 63, a sword member 64, a sword button 65, a frame lamp 66, a speaker 67, a select button 68, and a frame movable body 600. An opening is formed in the center of the front frame 53, and the play area 3 of the game board 2 can be seen through the opening.

[0015] The handle 60 is disposed at the lower end on the right side of the front frame 53, and launches game balls with a launch strength according to the rotation angle. The ball supply tray (upper tray) 61 is disposed below the front frame 53, and stores game balls. The surplus ball receiving tray (lower tray) 62 is disposed below the ball supply tray (upper tray) 61, and stores game balls that cannot be accommodated in the ball supply tray (upper tray) 61.

[0016] The performance button 63 is an operation part arranged near the ball supply tray (upper tray) 61, and is operated (pressed) by the player during performances that are executed as the game progresses. The sword member 64 is an operation part that imitates the shape of a sword, and can be pressed downward by the player during performances that are executed as the game progresses. The sword button 65 is an operation part provided at the upper end portion of the sword member 64, i.e., the end of the sword handle, and is operated (pressed) by the player during performances that are executed as the game progresses. The sword member 64 is configured to be able to execute two different operations: a first operation of pressing the entire sword member 64 downward, and a second operation of pressing the sword button 65 at the tip.

[0017] The frame lamps 66 are arranged around the opening of the front frame 53, and emit light during play. The speakers 67 are arranged at the upper left and upper right of the front frame 53, and emit sound during play. The select button 68 is a so-called cross key, and is composed of a left button, a right button, an up button, and a down button, and enables various inputs. The frame movable body 600 is a so-called movable gimmick that is provided at the top of the front frame 53. The frame movable body 600 is configured to be displaceable from a stored state in which it is stored inside the front frame 53 to an exposed state in which it protrudes above the front frame 53.

[0018] The game board 2 comprises a game area 3, a rail member 4, a board lamp 5, an image display device 7, a center decorative body 10, a fixed winning device (center) 19, a normal variable winning device (electric chute) 22, a gate (through chucker) 28, a first large winning device (first attacker) 31, a second large winning device (second attacker) 36, a general winning port 27 (normal winning port 27), an outlet 16, and a display 40.

[0019] The game area 3 is an area where game balls launched by operating the handle 60 flow down, and has a number of game nails protruding therein for guiding the game balls. The rail member 4 is disposed at the left end of the game area 3, and guides the game balls launched by operating the handle 60 toward the top of the game area 3. The board lamp 5 is disposed on the rear side of the game area 3, and irradiates light from the rear side of the game area 3.

[0020] The image display device 7 is provided near the center of the game area 3 and has a display screen 7a. The image display device 7 may be a liquid crystal display device, or may be another image display device such as an organic EL display device, a plasma display, a projector, or a dot matrix. The display screen 7a of the image display device 7 has a performance pattern display area in which performance patterns (decorative patterns) 8L, 8C, and 8R are displayed in a variable manner, a reserved image display area in which reserved images 9A and 9B are displayed, and a reserved digestion image display area in which a reserved digestion image 9C is displayed. The reserved images 9A and 9B are images that represent a reservation, and are also called reserved icons 9A and 9B. The reserved digestion image 9C is an image that corresponds to the variation, and is also called the variable image 9C or the variable icon 9C. Note that the reserved digestion image 9C is an image that corresponds to the variation, and does not indicate a reservation, but the reserved images 9A and 9B and the reserved digestion image 9C are collectively called reserved images for convenience.

[0021] The effect symbol display area includes three symbol display areas, "left", "center" and "right". The left effect symbol (left decorative symbol) 8L is displayed in the left symbol display area. The center effect symbol (center decorative symbol) 8C is displayed in the center symbol display area. The right effect symbol (right decorative symbol) 8R is displayed in the right symbol display area. The effect symbols 8L, 8C, 8R are composed of a plurality of symbols representing numbers from "0" to "9", for example. The variable display of the effect symbols 8L, 8C, 8R is synchronized with the variable display of the first special symbol and the second special symbol, which will be described later. The image display device 7 can display the results of the variable display of the first special symbol and the second special symbol (the result of the big win lottery) to the player in an easy-to-understand manner by the combination of the effect symbols displayed in the left, center and right symbol display areas. The first special symbol and the second special symbol are collectively called "special symbols".

[0022] For example, if a jackpot is won, the performance symbols are displayed as a repeat number such as "777". If a loss occurs, the performance symbols are displayed as a random number such as "637". This makes it easier for the player to grasp the progress of the game. The player can grasp the result of the jackpot lottery through the image display device 7. The manner of displaying the variation of the performance symbols may be scrolled vertically or may be other manners. The combination of performance symbols to be displayed according to each lottery result is not limited to the above and can be set arbitrarily. Hereinafter, the performance displaying the performance symbols 8L, 8C, and 8R is also called "variable performance of performance symbols", "variable performance of decorative symbols", or simply "variable performance". In addition, the variation performance of the performance symbols during the period from when the special symbols start to vary to when they stop (also called the special symbol variation period) is counted as one variation performance. Therefore, even if the decorative symbols are temporarily stopped during the period from when the special symbols start to vary to when they stop, the performance of the temporary stop is included in the variation performance of the decorative symbols.

[0023] The image display device 7 can display on the display screen 7a not only the performance symbol change performance, but also a big win performance performed in parallel with a big win game (one example of a special game), a demo performance for waiting for customers, and the like. In the performance symbol change performance, in addition to the performance symbols, performance images such as background images and character images may also be displayed. Furthermore, the image display device 7 may display on the display screen 7a, in addition to the performance symbols, an identification display (fourth symbol, not shown) that can suggest that a special symbol is changing or the result of a lottery for a special symbol. The identification display (fourth symbol) may be displayed by a light-emitting device such as an LED provided in the game area 3.

[0024] The reserved image display area includes a first reserved display area that displays reserved images 9A according to the number of reserved first special symbols, which will be described later, and a second reserved display area that displays reserved images 9B according to the number of reserved second special symbols, which will be described later. By displaying the reserved images 9A and 9B, the number of reserved first special symbols and the number of reserved second special symbols can be displayed in an easy-to-understand manner to the player. The reserved consumption image display area includes a reserved consumption display area that displays reserved consumption images 9C. The reserved consumption image 9C corresponds to the currently changing performance pattern (performance patterns 8L, 8C, 8R) on the display screen 7a, and by displaying the reserved consumption image 9C, it is possible to easily display to the player that the reserved first special symbol or reserved second special symbol is consumed ("reserved special symbol consumption" described later).

[0025] The center decorative body 10 is disposed near the center of the play area 3 and in front of the image display device 7. A stage section 11 is formed at the bottom of the center decorative body 10. The stage section 11 has a shape that can guide game balls rolling on the upper surface of the stage section 11 to a first starting hole 20 described below. A warp section 12 is provided at the bottom left of the center decorative body 10. The warp section 12 has an entrance section through which game balls flow and an exit section through which the game balls flow out, and causes the game balls that flow in from the entrance section to flow out from the exit section to the stage section 11.

[0026] The fixed winning device (center) 19 is disposed below the image display device 7 in the game area 3, and is equipped with a first starting hole 20 that does not change the ease with which a game ball can enter. The entry of a game ball into the first starting hole 20 triggers the drawing of a lottery for a first special symbol (a big win lottery). In other words, the entry of a game ball into the first starting hole 20 triggers the acquisition of a winning random number and the determination of a big win.

[0027] The normal variable winning device (electric chute) 22 is disposed below the first start hole 20 in the game area 3, and includes a second start hole 21. The winning of a game ball into the second start hole 21 triggers the drawing of a lottery for a second special symbol (a big win drawing). The electric chute 22 includes a movable member 23 in front of the second start hole 21, and the second start hole 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chute solenoid 24 (FIG. 3). The second start hole 21 is capable of receiving a game ball when the movable member 23 is in an open state. Note that the electric chute 22 only needs to allow a ball to enter the second start hole 21 more easily when the movable member 23 is in an open state than when it is in a closed state, and may allow a ball to enter the second start hole 21 when the movable member 23 is in a closed state.

[0028] The gate (through chucker) 28 is disposed above the first big prize device (first attacker) 31 in the game area 3, and is configured to allow the game ball to pass through. The passage of the game ball through the gate 28 triggers a normal symbol lottery that determines whether or not the electric chute 22 will open. In other words, the passage of the game ball through the gate 28 triggers the acquisition of a normal symbol random number and a win determination, etc.

[0029] Here, the "lottery for special symbols" refers to a process of acquiring a random number for determining a special symbol when a game ball enters the first starting hole 20 or the second starting hole 21, and judging whether or not it is a jackpot by comparing the acquired random number with a value corresponding to a predetermined "jackpot". The lottery result of this "jackpot" is not immediately notified to the player, but the display 40 displays a variable special symbol, and when a predetermined variable time has elapsed, the special symbol corresponding to the lottery result is displayed stationary (determined display), and the lottery result is notified to the player. The image display device 7 plays a symbol matching game in which the performance symbols are displayed variably in synchronization with the variable display of the special symbols, and the lottery result of the jackpot is more effectively notified to the player by this symbol matching game.

[0030] Also, "drawing a normal symbol" refers to a process in which a random number for determining a normal symbol is acquired when a gaming ball passes through gate 28, and this acquired random number is compared with a value corresponding to a predetermined "win" to determine whether or not the winning symbol has been obtained. The lottery result for this normal symbol is also not immediately notified when the gaming ball passes through gate 28, but a fluctuating display of the normal symbol is performed on display 40, and after a predetermined fluctuating time has elapsed, the normal symbol corresponding to the lottery result is displayed as a confirmed result (lighted or unlit), and the lottery result is notified to the player.

[0031] The first large prize winning device (first attacker) 31 is disposed above and to the right of the first starting hole 20 in the game area 3, and includes a first large prize winning hole 30, a V area 39, a non-V area 70, and a V opening / closing member 71. The first large prize winning hole 30 includes an opening / closing member 32 that allows or prevents the acceptance of game balls by swinging open / close action. The opening / closing member 32 is driven by a first large prize winning hole solenoid 33 (Fig. 3). Game balls can enter the first large prize winning hole 30 when the opening / closing member 32 is in the open state.

[0032] The first large prize device 31 internally has a V area (specific area) 39, a V area sensor 39a (Figure 3), a non-V area (non-specific area) 70, a non-V area sensor 70a (Figure 3), a first large prize opening sensor 30a (Figure 3), a V opening / closing member 71, and a V opening / closing member solenoid 73 (Figure 3).

[0033] The V area (specific area) 39 and the non-V area (non-specific area) 70 are configured as areas within the first large prize device 31 through which a gaming ball that has passed through the first large prize opening 30 can pass. The first large prize opening sensor 30a is disposed upstream of the V area 39 and the non-V area 70, and detects the entry of a gaming ball into the first large prize opening 30. The V area sensor 39a is disposed in the V area 39, and detects the passage of a gaming ball into the V area 39. The non-V area sensor 70a is disposed in the non-V area 70, and detects the passage of a gaming ball into the non-V area 70.

[0034] The V opening / closing member 71 distributes the game balls that have passed through the first large winning opening 30 to either the V area 39 or the non-V area 70. The V opening / closing member solenoid 73 drives the V opening / closing member 71. The V opening / closing member 71 is configured to rotate (clockwise and counterclockwise with respect to the game board 2), and when the V opening / closing member solenoid 73 is energized, it rotates counterclockwise from the origin position to distribute the game balls to the V area 39 in a first state (rotating state), and when the V opening / closing member solenoid 73 is not energized, it is located at the origin and distributes the game balls to the non-V area 70 in a second state (stopped state). Note that the V opening / closing member 71 is not limited to rotational movement, and may be configured to move forward and backward with respect to the game board 2, for example, as long as it has the function of distributing the game balls that have passed through the first large winning opening 30 to either the V area 39 or the non-V area 70. In other words, when the V opening / closing member solenoid 73 is energized, it is in a retracted state (first state) in which the game ball is distributed to the V region 39, and when the V opening / closing member solenoid 73 is not energized, it is in an advanced state (second state) in which the game ball is distributed to the non-V region 70.

[0035] The first large prize device 31 of this embodiment further includes a first large prize device discharge sensor 31a (FIG. 3) that counts the number of game balls discharged from the first large prize device 31. The first large prize device discharge sensor 31a is provided at the point where the V area 39 and the non-V area 70 join downstream, and counts the number of game balls that have passed through the V area sensor 39a or the non-V area sensor 70a.

[0036] The second large prize winning device (second attacker) 36 is disposed above and to the right of the first large prize winning opening 30 in the game area 3, and is provided with a second large prize winning opening 35. The second large prize winning opening 35 is provided with an opening / closing member 37 that inhibits or allows the reception of game balls by swinging open and closed. The opening / closing member 37 is driven by a second large prize winning opening solenoid 38 (Fig. 3). When the opening / closing member 37 is in the open state, game balls can enter the second large prize winning opening 35. Winning of the second large prize winning opening 35 is detected by a second large prize winning opening sensor 35a. The second large prize winning device 36 of this embodiment further includes a second large prize winning device discharge sensor 36a (Fig. 3) that counts the number of game balls discharged from the second large prize winning device 36.

[0037] The general winning opening 27 is provided at the bottom of the game area 3. The outlet 16 is provided at the bottom of the game area 3, and discharges game balls that do not win in any of the winning openings out of the game area 3. The display 40 is located near the center of the right side of the game board 2.

[0038] The game area 3 has a left game area 3A on the left side of the center in the left-right direction, and a right game area 3B on the right side. A hitting style in which the game ball is shot so that it flows down the left game area 3A is called a "left hit". On the other hand, a hitting style in which the game ball is shot so that it flows down the right game area 3B is called a "right hit". The game machine 1 is configured so that a left hit can aim for winning at the first start gate 20. On the other hand, a right hit can aim for passing through the gate 28 and winning at the second start gate 21, the first large winning gate 30, and the second large winning gate 35.

[0039] In the gaming machine 1, when a game ball enters the first start hole 20 or the second start hole 21, the values ​​(numerical information) of various random numbers such as winning random numbers acquired for the winning are temporarily stored in the special chart reservation memory area 84e (FIG. 5). Specifically, if the game ball enters the first start hole 20, it is stored in the first special chart reservation memory area (FIG. 5) as the first special chart reservation, and if the game ball enters the second start hole 21, it is stored in the second special chart reservation memory area (FIG. 5) as the second special chart reservation. There is an upper limit to the number of special chart reservations that can be stored in each special chart reservation memory area 84e, and the upper limit in this embodiment is four for both the first special chart reservation memory area and the second special chart reservation memory area. The special chart reservation stored in the special chart reservation memory area 84e is consumed when the special pattern based on the special chart reservation becomes variable displayable. "Use of reserved special symbols" refers to judging the winning random number etc. corresponding to the reserved special symbols and executing the variable display of the special symbols to show the judgment result. Therefore, in the gaming machine 1, even if the variable display of the special symbols based on the winning of the game ball into the first start hole 20 or the second start hole 21 cannot be performed immediately after the winning, that is, even if the winning occurs during the variable display of the special symbols or during the execution of the special game, the right to the big win lottery for the winning can be reserved up to a predetermined number.

[0040] In the gaming machine 1, when a game ball passes through the gate 28, the value of the normal pattern random number acquired for that passage is temporarily stored as a normal pattern reserve in the normal pattern reserve memory area 84f (FIG. 5). There is an upper limit to the number of normal pattern reserves that can be stored in the normal pattern reserve memory area 84f, and the upper limit in this embodiment is four. The normal pattern reserve stored in the normal pattern reserve memory area 84f is consumed when the variable display of the normal pattern based on that normal pattern reserve becomes possible. The consumption of the normal pattern reserve means determining the normal pattern random number corresponding to that normal pattern reserve and executing the variable display of the normal pattern to show the result of the determination. Therefore, in the gaming machine 1, even if the variable display of the normal pattern based on the passage of the game ball through the gate 28 cannot be performed immediately after the passage, that is, even if a prize is won during the execution of the variable display of the normal pattern or during the execution of the auxiliary game, the right to draw the normal pattern for that passage can be reserved up to a predetermined number.

[0041] 2. Electrical configuration of the gaming machine The electrical configuration of the gaming machine 1 will be described with reference to Figs. 2 to 4. Fig. 2 is a block diagram showing the electrical configuration of the main control board of the gaming machine 1. Fig. 3 is a diagram for explaining a sensor solenoid. Fig. 4 is a block diagram showing the electrical configuration of the sub-control board of the gaming machine 1. The gaming machine 1 includes a main control board 80 (Fig. 2), a sub-control board 90 (Fig. 4), an image control board 100 (Fig. 4), a lamp control board 107 (Fig. 4), a sound control board 106 (Fig. 4), a payout control board 110 (Fig. 2), and a power supply board 116 (Fig. 2).

[0042] The main control board 80 is a game control board that controls game profits such as big win lotteries and transitions in game states, and constitutes the main control unit. The sub-control board 90 is a performance control board that controls performances executed as the game progresses, and constitutes the sub-control unit together with the image control board 100, lamp control board 107, and sound control board 106. The sub-control unit can be constituted by at least including the sub-control board 90.

[0043] The main control board 80 includes a game control microcomputer 81 and an input / output circuit 87. The game control microcomputer 81 is a one-chip microcomputer mounted on the main control board 80, and controls the progress of the game on the gaming machine 1 according to a program. The game control microcomputer 81 transmits and receives data to and from other boards, etc. via the input / output circuit (I / O port section) 87. The input / output circuit 87 may be built into the game control microcomputer 81.

[0044] A sensor solenoid 44 is connected to the main control board 80 via an input / output circuit 87. The sensor solenoid 44 is a general term for various sensors and solenoids. As the sensors, as shown in Fig. 3, the first start hole sensor 20a, the second start hole sensor 21a, the gate sensor 28a, the first large prize opening sensor 30a, the second large prize opening sensor 35a, the V area sensor 39a, the non-V area sensor 70a, the normal prize opening sensor 27a, the first large prize device ejection sensor 31a, and the second large prize device ejection sensor 36a are exemplified.

[0045] The first start hole sensor 20a is provided inside the first start hole 20 and detects a game ball that has entered the first start hole 20. The second start hole sensor 21a is provided inside the second start hole 21 and detects a game ball that has entered the second start hole 21. The gate sensor 28a is provided inside the gate 28 and detects a game ball that has passed through the gate 28. The first large prize hole sensor 30a is provided inside the first large prize hole 30 and detects a game ball that has entered the first large prize hole 30. The second large prize hole sensor 35a is provided inside the second large prize hole 35 and detects a game ball that has entered the second large prize hole 35. The V area sensor 39a is provided in the V area 39 and detects a game ball that has passed through the V area 39. The non-V area sensor 70a is provided in the non-V area 70 and detects a game ball that has passed through the non-V area 70. The normal winning opening sensor 27a is provided inside the normal winning opening 27, and detects game balls that have won in the normal winning opening 27. The first large winning device discharge sensor 31a detects game balls discharged from the first large winning device 31. The second large winning device discharge sensor 36a detects game balls discharged from the second large winning device 36.

[0046] As the solenoids, as shown in FIG. 3, the electric chute solenoid 24, the first large prize opening solenoid 33, the second large prize opening solenoid 38, and the V-shaped opening / closing member solenoid 73 are exemplified. The electric chute solenoid 24 drives the movable member 23 of the electric chute 22. The first large prize opening solenoid 33 drives the opening / closing member 32 of the first large prize device 31. The second large prize opening solenoid 38 drives the opening / closing member 37 of the second large prize device 36. The V opening / closing member solenoid 73 drives the V opening / closing member 71.

[0047] The display device 40 is connected to the main control board 80 via an input / output circuit 87. The game control microcomputer 81 controls the display device 40. The main control board 80 is connected to the external terminal board 70 via an input / output circuit 87. The main control board 80 outputs to the external terminal board 70 winning ball information, door or frame opening information, the number of times the first special symbol or the second special symbol has changed, the entry of game balls into the first start hole 20 or the second start hole 21, whether or not a jackpot is being won, and a security signal.

[0048] A dispensing control board 110 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the dispensing control board 110 and receives signals from the dispensing control board 110 for dispensing monitoring. The payout control board 110 is connected to a prize ball payout device 120, a loan ball payout device 130, and a card unit 135.

[0049] A power supply board 116 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 operates using power supplied from the power supply board 116, and distributes the power to other boards (not shown). The launch device 112 is also connected via the power supply board 116.

[0050] A sub-control board 90 (FIG. 4) is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only the transmission of signals from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (not shown, for example, a circuit using a diode) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restricting means.

[0051] The sub-control board 90 includes a performance control microcomputer 91 and an input / output circuit 95. The performance control microcomputer 91 is a one-chip microcomputer mounted on the sub-control board 90, and controls the performance of the game of the gaming machine 1 according to a program. The performance control microcomputer 91 transmits and receives data to and from other boards, etc. via the input / output circuit 95. The input / output circuit 95 may be built into the performance control microcomputer 91. The image control board 100, the sound control board 106, the lamp control board 107, and the relay board 108 are connected to the sub-control board 90 via the input / output circuit 95.

[0052] The image control board 100 performs display control of the image display device 7 according to a program. In addition to the program for performing display control, the CPU unit of the image control board 100 stores still image data and video data to be displayed on the image display device 7, specifically, image data such as characters, items, figures, letters, numbers, and symbols (including performance designs) and background images.

[0053] A speaker 67 is connected to the audio control board 106, and the performance control microcomputer 91 outputs voice, music, sound effects, etc. from the speaker 67 via the audio control board 106 based on commands received from the main control board 80.

[0054] The lamp control board 107 is connected to the frame lamp 66 and the panel lamp 5 and controls them.

[0055] The relay board 108 is connected to the effect button 63, the select button 68, and the movable frame body 600. When the effect button 63 is pressed (pushed down) by the player, it outputs a switch signal to the sub-control board 90 via the relay board 108. In addition, the effect control microcomputer 91 operates the effect button 63 based on a command received from the main control board 80. The effect button 63 can be pressed, and can also be changed in position between a normal position (buried position) where the upper surface of the button body protrudes slightly, and a protruding position where most of the button body protrudes. In other words, the effect button 63 rises as one of the effects. When the select button 68 is pressed (pushed down) by the player, it outputs a switch signal to the sub-control board 90 via the relay board 108.

[0056] The performance control microcomputer 91 operates the frame movable body 600 based on commands received from the main control board 80. The frame movable body 600 is a movable gimmick provided on the top of the front frame 53 (FIG. 1). The performance control microcomputer 91 creates movement pattern data (drive data) that determines the movement mode of the frame movable body 600, and controls the movement of the frame movable body 600 according to the movement pattern data. Data stored in the sub-ROM 93 is used to create the movement pattern data. Note that a touch sensor or the like that is provided on the front frame 53 and outputs a detection signal when touched by a human body may be connected to the relay board 108.

[0057] 3. Data structure of gaming machines Fig. 5 is a diagram for explaining the storage areas of the game control microcomputer and the performance control microcomputer. Fig. 5(A) is a diagram for explaining a table stored in the main ROM 83 of the game control microcomputer 81. Fig. 5(B) is a diagram for explaining a storage area provided in the main RAM 84 of the game control microcomputer 81. Fig. 5(C) is a diagram for explaining a table stored in the sub ROM 93 of the performance control microcomputer 91. Fig. 5(D) is a diagram for explaining a storage area provided in the sub RAM 94 of the performance control microcomputer 91.

[0058] The main ROM 83 (FIG. 5(A)) is provided with a table storage area 83a. This table storage area 83a stores a big win determination table, a reach determination table, a normal symbol winning determination table, a normal symbol variation pattern determination table, a big win type determination table, a variation pattern determination table, an electric chute opening pattern determination table, a big prize opening pattern determination table, and the like. These determination tables are referred to by the game control microcomputer 81 in the main control main process (described later) executed by the game control microcomputer 81.

[0059] The main RAM 84 (Figure 5 (B)) has a command set area 84a, a flag set area 84b, a counter set area 84c, a special operation status set area 84d, a special map reserved memory area 84e, and a normal map reserved memory area 84f.

[0060] The command set area 84a is an area (output buffer) where commands output from the main control unit to the sub-control unit during the main control main processing (described later) are set, and pre-determination commands, reserved ball number commands, fluctuation start commands, fluctuation stop commands, opening commands, round designation commands, ending commands, game state designation commands, etc. are set.

[0061] The flag set area 84b is an area in which flags indicating the state of the gaming machine and the gaming state are set in the main control main process (described later), and a big win flag, a small win flag, a time-saving flag, and the like are set.

[0062] The counter set area 84c is an area in which counters used in the main control process (described later) are set, such as a random number counter, a round counter, and a time-saving counter.

[0063] The special action status set area 84d is an area in which a status in a special action process, which will be described later, is set.

[0064] The special symbol reserved memory area 84e includes a first special symbol reserved memory area in which the first special symbol reserved is stored, and a second special symbol reserved memory area in which the second special symbol reserved is stored. The first special symbol reserved memory area is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) such as random numbers for special symbols corresponding to the first, second, third, and fourth symbols of the first special symbol reserved. The second special symbol reserved memory area is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) corresponding to the first, second, third, and fourth symbols of the second special symbol reserved.

[0065] The regular pattern reserved memory area 84f is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random value groups (reserved information) such as regular pattern random numbers (winning random numbers) corresponding to the first, second, third, and fourth regular pattern reserved numbers, respectively.

[0066] The sub-ROM 93 (FIG. 5(C)) is provided with a table storage area 93a. The table storage area 93a stores a look-ahead performance pattern determination table, a core performance pattern determination table, a chance-up performance pattern determination table, a stop symbol pattern determination table, and the like. These determination tables are referred to by the performance control microcomputer 91 in the sub-control main process (described later) executed by the performance control microcomputer 91.

[0067] The sub-RAM 94 (FIG. 5(D)) is provided with a command storage area 94a, a performance command set area 94b, a counter set area 94c, and a work area 94d. The command storage area 94a is an area (input buffer) in which commands input from the main control unit side in the sub-control main process (described later) are stored, and a pre-determination command, a reserved ball number command, a fluctuation start command, a fluctuation stop command, an opening command, a round designation command, an ending command, a game state designation command, and the like are stored. The performance command set area 94b is an area (output buffer) in which commands output from the sub-control board 90 to the image control board 100, the sound control board 106, the lamp control board 107, and the relay board 108 in the sub-control main process (described later) are set, and a fluctuation performance start command, a pre-fluctuation end command, a fluctuation performance end command, an opening performance start command, a round performance start command, an ending performance start command, and the like are set. The counter set area 94c is an area where counters used in the sub-control main process (described later) are set, and a random number counter, a first special symbol reserved effect counter, a second special symbol reserved effect counter, a normal symbol reserved effect counter, a time-saving effect counter, etc. are set. The work area 94d is a work area that realizes temporary storage for calculations, etc. Note that the other areas except for the work area 94d are backed up by a power source (not shown), and the contents are retained even if the power source of the gaming machine 1 is turned off.

[0068] Here, various random numbers acquired by the game control microcomputer 81 in the game machine 1 will be explained. The game control microcomputer 81 is configured to acquire the "winning random number", the "big winning type random number", the "reach random number", the "variable pattern random number", and the "normal pattern random number" at the timings described below. The "winning random number" is a random number used in the lottery to determine whether or not a jackpot has been won (jackpot determination), and takes a value in the range of 0 to 65535. The "jackpot type random number" is a random number used to determine the type of jackpot won (judging the type of jackpot), and takes a value in the range of 0 to 127. The "reach random number" is a random number used to determine whether or not a reach occurs in the performance pattern variation performance that indicates the result when the jackpot judgment is a miss, and takes a value in the range of 0 to 127. A reach is a state in which there is only one performance pattern remaining among multiple performance patterns (decorative patterns) that is being displayed in a variable manner, and depending on which of the performance patterns that are being displayed in a variable manner are displayed as stopped, a combination of performance patterns that indicates a jackpot win (for example, a "7↓7" state). Note that the performance pattern that is displayed in a stopped state in the reach state may be displayed as if it is swaying on the display screen 7a.

[0069] The "fluctuation pattern random number" is a random number used to determine a fluctuation pattern including a fluctuation time, and takes a value in the range of 0 to 127. The "normal symbol random number" is used in a lottery (normal symbol lottery) to determine whether or not to play the auxiliary game that opens the electric chute 22. The normal symbol random number has a value in the range of 0 to 255. The "winning random number," "jackpot type random number," "reach random number," and "variation pattern random number" are obtained based on the ball entering the starting hole (first starting hole 20 or second starting hole 21). The random value group obtained based on the ball entering the first starting hole 20 is stored in the first special symbol reserve memory area, and the random value group obtained based on the ball entering the second starting hole 21 is stored in the second special symbol reserve memory area. The "normal symbol random number (winning random number)" is obtained based on the passage through gate 28. The obtained normal symbol random number value is stored in the normal symbol reserve memory area 84f.

[0070] Next, various random numbers acquired by the performance control microcomputer 91 in the gaming machine 1 will be described. The performance control microcomputer 91 is configured to acquire a "pre-read performance random number", a "chance-up random number", and a "performance random number".

[0071] The "look-ahead performance random number" is obtained as the value of the look-ahead performance counter set in the counter set area 94c, and is a random number used to determine the look-ahead performance during variable performance, and takes a value in the range of 0 to 127. The "look-ahead performance random number" is obtained based on the output of a pre-determination command from the main control unit to the sub control unit.

[0072] The "chance up random number" is a random number used to determine the chance up effect during the fluctuation effect, and takes a value in the range of 0 to 127. The "chance up random number" is acquired based on the output of a fluctuation start command from the main control unit to the sub control unit. The acquired random number value is stored in the sub RAM 94.

[0073] 4. Explanation of various tables FIG. 6 is a diagram for explaining the hit determination table. The hit determination table is a table that the game control microcontroller 81 refers to during the main control processing (described later) to determine whether the obtained hit random number value (any value between 0 and 65535) corresponds to a "big hit," a "small hit," or a "miss."

[0074] For the first special pattern, if the winning random number is "0 to 409", it is determined to be a "jackpot", and if the winning random number is "a number other than 0 to 409", it is determined to be a "miss".

[0075] For the second special pattern, if the winning random number is "0 to 409", it is determined to be a "big win", if the winning random number is "500 to 3699", it is determined to be a "small win", and if the winning random number is "a number other than 0 to 409 or 500 to 3699", it is determined to be a "miss".

[0076] The reach determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired reach random number value (any of 0 to 127) corresponds to "reach" or "not reach". The reach determination in the reach determination table is made based on the game state of the gaming machine 1. In this embodiment, in the "non-time-saving state", if the reach random number value is "0 to 13", it is determined to be "reach", and if the reach random number value is "a number other than 0 to 13 (14 to 127)", it is determined to be "not reach". Also, in the "time-saving state", if the reach random number value is "0 to 5", it is determined to be "reach", and if the reach random number value is "a number other than 0 to 5 (6 to 127)", it is determined to be "not reach".

[0077] FIG. 25 is a diagram for explaining the normal symbol hit determination table, the normal symbol variation pattern determination table, and the electric chute opening pattern determination table. FIG. 25(A) is a diagram for explaining the normal symbol hit determination table. The normal symbol hit determination table is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine whether the acquired normal symbol random number value (any of 0 to 255) corresponds to a "hit" or a "miss." The determination in the normal symbol hit determination table is made based on the game state of the gaming machine 1. In this embodiment, in the "non-time-saving state," if the normal symbol random number value is "0 to 2," it is determined to be a "hit," and if the normal symbol random number value is "a number other than 0 to 2 (3 to 255)," it is determined to be a "miss." In addition, in the "time-saving state", if the normal symbol random number value is "0 to 9", it is determined to be a "win", and if the normal symbol random number value is "a number other than 0 to 9 (10 to 255)", it is determined to be a "lose". In this embodiment, the "non-time-saving state" includes the "normal state" and the "jackpot game state".

[0078] FIG. 25(B) is a diagram for explaining the normal symbol variation pattern judgment table. The normal symbol variation pattern judgment table is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to judge the variation time of the normal symbol in seconds according to the game state (non-time-saving state or time-saving state) and the judgment result (win or miss). In this embodiment, in the "non-time-saving state", in the case of "win", the variation time of the normal symbol is judged to be "150 seconds", and in the case of "miss", the variation time of the normal symbol is judged to be "2 seconds". Also, in the "time-saving state", in the case of "win", the variation time of the normal symbol is judged to be "1 second", and in the case of "miss", the variation time of the normal symbol is judged to be "1 second".

[0079] 7 is a diagram for explaining the big win type determination table. The big win type determination table is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine the "type of big win."

[0080] When the first special pattern (Special Pattern 1) is selected in the lottery, it is judged as a "10R Type 1 jackpot." When the second special symbol (special symbol 2) is drawn, if it is a type 1 jackpot, it is judged as a "10R type 1 jackpot". If it is a type 2 jackpot, it is judged as a "10R type 2 jackpot".

[0081] In addition, in this embodiment, regardless of whether a jackpot is determined to be a jackpot, the time-saving state will be in effect from the end of the jackpot until the normal symbols change 100 times. After that, the normal state (non-time-saving state) will be in effect. However, if the lottery result of the 100th change is a win, the time-saving state will be in effect until the electric chute 22 stops operating. Note that in this embodiment, if the lottery result of the 100th change is a win, the time-saving state will be in effect until the electric chute 22 stops operating. However, even if the lottery result of the 100th change is a win, the time-saving state will be in effect from the end of the jackpot until the normal symbols change 100 times, and the time-saving state may end when the change ends, regardless of whether the lottery result of the 100th change is a win or a miss.

[0082] A type 1 jackpot is a jackpot that is determined to be a jackpot in the jackpot determination process, and a type 2 jackpot is a jackpot that is determined to be a small jackpot in the jackpot determination process and then becomes a jackpot by passing through the V area 39 inside the first large prize winning device 31.

[0083] Fig. 8 is a diagram for explaining the fluctuation pattern determination table in the non-time-saving state. Fig. 9 is a diagram for explaining the fluctuation pattern determination table in the time-saving state. The fluctuation pattern determination table is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine the fluctuation pattern according to the acquired fluctuation pattern random number value (0 to 127).

[0084] It is shown that when the ball enters the first starting hole 20 in the non-time-saving state, the jackpot is judged as a "miss" in the jackpot judgment table, the reach judgment table judges as a "reach", the number of reserved balls is "1 to 2", and the fluctuation pattern random number value is "0 to 59", the fluctuation pattern is judged as "P4".

[0085] It is shown that when the ball enters the second starting hole 21 during the time-saving state, the ball is judged as a "miss" in the jackpot judgment table, is judged as a "no reach" in the reach judgment table, and the number of reserved balls is "3 to 4", the fluctuation pattern is judged as "P53".

[0086] As shown in Figures 8 and 9, once the fluctuation pattern is determined, the fluctuation time is also determined. In addition, when a reach occurs, it is also determined whether the reach will be a normal reach or a super reach (SP reach). A super reach is a reach performance in which the fluctuation time after the reach is longer than that of a normal reach. Three types of super reaches (SP1, SP2, SP3) with different fluctuation times are set here. SP1 to 3 are executed in a progressive manner after a normal reach. The difference between SP1 to 3 may be, for example, the presence or absence of a pseudo consecutive win.

[0087] FIG. 25(C) is a diagram for explaining the electric chute opening pattern determination table. The electric chute opening pattern determination table is a table that is referenced by the game control microcomputer 81 in the main control main process (described later) to determine the opening pattern of the electric chute 22 depending on the game state (non-time-saving state or time-saving state). In this embodiment, in the "non-time-saving state", the electric chute 22 is opened once and for an opening time of 0.2 seconds. In the "time-saving state", the electric chute 22 is opened once and for an opening time of 5.8 seconds. However, when a predetermined number of game balls (prescribed winning number, 1 ball) enter the second starting hole 21, the electric chute 22 is closed even if the opening time remains.

[0088] The large prize opening pattern determination table is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine the opening pattern of the first large prize opening 30 and the second large prize opening 35.

[0089] In the case of a "10R type 1 jackpot", the second large prize winning port 35 is opened once for a long time of 29.5 seconds in the 1st to 10th rounds. In the case of a "10R two-type jackpot," the first large prize opening 30 is opened five times in the first round with an opening time of 0.3 seconds, and the second large prize opening 35 is opened once in the second through tenth rounds with a long opening time of 29.5 seconds. However, if a predetermined number of game balls are won (the prescribed number of winning balls, maximum 9 balls), the amusement park will be closed even if there is still time left for opening.

[0090] 5. Explanation of the jackpot etc. In the gaming machine 1, there are two types of jackpots: a first type jackpot and a second type jackpot. A first type jackpot occurs when the acquired random winning number corresponds to a "jackpot." On the other hand, a second type jackpot occurs when the acquired random winning number corresponds to a "small jackpot" and then the game ball passes through the V area 39 in the first big prize winning device 31, resulting in a jackpot.

[0091] When a jackpot is hit, a "jackpot game" is played. The jackpot game is an example of a special game. The jackpot game includes multiple round games (unit open games), an opening (OP) before the first round game starts, and an ending (ED) after the final round game ends. Each round game starts with the end of the opening or the end of the previous round game, and ends with the start of the next round game. The time (interval time) for closing the jackpot opening between round games is included in the open round game before that closure.

[0092] 6. Description of game status The gaming state of the gaming machine 1 will be described. The gaming control microcomputer 81 can execute "variation time shortening control" for the special symbols displayed on the display 40. The state in which the gaming control microcomputer 81 executes the variation time shortening control for the special symbols on the display 40 is called the "time shortening state", and the state in which the variation time shortening control is not executed is called the "non-time shortening state (normal state)". In the time shortening state, the variation time of the special symbols (the time from the start of the variation display to the derivation and display of the display result) is shorter than in the non-time shortening state. In the time shortening state, the gaming control microcomputer 81 executes the variation pattern determination table (FIGS. 8 and 9) that is determined so that a variation pattern with a short variation time is selected more often than in the non-time shortening state. In other words, when the gaming control microcomputer 81 executes the variation time shortening control for the special symbols, a short variation time is more likely to be selected as the variation time of the variable display of the special symbols than when the variation time shortening control is not executed. As a result, in the time-saving state, the pace of consumption of the special reserved figures becomes faster, and effective winnings (winnings that can be stored as special reserved figures) in the starting hole become more likely to occur. This allows you to aim for a jackpot while playing smoothly.

[0093] The game control microcomputer 81 executes the probability variation control and the variation time shortening control for the normal symbols in parallel with the variation time shortening control for the special symbols. That is, the game control microcomputer 81 executes the probability variation control and the variation time shortening control for the normal symbols in the time shortening state, but does not execute them in the non-time shortening state.

[0094] The game control microcomputer 81 performs a hit judgment (determination of a normal pattern) using a normal pattern hit judgment table in which the number of normal pattern random numbers (win random numbers) judged as a hit is greater in the time-saving state than in the non-time-saving state, as the probability fluctuation control of the normal pattern. Therefore, in the time-saving state, the hit probability is higher than in the normal probability state of the normal pattern. In other words, when the game control microcomputer 81 executes the probability fluctuation control for the normal pattern, the probability that the display result (stop pattern) of the variable display of the normal pattern by the display unit 40 will be a winning pattern is higher than when the probability fluctuation control is not executed.

[0095] In the time-saving state, the normal symbol variation time is shorter than in the non-time-saving state. Here, in the non-time-saving state, the normal symbol variation time is 150 seconds for a "win" and 2 seconds for a "lose", but in the time-saving state, it is 1 second for both a "win" and a "lose". Furthermore, in the time-saving state, the opening time of the electric chute 22 in the auxiliary game is longer than in the non-time-saving state. In other words, the game control microcomputer 81 executes the opening time extension control for the electric chute 22.

[0096] When the game control microcomputer 81 is executing the probability fluctuation control and the fluctuation time shortening control for the normal symbols on the display 40, and the opening time extension control for the electric chute 22, the electric chute 22 opens more frequently and game balls enter the second starting hole 21 more frequently than when these controls are not executed. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, the state in which these controls are executed is called a "high base state," and the state in which they are not executed is called a "low base state." In the high base state, you can aim for a big win without significantly reducing the number of game balls you have. The high base state is a state in which the so-called electric support control (control that supports the electric chute 22 to enter the second starting hole 21) is executed.

[0097] The high base state (electric support control state) does not have to execute all of the above controls. In other words, by executing one or more of the probability fluctuation control for the normal symbols on the display 40, the fluctuation time reduction control for the normal symbols on the display 40, and the opening time extension control for the electric chute 22, it is sufficient if the electric chute 22 is more likely to open than when the control is not executed. In addition, the high base state (electric support control state) may be controlled independently without being associated with the time-saving state.

[0098] In the high base state, the game can be played more advantageously by hitting the ball to the right to enter the right game area 3B (FIG. 1). This is because the electric support control makes it easier for the electric chute 22 to open than in the low base state, making it easier to win in the second start hole 21 than in the first start hole 20. For this reason, in the high base state, the ball is hit to the right to enter the second start hole 21 while passing through the gate 28, which is the trigger for the normal pattern lottery. This allows more start wins (wins in the start hole) to be obtained than by hitting to the left. In the gaming machine 1, the game is played by hitting to the right even during a jackpot game.

[0099] On the other hand, in the low base state, it is more advantageous to play by hitting the game ball from the left to enter the left game area 3A (FIG. 1). Because the electric support control is not being executed, the electric chute 22 is less likely to open than in the high base state, and it is easier to win the first start hole 20 than the second start hole 21. For this reason, in the low base state, the game ball is hit from the left to make the game ball enter the first start hole 20. This allows more start wins to be obtained than by hitting from the right.

[0100] 7. Operation of the gaming control microcomputer 81 The operation of the game control microcomputer 81 provided on the main control board 80 (FIG. 2) will be described with reference to Figures 10 to 20. Counters, flags, statuses, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the main RAM 84.

[0101] [Main control main processing] 10 is a flowchart of the main control process. When the power supply of the gaming machine 1 is turned on, the gaming control microcomputer 81 reads out a program for executing the main control process from the main ROM 83. In the main control process, the gaming control microcomputer 81 first performs an initialization process (step S001). In the initialization process, for example, various flags, statuses, counters, etc. are reset. The initial value of the flag is "0" or "OFF", the initial value of the status is "1", and the initial value of the counter is "0". The initialization process is executed only once after the power supply is turned on, and is not executed thereafter.

[0102] After the initialization process, the game control microcomputer 81 prohibits interrupts from the interrupt process (step S002) and performs a normal / special symbol main random number update process (step S003). In this normal / special symbol main random number update process, the game control microcomputer 81 updates various random number counter values ​​(win random number value, reach random number value, variable pattern random number value, normal symbol random number value) by adding 1. When each random number counter value reaches a set upper limit value, it returns to "0" and is added again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, each random number may be a so-called hardware random number generated by using a known random number generation circuit consisting of a counter IC or the like.

[0103] After the normal and special symbol main random number update process, the game control microcomputer 81 allows the interrupt process to be interrupted (step S004). While the interrupt is allowed, the main timer interrupt process (step S005) can be executed. The main timer interrupt process is executed based on an interrupt pulse that is repeatedly input at a predetermined cycle (for example, every 4 msec). That is, the main timer interrupt process is executed at a predetermined cycle (for example, every 4 msec). Then, from the end of the main timer interrupt process to the start of the next main timer interrupt process, the update process of various counter values ​​by the normal and special symbol main random number update process is repeatedly executed. Note that if an interrupt pulse is input when the interrupt is prohibited, the main timer interrupt process does not start immediately, but starts after the interrupt is allowed.

[0104] [Main timer interrupt processing] FIG. 11 is a flowchart of the main timer interrupt process (FIG. 10: step S005). In the main timer interrupt process, the game control microcomputer 81 first performs a random number update process (step S101). Specifically, the game control microcomputer 81 updates various random number counter values. This random number update process is the same as the normal symbol / special symbol main random number update process performed in the main control main process (FIG. 10) described above. In other words, the update process of various random number counter values ​​is performed both during the execution period of the main timer interrupt process and during other periods (the period from the end of the main timer interrupt process to the start of the next main timer interrupt process).

[0105] After the random number update process, the game control microcomputer 81 performs input processing (step S102). In the input processing, the game control microcomputer 81 reads detection signals detected by various sensors attached to the gaming machine 1, and sets payout data for paying out prize balls according to the type of winning hole in the output buffer of the main RAM 84. The various sensors are, for example, the first start hole sensor 20a, the second start hole sensor 21a, the first large winning hole sensor 30a, the second large winning hole sensor 35a, and the normal winning hole sensor 27a (FIG. 3).

[0106] After the input process, the game control microcomputer 81 performs a start hole sensor detection process (step S103). In the start hole sensor detection process, the game control microcomputer 81 judges the passage of the game ball through the gate 28, acquires the value of the normal symbol random number counter, and stores the acquired random number value in a memory area corresponding to the current number of normal symbol reserved balls among the first to fourth memory areas of the normal symbol reserved memory area 84f of the main RAM 84. In addition, the game control microcomputer 81 judges the entry of the game ball into the first start hole 20, and acquires the value of the win random number counter, the value of the big win type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the acquired random number group in a memory area corresponding to the current number of special symbol 1 reserved balls among the first to fourth memory areas of the first special symbol reserved memory area. Furthermore, the game control microcomputer 81 judges the entry of a game ball into the second starting hole 21, and obtains the value of the winning random number counter, the value of the big win type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the obtained random number group in a memory area corresponding to the current number of reserved balls for special chart 2 among the first to fourth memory areas of the second special chart reservation memory area.

[0107] The game control microcomputer 81 performs a pre-judgment of a jackpot in the start hole sensor detection process. Based on the random number group described above, it judges in advance whether or not a jackpot has been generated, and if so, the jackpot type and fluctuation pattern. Then, it creates a pre-judgment command from the pre-judgment result and sets it in the command set area 84a of the main RAM 84.

[0108] Next, the game control microcomputer 81 performs a normal operation process (step S104). This normal operation process will be described later.

[0109] Next, the game control microcomputer 81 performs a special action process (step S105). This special action process will be described later. Next, the game control microcomputer 81 performs a V-area sensor detection process (step S106). In the V-area sensor detection process, the game control microcomputer 81 first determines whether or not a game ball has been detected by the V-area sensor 39a, and if the game ball has been detected, determines whether or not the V-effective period is in progress. If the game ball is detected in the V-effective period, the game control microcomputer 81 turns on the V flag and sets a V-pass command.

[0110] Next, the game control microcomputer 81 performs reserved ball count processing (step S107). The game control microcomputer 81 first reads out the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols stored in the main RAM 84. Next, the game control microcomputer 81 sets a reserved ball count command in the command set area (output buffer) 84a of the main RAM 84. The reserved ball count command is a command for notifying the sub-control board 90 of the reserved ball count, and includes information on the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols.

[0111] After the reserved ball count processing, the game control microcomputer 81 performs output processing (step S108). In the output processing, the game control microcomputer 81 outputs the commands and the like set in the command set area 84a of the main RAM 84 in each of the above-mentioned processes to the sub-control board 90. After the output processing, the game control microcomputer 81 performs other processing (step S109). In other processing, for example, based on the reserved ball count of special chart 2 described below, the display unit 40 is controlled to a display mode showing the number, and based on the reserved ball count of special chart 1, the display unit 40 is controlled to a display mode showing the number.

[0112] [Normal operation process] FIG. 17 is a flow chart of the normal operation process (FIG. 11: step S104). The game control microcomputer 81 first judges whether the electric chute 22 is in operation or not (step S501). If the electric chute 22 is in operation (step S501: YES), the process proceeds to step S540. If the electric chute 22 is not in operation (step S501: NO), the game control microcomputer 81 judges whether the normal symbol is being displayed as stopped (whether the variable stop time has elapsed) (step S502). If the normal symbol is being displayed as stopped (step S502: YES), the process proceeds to step S531. If the normal symbol is not being displayed as stopped (step S502: NO), the game control microcomputer 81 judges whether the normal symbol is being variable or not (step S503). If the normal symbol is changing (step S503: YES), the process proceeds to step S521. If the normal symbol is not changing (step S503: NO), the game control microcomputer 81 judges whether the number of reserved balls of the normal symbol is "0" or not (step S504). If the number of reserved balls is "0" (step S504: YES), this process ends. If the number of reserved balls is not "0" (step S504: NO), the number of reserved balls of the normal symbol is decremented by 1 (step S505). Therefore, when the game ball passes through the gate 28 with the number of reserved balls of the normal symbol being "0", the number of reserved balls of the normal symbol becomes "1" once in step S103 of the start port sensor detection process (FIG. 11), and then the reserved balls are consumed in this step S505 and the number of reserved balls of the normal symbol becomes "0" immediately. This is the same for the number of reserved balls of the special symbol. In addition, the decrement of the number of reserved balls for normal symbols (consumption of reserved normal symbols) is executed together with a clearing process that clears the reserved information (various random number values) stored in the first memory area of ​​the regular symbol reserved memory area 84f.

[0113] Next, the game control microcomputer 81 performs a win determination by referring to the normal symbol win determination table (FIG. 25(A)) (step S506). Specifically, the game control microcomputer 81 first reads out the normal symbol win random number value stored in the first memory area (corresponding to the first normal symbol reservation) of the normal symbol reservation memory area 84f as a determination value. Then, it determines whether or not there is a win using the normal symbol win random number value, the game state (non-time-saving state or time-saving state), and the normal symbol win determination table. For example, in the non-time-saving state, if the normal symbol win random number value is "0" to "2", it is determined to be a "win", and if the normal symbol win random number value is any other value, it is determined to be a "lose" (FIG. 25(A)).

[0114] Next, the game control microcomputer 81 judges the normal symbol (normal stop symbol) (step S507). If the hit judgment is "win", the "win symbol" is set as the normal symbol. On the other hand, if the hit judgment is "lose", the "lose symbol" is set as the normal symbol.

[0115] Next, the game control microcomputer 81 selects a variation pattern by referring to the normal symbol variation pattern judgment table (FIG. 25(B)) (step S508). Specifically, the game control microcomputer 81 selects a normal symbol variation pattern by using the game state (non-time-saving state or time-saving state), the win judgment result, and the normal symbol variation pattern judgment table. For example, in the time-saving state, the normal symbol variation time is judged to be "1 second". In this embodiment, in the time-saving state, the same variation time is set for the "win" and the "lose" cases, but different variation times may be set. The game control microcomputer 81 sets a normal symbol variation start command in the command set area (output buffer) 84a of the main RAM 84 to inform the sub-control board 90 of the start of variation and the variation time of the normal symbol (step S509). The normal symbol variation start command includes information on normal stop symbol data and information on the normal symbol variation pattern. Thereafter, the game control microcomputer 81 starts the variable display of the normal symbols (step S510), and ends this process.

[0116] In step S521, the game control microcomputer 81 judges whether the normal symbol variation time has elapsed and ended. The normal symbol variation time is the variation time selected in step S508 (FIG. 22(B)). If the variation time has not ended (step S521: NO), the game control microcomputer 81 ends this process. That is, the normal symbol variation display continues. On the other hand, if the variation time has ended (step S521: YES), the game control microcomputer 81 stops the normal symbol variation display at the normal symbol (the winning normal symbol stop symbol or the losing normal symbol stop symbol) specified in step S507 (step S522). In addition, the game control microcomputer 81 sets a normal symbol variation stop command in the command set area 84a of the main RAM 84 to inform the sub-control board 90 of the normal symbol variation stop (step S523). After that, the game control microcomputer 81 sets the stop time of the normal symbol (step S524) and ends this process. Here, the stop time of the normal symbol is 0.1 seconds.

[0117] In step S531, the game control microcomputer 81 judges whether the variable stop time of the normal symbol has elapsed. If the stop time has not elapsed (step S531: NO), the game control microcomputer 81 ends this process. That is, the stopped display of the normal symbol continues. On the other hand, if the stop time has elapsed (step S531: YES), the game control microcomputer 81 advances the process to step S543 if the hit determination in the above (step S506) is "miss" (step S532: NO). On the other hand, if the hit determination is "win" (step S532: YES), the game control microcomputer 81 sets a normal symbol opening command in the command set area 84a of the main RAM 84 to inform the sub-control board 90 of the start of the opening of the winning game (normal game) (step S533). The game control microcomputer 81 also sets the electric chute opening pattern (step S534). The opening pattern of the electric chute 22 is selected by referring to the electric chute opening pattern judgment table (FIG. 25(C)). Specifically, the game control microcomputer 81 selects the opening pattern of the electric chute 22 by using the game state (non-time-saving state or time-saving state) and the electric chute opening pattern judgment table. Here, for example, when the game state is the "non-time-saving state", "short opening" is selected, and when the game state is the "time-saving state", "long opening" is selected (FIG. 25(C)). When "short opening" is selected, the electric chute is opened once for 0.2 seconds. When "long opening" is selected, the electric chute is opened once for 5.8 seconds. After the opening pattern is selected, the game control microcomputer 81 starts the electric chute operation according to the selected opening pattern (step S535) and ends this process.

[0118] In the above-mentioned step S501, if the electric chute 22 is in operation (step S501: YES), the game control microcomputer 81 judges whether or not the closing condition of the electric chute 22 is met (step S540). The closing condition here is that either the number of winning balls on the electric chute 22 has reached a specified number of winning balls (1 ball), or the opening time of the electric chute 22 has elapsed and it is time to close the electric chute 22. The opening time of the electric chute 22 is the opening time corresponding to the opening pattern selected in step S534 (Figure 25 (C)). If the closing condition of the electric chute 22 is not met (step S540: NO), this process ends. On the other hand, if the condition for closing the electric chute 22 is met (step S540: YES), the game control microcomputer 81 sets a normal symbol ending command in the command set area 84a of the main RAM 84 to notify the sub-control board 90 of the start of the ending of the winning game (normal game) (step S541). In addition, the game control microcomputer 81 closes (blocks) the electric chute 22 to stop its operation (step S542), and the process proceeds to step S543.

[0119] In step S543, the game control microcomputer 81 executes a game state management process. The game state management process is a process for switching the game state according to the number of times the special symbol is changed during the time-saving state, and the details will be described later. After the game state management process, this process ends.

[0120] [Special Action Processing] Fig. 12 is a flow chart of the special operation process (Fig. 11: step S105). Here, the process related to the display 40 and the big prize device (first big prize device 31 and second big prize device 36) is divided into four stages, and each stage is called "special operation status" "1", "2", "3", "4", and "5", respectively. When the "special operation status" is "1" (step S1301: YES), the game control microcomputer 81 performs special symbol standby process (step S1302). In the special symbol standby process, a big win determination, a variation pattern selection, and the like are performed.

[0121] When the "special operation status" is "2" (step S1301: NO, step S1303: YES), special symbol changing process is performed (step S1304). In the special symbol changing process, a change stop command is output after the change time has elapsed. Specifically, the game control microcomputer 81 first determines whether the change time of the special symbol has elapsed and ended, and if the change time has elapsed, sets a change stop command and sets the special operation status to "3".

[0122] When the "special action status" is "3" (steps S1301, S1303: NO, step S1305: YES), a special symbol determination process is performed (step S1306). The special symbol determination process will be described in detail later.

[0123] When the "special operation status" is "4" (steps S1301, S1303, S1305: NO, S1307: YES), a special electric device process (jackpot) is performed (step S1308). In the special electric device process (jackpot), a jackpot game is executed. The special electric device process (jackpot) will be described in detail later.

[0124] When the "special operation status" is "5" (steps S1301, S1303, S1305: NO, S1307: NO), a special electric device process (small win) is performed (step S1309). In the special electric device process (small win), a small win game is executed. The special electric device process (small win) will be described in detail later.

[0125] [Special pattern waiting process] FIG. 13 is a flowchart of the special symbol waiting process (FIG. 12: step S1302). In the special symbol waiting process, the game control microcomputer 81 first judges whether the number of reserved balls of the special symbol 2 is "0" or not (step S1401). If the number of reserved balls of the special symbol 2 is "0" (step S1401: YES), that is, if the random number group obtained due to winning in the second starting hole 21 is not stored in the second special symbol reservation memory area, the process proceeds to step S1407. If the number of reserved balls of the special symbol 2 is "1" or more (step S1401: NO), the game control microcomputer 81 executes the hit determination process (step S1402). The details of the hit determination process will be described later.

[0126] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1403). In the variation pattern selection process, the variation pattern is selected based on the game state (time-saving state or non-time-saving state) of the gaming machine 1, the result of the hit determination process (step S1402), and the number of reserved balls, with reference to the variation pattern determination table (FIGS. 8 and 9). After the variation pattern selection process, the number of reserved balls for the special chart 2 is decremented (step S1404).

[0127] Next, the game control microcomputer 81 shifts the storage location of reserved information (various random number values) stored in the first to fourth storage areas of the second special chart reserved storage area from the current position to the side to be read, and clears the reserved information stored in the farthest place from the side to be read in the second special chart reserved storage area (step S1405). For example, when reserved information is stored in the first to third storage areas, the reserved information stored in the third storage area is cleared, and when reserved information is stored in the first to fourth storage areas, the reserved information stored in the fourth storage area is cleared. By the above steps, the reserved second special charts are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9B (the reserved image 9B at the left end of the four reserved images 9B) corresponding to the first storage area of ​​the second special chart reserved storage area is shifted to the reserved consumption image display area side and is displayed as the reserved consumption image 9C. In addition, the reserved images 9B corresponding to the second to fourth storage areas of the second special chart reserved storage area (the second, third, and fourth reserved images 9B from the left among the four reserved images 9B) are shifted one to the left (FIG. 1). This allows the player to recognize that one second special chart reservation has been consumed.

[0128] Next, the game control microcomputer 81 performs special symbol 2 variation start processing (step S1406). In the special symbol 2 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, the variation display of the second special symbol is started, and a variation time timer is set. In the variation time timer, a variation time determined according to the variation pattern selected in the variation pattern selection processing is set. In addition, the game control microcomputer 81 sets the special operation status to "2". Note that the variation start command (special symbol 2 variation start command) set in the special symbol 2 variation start processing includes information on the special symbol stop pattern data set in the hit determination processing (step S1402) and information on the variation pattern set in the variation pattern selection processing (step S1403) (including information on the variation time).

[0129] In step S1401, if the number of reserved balls of the special chart 2 is "0" (step S1401: YES), the game control microcomputer 81 judges whether the number of reserved balls of the special chart 1 is "0" or not (step S1407). If the number of reserved balls of the special chart 1 is "0" (step S1407: YES), that is, if the first special chart reserved memory area does not store a random number group acquired due to winning the first starting hole 20, the process proceeds to step S1413. If the number of reserved balls of the special chart 1 is "1" or more (step S1407: NO), the game control microcomputer 81 executes a hit determination process (step S1408). Details of the hit determination process will be described later.

[0130] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1409). In the variation pattern selection process, the variation pattern is selected based on the game state (time-saving state or non-time-saving state) of the gaming machine 1, the result of the hit determination process (step S1408), and the number of reserved balls, with reference to the variation pattern determination table (FIGS. 8 and 9). After the variation pattern selection process, the number of reserved balls for the special game chart 1 is decremented (step S1410).

[0131] Next, the game control microcomputer 81 shifts the storage location of various random numbers stored in the first to fourth storage areas of the first special chart reservation storage area by one from the current position to the side to be read, and clears the reserved information stored in the farthest location from the side to be read in the first special chart reservation storage area (step S1411). The above steps consume the first special chart reservation in the order in which it was reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9A (the reserved image 9A at the right end of the four reserved images 9A) corresponding to the first storage area of ​​the first special chart reservation storage area is shifted to the reserved consumption image display area side and displayed as a reserved consumption image 9C. Also, the reserved images 9A (the second, third, and fourth reserved images 9A from the right of the four reserved images 9A) corresponding to the second to fourth storage areas of the first special chart reservation storage area are each shifted by one to the right (FIG. 1). This allows the player to recognize that one first special chart reservation has been consumed.

[0132] Next, the game control microcomputer 81 performs special symbol 1 variation start processing (step S1412). In the special symbol 1 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, the variation display of the first special symbol is started, and a variation time timer is set. A variation time determined according to the variation pattern selected in the variation pattern selection processing is set in the variation time timer. In addition, the game control microcomputer 81 sets the special operation status to "2" (step S1412). Note that the variation start command (special symbol 1 variation start command) set in the special symbol 1 variation start processing includes information on the special symbol stop pattern data set in the hit determination processing (step S1408) and information on the variation pattern set in the variation pattern selection processing (step S1409) (including information on the variation time).

[0133] In step S1407, if the number of reserved balls for the special symbol 1 is "0" (step S1407: YES), the game control microcomputer 81 judges whether the display screen 7a of the image display device 7 is a standby screen or not (step S1413). The standby screen is a demo screen for waiting for customers. The game control microcomputer 81 may judge, for example, by the ON / OFF of a demo screen display flag for waiting for customers. If it is a standby screen (step S1413: YES), this process is terminated. If it is not a standby screen (step S1413: NO), the game control microcomputer 81 waits for a predetermined standby time to elapse, sets a customer waiting standby command for displaying the standby screen in the command set area 84a of the main RAM 84 (step S1414), and terminates this process. As described above, according to the special symbol standby process of this embodiment, the variable display of the special symbol based on the first special symbol reservation is executed only when the second special symbol reservation is "0". That is, the consumption of the second special chart reservation is executed in priority to the consumption of the first special chart reservation. Also, according to the jackpot type determination table of this embodiment, the lottery based on the second special chart reservation is more likely to win a jackpot (a jackpot scheduled to pass V) that is more profitable for the player than the lottery based on the first special chart reservation.

[0134] [Collision detection processing] 14 is a flowchart of the hit determination process (FIG. 13: steps S1402 and S1408). The hit determination process for special drawing 2 (step S1402) and the hit determination process for special drawing 1 (step S1408) have similar processing flows, so they will be described together.

[0135] In the winning determination process, first, the game control microcomputer 81 performs winning determination (step S1501). The winning determination is performed by referring to the big winning determination table (FIG. 6).

[0136] Next, the game control microcomputer 81 judges whether or not it is a jackpot (step S1502). If it is judged to be a jackpot (step S1502: YES), the game control microcomputer 81 turns on the jackpot flag (step S1503) and proceeds to step S1506. On the other hand, if it is judged not to be a jackpot (step S1502: NO), the game control microcomputer 81 proceeds to step S1504.

[0137] In step S1504, the game control microcomputer 81 judges whether or not it is a small win. If it is judged to be a small win (step S1504: YES), the small win flag is turned ON (step S1505) and the process proceeds to step S1506. On the other hand, if it is judged not to be a small win (step S1504: NO), the win judgment process is terminated.

[0138] [Special design confirmation process] FIG. 15 is a flowchart of the special symbol determination process (FIG. 12: step S1306).

[0139] In the special symbol determination process, the game control microcomputer 81 first determines whether the stop time of the special symbol has ended (step S1800). If the stop time has not elapsed (step S1800: NO), the special symbol determination process ends. On the other hand, if the stop time has elapsed (step S1800: YES), the game control microcomputer 81 determines whether the big win flag is ON (step S1822).

[0140] When the jackpot flag is ON (step S1822: YES), the game control microcomputer 81 sets the opening pattern of the jackpot opening according to the type of jackpot won (step S1823). Specifically, the game control microcomputer 81 refers to the jackpot opening pattern determination table, determines the opening pattern of the jackpot opening from the special stop pattern data, and sets the determined opening pattern. In addition, together with the setting of the opening pattern of the jackpot opening, the round counter value is set to the number of rounds according to the type of jackpot won. The round counter counts the number of unit opening games (round games) executed during the jackpot game.

[0141] After the opening pattern is set, if the time-saving flag is ON (step S1824: YES), the game control microcomputer 81 switches it to OFF (step S1825). This results in a non-time-saving state during execution of the type 1 jackpot game. After that, in order to start the type 1 jackpot game, an opening command for the type 1 jackpot game is set (step S1826), and the opening of the jackpot game is started. After that, the special operation status is set to "4" (step S1827), and the special symbol determination process is terminated. By setting the special operation status to "4", the process shifts to the special electric device process (jackpot) (Fig. 18).

[0142] In step S1822, if the big win flag is OFF (step S1822: NO), the game control microcomputer 81 judges whether the small win flag is ON or not (step S1830). If the small win flag is ON (step S1830: YES), the game control microcomputer 81 sets the opening pattern of the big win opening according to the type of the small win that has been won (step S1831). Specifically, the game control microcomputer 81, like the above-mentioned step S1823, refers to the big win opening opening pattern judgment table, determines the opening pattern of the big win opening from the special chart stop pattern data, and sets the determined opening pattern. In addition, together with the setting of the opening pattern of the big win opening, the value of the round counter is set to the number of rounds according to the type of the small win that has been won.

[0143] After the opening pattern is set, the game control microcomputer 81 switches the V opening / closing member operation flag to ON (step S1832). The V opening / closing member operation flag is a flag indicating that it is a period in which the V opening / closing member 71 is operated. When the V opening / closing member operation flag is ON, the V opening / closing member 71 is operated in a predetermined operation pattern. After that, in order to start the small win game, a small win opening command is set (step S1833), and the opening of the small win game is started. After that, the special chart 1 operation status is set to "5" (step S1835), and this process is completed. By setting the special chart 1 operation status to "5", the process transitions to the special electric device processing (small win) (Figure 20).

[0144] In step S1830, if the small win flag is OFF (step S1830: NO), the game control microcomputer 81 sets the special operation status to 1 (step S1842), and ends the special symbol determination process.

[0145] [Game status management process] FIG. 16 is a flow chart of the game state management process (FIG. 17: step S543). The game control microcomputer 81 first judges whether the time-saving flag is ON or not (step S1811). If the time-saving flag is OFF (step S1811: NO), that is, in the non-time-saving state, the process skips to step S1815. If the time-saving flag is ON (step S1811: YES), that is, in the time-saving state, the game control microcomputer 81 decrements the value of the time-saving counter by 1 (step S1812). The time-saving counter counts the number of times the normal pattern is changed during the time-saving state.

[0146] The game control microcomputer 81 judges whether the value of the time-saving counter has become "0" as a result of step S1812 (step S1813). If the value of the time-saving counter is not "0" (step S1813: NO), the process skips to step S1815. If the value of the time-saving counter is "0" (step S1813: YES), the time-saving flag is switched to OFF (step S1814). This switches the game state from the time-saving state to the non-time-saving state.

[0147] In step S1815, the game control microcomputer 81 sets the game state designation command in the command set area 84a of the main RAM 84, and ends the game state management process. The game state designation command includes information about the currently set game state (whether or not it is in the time-saving state, the value of the time-saving counter, etc.).

[0148] [Special electric feature processing (jackpot)] FIG. 18 is a flow chart of the special electric device process (jackpot) (FIG. 12: step S1308). The game control microcomputer 81 first judges whether the jackpot end flag is ON or not (step S2200). The "jackpot end flag" is a flag indicating that the opening of the first big prize winning device 31 based on the opening pattern has all ended in the currently executed jackpot game. If the jackpot end flag is ON (step S2200: YES), the process proceeds to step S2230. If the jackpot end flag is OFF (step S2200: NO), the game control microcomputer 81 judges whether the first big prize winning port 30 is open or not (step S2202). If it is open (step S2202: YES), the process proceeds to step S2210.

[0149] If the first large prize opening 30 is not open (step S2202: NO), the game control microcomputer 81 judges whether it is time (timing) to open the first large prize opening 30 (step S2203). The time (timing) to open the first large prize opening 30 includes, for example, when the opening time of the large prize game has passed and it is time to start opening in the first round game, and when the interval time (closing time) until the first large prize opening 30 that was temporarily closed after opening has passed and it is time to start opening again. If it is not time (timing) to open the first large prize opening 30 (step S2203: NO), the process proceeds to step S2220.

[0150] If it is time (timing) to open the first large prize opening 30 (step S2203: YES), the game control microcomputer 81 executes the large prize opening opening process (step S2207). In the large prize opening opening process, the game control microcomputer 81 opens the first large prize opening 30 according to an opening pattern corresponding to the winning type (large prize type or small prize type). After the large prize opening opening process, the game control microcomputer 81 sets a round designation command (step S2208). The round designation command includes information regarding the number of rounds of the special game (small prize game and large prize game) being executed, and the game control microcomputer 81 sets the round designation command in the command set area 84a of the main RAM 84. This makes it possible to notify the sub-control board 90 of the number of rounds of the special game. In this embodiment, the first large prize opening 30 is not opened multiple times during one round game. However, in another embodiment, when the first large prize opening 30 is opened multiple times during one round of play, the game control microcomputer 81 may determine whether the opening of the first large prize opening 30 is the first opening in one round or not, and set the round designation command only if it is the first opening. After setting the round designation command, this process ends.

[0151] In the above-mentioned step S2202, if the first large prize opening 30 is open (step S2202: YES), the game control microcomputer 81 judges whether or not the closing condition of the first large prize opening 30 is satisfied (step S2210). The closing condition here is that either the number of winnings in the first large prize opening 30 in the round game has reached a prescribed maximum number of winnings (e.g., 9 winnings per round) or the time to close the first large prize opening 30 has arrived (i.e., a predetermined opening time (e.g., 29.5 seconds) has elapsed since the first large prize opening 30 was opened) is satisfied. If the closing condition of the first large prize opening 30 is not satisfied (step S2210: NO), the game control microcomputer 81 ends the special electric device processing (big win). On the other hand, if the condition for closing the first large prize opening 30 is met (step S2210: YES), the game control microcomputer 81 closes (blocks) the first large prize opening 30 (step S2211) and ends the special electric device processing (large win).

[0152] In the above-mentioned step S2203, if it is not the time (timing) to open the first large prize opening 30, the game control microcomputer 81 judges whether the round play has ended (step S2220). Here, one round ends after a predetermined time (for example, 2 seconds) has elapsed since the first large prize opening 30 was closed. As described above, this is because the time (interval time) for closing the first large prize opening 30 between round games is included in the open round game before the closing. The game control microcomputer 81 judges whether the round play has ended depending on whether a predetermined interval time has elapsed since the first large prize opening 30 was closed. If the round play has not ended (step S2220: NO), the game control microcomputer 81 ends the special electric device processing (jackpot).

[0153] If the round play is over (step S2220: YES), the game control microcomputer 81 decrements the round counter value by 1 (step S2221) and judges whether the round counter value has become "0" (step S2226). If the round counter value is not "0" (step S2226: NO), that is, if the specified number of rounds has not been played yet, the special electric device processing (jackpot) is terminated. On the other hand, if the round counter value is "0" (step S2226: YES), as a jackpot end processing for ending the jackpot game, an ending command for the jackpot game is set in the command set area 84a of the main RAM 84 (step S2227), a jackpot end flag is set to ON (step S2228), and the special electric device processing (jackpot) is terminated. The ending command includes information regarding the special symbol stop pattern data.

[0154] In the above-mentioned step S2200, if the big win end flag is ON (step S2200: YES), the control microcomputer 81 judges whether the ending time of the big win has elapsed (step S2230). If the ending time has not elapsed (step S2230: NO), the game control microcomputer 81 ends the special electric device processing (big win). On the other hand, if the ending time has elapsed (step S2230: YES), the game control microcomputer 81 turns off the big win end flag (step S2231) and turns off the big win flag (step S2232). Next, the game control microcomputer 81 sets the special operation status to "1" (step S2233), executes the game state setting process (step S2234) described later, and ends this process. The game state setting process (FIG. 19) is a process for setting the game state (time-saving state) after a big win and setting the time-saving counter to 1 as the initial value (time-saving count) regardless of the type of win.

[0155] [Game status setting process] Fig. 19 is a flow chart of the game status setting process (Fig. 18: step S2234). The game control microcomputer 81 turns on the time-saving flag (step S2301), sets the time-saving counter to 100 (step S2303), sets a game status designation command (step S2304), and ends the game status setting process. The game status designation command includes information about the currently set game status (such as the value of the time-saving counter).

[0156] [Special electric feature processing (small win)] FIG. 20 is a flowchart of the special electric accessory process (small win) (FIG. 12: step S1309).

[0157] The game control microcomputer 81 judges whether the closing condition of the first large prize opening 30 is satisfied (step S1601). The closing condition is satisfied when either a specified number (9 balls) of game balls enter the game opening or the opening time (for example, 1.5 seconds (5 x 0.3 seconds)) has elapsed. If it is judged that the closing condition of the first large prize opening 30 is satisfied (step S1601: YES), the first large prize opening 30 is closed (step S1602) and the process proceeds to step S1604. On the other hand, if it is judged that the closing condition of the first large prize opening 30 is not satisfied (step S1601: NO), the first large prize opening 30 is opened (step S1603) and the process proceeds to step S1604. Note that if the first large prize opening 30 is already open, it is kept open.

[0158] In step S1604, the game control microcomputer 81 judges whether or not game balls have been discharged from the first large prize winning device 31. This judgement is to judge whether or not all game balls judged to have won by the first large prize winning opening sensor 30a have been discharged. This process is a process to judge whether or not all game balls that have won in the first large prize winning opening 30 have been discharged from the first large prize winning device 31 based on a signal from the first large prize winning device discharge sensor 31a. If it is judged here that all game balls have been discharged (step S1604: YES), the process proceeds to step S1605. On the other hand, while there are game balls that have not been discharged (step S1604: NO), the special electric device process (small win) is terminated without executing the subsequent process.

[0159] In step S1605, the game control microcomputer 81 judges whether the game ball has passed through the V region 39. This judgment is made by whether the V flag in the flag set region 84b of the main RAM 84 is ON. If it is judged that the game ball has passed through the V region (step S1605: YES), a V passing command and a big win opening command are set, the special operation status is set to "4" (step S1606), and the special electric device processing (small win) is terminated. On the other hand, if it is judged that the game ball has not passed through the V region (step S1605: NO), the operation status is set to "1" (step S1607), and the special electric device processing (small win) is terminated.

[0160] [Sub-control main processing] 21 is a flow chart showing the sub-control main processing. When the power supply of the gaming machine 1 is turned on, the performance control microcomputer 91 reads out a program for executing the sub-control main processing from the sub ROM 93. In the sub-control main processing, the performance control microcomputer 91 first performs an initialization processing (step S4000). In the initialization processing, for example, the sub CPU 92 is set, and various flags, statuses, counters, etc. are reset. The initial value of the flag is "0" or "OFF", the initial value of the status is "1", and the initial value of the counter is "0". Note that the initialization processing is executed only once after the power supply is turned on, and is not executed thereafter.

[0161] After the initialization process, the performance control microcomputer 91 prohibits interrupts from the interrupt process (step S4001) and performs a random number update process (step S4002). In this random number update process, the performance control microcomputer 91 updates the random number counter value shown in FIG. 6(B) by incrementing it by 1. When each random number counter value reaches a set upper limit value, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, the random number value may be incremented by 2 or more instead of incrementing by 1. Each random number may be a so-called hardware random number.

[0162] After the random number update process, the performance control microcomputer 91 permits the interruption of the interrupt process (step S4003). While the interrupt is permitted, it becomes possible to execute the sub-side timer interrupt process (step S4004). The sub-side timer interrupt process is executed based on an interrupt pulse repeatedly input to the sub-CPU 92 at a predetermined cycle. In other words, the sub-side timer interrupt process is executed at every predetermined cycle. Then, the random number update process is repeatedly executed between the end of the sub-side timer interrupt process and the start of the next sub-side timer interrupt process.

[0163] [Sub-side timer interrupt processing] FIG. 22 is a flow chart of the sub-side timer interrupt process (FIG. 16: step S4004). The performance control microcomputer 91 first performs a received command analysis process (step S4100). The received command analysis process will be described later in detail. After the received command analysis process, the performance control microcomputer 91 performs a variable performance process (step S4110). The variable performance process will be described later. After the variable performance process, the performance control microcomputer 91 performs a switch process (step S4120). After the switch process, the performance control microcomputer 91 performs a command transmission process (step S4130). In the command transmission process, the performance control microcomputer 91 transmits various commands set in the performance command set area 94b (output buffer) of the sub-RAM 94 by the received command analysis process, etc., to the image control board 100, the sound control board 106, the lamp control board 107, and the relay board 108. The image control board 100, which has received the various commands, uses the image display device 7 to execute a display effect according to the received commands. The audio control board 106, which has received the various commands, also executes an audio effect of outputting audio from the speaker 67 according to the received commands. The lamp control board 107, which has received the various commands, executes a lamp effect of controlling the illumination of the panel lamp 5 and frame lamp 66 according to the received commands. After the command transmission process, the performance control microcomputer 91 executes other processes (step S4140) and ends this process. Other processes include random number update processing.

[0164] [Received command analysis process] Fig. 23 is a flowchart of the received command analysis process (Fig. 22: step S4100). The performance control microcomputer 91 first determines whether or not a pre-determination command has been received from the main control board 80 (step S4180). If a pre-determination command has been received (step S4180: YES), a look-ahead process is performed (step S4190). In the look-ahead process, information contained in the pre-determination command (determination result) is stored in the determination result storage area 94d of the sub-RAM 94. On the other hand, if a pre-determination command has not been received (step S4180: NO), the above-mentioned look-ahead performance determination process is skipped.

[0165] Next, the performance control microcomputer 91 judges whether or not a reserved ball number command has been received from the main control board 80 (step S4200). If it has been received (step S4200: YES), a reserved display process is performed (step S4210). In the reserved display process, the values ​​of the first special pattern reserved performance counter, the second special pattern reserved performance counter, and the normal pattern reserved performance counter provided in the counter set area 94c of the sub-RAM 94 are updated based on the information on the number of reserved balls of the special pattern 1, the number of reserved balls of the special pattern 2, and the number of reserved balls of the normal pattern included in the reserved ball number command. This allows the information on the number of reserved balls to be held not only on the main control board 80 side but also on the sub-control board 90 side. In addition, the performance control microcomputer 91 updates the reserved images 9A and 9B displayed on the display screen 7a based on the values ​​of the first special pattern reserved performance counter, the second special pattern reserved performance counter, and the normal pattern reserved performance counter. On the other hand, if the reserved ball count command has not been received (step S4200: NO), the reserved ball display process described above is skipped.

[0166] Next, the performance control microcomputer 91 determines whether or not a fluctuation start command has been received from the main control board 80 (step S4220). If a fluctuation start command has been received (step S4220: YES), a fluctuation performance start process is performed (step S4230). The "fluctuation performance start process" is a process for selecting a fluctuation performance pattern (contents) to be executed during the fluctuation of the special symbol. The details of the fluctuation performance start process will be described later. On the other hand, if a fluctuation start command has not been received (step S4220: NO), the above-mentioned fluctuation performance start process is skipped.

[0167] Next, the performance control microcomputer 91 judges whether or not a change stop command has been received from the main control board 80 (step S4240). If it has been received (step S4240: YES), a change performance end process is performed (step S4250). The "change performance end process" is a process for stopping the change performance executed during the change of the special pattern. In the change performance end process, the performance control microcomputer 91 sets a counter based on the analysis result of the change stop command, and sets a change performance end command for ending the change performance. As a result, the performance pattern corresponding to the special pattern 1 or special pattern 2 that is changing is stopped and displayed. If the change stop command has not been received (step S4240: NO), the change performance end process described above is skipped.

[0168] Next, the performance control microcomputer 91 judges whether or not a win-related command has been received from the main control board 80 (step S4260). The win-related commands include a big win opening command, a round designation command, an ending command, a small win opening command, a round designation command, and an ending command. If a win-related command has been received (step S4260: YES), a win-related performance pattern determination process corresponding to each command is performed (step S4270). For example, if a big win opening command has been received, a performance pattern of an opening performance preset in accordance with the big win type is selected, and an opening performance start command for starting the selected opening performance is set in the performance command set area 94b of the sub-RAM 94. When the opening performance start command set in the performance command set area 94b is transmitted to the image control board 100 in the command transmission process (step S4130 in FIG. 22), the image control board 100 reads out a predetermined opening performance image and displays it on the display screen 7a of the image display device 7. The same applies to other commands. On the other hand, if not received (step S4260: NO), the process skips step S4270. Next, the performance control microcomputer 91 executes other processing (step S4280) and terminates the received command analysis processing.

[0169] [Variable performance start processing] FIG. 24 is a flow chart of the variable performance start process (FIG. 23: step S4230). The performance control microcomputer 91 first analyzes the variable start command (step S4401). Here, the performance control microcomputer 91 sets information on the special symbol stop pattern data included in the variable start command and information on the variable pattern in the sub-RAM 94. The set information includes game status information indicating the current game status, and pattern information indicating the pattern as the judgment result of the hit judgment process of special symbol 1 or special symbol 2. The game status information and pattern information acquired here can be referred to by the performance control microcomputer 91 as appropriate.

[0170] Next, the performance control microcomputer 91 performs a core performance pattern determination process (step S4402). The core performance pattern determination process is a process for determining the basic configuration of the variable performance using a performance pattern table. The basic configuration of the variable performance includes, for example, the display and switching of background images on the image display device 7, the display and movement of predetermined characters, the output of melodies and sound effects using the speaker 67, and the lighting control of lamps. The variable performance is completed by superimposing additional performances such as chance-up performances on this core performance.

[0171] The performance control microcomputer 91 determines the basic performance pattern by referring to the performance pattern table stored in the sub-ROM 93. After determining the basic performance pattern, the performance control microcomputer 91 performs chance-up performance pattern determination processing (step S4403). The chance-up performance pattern determination processing is processing for determining additional performance to be superimposed on the variable performance. The performance control microcomputer 91 acquires the value of the chance-up random number counter, and determines the chance-up performance pattern by referring to the acquired random number value and the chance-up performance pattern determination table stored in the sub-ROM 93. After determining the chance-up performance pattern, the performance control microcomputer 91 may further determine a combination of performance patterns 8L, 8C, 8R to be stopped and displayed by referring to the random number value and the stop pattern pattern determination table.

[0172] The performance control microcomputer 91 sets a variable performance start command in the performance command set area 94b (output buffer) of the sub-RAM 94 so that a variable performance based on the variable performance pattern determined in the above steps S4401 to S4403 is realized (step S4404). When the variable performance start command set in the performance command set area 94b of the sub-RAM 94 is transmitted to the image control board 100 in the command transmission process (FIG. 22: step S4130), the image control board 100 reads out the variable performance image and displays it on the display screen 7a of the image display device 7.

[0173] Next, the performance control microcomputer 91 sets the variable performance timer (step S4405) and ends the variable performance start process. The variable performance timer is set with a variable time according to the variable pattern included in the variable start command.

[0174] 8. Flow of the game in the gaming machine 1 of this embodiment Below, we will show examples of the flow of the game and the display in this state in the gaming machine 1 of this embodiment. Here, we will explain examples of the presentation, as well as the flow of the normal winning, the flow of the big winning, and the game characteristics of the gaming machine 1 of this embodiment.

[0175] [Game Flow] FIG. 26 is a diagram for explaining the game flow. FIG. 26(A) is a non-time-saving state (normal state, jackpot game state), and FIG. 26(B) is a time-saving state. The non-time-saving state (FIG. 26(A)) includes the normal state (FIG. 26(A1)) and the jackpot game state (FIG. 26(A2)). In the normal state (FIG. 26(A1)), a left hit is made to enter the game ball into the first starting hole 20, causing the first special pattern (special pattern 1) to change. The lottery results for special pattern 1 include "miss" and "jackpot" (FIG. 6). When the lottery result for special pattern 1 is "jackpot," the type of jackpot is "10R type 1 jackpot (time-saving normal pattern change 100 times)" (FIG. 7). If the result of the lottery on Special Chart 1 is a jackpot, the game enters a jackpot game state (Figure 26(A2)), and after the jackpot game is played by hitting the right button, the game transitions to a time-saving state (Figure 26(B)).

[0176] In the time-saving state (Figure 26 (B)), a right hit is made to pass the game ball through gate 28, causing the normal symbol (normal symbol) to change. The normal symbol change is displayed on display 40, and when the change time has elapsed, the normal symbol corresponding to the lottery result is displayed as a confirmed result, and the lottery result is notified to the player. The time-saving state continues until the normal symbol changes 100 times (or until the operation of electric chute 28 ends if the lottery result of the 100th normal symbol change is a win), or until a jackpot is played.

[0177] The results of the normal drawing are either a "lose" or a "win" (Fig. 25(A)). In the case of a "lose" and the normal drawing has changed 100 times, the display 40 displays the normal losing pattern, and the game moves to the normal state (Fig. 26(A1)). In the case of a "win", the display 40 displays the normal winning pattern, and the electric chute 28 opens. When the electric chute 28 opens in the time-saving state, it opens for 5.8 seconds (Fig. 25(C)). By opening the electric chute 28, a game ball can be placed in the second starting hole 21. In this embodiment, the specified number of winning balls on the electric chute 22 is one, so when the electric chute 22 opens and one ball enters the second starting hole 21, the electric chute 22 closes. Therefore, in the time-saving state, when the normal symbol is hit once, the electric chute 22 opens, one game ball enters the second starting hole 21, and the special symbol 2 changes once.

[0178] The results of the lottery on Special Chart 2 include "jackpot", "small win" and "miss" (Figure 6). If the result of the lottery on Special Chart 2 is "jackpot", the type of jackpot is "10R type 1 jackpot (100 times of time-saving normal chart fluctuation)". If the result of the lottery on Special Chart 2 is "small win", the jackpot becomes a jackpot by passing through V area 39 during small win play, and in that case the type of jackpot is "10R type 2 jackpot (100 times of time-saving normal chart fluctuation)". If the result of the lottery on Special Chart 2 is "jackpot" or if the result of the lottery on Special Chart 2 is "small win", after playing a jackpot, the time-saving state will continue again until the normal chart fluctuation has changed 100 times or until a jackpot game is played. If the result of the lottery for Special Chart 2 is a "miss," and the number of fluctuations in the regular chart has reached 100, the state will transition to the normal state (Figure 26 (A1)).

[0179] [General map change] Figure 27 is a time chart for explaining the normal pattern variation. The normal pattern variation time is determined by the normal pattern variation pattern judgment table (Figure 25 (B)) based on the state when the variation starts (non-time-saving state or time-saving state) and the lottery result of the normal pattern variation (whether it is a win or a miss).

[0180] "Normal map change miss 1" is a time chart when the lottery result is a miss in the normal state (non-time-saving state). In this case, a change of 2 seconds (T21 in the figure) occurs (Figure 25(B)). "Normal map change miss 2" is a time chart when the lottery result is a miss in the jackpot game state (non-time-saving state). In this case, a change of 2 seconds (T21 in the figure) occurs (Figure 25(B)). "Normal map change miss 3" is a time chart when the lottery result is a miss in the time-saving state. In this case, a change of 1 second (T22 in the figure) occurs (Figure 25(B)). "Normal map change hit 1" is a time chart when the lottery result is a hit in the normal state (non-time-saving state). In this case, a change of 150 seconds (T11 in the figure) occurs (Figure 25(B)). "Normal Map Change Win 2" is a time chart when the lottery result is a win in the jackpot game state (non-time-saving state). In this case, a change of 150 seconds (T11 in the figure) is made (Figure 25(B)). "Normal Map Change Win 3" is a time chart when the lottery result is a win in the time-saving state. In this case, a change of 1 second (T12 in the figure) is made (Figure 25(B)).

[0181] In "Regular map change, miss 1" and "Regular map change, miss 2," the display 40 shows a change in the regular pattern, and after two seconds the losing regular pattern is confirmed and displayed. In "Regular map change, miss 3," the display 40 shows a change in the regular pattern, and after one second the losing regular pattern is confirmed and displayed. In "Regular map change, win 1" and "Regular map change, win 2," the display 40 shows a change in the regular pattern, and after 150 seconds the winning regular pattern is confirmed and displayed. In "Regular map change, win 3," the display 40 shows a change in the regular pattern, and after one second the losing regular pattern is confirmed and displayed.

[0182] In addition, the time for the normal map change is 150 seconds if the lottery result is a win, but this 150-second setting is a time setting for the normal map change to end after the jackpot game ends if the normal map change starts during the jackpot game (non-time-saving state). In other words, it is a time setting for the normal map change that starts during the jackpot game (non-time-saving state) to end during the time-saving state after the jackpot game. Therefore, the time for the normal map change is set to be longer than the time it takes to play the jackpot game.

[0183] In this embodiment, all jackpots have 10R, the jackpot opening time is 10 seconds, the average consumption time of 1R is 10 seconds, the interval time between rounds is 2 seconds, and the jackpot ending time is 10 seconds. Therefore, the average consumption time of the jackpot is 140 seconds (10 seconds + 10 seconds x 10 + 2 seconds x 10 + 10 seconds), and the fluctuation time of the normal map fluctuation (150 seconds) is set to a time longer than the average consumption time of this jackpot game (140 seconds). As a result, if the player does not stop firing during the jackpot game, in the non-time-saving state, the normal map fluctuation of the win (150 seconds) will fluctuate longer than the execution time of the jackpot game (140 seconds). Note that the time of the jackpot opening time, etc. may be other times. In that case, the fluctuation time of the normal map fluctuation may be longer than the consumption time of the jackpot game.

[0184] [Electric chute open] Figure 28 is a time chart to explain the opening of the electric chute. The electric chute opening time is determined by the state (non-time-saving state or time-saving state) when the winning fluctuation ends (after the fixed stop) according to the electric chute opening pattern judgment table (Figure 25 (C)). The electric chute opening time is determined by the state when the winning fluctuation ends, not the state when the fluctuation started.

[0185] "Electric chute opening 1" is a time chart when the winning fluctuation of the regular map fluctuation ends in the normal state (non-time-saving state). In this case, the chute opens for 0.2 seconds (T31 in the figure) (Figure 25(C)). "Electric chute opening 2" is a time chart when the winning fluctuation of the regular map fluctuation ends in the jackpot game state (non-time-saving state). In this case, the chute opens for 0.2 seconds (T31 in the figure) (Figure 25(C)). "Electric chute opening 3" is a time chart when the winning fluctuation of the regular map fluctuation ends in the time-saving state. In this case, the chute opens for 5.8 seconds (T32 in the figure) (Figure 25(C)).

[0186] [Normal map change and electric chute opening] FIG. 29 is a time chart for explaining the normal pattern change and the opening of the electric chute. In "normal pattern change 1," four normal pattern changes occur during a jackpot game (non-time-saving state). In "electric chute opening 1," the electric chute opens during time-saving state. The first to third normal pattern changes are misses, and the display 40 displays a normal pattern change and the miss normal pattern is confirmed and displayed three times. The fourth normal pattern change is a win, so the display 40 displays a normal pattern change and the win normal pattern is confirmed and displayed. The electric chute opens because the fourth normal pattern change is a win. The fourth normal pattern change takes 150 seconds (T11 in the figure) to change (FIG. 25(B)). As mentioned above, the jackpot game takes 140 seconds, which is shorter than the normal map change time (150 seconds), so the fourth normal map change ends after the jackpot game ends, that is, after the time-saving state is entered. The electric chute opens after the time-saving state is entered, and since it is in the time-saving state, the opening time is 5.8 seconds (T32 in the figure, Figure 25 (C)). This electric chute opening allows the game ball to enter, and the special map 2 changes.

[0187] In "normal map change 2," it is assumed that the time for the normal map's winning change is short and ends during a jackpot game (non-time-saving state). In "electric chute opening 2," the opening occurs during a jackpot game because the normal map change is a winning one. Since the normal map change ends during a jackpot game and it is in a non-time-saving state, the opening time is 0.2 seconds (T31 in the figure, Figure 25(C)). With this electric chute opening, it is not possible to get the game ball to enter the chute, and so the special map 2 does not change.

[0188] [Example 1] 30 is a diagram for explaining the performance example 1. In the performance example 1, the big win game ends, the normal game changes after that, the electric chute 22 opens, the game ball enters the second starting hole 21, and the special game 2 changes.

[0189] FIG. 30(A) shows the state where the jackpot game has ended. The caption "Jackpot Ended" OST, which indicates the ending of the jackpot game, is displayed on the display screen 7a. Also, the display HZH, which indicates the variation of the normal symbols, is displayed frozen in the upper right corner of the display screen 7a, and here, "X" is displayed frozen, indicating that the lottery result of the normal symbols was a miss. The variation of the normal symbols is performed regardless of whether or not the game is a jackpot game. During the jackpot game, the game state is not in the time-saving state, and if the variation of the normal symbols is a miss, the variation time is 2 seconds (FIG. 25(B)), so if it does not result in a win, the normal symbols will vary multiple times.

[0190] FIG. 30(B) shows a state where the game has moved from the big win game state to the time-saving state. In this embodiment, the game is in the time-saving state until the normal symbol changes 100 times in all big wins. The decorative symbols 8L, 8C, and 8R are stopped on the display screen 7a. The decorative symbols 8L, 8C, and 8R are a set of symbols including the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R, and the variable display of the set of symbols represents the variable display of the special symbol (special symbol change), and the stop display of the set of symbols notifies the result of the special symbol lottery. The special symbol here is the second special symbol. In this example, the second special symbol is not reserved at the time the big win game is finished, so the decorative symbols 8L, 8C, and 8R are stopped. If the second special symbol is reserved, the second special symbol changes immediately after the game moves from the big win game state to the time-saving state. At the top of the display screen 7a, the text caption "100 chances" NKT is displayed, indicating that the time-saving state will continue until 100 changes in the normal symbol have occurred. This value decreases each time a change in the normal symbol occurs. Also, at the top right of the display screen 7a, the display HZH, which indicates the change in the normal symbol, is displayed frozen. Since no game ball has passed through gate 28 since the end of the previous normal symbol change, "X" is still displayed from Figure 30(A), and the normal symbol has not changed.

[0191] FIG. 30(C) shows the state in which the normal map change is taking place. The game ball has passed through gate 28, and so the normal map change has begun. Here, because the game state is in the time-saving state, the change time is one second whether the result of the normal map change lottery is a win or a loss (FIG. 25(B)). The change stops after one second. Note that the "↓" in the figure indicates that the normal map change is taking place. The actual display performance is a rapid alternation of "◯" and "×". In FIG. 30(C), because the normal map change has taken place, the text caption "100 chances" NKT has changed to the text caption "99 chances" NKT, indicating that there are 99 normal map changes remaining until the time-saving period ends.

[0192] FIG. 30(D) shows a state in which the result of the lottery for the normal symbol variation is a miss. In the upper right corner of the display screen 7a, the display HZH, which indicates the variation of the normal symbol, is frozen at "X", indicating that the lottery result for the normal symbol was a miss. This display indicating that the lottery result for the normal symbol was a miss is displayed for 0.1 seconds. After that, every time a game ball passes through the gate 28, a lottery for the normal symbol is held and the normal symbol variation is performed. Each time a normal symbol variation is performed, the value of the text caption "99 chances" NKT decreases. Note that here, the lottery is performed by referring to the "random number value for winning the normal symbol" in the time-saving state (FIG. 25(A)).

[0193] Figure 30(E) shows the state where the result of the lottery for the normal symbol variation is a win. In the upper right corner of the display screen 7a, the display HZH, which indicates the variation of the normal symbol, is frozen at "◯", indicating that the lottery result for the normal symbol was a win. This display indicating that the lottery result for the normal symbol was a win is displayed for 0.1 seconds. Since the time of Figure 30(D), the normal symbol variation has occurred several times, so the value of the text caption NKT has decreased to 35.

[0194] FIG. 30(F) shows a state in which an instruction is given to put a game ball into the second start hole 21 so that the electric chute 22 will open. The text caption "Aim for the electric chute! ⇒" DCT is displayed on the display screen 7a. The result of the lottery for the normal pattern change is a win, so the electric chute 22 opens. Here, the game state is in the time-saving state, so the electric chute 22 opens for 5.8 seconds (FIG. 25(C)). In time with the electric chute 22 opening, an instruction is given to the player to hit the right to put a game ball into the second start hole 21. The specified number of winning balls for the electric chute 22 is one, so when one game ball enters the second start hole 21, the electric chute 22 closes. When the game ball enters the second start hole 21, a second special pattern is drawn and changes.

[0195] Figure 30(G) shows the state in which the second special symbol is changing. As the game ball has entered the second starting hole 21, the second special symbol is drawn and changing. The decorative symbols 8L, 8C, and 8R are displayed in a high-speed changing manner. Figures 30(H) and (I) show the case in which the second special symbol is a miss, and Figures 30(J) and (K) show the case in which the second special symbol is a win.

[0196] In Figure 30(H), the second special symbol is stopped as a losing symbol. The result of the drawing for the second special symbol is a losing symbol, and the left decorative symbol 8L is stopped to show "1", the center decorative symbol 8C is stopped to show "2", and the right decorative symbol 8R is stopped to show "3", showing the losing numbers. This shows that the drawing for the second special symbol was a losing symbol.

[0197] FIG. 30(I) shows the state in which the normal pattern change is taking place. The game ball has passed through the gate 28, and the normal pattern change has begun. The display HZH on the display screen 7a, which indicates the change in the normal pattern, is displayed changing (in the figure, "↓"). As the normal pattern change has begun, the value of the text caption "35 chances" NKT has decreased to 34.

[0198] FIG. 30(J) shows the state where the second special symbol is a winning symbol and has been confirmed as a winning symbol. The result of the drawing for the second special symbol is a winning symbol, and the left decorative symbol 8L is stopped to show a "3", the center decorative symbol 8C is stopped to show a "3", and the right decorative symbol 8R is stopped to show a "3", which is a set of three, and is a winning number. This indicates that the drawing for the second special symbol was a jackpot. Since the drawing for the second special symbol is a jackpot, the jackpot game begins.

[0199] FIG. 30(K) shows a state where the jackpot game has started. The lottery result for the second special symbol is a win, so the jackpot game has started. The caption "Jackpot Start" OKT, which indicates the opening of the jackpot game, is displayed on the display screen 7a. Note that, although it has been stated here that the lottery result for the second special symbol is a jackpot and the jackpot game starts, there are also cases where the lottery result for the second special symbol is a small win, and the small win game starts before the jackpot game starts. In that case, the caption may be "Small win start" or "Jackpot start".

[0200] [Example 2] 31 is a diagram for explaining the performance example 2. In the performance example 2, the winning variation of the normal map changes during the big win game, and after the big win game ends, the winning variation of the normal map is determined and stopped in the time-saving state, and the electric chute 22 is opened in the time-saving state.

[0201] FIG. 31(A) shows a state in which the normal pattern variation is changing during a jackpot game. During a jackpot game, "1R" is displayed as the round display RT in the upper left of the display screen 7a, indicating that it is one round. In addition, the ally character CRA is displayed on the display screen 7a as a presentation during a jackpot game. In addition, the display HZH, which indicates the variation of the normal pattern, is displayed and changed in the upper right of the display screen 7a (shown as "↓" in the figure). The variation time of the normal pattern variation during a jackpot game is 2 seconds in the case of a loss, since the game state is not in the time-saving state (FIG. 25(B)). The normal pattern variation stops and is confirmed 2 seconds after it starts to vary.

[0202] FIG. 31(B) shows a state in which the fluctuation of the normal symbol is fixed and stopped during a jackpot game. The display HZH, which indicates the fluctuation of the normal symbol, is displayed frozen in the upper right corner of the display screen 7a, and is fixed and stopped with an "X". This indicates that the lottery result for the normal symbol was a miss. This display indicating that the lottery result for the normal symbol was a miss is displayed for 0.1 seconds. Even during a jackpot game, the normal symbol changes every time the game ball passes through the gate 28.

[0203] FIG. 31(C) shows a state in which the winning normal pattern variation is fluctuating during a jackpot game. In the upper left corner of the display screen 7a, "5R" is displayed as the round display RT, indicating that there are 5 rounds. In addition, the display screen 7a displays an enemy character CRB as a performance during a jackpot game. In addition, in the upper right corner of the display screen 7a, the display HZH, which indicates the variation of the normal pattern, is displayed and displayed (in the figure, "↓"). The variation time of the normal pattern variation during a jackpot game is 150 seconds in the case of a win, since the game state is a non-time-saving state (FIG. 25(B)). The normal pattern variation is fixed and stopped 150 seconds after it starts to vary. In this embodiment, the consumption time of a jackpot game is 140 seconds as described above, so it is not fixed and stopped during a jackpot game.

[0204] Figure 31(D) shows the state in which the winning regular pattern is changing during the ending of the jackpot game. The caption "Jackpot Ended" OST, which indicates the ending of the jackpot game, is displayed on the display screen 7a. The display HZH, which indicates the change of the regular pattern, is displayed in a changing manner in the upper right corner of the display screen 7a, and since the change time of the regular pattern change (150 seconds) has not yet elapsed, it continues to be displayed in a changing manner from Figure 31(C) (in the figure, it is "↓").

[0205] FIG. 31(E) shows a state where the game has transitioned from the jackpot game state to the time-saving state. The display HZH, which indicates the variation of the normal symbols, is displayed in the upper right corner of the display screen 7a, and since the variation time of the normal symbols (150 seconds) has not yet elapsed, the display continues to vary from FIG. 31(C) (shown as "↓" in the figure). Also, the decorative symbols 8L, 8C, and 8R are stopped on the display screen 7a. The text caption "100 chances" NKT is displayed at the top of the display screen 7a, indicating that the time-saving state will continue until the normal symbols have varied 100 times. Note that the time-saving state will continue until the normal symbols have varied 100 times, but the variation of the normal symbols during the jackpot game will not be counted.

[0206] FIG. 31(F) shows the state where the winning regular symbol variation has been confirmed and stopped. In the upper right corner of the display screen 7a, the display HZH, which represents the variation of the regular symbol, is displayed as a stopped "◯", indicating that the lottery result of the regular symbol is a winning symbol. This display indicating that the lottery result of the regular symbol is a winning symbol is displayed for 0.1 seconds.

[0207] FIG. 31(G) shows a state in which an instruction is given to insert a game ball into the second start hole 21 so that the electric chute 22 will open. The display screen 7a displays the text caption "Aim for the electric chute! ⇒" DCT. The result of the lottery for the normal pattern change is a win, so the electric chute 22 opens. Here, the game state is in the time-saving state, so the electric chute 22 opens for 5.8 seconds (FIG. 25(C)). In time with the electric chute 22 opening, an instruction is given to the player to hit the right to insert a game ball into the second start hole 21. The specified number of winning balls for the electric chute 22 is one, so when one game ball enters the second start hole 21, the electric chute 22 closes. When a game ball enters the second start hole 21, a second special pattern is drawn and changes.

[0208] FIG. 31(H) shows the state in which the second special symbol is changing. As the game ball has entered the second starting hole 21, the second special symbol is drawn and changing. The decorative symbols 8L, 8C, and 8R are displayed in a rapid changing manner. If the result of the drawing is a big win, a big win game is played, and if the result of the drawing is a small win, a small win game is played. If a small win game is played, the game transitions to the big win game during the small win game.

[0209] 9. Examples of Effects, Modifications, and Aspects of the Present Embodiment [Example of effect] The following are examples of the effects of this embodiment.

[0210] [Effect 1] As shown in "Normal pattern change and electric chute opening" (Figure 29), the gaming machine 1 of the above embodiment is equipped with a gaming control means (gaming control microcomputer 81) capable of controlling the gaming mode (non-time-saving state (normal state, jackpot gaming state), time-saving state) and the pattern change (normal pattern change), and the gaming control means (gaming control microcomputer 81) is capable of executing control to start the pattern change in the first gaming mode (non-time-saving state (jackpot gaming state)), to continue the pattern change (normal pattern change) even after the gaming mode is switched from the first gaming mode (non-time-saving state (jackpot gaming state)) to the second gaming mode (time-saving state), and then to end the pattern change in the second gaming mode (time-saving state) to result in a winning (control to confirm and display the winning normal pattern on the display 40). According to this configuration, the variation starts during the big win game (non-time-saving state), but ends in the time-saving state, so the time for the electric chute to open refers to the time in the time-saving state, the time for the electric chute to open becomes longer, and the ball enters the second starting hole. As a result, the special chart 2 variation often results in a big win or a small win. In other words, after the big win ends, a big win or a small win often occurs. This can increase the interest.

[0211] [Effect 2] In the gaming machine 1 of the above embodiment, as shown in the "game flow" (Fig. 26), the gaming control means (gaming control microcomputer 81) switches the gaming mode to the second gaming mode (time-shortened state) when the big win game ends, and when the number of fluctuations of the pattern (normal pattern fluctuation) in the second gaming mode (time-shortened state) reaches a specific number (100 times) after the big win game ends, it switches the gaming mode to the first gaming mode (non-time-shortened state (normal state)). According to this configuration, if a big win or small win occurs in the time-shortened state a specific number of times, the time-shortened state is entered again, and if a big win or small win does not occur, the normal state is entered. This allows the player to enjoy the game of consecutive wins, which can increase the interest.

[0212] [Effect 3] In the gaming machine 1 of the above embodiment, as shown in the "normal symbol winning judgment table" (FIG. 25(A)), the gaming control means (gaming control microcomputer 81) judges whether or not the winning is won, and when it judges whether or not the winning is won, it executes control to make the winning (control to display the winning normal symbol on the display 40). The probability that the gaming control means (gaming control microcomputer 81) judges the winning is relatively low (when the normal symbol random number value is "0-2") when the gaming mode is the first gaming mode (non-time-saving state), and relatively high (when the normal symbol random number value is "0-9") when the gaming mode is the second gaming mode (time-saving state). According to this configuration, when a big win or a small win is won in the time-saving state a specific number of times, the time-saving state is entered again, and when a big win or a small win is not won, the normal state is entered. This allows the player to enjoy the game of consecutive wins, and improves the interest.

[0213] [Effect 4] In the gaming machine 1 of the above embodiment, as shown in "normal pattern variation" (FIG. 27), when the gaming mode is the first gaming mode (non-time-saving state), the gaming control means (gaming control microcomputer 81) may vary the pattern variation (normal pattern variation, 150 seconds) when it is determined that a win has occurred longer than the execution time of the jackpot game (average 140 seconds) in the case of determining that a win has occurred. According to this configuration, the variation starts during the jackpot game (non-time-saving state), but ends in the time-saving state, so the time for opening the electric chute is referenced to the time in the time-saving state, the time for opening the electric chute is extended, and the ball enters the second starting hole. As a result, the special pattern 2 variation often results in a jackpot or small win. In other words, a jackpot or small win often occurs after the jackpot ends. This can improve the interest.

[0214] [Effect 5] In the gaming machine 1 of the above embodiment, as shown in the "Game Flow" (Figure 26), the symbol variation is that of a normal symbol. With this configuration, the time-saving state ends when the number of variations of the normal symbol, not the special symbol, and the player can enjoy a new game. This can increase the interest of the player.

[0215] [Variations] A modified example of this embodiment is shown.

[0216] [Variation 1] In the above embodiment, an image representing the reservation of normal symbols is not displayed, but an image representing the reservation of normal symbols and the number of such symbols may be displayed as a reservation icon.

[0217] [Variation 2] In the above embodiment, the consumption of the second special chart reservation is executed in priority to the consumption of the first special chart reservation, but the reserved special charts may be consumed in the order in which they enter the starting hole.

[0218] [Variation 3] In the above embodiment, the time of fluctuation of the normal map fluctuation when the game is started in a non-time-saving state and the lottery result is a hit is longer than the average consumption time of the jackpot game, but the time of fluctuation of the normal map fluctuation when the game is started in a non-time-saving state and the lottery result is a hit may be longer than the average consumption time of the small win game and the jackpot game of the jackpot (two-type jackpot) that becomes a jackpot by passing through the V area 39 during the small win game. Also, instead of considering the round consumption time as an average time, the round consumption time may be considered as the maximum time (the opening time of the large prize opening when the specified number of game balls do not enter the large prize opening), and the time of fluctuation of the normal map fluctuation when the game is started in a non-time-saving state and the lottery result is a hit may be longer than the maximum consumption time of the jackpot game.

[0219] [Variation 4] In the above embodiment, a display showing the change in the normal pattern is made, as in "Presentation Example 1" (Figure 30) and "Presentation Example 2" (Figure 31), but it is not necessary to make a display showing the change in the normal pattern.

[0220] [Variation 5] In the above embodiment, as shown in the "jackpot type determination table" (FIG. 7), for all jackpots (type 1 jackpot and type 2 jackpot), the game state is in a time-saving state until 100 normal map fluctuations are consumed after the jackpot. However, for some jackpots, the game state may not transition to a time-saving state after the jackpot. Also, it may be until other normal map fluctuations are consumed, not until 100 normal map fluctuations are consumed after the jackpot. For example, the game state may be in a time-saving state until 10 normal map fluctuations are consumed after the jackpot.

[0221] [Variation 6] In the above embodiment, the specified number of winning prizes on the electric chute 22 is 1, but the specified number of winning prizes on the electric chute 22 may be a number other than 1. For example, the specified number of winning prizes on the electric chute 22 may be 9.

[0222] [Variation 7] In the above embodiment, the game mode is a state controlled by the game control microcomputer 81, and this game mode changes the probability of winning the normal game, the normal game fluctuation time, and the electric chute opening time, but the game mode may also be a state that is not controlled by the game control microcomputer 81, but is controlled by the presentation control microcomputer 91.

[0223] [Variation 8] In the above embodiment, in "Normal chart change and electric chute opening" (Figure 29), the normal chart change starts when the time-saving state is not in effect and ends when the time-saving state is in effect, but the special chart change may start when the time-saving state is not in effect and ends when the time-saving state is in effect.

[0224] [Variation 9] In the above embodiment, in the "game flow" (Figure 26), in the time-saving state, if the normal pattern changes a specified number of times (100 times), the state transitions to a non-time-saving state; however, it is also possible to transition to a non-time-saving state if the special pattern changes a specified number of times.

[0225] [Example of the situation] In the gaming machine of this embodiment, the following aspects can be realized. [Aspect 1] A gaming machine equipped with a gaming control means capable of controlling a gaming mode and a pattern change, The game control means is capable of executing a control to start a pattern variation in a first game mode, continue the pattern variation even after switching the game mode from the first game mode to a second game mode, and then end the pattern variation in the second game mode to cause a winning. A gaming machine characterized by: [Aspect 2] 2. The gaming machine according to claim 1, The game control means includes: When the big win game ends, the game mode is switched to the second game mode; When the number of times the pattern changes in the second game mode reaches a specific number after the big win game ends, the game mode is switched to the first game mode. A gaming machine characterized by: [Aspect 3] A gaming machine according to aspect 1 or aspect 2, The game control means performs a win / lose determination, and when it is determined that a win has been made as a result of the win / lose determination, executes control to cause the winning to occur; The probability that the game control means determines that a win has occurred is When the gaming mode is the first gaming mode, the betting amount is relatively low, When the game mode is the second game mode, the bet is relatively high. A gaming machine characterized by: [Aspect 4] A gaming machine according to aspect 3, The game control means may vary the symbol variation when the game mode is the first game mode, for a period longer than the execution time of the big win game. A gaming machine characterized by: [Aspect 5] A gaming machine according to aspect 4, The pattern variation is a pattern variation of a normal pattern. A gaming machine characterized by:

[0226] [Other variations] The various display effects described above may not include some of the effects, or may include effects other than those described above.

[0227] The gaming machine 1 of the above embodiment has been described as a pachinko gaming machine, but is not limited to this. For example, instead of a pachinko gaming machine, the present invention may be applied to a reel-type gaming machine such as a slot machine, an arrange ball gaming machine, or a mahjong ball gaming machine. When the gaming machine 1 is a slot machine, the gaming medium may be changed from a gaming ball to a gaming medal.

[0228] The gaming machine 1 of the above embodiment is a gaming machine equipped with a payout device for paying out balls, but is not limited to this. For example, instead of the gaming machine 1, the present invention may be applied to a gaming machine that does not have a payout device, such as a so-called enclosed gaming machine.

[0229] In addition, two or more of the above-mentioned multiple performance examples and / or modified examples may be combined. Furthermore, the gaming machine 1 may be provided with a sub-display device in addition to the image display device 7. In this case, the above-mentioned display performance may be executed on the sub-display device.

[0230] Although the present aspect has been described above based on the embodiment and modified examples, the embodiment of the above-mentioned aspect is intended to facilitate understanding of the present aspect and does not limit the present aspect. The present aspect may be modified or improved without departing from the spirit and scope of the claims, and equivalents thereof are included in the present aspect. [Explanation of symbols]

[0231] 1. Gaming machine 3. Gaming area 7...Image display device 7a…Display screen 81...Game control microcomputer 91...Performance control microcomputer

Claims

[Claim 1] A gaming machine equipped with a game control means capable of controlling the game mode and symbol variations, The game control means is capable of performing control to start the symbol variation when in the first game mode, to continue the symbol variation even after switching the game mode from the first game mode to the second game mode, and then to end the symbol variation and start the winning action in the second game mode. A gaming machine characterized by the following features.