Game machine

JP2025005337A5Pending Publication Date: 2026-06-19SANSEI 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
2026-06-19

AI Technical Summary

Technical Problem

Existing gaming machines lack innovative display effects to enhance player interest and engagement.

Method used

The gaming machine incorporates a display system capable of displaying multiple image types, including icons representing changes or suspensions, with effects such as mode transitions, coverings, and enlargements of images, along with movable accessories and light effects to create dynamic visual interactions.

Benefits of technology

Enhances player engagement and interest by providing dynamic and interactive display effects, increasing the excitement and immersion in the gaming experience.

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Abstract

To increase interest of a game.SOLUTION: A game machine having display means capable of displaying multiple types of images can execute a first performance in which the mode of a predetermined image changes from a first mode to a second mode in a situation where a predetermined image and an icon displayed in a specific mode are displayed on the display means, a second performance in which a predetermined image displayed in the second mode covers the icon displayed in the specific mode after the first performance, and a third performance in which the icon is displayed in a mode different from the specific mode after the second performance, in which one of the multiple types of images is a predetermined image and one of the multiple types of images is an icon representing the variation or reservation.SELECTED DRAWING: Figure 96
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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] BACKGROUND ART Conventionally, there is known a gaming machine that can execute a display effect using a display device when a gaming ball enters a starting hole (for example, see 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] Japanese Patent Application Laid-Open No. 2016-202930 [Patent Document 2] Japanese Patent Application Laid-Open No. 2016-198339 [Patent Document 3] Japanese Patent Application Laid-Open No. 2016-182376 Summary of the Invention [Problem to be solved by the invention]

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

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

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

[0008] [Application example 1] A gaming machine having a display means capable of displaying a plurality of types of images, one of the plurality of types of images is a predetermined image; One of the plurality of types of images is an icon representing the change or reservation, a first effect in which the predetermined image and the icon displayed in a specific manner are displayed on the display means, and the manner of the predetermined image changes from a first manner to a second manner; a second effect in which the predetermined image displayed in the second manner covers the icon displayed in the specific manner after the first effect; After the second effect, a third effect is executed in which the icon is displayed in a manner different from the specific manner. A gaming machine characterized by: [Application example 2] The gaming machine according to Application Example 1, In the first effect, the predetermined image displayed in the first manner has the same shape as the icon displayed in the specific manner. A gaming machine characterized by: [Application example 3] The gaming machine according to Application Example 1 or Application Example 2, In the third effect, after the icon is displayed without being covered by the predetermined image, the state of the icon changes from the specific state to a state different from the specific state. A gaming machine characterized by: [Application example 4] The gaming machine according to Application Example 3, In the second effect, the predetermined image displayed in a position that does not cover the icon is enlarged to cover the icon. A gaming machine characterized by: [Effects of the Invention]

[0009] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]

[0010] [Figure 1] FIG. [Figure 2] FIG. [Figure 3] 2 is a block diagram showing the electrical configuration of the main control board of the gaming machine. FIG. [Figure 4] A block diagram showing the electrical configuration of the sub-control board side of the gaming machine. [Figure 5] FIG. 2 is a diagram for explaining a main ROM and a main RAM. [Figure 6] FIG. 2 is a diagram for explaining a sub-ROM and a sub-RAM. [Figure 7] 1 is a diagram for explaining various random numbers used in gaming machines. [Figure 8] FIG. 2 is a diagram for explaining decision tables T1 to T4. [Figure 9] This is an explanatory diagram of the big win type determination table T5. [Figure 10] An explanatory diagram of the fluctuation pattern determination table T6 when the time is not reduced. [Figure 11] An explanatory diagram of the fluctuation pattern determination table T6 during time-saving mode. [Figure 12] This is an explanatory diagram of the electric chute opening pattern determination table T7. [Figure 13] 10 is an explanatory diagram of the large prize opening pattern determination table T8. FIG. [Figure 14] FIG. 10 is an explanatory diagram of a V-type opening / closing member opening pattern determination table T9. [Figure 15] 10 is a flowchart of a main control process. [Figure 16] 10 is a flowchart of a main-side timer interrupt process. [Figure 17] 10 is a flowchart of a start port sensor detection process. [Figure 18] This is a flowchart of the special diagram 2 pre-determination processing. [Figure 19] FIG. 1 is a flowchart of the preliminary judgment process. [Figure 20] 10 is a flowchart of a normal operation process. [Figure 21] 10 is a flowchart of a special action process. [Figure 22] 10 is a flowchart of a special symbol waiting process. [Figure 23] 10 is a flowchart of a jackpot determination process. [Figure 24] 10 is a first flowchart of the variation pattern selection process. [Figure 25] 10 is a second flowchart of the variation pattern selection process. [Figure 26] This is a flowchart of processing during special pattern change. [Figure 27] 10 is a flowchart of a special symbol determination process. [Figure 28] 10 is a flowchart of a game status management process. [Figure 29] 10 is a flowchart of a game state reset process. [Figure 30] 10 is a flowchart of special electric device processing. [Figure 31] 10 is a flowchart of a V-type opening / closing member operation process. [Figure 32] 10 is a flowchart of a game status setting process. [Figure 33] 10 is a flowchart of a V-area sensor detection process. [Figure 34] This is a flowchart for processing the number of reserved balls. [Figure 35] 10 is a flowchart showing a sub-control main process. [Figure 36] 10 is a flowchart of a sub-side timer interrupt process. [Figure 37] 10 is a flowchart of a received command analysis process. [Figure 38] 10 is a flowchart of a pre-reading effect determination process. [Figure 39] FIG. 10 is a diagram illustrating the configuration of a pre-determination information storage area. [Figure 40] FIG. 10 is an explanatory diagram of the look-ahead effect pattern determination table T51. [Figure 41] 10 is a flowchart of the variable effect start processing. [Figure 42] FIG. 10 is an explanatory diagram of the core performance pattern determination table T52. [Figure 43] FIG. 10 is an explanatory diagram of a chance-up effect pattern determination table T53. [Figure 44] This is a flowchart of processing during variable performance. [Figure 45] 10 is a flowchart of a display control process. [Figure 46] This is an explanatory diagram illustrating the movement pattern of the first movable prop 14. [Figure 47] An explanatory diagram illustrating the second state of the first movable prop 14. [Figure 48] An explanatory diagram illustrating the second state of the second movable accessory 15. [Figure 49] An explanatory diagram illustrating the second state of the frame movable accessory 69. [Figure 50] 10 is an explanatory diagram illustrating the display effects of the sub-display screen 64. FIG. [Figure 51] This is the first diagram to explain the result screen display presentation. [Figure 52] FIG. 2 is a second diagram for explaining the result screen display presentation. [Figure 53] FIG. 10 is a diagram for explaining the result screen mid-display effect A. [Figure 54] FIG. 10 is a diagram for explaining the result screen mid-display effect B. [Figure 55] This is a diagram to explain the firing direction suggestion image erasure performance A. [Figure 56] This is a diagram to explain the firing direction suggestion image erasure performance B. [Figure 57] FIG. 10 is a diagram illustrating a result screen mid-change effect A. [Figure 58] FIG. 10 is a diagram illustrating the result screen mid-change effect B. [Figure 59] This is a flowchart for the transition destination change presentation after a winning game. [Figure 60] This is a diagram to explain the transition destination change effect A after a winning game. [Figure 61] This is a diagram to explain the transition destination change effect B after a winning game. [Figure 62] FIG. 10 is an explanatory diagram for explaining a complete function. [Figure 63] 17 is a flowchart of other processing in FIG. 16. [Figure 64] This is a diagram to explain the performance A before the complete function is activated. [Figure 65] This is a diagram to explain the performance B before the complete function is activated. [Figure 66] FIG. 10 is a diagram illustrating a lighting illumination mode change performance A. [Figure 67] FIG. 10 is a diagram illustrating the illumination light-emitting mode change performance B. [Figure 68] 10 is a diagram for explaining the illumination light-emitting mode change performance C. FIG. [Figure 69] A block diagram showing the electrical configuration of the main control board side of a gaming machine having a game stop function. [Figure 70-1] 10 is a flowchart of the main control processing having a game stop function. [Figure 70-2] 70 is a flowchart of a power-on process (FIG. 70-1: step S001aA7). [Figure 70-3] 10 is a flowchart of a main timer interrupt process having a game stop function. [Figure 70-4] 70 is a flowchart of a power interruption monitoring process (FIG. 70-3: step S110A7). [Figure 70-5] FIG. 10 is a diagram for explaining game stop conditions. [Figure 70-6] 10 is a flowchart showing a sub-control main process having a game stop function. [Figure 70-7]10 is a flowchart of a sub-side timer interrupt process having a game stop function. [Figure 70-8] 10 is a flowchart of a received command analysis process. [Figure 71-1] FIG. 10 is a diagram for explaining game stop effect A. [Figure 71-2] This is a diagram to explain the continuation of game stop presentation A. [Figure 71-3] A diagram to explain game stop presentation B. [Figure 71-4] This is a diagram to explain continuation 1 of game stop presentation B. [Figure 71-5] This is a diagram to explain continuation 2 of game stop presentation B. [Figure 72] This is a diagram to explain the decorative pattern number corresponding image display performance A. [Figure 73] This is a diagram to explain decorative pattern number corresponding image display performance B. [Figure 74] A diagram to explain decorative pattern number corresponding image display performance C. [Figure 75] FIG. 10 is a diagram for explaining decorative pattern stop performance A. [Figure 76] FIG. 10 is a diagram for explaining decorative pattern stop performance B. [Figure 77] FIG. 10 is a diagram for explaining decorative pattern stop effect C. [Figure 78] 10A and 10B are diagrams for explaining continuous image change effects A and B. [Figure 79] 10A and 10B are diagrams for explaining continuous image change effects C and D. [Figure 80] A diagram to explain continuous image change effects E and F. [Figure 81] FIG. 10 is a diagram for explaining multiple reach pattern presentation A. [Figure 82] A diagram to explain multiple reach pattern presentation B. [Figure 83] A diagram to explain multiple reach pattern presentation C. [Figure 84] 10A and 10B are diagrams for explaining simultaneous light and dark display effects A and B. [Figure 85] 10A and 10B are diagrams for explaining simultaneous light and dark display effects C and D. [Figure 86] A diagram to explain simultaneous light and dark display effects E and F. [Figure 87] This is a diagram to explain the number image presence / absence change effect A. [Figure 88] This is a diagram to explain the number image presence / absence change presentation B. [Figure 89] This is a diagram to explain the number image presence / absence change presentation C. [Figure 90] FIG. 10 is a diagram illustrating a game board 2 having a transparent acrylic plate. [Figure 91-1] A diagram to explain presentation A using a specific game area. [Figure 91-2] A diagram to explain the continuation of presentation A using a specific game area. [Figure 92-1] A diagram to explain presentation B using a specific game area. [Figure 92-2] A diagram to explain the continuation of presentation B using a specific game area. [Figure 92-3] A diagram to explain presentation C using a specific game area. [Figure 93] FIG. 10 is a diagram for explaining image appearance change presentation A. [Figure 94] FIG. 10 is a diagram for explaining image appearance change presentation B. [Figure 95] FIG. 10 is a diagram for explaining image appearance change presentation C. [Figure 96] FIG. 10 is a diagram illustrating an icon change presentation A. [Figure 97] FIG. 10 is a diagram illustrating icon change presentation B. [Figure 98] FIG. 10 is a diagram illustrating an icon change effect C. [Figure 99-1] This is an explanatory diagram illustrating the state in which the first movable part 14C and the second movable part 15C are retracted to the retracted position. [Figure 99-2] This is an explanatory diagram illustrating the state in which the first movable device 14C and the second movable device 15C have advanced to their advanced positions. [Figure 99-3] This is an explanatory diagram illustrating the state in which the expansion section is moving while the first movable accessory 14C is advanced to the advanced position. [Figure 100-1] 10 is a diagram for explaining image visibility change presentation A. FIG. [Figure 100-2] FIG. 100-1 is a diagram for explaining the continuation of image visibility change performance A in FIG. [Figure 101-1] 10 is a diagram for explaining image visibility change presentation B. FIG. [Figure 101-2] FIG. 101-2 is a diagram for explaining the continuation of image visibility change presentation B in FIG. 101-1. [Figure 101-3] 10 is a diagram for explaining image visibility change presentation C. FIG. [Figure 101-4] FIG. 101-3 is a diagram for explaining the continuation of image visibility change presentation C in FIG. [Figure 102] FIG. 10 is a diagram for explaining specific image viewing state switching performance A. [Figure 103] A diagram for explaining specific image viewing state switching presentation B. [Figure 104] FIG. 10 is a diagram for explaining specific image viewing state switching presentation C. [Figure 105] FIG. 10 is a diagram for explaining specific image movement performance A. [Figure 106] FIG. 10 is a diagram for explaining specific image movement performance B. [Figure 107] FIG. 10 is a diagram for explaining specific image movement performance C. [Figure 108] FIG. 10 is a diagram for explaining a transparent character background effect A. [Figure 109] 10 is a diagram for explaining the transparent character background effect B. FIG. [Figure 110] 10 is a diagram for explaining a character transparent background effect C. FIG. [Figure 111] FIG. 10 is a diagram for explaining character battle presentations A and B. [Figure 112] A diagram for explaining character battle presentations C and D. [Figure 113] A diagram to explain character battle presentations E and F. [Figure 114] 10 is a diagram for explaining a jackpot determination table T1A and a flowchart of a special symbol determination process A. [Figure 115] FIG. 10 is a diagram illustrating the fluctuation count effect A. [Figure 116] A diagram to explain the fluctuation number count effect B. [Figure 117] FIG. 10 is a diagram illustrating a non-winning notification effect A. [Figure 118] FIG. 10 is a diagram illustrating the non-winning notification effect B. [Figure 119] FIG. 10 is a diagram illustrating a non-winning notification effect C. [Figure 120] FIG. 10 is a diagram for explaining intermittent count effect A. [Figure 121] FIG. 10 is a diagram for explaining intermittent count effect B. [Figure 122] FIG. 10 is a diagram for explaining intermittent count effect C. [Figure 123] FIG. 10 is a diagram for explaining specific image linked effect A. [Figure 124] FIG. 10 is a diagram for explaining specific image linked performance B. [Figure 125] FIG. 10 is a diagram for explaining specific image linked effect C. [Figure 126] A diagram to explain multiple count effects A and B. [Figure 127] A diagram to explain multiple count effects C and D. [Figure 128] FIG. 10 is a diagram for explaining the multiple count effect E. [Figure 129] FIG. 10 is a diagram illustrating the game ball launch direction suggestion effect A. [Figure 130] FIG. 10 is a diagram illustrating the game ball launch direction suggestion effect B. [Figure 131] 10 is a diagram illustrating a game ball launch direction suggestion effect C. FIG. [Figure 132] This is an oblique view of the first movable accessory 14C arranged below and in front of the image display device 7 and the second movable accessory 15C arranged above and in front of the image display device 7, seen from the upper left and front. [Figure 133-1] This is an explanatory diagram of the upper movable body unit UK including the mechanism part of the second movable part 15C. [Figure 133-2] This is an explanatory diagram of the lower movable body unit SK including the mechanism part of the first movable part 14C. [Figure 134-1] This is a diagram to explain the movable role effect A. [Figure 134-2] This is a diagram to explain movable role piece performance B. [Figure 134-3] This is a diagram to explain the movable role-playing effect C. [Figure 135] A diagram to explain setting release effect A. [Figure 136] A diagram to explain setting release effect B. [Figure 137] A diagram to explain the setting release effect C. [Figure 138] FIG. 10 is a diagram illustrating mode selection presentation A. [Figure 139] FIG. 10 is a diagram illustrating mode selection presentation B. [Figure 140] FIG. 10 is a diagram for explaining mode selection presentation C. [Figure 141] 10 is a flowchart of a door open notification process. [Figure 142] This is a diagram to explain the door opening sensor equipped notification effect A. [Figure 143] This is a diagram to explain the door opening sensor equipped notification effect B. [Figure 144-1] This is a diagram to explain the game stop suggestion effect A. [Figure 144-2] This is a diagram to explain the continuation of the game stop suggestion effect A. [Figure 145] This is a diagram to explain the game stop suggestion effect B. [Figure 146-1] This is a diagram to explain the game stop suggestion effect C. [Figure 146-2] This is a diagram to explain the continuation of the game stop suggestion effect C. DETAILED DESCRIPTION OF THE INVENTION

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

[0012] The gaming machine 1 is a pachinko gaming machine that shoots gaming balls based on the player's shooting operation, and when the gaming balls land on a specific winning device, a predetermined number of gaming balls are paid out to the player based on the winning. The gaming machine 1 comprises a gaming machine frame 50 and a gaming board 2, with the gaming board 2 attached to the inside of the gaming machine frame 50. In addition to a front frame (front frame portion) 53, the gaming machine frame 50 comprises an outer frame (base frame portion) that forms the outer shell of the gaming machine, and an inner frame inside the outer frame to which the gaming board 2 is attached. The front frame (front frame portion) 53 is a vertically rectangular unit located on the front side of the outer frame and inner frame, and includes a handle 60, a ball supply tray (upper tray) 61, a surplus ball receiving tray (lower tray) 62, an effect button 63, sub-display screens 64 (right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U), a sword member 65, a frame lamp 66, a speaker 67, a select button 68, a frame movable body 69, a sound button 55, and a brightness button 56. An opening is formed in the center of the front frame 53, and the play area 3 of the game board 2 can be seen through the opening.

[0013] The handle 60 is located at the lower right end of the front frame 53 and launches game balls with a launch strength corresponding to the rotation angle. Movable frame movable bodies 69 (also referred to as frame movable gadgets 69), which are movable gimmicks, are provided on the right and left sides of the handle 60. The frame movable bodies 69 are configured so that two members, located on the left and right sides of the handle 60, can move left and right in the horizontal direction. Each of the two members is formed from a flexible, flat member, and its main surface is configured to move toward and away from the handle 60. The frame movable bodies 69 normally remain stationary in retracted positions ( FIG. 1 ) away from the handle 60 on the left and right sides. They can move (advance) from the retracted positions toward the handle 60 and stop at a position where they come into contact with the handle 60. When in the advanced position, the frame movable bodies 69 come into contact with the handle 60 or the right hand of a player operating the handle 60.

[0014] The ball supply tray (upper tray) 61 is provided below the front frame 53 and stores game balls. The surplus ball receiving tray (lower tray) 62 is located below the ball supply tray (upper tray) 61 and stores game balls that cannot be accommodated in the ball supply tray 61. The effect button 63 is an operation unit located near the ball supply tray (upper tray) 61 and is operated (pressed) by the player during effects that are executed as the game progresses. A vibration motor is located inside the effect button 63 and is configured to vibrate up, down, left, and right in response to effects, etc. The sword member 65 is an operation unit shaped like a sword and can be pressed downward by the player during effects that are executed as the game progresses, etc. The sword member 65 is configured to be able to perform a first operation in which the entire sword member 65 is pressed downward and a second operation in which the entire sword member 65 is pressed upward. The sub-display screen 64 is a screen of a liquid crystal display device and includes a right sub-display screen 64R, a left sub-display screen 64L, and an upper sub-display screen 64U. The right sub-display screen 64R is provided on the right side of the front frame 53, the left sub-display screen 64L is provided on the left side of the front frame 53, and the upper sub-display screen 64U is provided on the upper side of the front frame 53. The right sub-display screen 64R and the left sub-display screen 64L are arranged in pairs across the gaming board 2. The upper sub-display screen 64U is arranged above the gaming board 2. The right sub-display screen 64R, the left sub-display screen 64L, and the upper sub-display screen 64U are arranged to surround the opening of the front frame 53. The sub-display screen 64 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 display. The frame lamps 66 include a right frame lamp and a left frame lamp, and are arranged above the front frame 53 to provide light-emitting effects during play. The right frame lamp is a diagonal light-emitting element arranged between the upper sub-display screen 64U and the right sub-display screen 64R. The left frame lamp is a diagonal light-emitting element arranged between the upper sub-display screen 64U and the left sub-display screen 64L. The speakers 67 are arranged at the upper left and upper right of the front frame 53 to provide sound effects during play.The select button 68 is located near the ball supply tray (upper tray) 61 to the left of the effect button 63 and is an operation unit consisting of an up button, right button, down button, and left button, and is operated (pressed) by the player when changing the effect mode or various parameters related to the effect. The volume button 55 is located near the ball supply tray (upper tray) 61 between the select button 68 and the effect button 63 and is an operation unit consisting of a volume down button and a volume up button, and is operated (pressed) by the player when raising or lowering the volume level. The brightness button 56 is located between the select button 68 and the effect button 63 and in front of the volume button 55 and is an operation unit consisting of a brightness down button and a brightness up button, and is operated (pressed) by the player when raising or lowering the brightness level.

[0015] 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 first board movable body 14, a second board movable body 15, a fixed winning device (center hole) 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 large winning opening start port 17, a general winning port 27 (normal winning port 27), an outlet 16, and displays 40.

[0016] The game area 3 is an area where game balls launched by operating the handle 60 flow down, and has a number of protruding game nails that guide the game balls. The rail member 4 is located 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 lamps 5 are located on the rear side of the game area 3, and irradiate light from the rear side of the game area 3. Here, some of the board lamps 5 are connected to the right frame lamp and the left frame lamp, and are configured to have continuous shapes and light emission.

[0017] The image display device 7 is provided near the center of the gaming area 3 and includes a display screen 7a. The image display device 7 may be a liquid crystal display device, or other image display devices such as an organic electroluminescence (EL) display device, a plasma display, a projector, or a dot matrix. The display screen 7a of the image display device 7 includes a performance symbol display area where performance symbols (decorative symbols) 8L, 8C, and 8R are variably displayed (also referred to as variable display), a reserved image display area where reserved images 9A and 9B are displayed, and a reserved digestion image display area (relevant reserved display area) where reserved digestion image 9C is displayed. The reserved images 9A and 9B are images representing a reserved game and are also referred to as reserved icons 9A and 9B. The reserved digestion image 9C is an image representing the reserved game and is also referred to as the reserved image 9C, the reserved icon 9C, the variable icon 9C, or the variable icon 9C. The reserved icon 9C may also be simply referred to as the reserved icon.

[0018] The effect symbol display area includes three symbol display areas: left, center, and right. The left symbol display area displays a left effect symbol (left decorative symbol) 8L. The center symbol display area displays a center effect symbol (center decorative symbol) 8C. The right symbol display area displays a right effect symbol (right decorative symbol) 8R. The effect symbols 8L, 8C, and 8R are composed of multiple symbols representing numbers, for example, from "1" to "9." The variable display of the effect symbols 8L, 8C, and 8R is synchronized with the variable display of the first special symbol and second special symbol, described below. The image display device 7 can clearly display the results of the variable display of the first special symbol and second special symbol, displayed by the first special symbol display device 41a and second special symbol display device 41b, described below, to the player by combining the effect symbols displayed in the left, center, and right symbol display areas.

[0019] For example, if a jackpot is won, a static display of a repeating number such as "777" is displayed. If a loss occurs, a random number such as "637" is displayed. This allows the player to easily grasp the progress of the game. The player can grasp the results of the jackpot lottery from the first special symbol display 41a, the second special symbol display 41b, and the image display device 7. The position of the symbol display area does not need to be fixed. The variable display of the variable symbols may be vertically scrolling or in other ways. The combination of variable symbols displayed according to each lottery result is not limited to the above and can be freely set. Hereinafter, the display of the 8L, 8C, and 8R symbols will be referred to as "variable symbol display," "variable decorative symbol display," or simply "variable display" or "variable display." In addition, this decorative pattern variation effect counts the effect from the start of the special pattern variation to the stop (also called the special pattern variation period) as one variation effect (one cycle of variation effect). Therefore, even if the decorative pattern is temporarily stopped during the period from the start of the special pattern variation to the stop, the effect of the temporary stop is included in the decorative pattern variation effect.

[0020] The image display device 7 can display on the display screen 7a not only the effect symbol variation effect, but also a jackpot effect that is performed in parallel with a jackpot game (an example of a special game), a demo effect for waiting for customers, and the like. In the effect symbol variation effect, in addition to the effect symbols, effect 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 effect symbols, an identification display (fourth symbol, not shown) that can indicate that a special symbol is changing or the result of a lottery for the special symbol. Note that the identification display (fourth symbol) may be displayed by a light-emitting device such as an LED provided in the play area 3.

[0021] The reserved image display area includes a first reserved display area that displays reserved image 9A according to the number of reserved first special symbols (described below), and a second reserved display area that displays reserved image 9B according to the number of reserved second special symbols (described below). By displaying reserved images 9A and 9B, the number of reserved first special symbols (displayed on the first special symbol reserve indicator 43a) and the number of reserved second special symbols (displayed on the second special symbol reserve indicator 43b) can be clearly displayed to the player. The reserved consumption image display area includes a reserved consumption display area that displays reserved consumption image 9C. The reserved consumption image 9C corresponds to the effect symbol (effect symbol 8L, 8C, 8R) currently changing on the display screen 7a or the display screen 7b, and by displaying reserved consumption image 9C, it can be clearly displayed to the player that the reserved first special symbol or reserved second special symbol is being consumed ("consumption of reserved special symbols" described below).

[0022] On the left side of the image display device 7, there is provided a first movable board 14 (also referred to as the first movable accessory 14), which is a movable so-called gimmick. The first movable accessory 14 is configured as a vertically long rod-shaped member that can move left and right in front of the image display device 7. The first movable accessory 14 is normally stationary in a retracted position (FIG. 1) on the left side of the image display device 7, and can move (advance) from the retracted position toward the right edge of the display screen 7a and stop at any advanced position in front of the display screen 7a. The first movable accessory 14 is formed to have approximately the same length as the vertical direction of the image display device 7, and in the advanced position it covers a portion of the image display device 7 from top to bottom.

[0023] A second movable board 15 (also referred to as the second movable accessory 15), which is a movable gimmick, is provided above the image display device 7. The second movable accessory 15 is configured so that a rectangular member (decorative part) labeled "OARO" can move up and down. The second movable accessory 15 is normally stationary in a retracted position (FIG. 1) above the image display device 7, and can move (advance) downward from the retracted position toward the center of the display screen 7a and come to rest in an advanced position in front of the display screen 7a. The second movable accessory 15 covers a portion of the image display device 7 when stopped in the advanced position.

[0024] The center decorative body 10 is located near the center of the game area 3, in front of the image display device 7. A stage section 11 is formed at the bottom of the center decorative body 10, corresponding to the bottom of the image display device 7. The stage section 11 has a shape that allows it to guide game balls rolling on the top surface of the stage section 11 to the first starting hole 20, which will be described later. A warp section 12 is provided at the bottom left of the center decorative body 10, corresponding to the bottom left of the image display device 7. The warp section 12 has an inlet section through which game balls flow in and an outlet section through which game balls flow out, and causes game balls that flow in from the inlet section to flow out from the outlet section to the stage section 11.

[0025] The fixed winning device (navel) 19 is disposed below the image display device 7 in the game area 3, and is provided with a first start opening (first start winning opening, first ball opening, fixed start opening) 20, which always has a constant ease of entry for game balls. The entry of a game ball into the first start opening 20 triggers a lottery for a first special symbol (jackpot lottery). In other words, the entry of a game ball into the first start opening 20 triggers the acquisition of a jackpot random number, etc., and the determination of a jackpot, etc.

[0026] 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 (second start winning hole, second ball hole, variable start hole) 21. The entry of a game ball into the second start hole 21 triggers a lottery for a second special symbol (a jackpot lottery). 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 (Figure 3). A game ball can enter the second start hole 21 when the movable member 23 is in the open position. It is sufficient for the electric chute 22 to allow a ball to enter the second start hole 21 more easily when the movable member 23 is in the open position than when it is in the closed position, and it may be possible for a ball to enter the second start hole 21 when the movable member 23 is in the closed position.

[0027] Gate (through chucker) 28 is located above first big prize device (first attacker) 31 in the gaming area 3, and is configured to allow gaming balls to pass through. The passage of a gaming ball through gate 28 triggers a normal symbol lottery that determines whether or not to open electric chute 22. In other words, the passage of a gaming ball through gate 28 triggers the acquisition of a normal symbol random number (winning random number) and a win determination, etc.

[0028] Here, "lottery for special symbols" refers to a process of obtaining a random number for determining a special symbol when a gaming ball enters the first starting slot 20 or the second starting slot 21, and comparing this obtained random number with a value corresponding to a predetermined "jackpot" to determine whether or not a jackpot has been won. The result of the "jackpot" lottery is not immediately notified to the player; rather, a variable display of special symbols is performed on the first special symbol display device 41a or the second special symbol display device 41b (described below), and after a predetermined variation time has elapsed, the special symbol corresponding to the lottery result is statically displayed (determined display), and the lottery result is notified to the player. The image display device 7 plays a pattern matching game in which a variable display of effect symbols is synchronized with the variable display of the special symbols, and this pattern matching game more effectively notifies the player of the lottery result of the jackpot.

[0029] Furthermore, "drawing a normal symbol" refers to the process of obtaining a random number for determining a normal symbol when a gaming ball passes through gate 28, and comparing this obtained random number with a value corresponding to a predetermined "win" to determine whether or not there is a win. The result of the normal symbol drawing is also not immediately announced when the gaming ball passes through gate 28; rather, a fluctuating display of the normal symbol is performed on normal symbol display 42, which will be described later, and after a predetermined fluctuating time has passed, the normal symbol corresponding to the lottery result is confirmed and displayed (lit or extinguished), and the player is notified of the lottery result.

[0030] The first large prize device (first attacker, first special variable prize device) 31 is located above and to the right of the first starting hole 20 in the game area 3, and includes a first large prize hole (first special prize hole) 30, a V-shaped area 39, a non-V-shaped area 70, and a V-shaped opening / closing member 71. The first large prize hole 30 includes an opening / closing member (first special prize hole opening / closing member) 32 that swings open and close to allow or block the reception of game balls. The opening / closing member 32 is driven by a first large prize hole solenoid 33 (Figure 3). Game balls can enter the first large prize hole 30 when the opening / closing member 32 is in the open position.

[0031] First large prize winning device 31 is equipped internally with V area (specific area) 39, V area sensor 39a (FIG. 3), non-V area (non-specific area) 70, non-V area sensor 70a (FIG. 3), first large prize opening sensor 30a (FIG. 3), V opening / closing member 71, and V opening / closing member solenoid 73 (FIG. 3). V area (specific area) 39 and non-V area (non-specific area) 70 are configured as areas inside first large prize winning device 31 through which a gaming ball that has passed through first large prize opening 30 can pass. First large prize opening sensor 30a is disposed upstream of V area 39 and non-V area 70, and detects the entry of a gaming ball into first large prize opening 30. V area sensor 39a is disposed in V area 39, and detects the passage of a gaming ball into 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. The V-opening / closing member 71 distributes gaming 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 relative to the gaming board 2), and when the V-opening / closing member solenoid 73 is energized, it rotates counterclockwise from the origin position to enter a first state (rotating state) in which it distributes gaming balls to the V area 39, and when the V-opening / closing member solenoid 73 is not energized, it enters a second state (stopped state) in which it is located at the origin and distributes gaming balls to the non-V area 70. The V-shaped opening / closing member 71 is not limited to rotational movement, and may have any function as long as it has the ability to distribute gaming balls that pass through the first large prize opening 30 to either the V-zone 39 or the non-V-zone 70. For example, it may be configured to move left and right relative to the gaming board 2. That is, when the V-shaped opening / closing member solenoid 73 is energized, it enters a retreat state (first state) in which gaming balls are distributed to the V-zone 39, and when the V-shaped opening / closing member solenoid 73 is not energized, it enters an advance state (second state) in which gaming balls are distributed to the non-V-zone 70. In the gaming machine 1, the passage of a gaming ball into the V-zone 39 triggers a transition to a high-probability state, which will be described later. That is, the V-zone 39 is a probability variable activation port. On the other hand, the non-V-zone 70 is not a probability variable activation port. The first large prize opening 31 of this embodiment further includes a first large prize opening discharge sensor (not shown) that counts the number of gaming balls discharged from the first large prize opening 31.The first big prize device discharge sensor 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.

[0032] The second large prize device (second attacker, second special variable prize device) 36 is located above and to the right of the first large prize opening 30 in the game area 3, and is equipped with a second large prize opening (second special prize opening) 35. The second large prize opening 35 is equipped with an opening / closing member (second special prize opening opening / closing member, movable member) 37 that blocks or allows the reception of game balls by swinging open and closed. The opening / closing member 37 is driven by a second large prize opening solenoid 38 (Figure 3). Game balls can enter the second large prize opening 35 when the opening / closing member 37 is in the open state.

[0033] The large prize opening start port 17 is disposed above the first large prize opening 30 in the gaming area 3, and the first large prize opening 30 is opened when a gaming ball passes through. However, the gaming machine 1 does not necessarily have to be equipped with the large prize opening start port 17.

[0034] The general winning opening 27 is located at the bottom of the game area 3. The outlet 16 is located at the bottom of the game area 3 and ejects game balls that do not win in any of the winning openings out of the game area 3. The indicators 40 are located near the center of the right side of the game board 2. Details of the indicators 40 will be described later. The general winning opening 29 is located at the bottom right of the game area 3, adjacent to the right side of the first large winning opening 30.

[0035] The gaming area 3 has a left gaming area 3A on the left side of the center in the horizontal direction, and a right gaming area 3B on the right side. A hitting style in which a gaming ball is shot so that it flows down through the left gaming area 3A is called a "left hit." On the other hand, a hitting style in which a gaming ball is shot so that it flows down through the right gaming area 3B is called a "right hit." The gaming machine 1 is configured so that a left hit can aim for winning at the first starting gate 20. On the other hand, a right hit can aim for passing through the gate 28 and winning at the second starting gate 21, the first major winning gate 30, and the second major winning gate 35.

[0036] 2 is an enlarged view of the displays 40. The displays 40 include a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol reserve display 43a, a second special symbol reserve display 43b, and a normal symbol reserve display 44. The first special symbol display 41a variably displays the first special symbol. The second special symbol display 41b variably displays the second special symbol. The normal symbol display 42 variably displays the normal symbol. The first special symbol reserve display 43a displays the number of reserved activations (first special symbol reserves) stored in the first special symbol display 41a. The second special symbol reserve display 43b displays the number of reserved activations (second special symbol reserves) stored in the second special symbol display 41b. The normal symbol reserve indicator 44 displays the number of activation reserves (normal symbol reserves) stored in the normal symbol indicator 42. The variable display of the first special symbol is triggered by the entry of a gaming ball into the first starting hole 20. The variable display of the second special symbol is triggered by the entry of a gaming ball into the second starting hole 21. Hereinafter, the first special symbol and the second special symbol are collectively referred to as "special symbols." Furthermore, the first special symbol indicator 41a and the second special symbol indicator 41b are collectively referred to as "special symbol indicator 41." Furthermore, the first special symbol reserve indicator 43a and the second special symbol reserve indicator 43b are collectively referred to as "special symbol reserve indicator 43."

[0037] The special symbol display 41 variably displays (changes in display) a special symbol (identification information) and then displays it in a stopped state, thereby announcing the results of a lottery (special symbol winning lottery, jackpot lottery) based on a win at the first start slot 20 or the second start slot 21. The special symbol (stopped symbol, special symbol derived and displayed as a display result of the variable display) that is stopped is one special symbol selected from multiple types of special symbols by the special symbol lottery. If the stopped symbol is a special symbol (jackpot symbol) with a predetermined jackpot stopping pattern, a special game (jackpot game) is played in which the first major prize slot 30 or the second major prize slot 35 is opened in an opening pattern corresponding to the type of jackpot symbol that is stopped and displayed (the type of jackpot that is won). The opening patterns of the major prize slots (first major prize slot 30 and second major prize slot 35) in the special game will be described later.

[0038] The special symbol display 41 is composed of eight horizontally arranged LEDs, whose illumination patterns indicate special symbols corresponding to the results of a special symbol lottery. For example, in the event of a jackpot (one of the multiple types of jackpots described below), the display shows a jackpot symbol with the first, second, fifth, and sixth LEDs from the left lit, such as "○○●●○○●●" (○: lit, ●: unlit). In the event of a loss, the display shows a losing symbol with only the rightmost LED lit, such as "●●●●●●●○." A losing symbol may also be displayed with all LEDs turned off. Before the special symbol is statically displayed, a variable display (variable display) of the special symbol is displayed for a predetermined period of time. The variable display pattern may be, for example, such that each LED lights up in a repeated flow of light from left to right. The variable display pattern is not limited to the above pattern and can be any illumination pattern as long as each LED is not statically displayed (illuminated in a specific pattern). For example, the variable display pattern may be such that all LEDs flash simultaneously.

[0039] In the gaming machine 1, when a gaming ball enters the first starting hole 20 or the second starting hole 21, the values ​​(numerical information) of various random numbers, such as the jackpot random number, acquired for that entry are temporarily stored in the special symbol reserve memory area 85 (FIG. 5). Specifically, if the game ball enters the first starting hole 20, it is stored as a first special symbol reserve in the first special symbol reserve memory area 85a (FIG. 5), and if the game ball enters the second starting hole 21, it is stored as a second special symbol reserve in the second special symbol reserve memory area 85b (FIG. 5). There is an upper limit to the number of special symbol reserves that can be stored in each special symbol reserve memory area 85, and in this embodiment, the upper limit is four for both the first special symbol reserve memory area 85a and the second special symbol reserve memory area 85b. The special symbol reserves stored in the special symbol reserve memory area 85 are consumed when variable display of the special symbol based on that special symbol reserve becomes possible. "Consuming a reserved special symbol" refers to determining the jackpot random number or other value corresponding to that reserved special symbol and then displaying a variable special symbol to indicate the result of that determination. Therefore, even if the gaming machine 1 cannot immediately display a variable special symbol based on a winning ball entering the first or second starting slot 20 or 21, i.e., even if a winning ball occurs during the variable display of the special symbol or during a special game, it can reserve the right to a jackpot lottery for that winning ball, up to a predetermined number of times. The number of reserved special symbols is displayed on the reserved special symbol indicator 43. The first reserved special symbol indicator 43a and the second reserved special symbol indicator 43b each consist of, for example, four LEDs. Each reserved special symbol indicator 43 displays the number of reserved special symbols by lighting up the LEDs corresponding to the number of reserved special symbols.

[0040] The variable display of the normal symbol is triggered by the passage of a gaming ball through gate 28. After variably displaying (variably displaying) the normal symbol, normal symbol display device 42 displays the normal symbol in a static state, thereby announcing the result of the normal symbol lottery based on the passage of the gaming ball through gate 28. The statically displayed normal symbol (normal symbol stop symbol, normal symbol derived and displayed as a display result of the variable display) is one normal symbol selected from multiple types of normal symbols by the normal symbol lottery. If the normal symbol stop symbol is a predetermined specific normal symbol (a normal symbol with a predetermined stop mode, i.e., a normal winning symbol), an auxiliary game is played in which second start hole 21 is opened in an opening pattern corresponding to the current game state. The opening pattern of second start hole 21 will be described later.

[0041] The normal symbol display 42 is composed of two LEDs, and displays the normal symbol corresponding to the result of the normal symbol lottery according to the lighting pattern of the LEDs. For example, if the lottery result is a win, both LEDs are lit, displaying a normal winning symbol, such as "○○" (○: lit, ●: off). If the lottery result is a loss, only the right LED is lit, displaying a normal losing symbol, such as "●○". A mode in which all LEDs are turned off may be adopted as a normal losing symbol. Before the normal symbol is displayed as a static symbol, the normal symbol is displayed as a variable symbol for a predetermined variable time. The variable display mode may be, for example, both LEDs are lit alternately. The variable display mode is not limited to the above mode and can be any lighting mode as long as each LED is not displayed as a static symbol (a lit symbol in a specific mode). For example, the variable display mode may be all LEDs flashing simultaneously.

[0042] In the gaming machine 1, when a gaming ball passes through gate 28, the value of the normal symbol random number (winning random number) acquired for that passage is temporarily stored as a normal symbol reserve in the normal symbol reserve memory area 86 (Figure 5). There is a limit to the number of normal symbol reserves that can be stored in the normal symbol reserve memory area 86, and in this embodiment, the limit is four. The normal symbol reserves stored in the normal symbol reserve memory area 86 are consumed when variable display of normal symbols based on the normal symbol reserve becomes possible. Consumption of a normal symbol reserve refers to determining the normal symbol random number (winning random number) corresponding to the normal symbol reserve and executing variable display of normal symbols to indicate the determination result. Therefore, in the gaming machine 1, even if variable display of normal symbols based on the passage of a gaming ball through gate 28 cannot be performed immediately after the passage, i.e., even if a prize is won while variable display of normal symbols is being executed or an auxiliary game is being executed, the right to draw a normal symbol for that passage can be reserved up to a predetermined number. The number of reserved general maps is displayed on the reserved general map display 44. The reserved general map display 44 is composed of, for example, four LEDs, and displays the number of reserved general maps by lighting up the LEDs corresponding to the number of reserved general maps.

[0043] 2. Electrical configuration of gaming machine The electrical configuration of the gaming machine 1 will be described with reference to Figures 3 and 4. Figure 3 is a block diagram showing the electrical configuration of the main control board of the gaming machine 1. Figure 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 (Figure 3), a sub-control board 90 (Figure 4), an image control board 100 (Figure 4), a lamp control board 107 (Figure 4), a sound control board 106 (Figure 4), and a payout control board 110 (Figure 3). The main control board 80 is a game control board that controls game profits such as jackpot lottery draws and game state transitions, and constitutes the main control unit. The sub-control board 90 is an effect control board that controls effects executed as the game progresses, and constitutes the sub-control unit together with the image control board 100, the lamp control board 107, and the sound control board 106. Note that the sub-control unit can be configured by including at least the sub-control board 90.

[0044] 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 includes a main ROM 83 that stores programs for controlling the progress of the game, a main RAM 84 used as a work memory, and a main CPU 82 that executes the programs stored in the main ROM 83. Details of the data stored in the main ROM 83 and the storage areas provided in the main RAM 84 will be described later. The main ROM 83 may be configured as an external ROM. The game control microcomputer 81 transmits and receives data to and from other boards, etc., via an input / output circuit (I / O port unit) 87. The input / output circuit 87 may be built into the game control microcomputer 81.

[0045] Various sensors and solenoids are connected to the main control board 80 via an input / output circuit 87 and a relay board 88. The main control board 80 receives signals output from each sensor and outputs signals to each solenoid. Examples of sensors connected via the relay board 88 include the large prize opening start gate sensor 17a, the first start gate sensor 20a, the second start gate 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, and the normal prize opening sensors 27a and 29a. Examples of solenoids connected via the relay board 88 include the electric chute solenoid 24, the first large prize opening solenoid 33, the second large prize opening solenoid 38, and the V-opening / closing member solenoid 73. The large prize opening start opening sensor 17a is provided inside the large prize opening start opening 17 and detects game balls that have entered the large prize opening start opening 17. The first start opening sensor 20a is provided inside the first start opening 20 and detects game balls that have entered the first start opening 20. The second start opening sensor 21a is provided inside the second start opening 21 and detects game balls that have entered the second start opening 21. The gate sensor 28a is provided inside the gate 28 and detects game balls that have passed through the gate 28. The first large prize opening sensor 30a is provided inside the first large prize opening 30 and detects game balls that have entered the first large prize opening 30. The second large prize opening sensor 35a is provided inside the second large prize opening 35 and detects game balls that have entered the second large prize opening 35. The V-area sensor 39a is provided in the V-area 39 inside the first large prize opening 30 and detects game balls that have passed through the V-area 39. The non-V-area sensor 70a is provided in the non-V-area 70 inside the first large prize opening 30 and detects game balls that have passed through the non-V-area 70. The regular prize opening sensor 27a is provided inside the regular prize opening 27 and detects game balls that have entered the regular prize opening 27. The regular prize opening sensor 29a detects game balls that have passed into the regular prize opening 29. 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-shaped opening / closing member solenoid 73 drives the V-shaped opening / closing member 71 of the first big prize device 31.

[0046] The main control board 80 is connected to the displays 40 via an input / output circuit 87. The game control microcomputer 81 controls the display of the first special symbol display 41a, the second special symbol display 41b, the normal symbol display 42, the first special symbol reserve display 43a, the second special symbol reserve display 43b, and the normal symbol reserve display 44.

[0047] A payout 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 payout control board 110 and receives signals from the payout control board 110 to monitor payouts. 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, and is also connected to a launching device 112 via a launch control circuit 111. The prize ball payout device 120 pays out prize balls. The payout control board 110 drives a prize ball motor 121 of the prize ball payout device 120 based on a signal from the game control microcomputer 81 to pay out prize balls. The paid out prize balls are detected by a prize ball sensor 122 for counting. The loan ball payout device 130 pays out loan balls. The payout control board 110 drives the ball dispensing motor 131 of the ball dispensing device 130 to dispense balls based on a signal from a card unit 135 connected to the gaming machine 1. Dispensed balls are detected by a ball dispensing sensor 132 for counting. The card unit 135 is located adjacent to the gaming machine 1 and outputs information about ball dispensing based on information from an inserted prepaid card, etc. The launching device 112 includes a handle 60 (FIG. 1), a launching motor 113, a touch switch 114, and a launching volume 115. When a player operates the handle 60, the launching device 112 detects contact with the handle 60 using the touch switch 114 and detects the amount of rotation of the handle 60 using the launching volume 115. The launching motor 113 is then driven to launch game balls with a strength corresponding to the magnitude of the detection signal from the launching volume 115.

[0048] 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 only allows signals to be transmitted from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restriction means.

[0049] 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 on the gaming machine 1 according to a program. The performance control microcomputer 91 includes a sub-ROM 93 that stores programs for controlling performance as the game progresses, a sub-RAM 94 used as work memory, and a sub-CPU 92 that executes the programs stored in the sub-ROM 93. Details of the data stored in the sub-ROM 93 and the storage area provided in the sub-RAM 94 will be described later. The sub-ROM 93 may be configured as an external ROM. The performance control microcomputer 91 transmits and receives data to and from other boards via an input / output circuit (I / O port unit) 95. The input / output circuit 95 may be built into the performance control microcomputer 91. The sub-control board 90 is connected to an image control board 100, an audio control board 106, a lamp control board 107, and a relay board 108 via an input / output circuit 95.

[0050] The image control board 100 includes an image control microcomputer 101, an input circuit 105a, and an output circuit 105b. The image control microcomputer 101 is a one-chip microcomputer mounted on the image control board 100 and controls the display of the image display device 7 and the sub-display screen 64 according to a program. The image control microcomputer 101 includes a CPU 102, a ROM 103, and a RAM 104. The ROM 103 stores not only a program for display control but also still image data and video data to be displayed on the image display device 7 and the sub-display screen 64, specifically image data such as characters, items, figures, letters, numbers, symbols, etc. (including effect designs) and background images. The RAM 104 is used as a memory for expanding the image data. The CPU 102 executes the program stored in the ROM 103. The effect control microcomputer 91 causes the image control microcomputer 101 to control the display of the image display device 7 and the sub-display screen 64 based on commands received from the main control board 80. The image control microcomputer 101 reads image data from the ROM 103 based on a command from the performance control microcomputer 91, and performs display control based on the read image data.

[0051] A speaker 67 is connected to the audio control board 106, and the performance control microcomputer 91 outputs audio, music, sound effects, etc. from the speaker 67 via the audio control board 106 based on commands received from the main control board 80. Audio data such as audio output from the speaker 67 is stored in a sub-ROM 93 of the sub-control board 90. The audio control board 106 may be equipped with a CPU, and the CPU may be caused to execute audio control based on commands. The audio control board 106 may also be equipped with a ROM, and audio data may be stored in the ROM. The speaker 67 may also be connected to the image control board 100, and the CPU 102 of the image control board 100 may be caused to execute audio control. The audio data may also be stored in the ROM 103 of the image control board 100.

[0052] The lamp control board 107 is connected to and controls the frame lamp 66, the board lamp 5, the first movable role element 14, the second movable role element 15, and the frame movable role element 69. The performance control microcomputer 91 controls the lighting of lamps such as the frame lamp 66 and the board lamp 5 via the lamp control board 107 based on commands received from the main control board 80. In other words, the performance control microcomputer 91 creates lighting pattern data (data determining the on / off state, light color, etc., also referred to as lamp data) that determines the lighting mode of lamps such as the frame lamp 66 and the board lamp 5, and controls the lighting of lamps such as the frame lamp 66 and the board lamp 5 according to the lighting pattern data. Data stored in the sub-ROM 93 of the sub-control board 90 is used to create the lighting pattern data. The performance control microcomputer 91 operates the first movable role element 14, the second movable role element 15, and the frame movable role element 69 based on commands received from the main control board 80. The performance control microcomputer 91 creates operation pattern data (drive data) that determines the operation modes of the first movable role element 14, the second movable role element 15, and the frame movable role element 69, and controls the operation of the first movable role element 14, the second movable role element 15, and the frame movable role element 69 in accordance with the operation pattern data. Data stored in the sub-ROM 93 is used to create the operation pattern data. The lamp control board 107 may be equipped with a CPU, and the CPU may be caused to control the lighting of the lamps and the operation of the movable role elements 14 and 15 based on commands. In this case, the lamp control board 107 may be equipped with a ROM, and data related to the light emission patterns and operation patterns may be stored in the ROM.

[0053] An effect button detection switch 63a and a select button detection switch 68a are connected to the relay board 108. The volume button detection switch 55a detects that the volume button 55 (FIG. 1) has been pressed. When the volume button 55 is pressed, a switch signal is output from the volume button detection switch 55a to the sub-control board 90 via the relay board 108. The brightness button detection switch 56a detects that the brightness button 56 (FIG. 1) has been pressed. When the brightness button 56 is pressed, a switch signal is output from the brightness button detection switch 56a to the sub-control board 90 via the relay board 108. The effect button detection switch 63a detects that the effect button 63 (FIG. 1) has been pressed. When the effect button 63 is pressed, a switch signal is output from the effect button detection switch 63a to the sub-control board 90 via the relay board 108. In addition, a vibration motor is attached to the effect button detection switch 63a, and is driven in response to a signal from the relay board 108 to vibrate the effect button 63. The select button detection switch 68a detects that the select button 68 has been pressed. When the select button 68 is pressed, a switch signal is output from the select button detection switch 68a to the sub-control board 90 via the relay board 108. In addition, a sword component detection switch that detects when the sword component 65 has been pulled is also connected to the relay board 108.

[0054] 3. Data structure of gaming machines The data configuration of the gaming machine 1 will be described with reference to Figures 5 and 6. Figure 5(A) is a diagram illustrating a table stored in the main ROM 83. Figure 5(B) is a diagram illustrating a storage area provided in the main RAM 84. Figure 6(A) is a diagram illustrating a table stored in the sub ROM 93. Figure 6(B) is a diagram illustrating a storage area provided in the sub RAM 94.

[0055] The main ROM 83 (FIG. 5(A)) stores a jackpot determination table T1, a reach determination table T2, a normal symbol win determination table T3, a normal symbol variation pattern determination table T4, a jackpot type determination table T5, a variation pattern determination table T6, an electric chute opening pattern determination table T7, a large prize opening pattern determination table T8, and a V-shaped opening member opening pattern determination table T9. These determination tables are referenced by the game control microcomputer 81 in the main control main process (described later) executed by the game control microcomputer 81. The specific contents of each determination table will be described later.

[0056] The main RAM 84 (FIG. 5(B)) is provided with a command set area 84a, a flag set area 84b, a counter set area 84c, a special action status set area 84d, a special symbol reserve memory area 85, and a normal symbol reserve memory area 86. The command set area 84a is an area (output buffer) where commands output from the main control unit to the sub-control unit are set during the main control main process (described later), and is set with a pre-determination command, a reserved ball count command, a fluctuation start command, a fluctuation stop command, an opening command, a round designation command, an ending command, a game state designation command, a V-pass command, a customer waiting standby command, and the like. The flag set area 84b is an area where flags indicating the state of the gaming machine and the game state are set during the main control main process (described later), and is set with a jackpot flag, a jackpot end flag, a first winning flag, a second winning flag, a ceiling flag, a V flag, a probability variable flag, a time-saving flag, and the like. The counter set area 84c is an area where counters used in the main control processing (described later) are set, such as a random number counter, round counter, ceiling counter, probability variable counter, and time-saving counter. The special action status set area 84d is an area where statuses in the special action processing (described later) are set. The special symbol reserve memory area 85 includes a first special symbol reserve memory area 85a where the first special symbol reserve is stored, and a second special symbol reserve memory area 85b where the second special symbol reserve is stored. The first special symbol reserve memory area 85a 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 special symbol winning random numbers corresponding to the first, second, third, and fourth first special symbol reserves, respectively. The second special symbol reservation memory area 85b 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 second special symbol reservations, respectively. The regular symbol reservation memory area 86 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 regular symbol random numbers (winning random numbers) corresponding to the first, second, third, and fourth regular symbol reservations, respectively.In addition to the above areas, the main RAM 84 also includes a win type set buffer in which special symbol stop pattern data is set, and a drive data buffer in which drive data for driving the movable gimmicks 14, 15 and the frame movable body 600 is set. The information stored in the main RAM 84 is not cleared even when the power to the gaming machine 1 is turned ON or OFF, and is maintained as is. In other words, the above-mentioned commands, flags, counters, status information, and pending information do not change state even when the power is turned ON or OFF, and the information is maintained. On the other hand, the information stored in the main RAM 84 is reset by clearing the RAM of the gaming machine 1. When reset, the ceiling flag is set to "ON" and the other flags are set to "OFF" as the initial state of the flags. Furthermore, the ceiling counter is set to "500" and the other counters are set to "0" as the initial state of the counters.

[0057] The sub-ROM 93 (FIG. 6(A)) stores a look-ahead effect pattern determination table T51, a core effect pattern determination table T52, a chance-up effect pattern determination table T53, and a stop symbol pattern determination table T54. These determination tables are referenced by the effect control microcomputer 91 in the sub-control main process (described later) executed by the effect control microcomputer 91. The specific contents of each determination table will be described later.

[0058] The sub-RAM 94 (FIG. 6(B)) is provided with a command storage area 94a, a performance command set area 94b, a pre-determination information storage area 94c, and a counter set area 94d. The command storage area 94a is an area (input buffer) in which commands input from the main control unit during the sub-control main processing (described later) are stored, and stores pre-determination commands, reserved ball count commands, fluctuation start commands, fluctuation stop commands, opening commands, round designation commands, ending commands, game state designation commands, V-pass commands, and customer waiting standby commands. 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, audio control board 106, lamp control board 107, and relay board 108 during the sub-control main processing (described later) are set, and stores 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 an ending performance start command. The pre-determination information storage area 94c stores pre-determination information in the sub-control main processing (described later). The counter set area 94d is an area where counters used in the sub-control main processing (described later) are set, including a random number counter, a first special symbol hold effect counter, a second special symbol hold effect counter, a normal symbol hold effect counter, a ceiling effect counter, an overnight effect counter, a probability variable effect counter, and a time-saving effect counter. Of the information stored in the sub-RAM 94, all except the overnight effect counter are maintained and not cleared even when the gaming machine 1 is turned off or on. In other words, the above commands, counters other than the overnight effect counter, and pre-determination information are maintained and do not change even when the gaming machine 1 is turned off or on. The overnight effect counter is reset by turning the gaming machine 1 off or on, and is set to 0 as its initial state. The information stored in the sub-RAM 94 is reset by clearing the RAM of the gaming machine 1. When reset, the ceiling effect counter is set to 500 and the other counters are set to 0 as the initial state of the counters.

[0059] FIG. 7 is a diagram for explaining various random numbers used in the gaming machine 1. FIG. 7(A) shows random numbers acquired by the game control microcomputer 81 on the main control unit side, and FIG. 7(B) shows random numbers acquired by the performance control microcomputer 91 on the sub-control unit side. The game control microcomputer 81 is configured to acquire a "jackpot random number," a "jackpot type random number," a "reach random number," a "variable pattern random number," and a "normal symbol random number (win random number)" at timings described below. The "jackpot random number" is a random number used in the lottery to determine whether or not a jackpot has occurred (jackpot determination), and takes a value in the range of 0 to 65535. The "jackpot type random number" is a random number used in the lottery to determine the type of jackpot that has been won (jackpot type determination), 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 effect symbol variation effect that indicates a jackpot result when the jackpot determination is a miss, and takes a value ranging from 0 to 127. A reach refers to a state in which only one of the multiple effect symbols (decorative symbols) remains in a variable display, and depending on which of the variable display symbols stops and displays, a combination of effect symbols indicating a jackpot win (e.g., a "7↓7" state) may result. Note that the effect symbols stopped and displayed in a reach state may be displayed as if they are swaying within the display screen 7a. The "variation pattern random number" is a random number used to determine the variation pattern, including the variation time, and takes a value ranging from 0 to 127. The "normal symbol random number (win random number)" is used in the lottery (normal symbol lottery) to determine whether or not to play the auxiliary game that opens the electric chute 22. The normal symbol random number takes a value ranging from 0 to 255. The "jackpot random number," "jackpot type random number," "reach random number," and "variation pattern random number" are obtained based on the ball entering the start port (first start port 20 or second start port 21). The random number group obtained based on the ball entering the first start port 20 is stored in the first special symbol reserve memory area 85a, and the random number group obtained based on the ball entering the second start port 21 is stored in the second special symbol reserve memory area 85b. The "normal symbol random number (winning random number)" is obtained based on passing through gate 28. The obtained normal symbol random number value is stored in the normal symbol reserve memory area 86.

[0060] The performance control microcomputer 91 is configured to acquire a "pre-reading performance random number" and a "chance up random number" at the timing described below. The "pre-reading performance random number" is a random number used to determine the pre-reading performance during a variable performance, and takes a value in the range of 0 to 127. The "chance up random number" is a random number used to determine the chance up performance during a variable performance, and takes a value in the range of 0 to 127. The "pre-reading performance random number" is acquired based on a pre-determination command being output from the main control unit to the sub-control unit. The acquired random number group is stored in the sub-RAM 94. The "chance up random number" is acquired based on a variation start command being output from the main control unit to the sub-control unit. The acquired random number value is stored in the sub-RAM 94.

[0061] Fig. 8 is a diagram for explaining the determination tables T1 to T4. Fig. 8(A) shows a diagram for explaining the big win determination table T1, Fig. 8(B) shows a diagram for explaining the reach determination table T2, Fig. 8(C) shows a diagram for explaining the normal symbol win determination table T3, and Fig. 8(D) shows a diagram for explaining the normal symbol variation pattern determination table T4.

[0062] The jackpot determination table T1 is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired jackpot random number value (any value between 0 and 65535) corresponds to a "jackpot" or a "miss." FIG. 8(A) shows that in the "normal probability state," if the jackpot random number value is "0 to 164," it is determined to be a "jackpot," and if the jackpot random number value is "a number other than 0 to 164 (165 to 65535)," it is determined to be a "miss." Also, in the "high probability state," if the jackpot random number value is "0 to 649," it is determined to be a "jackpot," and if the jackpot random number value is "a number other than 0 to 649 (650 to 65535)," it is determined to be a "miss." The details of the "normal probability state" and the "high probability state" will be described later.

[0063] The reach determination table T2 is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine whether the acquired reach random number value (any value between 0 and 127) corresponds to "reach" or "no reach." FIG. 8(B) shows that in the "non-time-saving state," if the reach random number value is between 0 and 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 "no reach." Also, in the "time-saving state," if the reach random number value is between 0 and 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 "no reach." The details of the "time-saving state" and "non-time-saving state" will be described later. In the reach determination table T2, it is more difficult to get a reach when losing in the time-saving state than in the non-time-saving state. This is because in the time-saving state, more no-reach misses with short fluctuation times are selected, which speeds up the consumption of special reserved patterns.

[0064] The normal symbol win determination table T3 is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired normal symbol random number value (any of 0 to 255) corresponds to a "win" or a "lose." FIG. 8(C) shows that in the "non-time-saving state," if the normal symbol random number value is "0 to 2," it is determined to be a "win," and if the normal symbol random number value is "a number other than 0 to 2 (3 to 255)," it is determined to be a "lose." Also, in the "time-saving state," if the normal symbol random number value is "0 to 254," it is determined to be a "win," and if the normal symbol random number value is "a number other than 0 to 254 (255)," it is determined to be a "lose."

[0065] The normal symbol variation pattern determination table T4 is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine how many seconds the normal symbol variation time is depending on the game state (non-time-saving state or time-saving state). In Figure 8(D), it is shown that in the "non-time-saving state", the normal symbol variation time is determined to be "30 seconds", and in the "time-saving state", the normal symbol variation time is determined to be "1 second".

[0066] FIG. 9 is a diagram illustrating the jackpot type determination table T5. The jackpot type determination table T5 is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine the "jackpot type" and the "type of special symbol" according to the acquired jackpot type random number value (any value between 0 and 127). In FIG. 9, when the first special symbol (special symbol 1) is selected in the lottery, if the jackpot type random number value is between 0 and 24, the jackpot type is determined to be a "16RV passing jackpot" and the special symbol stopping symbol is determined to be a "jackpot symbol 1." If the jackpot type random number value is between 25 and 49, the jackpot type is determined to be a "16RV passing jackpot" and the special symbol stopping symbol is determined to be a "jackpot symbol 2." If the jackpot type random number value is "50-55", the jackpot type is determined to be "16R (actually 15R) V-scheduled jackpot" and the special symbol stopping pattern is determined to be "jackpot symbol 3". If the jackpot type random number value is "56-67", the jackpot type is determined to be "16R (actually 13R) V-scheduled jackpot" and the special symbol stopping pattern is determined to be "jackpot symbol 4". If the jackpot type random number value is "68-127", the jackpot type is determined to be "16R (actually 13R) V-scheduled non-scheduled jackpot" and the special symbol stopping pattern is determined to be "jackpot symbol 5". On the other hand, when the second special symbol (special symbol 2) is selected, if the jackpot type random number is "0 to 82," the jackpot type is determined to be a "16RV passing jackpot" and the special symbol 2 stopping symbol (special symbol stopping symbol) is determined to be "jackpot symbol 1." If the jackpot type random number is "83 to 127," the jackpot type is determined to be a "16R (effectively 13R) V non-passing jackpot" and the special symbol stopping symbol is determined to be "jackpot symbol 5." By referring to the jackpot type determination table T5, the "special symbol stopping symbol data" corresponding to the special symbol stopping symbol, as well as the special game's "opening (OP) command," "round designation command," and "ending (ED) command" can also be identified. The specific details of "16RV scheduled to pass jackpot," "16R (actually 15R) V scheduled to pass jackpot," "16R (actually 13R) V scheduled to pass jackpot," and "16R (actually 13R) V not scheduled to pass jackpot" will be described later.

[0067] 10 is a diagram for explaining the fluctuation pattern determination table T6 in the non-time-shortening state. FIG. 11 is a diagram for explaining the fluctuation pattern determination table T6 in the time-shortening state. The fluctuation pattern determination table T6 is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine a fluctuation pattern according to the acquired fluctuation pattern random number value (0 to 127). FIG. 10 shows, for example, that when a ball enters the first starting hole 20 in the non-time-shortening state, the jackpot determination table T1 determines it as a "miss," the reach determination table T2 determines it as a "reach," the number of reserved balls is "1 to 2," and the fluctuation pattern random number value is "0 to 60," the fluctuation pattern is determined to be "P7." FIG. 11 shows, for example, that when a win occurs in the second starting slot 21 during the time-saving mode, the jackpot determination table T1 determines a "jackpot," the jackpot type determination table T5 determines a "16RV passing jackpot," and the fluctuation pattern random number value is "0 to 10," the fluctuation pattern is determined to be "P61." As shown in FIGS. 10 and 11, 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 effect with a longer fluctuation time after the reach than a normal reach. Here, five types of super reaches (SP1, SP2, SP3, SP4, SP5) with different fluctuation times are set. SP1 to SP3 are executed in a progressive manner after a normal reach. The difference between SP1 to SP5 may be, for example, the presence or absence of a pseudo-consecutive combination.

[0068] FIG. 12 is a diagram illustrating the electric chute opening pattern determination table T7. The electric chute opening pattern determination table T7 is a table referenced by the game control microcomputer 81 during the main control main processing (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). FIG. 12(A) shows that in the "non-time-saving state," the opening pattern of the electric chute 22 is determined to be "opening pattern 11," and in the "time-saving state," the opening pattern is determined to be "opening pattern 12." FIG. 12(B) shows the details of opening pattern 11 and opening pattern 12. In opening pattern 11, the electric chute 22 is opened once, with an opening time of 0.2 seconds. In opening pattern 12, the electric chute 22 is opened three times, with an opening time of 2.0 seconds per opening, and an interval (opening interval) of 1.0 seconds. However, if a predetermined number of game balls have entered the chute (a predetermined number of game balls, up to 10), the electric chute 22 is closed even if there is still time left for the chute to open.

[0069] FIG. 13 is a diagram illustrating the special prize opening pattern determination table T8. The special prize opening pattern determination table T8 is a table referenced by the game control microcomputer 81 during the main control process (described later) to determine the opening pattern of the first special prize opening 30 and the second special prize opening 35 according to the special prize stopping symbol data (FIG. 9). FIG. 13(A) shows that when the special prize stopping symbol data is "11H," "12H," or "21H," the opening pattern of the first special prize opening 30 and the second special prize opening 35 is determined to be "opening pattern 21." When the special prize stopping symbol data is "14H," "15H," or "22H," the opening pattern is determined to be "opening pattern 22." When the special prize stopping symbol data is "13H," the opening pattern is determined to be "opening pattern 23." FIG. 13(B) shows the contents of opening pattern 21, opening pattern 22, and opening pattern 23. In opening pattern 21, the first large prize opening 30 is opened once for an opening time of 29.5 seconds (long opening) in rounds 1 to 13 and 15, and the second large prize opening 35 is opened once for an opening time of 29.5 seconds (long opening) in rounds 14 and 16. In opening pattern 22, the first large prize opening 30 is opened once for an opening time of 29.5 seconds (long opening) in rounds 1 to 13, the second large prize opening 35 is opened once for an opening time of 0.1 seconds (short opening) in rounds 14 and 16, and the first large prize opening 30 is opened once for an opening time of 0.1 seconds (short opening) in round 15. In opening pattern 23, in rounds 1 to 13 and 15, the first major prize opening 30 is opened once for an opening time of 29.5 seconds (long opening), in round 14, the second major prize opening 35 is opened once for an opening time of 0.1 seconds (short opening), and in round 16, the second major prize opening 35 is opened once for an opening time of 29.5 seconds (long opening). However, if a predetermined number of game balls have won (a prescribed number of winnings, up to 9 balls), the first major prize opening 30 and the second major prize opening 35 will be closed even if there is remaining opening time.

[0070] 14 is a diagram illustrating the V-shaped opening / closing member release pattern determination table T9. The V-shaped opening / closing member release pattern determination table T9 is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine the release pattern of the V-shaped opening / closing member 71 according to the special symbol stop symbol data (FIG. 9). FIG. 14(A) shows that when the special symbol stop symbol data is "11H," "12H," or "21H," the release pattern of the V-shaped opening / closing member 71 is determined to be "release pattern 31," when the special symbol stop symbol data is "13H," the release pattern is determined to be "release pattern 32," when the special symbol stop symbol data is "14H," the release pattern is determined to be "release pattern 33," and when the special symbol stop symbol data is "15H" or "22H," the release pattern is determined to be "release pattern 34." 14(B) shows the details of opening pattern 31, opening pattern 32, opening pattern 33, and opening pattern 34. In opening pattern 31, when the first prize is won in first major prize opening 30 in rounds 2, 4, 6, and 8, short opening of V-shaped opening member 71 is performed with an opening time of 0.1 seconds. In rounds 10 and 12, when the first prize is won in first major prize opening 30, short opening of V-shaped opening member 71 is performed with an opening time of 0.1 seconds, and when the second prize is won, long opening of V-shaped opening member 71 is performed with an opening time of up to 31.5 seconds. In opening pattern 32, when the first prize is won in first major prize opening 30 in rounds 2, 4, 6, and 12, short opening of V-shaped opening member 71 is performed with an opening time of 0.1 seconds. In the 8th and 10th races, when the first prize is won at the first major prize opening 30, the V-shaped opening / closing member 71 is opened in a short mode with an opening time of 0.1 seconds, and when the second prize is won, the V-shaped opening / closing member 71 is opened in a long mode with an opening time of up to 31.5 seconds. In opening pattern 33, in the 2nd and 6th races, when the first prize is won at the first major prize opening 30, the V-shaped opening / closing member 71 is opened in a short mode with an opening time of 0.1 seconds, and when the second prize is won, the V-shaped opening / closing member 71 is opened in a long mode with an opening time of up to 31.5 seconds. In the 4th, 8th, 10th, and 12th races, when the first prize is won at the first major prize opening 30, the V-shaped opening / closing member 71 is opened in a short mode with an opening time of 0.1 seconds.In the opening pattern 34, when the first prize is won in the first big prize opening 30 in the 2nd, 4th, 6th, 8th, 10th and 12th rounds, the V-shaped opening member 71 is short-opened with an opening time of 0.1 seconds.

[0071] 4. Explanation of jackpots etc. In the gaming machine 1, there are "jackpots" and "losses" as the results of the jackpot lottery (special symbol lottery). In the case of a "jackpot," a "jackpot symbol" is displayed on the special symbol display 41. In the case of a "loss," a "loss symbol" is displayed on the special symbol display 41. When a jackpot is won, a "jackpot game" is executed in which the large prize slots (first large prize slot 30 and second large prize slot 35) are opened in an opening pattern corresponding to the type of special symbol (type of jackpot) that is displayed. The jackpot game is an example of a special game. The jackpot game includes multiple rounds of play (unit opening games), an opening (OP) before the first round of play begins, and an ending (ED) after the final round of play ends. Each round of play begins with the end of the opening or the end of the previous round of play, and ends with the start of the next round of play. The time (interval time) during which the big prize opening is closed between rounds of play is included in the open round of play before that closure.

[0072] There are multiple types of jackpots. The types of jackpots are shown in Figure 9. Here, jackpots are broadly divided into two types: "V-passing jackpots" and "V-non-passing jackpots." A "V-passing jackpot" is a jackpot that activates the opening / closing members 32, 37, and 71 in an opening pattern (V-passing opening pattern) that allows the game ball to pass into the V-zone 39 during the jackpot game. Here, a jackpot with special symbol stop data of 11H to 14H or 21H corresponds to a "V-passing jackpot (probable jackpot)." When the opening pattern of the opening / closing members 32 and 37 shown in Figure 13 is combined with the opening pattern of the V-opening member 71 shown in Figure 14 as (opening pattern 21: opening pattern 31), (opening pattern 22: opening pattern 33), or (opening pattern 23: opening pattern 32), the game ball can pass into the V-zone 39 during the jackpot game. A "V non-passing scheduled jackpot (normal jackpot)" is a jackpot that activates the opening / closing members 32, 37, and 71 in an opening pattern (a V non-passing scheduled opening pattern) that prevents the game ball from passing through the V area 39 during the jackpot game. Here, a jackpot with special stop symbol data of 15H or 22H corresponds to a "V non-passing scheduled jackpot." When the opening pattern of the opening / closing members 32 and 37 shown in FIG. 13 is combined with the opening pattern of the V opening / closing member 71 shown in FIG. 14 (opening pattern 22: opening pattern 34), the game ball cannot pass through the V area 39 during the jackpot game. As described above, the opening pattern 22 of the opening / closing members 32 and 37 serves as both a V passing scheduled opening pattern and a V non-passing scheduled opening pattern.

[0073] The "V Passing Jackpot" includes the "16RV Passing Jackpot," the "16R (actually 13R) V Passing Jackpot," and the "16R (actually 15R) V Passing Jackpot." The "16RV Passing Jackpot" has a total of 16 rounds. Rounds 1 through 13 and Round 15 open the first large prize opening 30 for a maximum of 29.5 seconds per Round. Rounds 14 and 16 open the second large prize opening 35 for a maximum of 29.5 seconds per Round (Figure 13: Opening Pattern 21). Rounds 10 and 12 open the V-shaped opening / closing member 71 for a long time (Figure 14: Opening Pattern 31), allowing easy passage to the V-zone 39 within the first large prize opening 30.

[0074] In the "16R (actually 13R) V-Passing Jackpot," the total number of rounds is 16R, but the actual total number of rounds is 13R. In other words, from R1 to R13, the first major prize slot 30 is open for a maximum of 29.5 seconds per R, but in R15, the first major prize slot 30 is only open for 0.1 seconds per R, and in R14 and R16, the second major prize slot 35 is only open for 0.1 seconds per R (Figure 13: Opening Pattern 22). Therefore, in this "16R (actually 13R) V-Passing Jackpot," the opening time of the major prize slot is extremely short from R14 to R16, making it a round in which no prize balls are expected to be awarded. In other words, the "16R (actually 13R) V-Passing Jackpot" is effectively a 13R jackpot. In 2R and 6R, the V-shaped opening / closing member 71 is long-opened (FIG. 14: opening pattern 33), and passage to the V-shaped area 39 in the first big winning opening 30 is easily possible.

[0075] In the "16R (effectively 15R) V-Passing Jackpot," the total number of rounds is 16R, but the actual total number of rounds is 15R. In other words, from R1 to R13 and R15, the first major prize slot 30 is open for a maximum of 29.5 seconds per R, and in R16, the second major prize slot 35 is open for a maximum of 29.5 seconds per R, but in R14, the second major prize slot 35 is only open for 0.1 seconds per R (Figure 13: Opening Pattern 23). Therefore, in this "16R (effectively 15R) V-Passing Jackpot," the opening time of the major prize slot is extremely short in R14, making it a round in which no prize balls are expected to be awarded. In other words, the "16R (effectively 15R) V-Passing Jackpot" is effectively a 15R jackpot. In 8R and 10R, the V-shaped opening / closing member 71 is long-opened (FIG. 14: opening pattern 32), and passage to the V-shaped area 39 in the first big winning opening 30 is easily possible.

[0076] The "V non-passing scheduled jackpot" is a "16R (actually 13R) V non-passing scheduled jackpot" with opening pattern 22, which has a total number of rounds of 16R, but an actual total number of rounds of 13. In other words, from R1 to R13, the first major prize slot 30 is open for a maximum of 29.5 seconds per R, but in R15, the first major prize slot 30 is only open for 0.1 seconds per R, and in R14 and R16, the second major prize slot 35 is only open for 0.1 seconds per R (Figure 13: opening pattern 22). Therefore, in this "16R (actually 13R) V non-passing scheduled jackpot," the opening time of the major prize slot is extremely short from R14 to R16, making it a round in which no prize balls are expected. In other words, the "16R (actually 13R) V non-passing scheduled jackpot" is an actual 13R jackpot. At 2R, 4R, 6R, 8R, 10R and 12R, the V-opening member 71 is opened, but the opening is a short opening (Figure 14: opening pattern 34), making it almost impossible for the game ball to pass through the V-region 39 inside the first large prize opening 30.

[0077] As is clear from the above explanation, the "16R (effectively 13R) V non-passing scheduled jackpot" and the "16R (effectively 13R) V passing scheduled jackpot" have the same opening pattern (opening pattern 22) for the first large prize opening 30 and the second large prize opening 35 (opening member 32 and opening member 37), but differ in the opening pattern of the V-shaped opening / closing member 71 (opening pattern 34 and opening pattern 33). As will be described later, the "16R (effectively 13R) V non-passing scheduled jackpot" and the "16R (effectively 13R) V passing scheduled jackpot" are set up so that a time-saving game (100 times in this example) is played after the jackpot game ends. In other words, in the "16R (effectively 13R) V non-passing scheduled jackpot," it is nearly impossible for the game ball to pass through the V-shaped area 39 in the first large prize opening 30, and the game state after the jackpot becomes a low-probability time-saving state (low-probability high base state). On the other hand, in the case of a "16R (effectively 13R) V-passing scheduled jackpot," the game ball can easily pass through the V area 39 in the first large prize entry port 30, and the game state after the jackpot becomes a high-probability time-saving state (high-probability, high-base state). This makes it difficult for the player to distinguish between a "16R (effectively 13R) V-non-passing scheduled jackpot" and a "16R (effectively 13R) V-passing scheduled jackpot," making it difficult to determine whether the game state after the jackpot will become a low-probability time-saving state (low-probability, high-base state) or a high-probability time-saving state (high-probability, high-base state). Furthermore, after the time-saving game ends, the game state becomes a low-probability, low-base state (normal state) in the case of a "16R (effectively 13R) V-non-passing scheduled jackpot," and the game state becomes a high-probability, low-base state (apparently normal state) in the case of a "16R (effectively 13R) V-passing scheduled jackpot." That is, in the "16R (actually 13R) V passing scheduled jackpot", when the game ball passes through the V area 39 in the first large prize entry port 30, when the time-saving state after the jackpot game ends, the game state becomes a latent state (latent high probability state) in which the high probability is hidden despite being in a high probability low base state, and this latent high probability state is difficult for the player to distinguish.In other words, the low probability time-saving state (low probability, high base state) after the jackpot play of "16R (effectively 13R) V non-passing jackpot" and "16R (effectively 13R) V passing jackpot", "16R (effectively 13R) V non-passing jackpot", and the high probability time-saving state (high probability, high base state) after the jackpot play of "16R (effectively 13R) V passing jackpot", as well as the low probability, low base state after the time-saving end of "16R (effectively 13R) V non-passing jackpot" and the high probability, low base state after the time-saving end of "16R (effectively 13R) V passing jackpot", are performed in a manner that is difficult for the player to distinguish.

[0078] 9, the distribution rate of jackpots in the lottery for the first special symbol (special symbol 1) is 68 / 128 (approximately 53%) for V-passing jackpots and 60 / 128 (approximately 47%) for V-non-passing jackpots. In contrast, the distribution rate of jackpots in the lottery for the second special symbol (special symbol 2) is 83 / 128 (approximately 64.8%) for V-passing jackpots and 45 / 128 (approximately 35.2%) for V-non-passing jackpots. In this way, the gaming machine 1 is set up so that the jackpot lottery (lottery for the second special symbol) held when a gaming ball enters the second starting slot 21 is more advantageous to the player than the jackpot lottery (lottery for the first special symbol) held when a gaming ball enters the first starting slot 20.

[0079] 5. Explanation of game status The gaming states of the gaming machine 1 will now be described. The gaming control microcomputer 81 can execute "probability fluctuation control" and "variation time reduction control" for the special symbols displayed on the special symbol display 41 and the normal symbols displayed on the normal symbol display 42, respectively. Here, the state in which the gaming control microcomputer 81 is performing probability fluctuation control on the special symbols on the special symbol display 41 is referred to as the "high probability state (high probability state, probability fluctuation state, probability variable state)," and the state in which probability fluctuation control is not performed is simply referred to as the "normal probability state (non-high probability state, low probability state, normal state)." The gaming control microcomputer 81 achieves the high probability state by determining a jackpot using a jackpot determination table (FIG. 8(A)) in which the number of jackpot random number values ​​determined to be a jackpot is higher in the high probability state than in the normal probability state, as the probability fluctuation control for the special symbols. Therefore, the probability of a jackpot is higher in the high probability state than in the normal probability state. In other words, when the game control microcomputer 81 is executing probability fluctuation control on the special pattern of the special pattern display device 41, the probability that the display result (stopped pattern) of the variable display of the special pattern by the special pattern display device 41 will be a jackpot pattern is higher than when the probability fluctuation control is not being executed.

[0080] Furthermore, the state in which the game control microcomputer 81 is controlling the time reduction of the special symbol on the special symbol display 41 is referred to as the "time-saving state," while the state in which the time reduction is not controlled is simply referred to as the "non-time-saving state." In the time-saving state, the special symbol's time of fluctuation (the time from the start of the variable display to the derived display of the display result) is shorter than in the non-time-saving state. The game control microcomputer 81 determines the variable pattern using the variable pattern determination table T6 (Figures 10 and 11), which is determined so that a variable pattern with a short variable time is selected more frequently in the time-saving state than in the non-time-saving state. In other words, when the game control microcomputer 81 is controlling the time reduction of the special symbol on the special symbol display 41, a short variable time is more likely to be selected as the variable display time of the special symbol compared to when the time reduction control is not being performed. As a result, in the time-saving state, the pace of consumption of reserved special symbols is accelerated, making it more likely that a valid win (a win that can be stored as a reserved special symbol) will occur in the starting slot. This allows players to aim for a big win while the game progresses smoothly. The game control microcomputer 81 may simultaneously execute probability fluctuation control and fluctuation time reduction control for the special symbols on the special symbol display 41, or may execute only one of them.

[0081] The game control microcomputer 81 executes probability fluctuation control and fluctuation time reduction control for the normal symbols of the normal symbol display device 42 in synchronization with fluctuation time reduction control for the special symbols of the special symbol display device 41. That is, the game control microcomputer 81 executes probability fluctuation control and fluctuation time reduction control for the normal symbols in the time-shortened state, but does not execute them in the non-time-shortened state. As the probability fluctuation control for the normal symbols, the game control microcomputer 81 performs hit determination (determination of the normal symbol) using a normal symbol hit determination table T3 (FIG. 8(C)) in which the number of normal symbol random number values ​​determined to be a hit (win random number values) is higher in the time-shortened state than in the non-time-shortened state. Therefore, the probability of a hit is higher in the time-shortened state than in the normal symbol normal probability state. In other words, when the game control microcomputer 81 is executing probability fluctuation control on the normal symbols of the normal symbol display device 42, the probability that the display result (stopped symbol) of the variable display of the normal symbol by the normal symbol display device 42 will be a winning symbol is higher than when the probability fluctuation control is not being executed. In the time-shortened state, the normal symbol fluctuation time is shorter than in the non-time-shortened state. Here, the normal symbol fluctuation time is 30 seconds in the non-time-shortened state, but 1 second in the time-shortened state (FIG. 8(D)). Furthermore, in the time-shortened state, the opening time of the electric chute 22 in the auxiliary game is longer than in the non-time-shortened state (FIG. 12). In other words, the game control microcomputer 81 is executing control to extend the opening time of the electric chute 22. In addition, in the time-shortened state, the number of times the electric chute 22 opens in the auxiliary game is more than in the non-time-shortened state (FIG. 12). In other words, the game control microcomputer 81 is executing control to increase the number of times the electric chute 22 opens. When the game control microcomputer 81 is executing probability fluctuation control and fluctuation time reduction control for the normal symbols on the normal symbol display 42, as well as control to extend the opening time and increase the number of openings for the electric chute 22, the electric chute 22 opens more frequently and game balls land more frequently in the second starting hole 21 than when these controls are not being 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 being executed is called a "high base state," and the state in which they are not being executed is called a "low base state." In a high base state, you can aim for a jackpot without significantly reducing the number of game balls you have in your hand.The high base state is a state in which so-called electric support control (control that supports winning at the second starting hole 21 by the electric chute 22) is being executed. The high base state (electric support control state) does not have to execute all of the above controls. In other words, by executing one or more of the following controls, it is sufficient if the electric chute 22 is more likely to open than when the control is not being executed: probability fluctuation control for the normal symbol on the normal symbol display 42, fluctuation time reduction control for the normal symbol on the normal symbol display 42, opening time extension control for the electric chute 22, and opening count increase control for the electric chute 22. The high base state (electric support control state) may also be controlled independently of the time-shortening state.

[0082] In the gaming machine 1, the game state after a jackpot game resulting from winning a V-passing jackpot is a high-probability state, a time-saving state, and a high-base state if the jackpot passes through the V region 39 during the jackpot game. This game state is particularly referred to as a "high-probability, high-base state" or a "high-probability, time-saving state." Specifically, the jackpots that result in a high-probability, high-base state after a jackpot game are the "16RV-passing jackpot," "16R (effectively 15R) V-passing jackpot," and "16R (effectively 13R) V-passing jackpot" among the jackpot types shown in FIG. 9. For the "16RV-passing jackpot" and "16R (effectively 15R) V-passing jackpot," the high-probability, high-base state ends when the next jackpot (next jackpot) is won and the jackpot game is executed. In the case of a "16R (effectively 13R) V-passing scheduled jackpot," the high-probability, high-base state ends when, after a jackpot game, the special symbol variable display is executed a predetermined number of times (here, 100 times), resulting in a high-probability, low-base state (latent probability variable state), or when the next jackpot (next jackpot) is won and that jackpot game is executed. Furthermore, the game state after a jackpot game resulting from a win of a non-V-passing scheduled jackpot is a normal probability state (a non-high probability state, i.e., a low probability state), a time-saving state, and a high-base state, unless the V region 39 is passed through during that jackpot game (which is almost never the case). These game states are specifically referred to as a "low-probability, high-base state" and a "low-probability, time-saving state." Specifically, the jackpot that results in a low-probability, high-base state after a jackpot game is a "16R (effectively 13R) V-non-passing scheduled jackpot," among the jackpot types shown in Figure 9. In this jackpot, the low-probability, high-base state ends when, after the jackpot game, the variable display of special symbols is executed a predetermined number of times (here, 100 times), or when the next jackpot (next jackpot) is won and that jackpot game is executed. When playing the gaming machine 1 for the first time, the gaming state after powering on is a normal probability state, a non-time-saving state, and a low-base state (non-electric support control state). This gaming state is particularly referred to as the "low-probability, low-base state." The low-probability, low-base state is sometimes referred to as the "normal gaming state" or the "low-probability, non-time-saving state (also simply referred to as the non-time-saving state)."In addition, the state in which a special game (jackpot game) is being played may be referred to as a “special game state (jackpot game state).” Furthermore, the state in which at least one of the high probability state and the high base state is controlled may be referred to as a “specific game state.”

[0083] In a high-base state, such as a high-probability high-base state or a low-probability high-base state, hitting the ball from the right to enter the right play area 3B (Figure 1) can provide a more advantageous gameplay. This is because the electric support control makes the electric chute 22 more likely to open than in a low-base state, making it easier to win in the second start gate 21 than in the first start gate 20. Therefore, in a high-base state, a right-handed hit is performed to allow the ball to pass through gate 28, which triggers the normal symbol lottery, and enter the second start gate 21. This allows for more start wins (wins in the start gate) than a left-handed hit. In addition, in the gaming machine 1, play is performed with a right-handed hit even during a jackpot. On the other hand, in a low-base state, a left-handed hit to enter the left play area 3A (Figure 1) can provide a more advantageous gameplay. Because electric support control is not being executed, the electric chute 22 is less likely to open than in the high base state, making it easier to win in the first start hole 20 than in the second start hole 21. For this reason, in the low base state, the player hits left to make the game ball win in the first start hole 20. This allows for more start wins than hitting right.

[0084] 6. Operation of the gaming control microcomputer 81 The operation of the game control microcomputer 81 provided on the main control board 80 (Fig. 3) will be described with reference to Figs. 15 to 34. Counters, flags, status, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the main RAM 84. The game control microcomputer 81 corresponds to the win / lose determination means (Fig. 23) and the win / lose advance determination means (Figs. 18 and 19).

[0085] [Main control main processing] FIG. 15 is a flowchart of the main control main processing. When the power of the gaming machine 1 is turned on, the gaming control microcomputer 81 reads out a program for executing the main control main processing from the main ROM 83. In the main control main processing, the gaming control microcomputer 81 first performs initial settings (step S001). The initial settings include, for example, setting the main CPU 82 and resetting various flags, statuses, counters, etc. The initial value of a flag is "1" (i.e., "ON") for the ceiling flag, and the initial value of other flags is "0" (i.e., "OFF"). The initial value of a status is "1". The initial value of a counter is "500" for the ceiling counter, and "0" for the other counters. Note that the initial settings are performed only once after the power is turned on and are not performed thereafter.

[0086] After the initial setting, the game control microcomputer 81 disables 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 increments the various random number counter values ​​(jackpot random number value, jackpot type random number value, reach random number value, variable pattern random number value, and normal symbol random number value) shown in FIG. 7(A) by 1 to update them. When each random number counter value reaches a preset upper limit, 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 randomly changed. Furthermore, each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.

[0087] After the normal and special symbol main random number update process, the game control microcomputer 81 permits interruption of the interrupt process (step S004). While the interrupt is permitted, the main timer interrupt process (step S005) can be executed. The main timer interrupt process is executed based on an interrupt pulse repeatedly input to the main CPU 82 at a predetermined cycle (e.g., every 4 msec). That is, the main timer interrupt process is executed at predetermined cycles (e.g., 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 to the main CPU 82 when the interrupt is prohibited, the main timer interrupt process does not start immediately, but starts after the interrupt is permitted.

[0088] [Main timer interrupt processing] FIG. 16 is a flowchart of the main timer interrupt process (FIG. 15: step S005). In the main timer interrupt process, the game control microcomputer 81 first performs random number update processing (step S101). Specifically, the game control microcomputer 81 updates the various random number counter values ​​shown in FIG. 7(A). This random number update processing is the same as the normal symbol / special symbol main random number update processing performed in the main control main processing (FIG. 15) described above. In other words, the update processing of the 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).

[0089] 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, the normal winning hole sensor 27a, and the normal winning hole sensor 29a (FIG. 3).

[0090] After the input process, the game control microcomputer 81 sequentially executes the start hole sensor detection process (step S103), normal operation process (step S104), special operation process (step S105), V-area sensor detection process (step S106), and reserved ball count process (step S107). Details of these processes will be described later. After the reserved ball count process, the game control microcomputer 81 executes output process (step S108). In the output process, the game control microcomputer 81 outputs the commands etc. set in the command set area 84a of the main RAM 84 in each of the above processes to the sub-control board 90. After the output process, the game control microcomputer 81 executes other processes (step S109). In other processes, for example, the second special chart reserved display 43b is controlled to a display mode that indicates the number based on the number of reserved balls for special chart 2 described below, and the first special chart reserved display 43a is controlled to a display mode that indicates the number based on the number of reserved balls for special chart 1.

[0091] [Starting port sensor detection process] FIG. 17 is a flowchart of the start gate sensor detection process (FIG. 16: step S103). The game control microcomputer 81 first determines whether a game ball has passed through the gate 28 (step S201). This determination is made based on whether a game ball has been detected by the gate sensor 28a. If a game ball has not passed through the gate 28 (step S201: NO), the process skips to step S205. If a game ball has passed through the gate 28 (step S201: YES), the game control microcomputer 81 determines whether the number of reserved balls for normal symbols is "4 (upper limit)" (step S202). The number of reserved balls for normal symbols is the number of reserved normal symbols, and more specifically, is the value of a counter that counts the number of reserved normal symbols provided in the main RAM 84. If the number of reserved balls for normal symbols is "4" (step S202: YES), the process skips to step S205. If the number of reserved normal symbol balls is "3" or less (step S202: NO), "1" is added to the number of reserved normal symbol balls (step S203), and then a normal symbol random number acquisition process is performed (step S204). Here, the game control microcomputer 81 acquires the value of the normal symbol random number counter (Figure 7: value of label-TRND-H), and stores the acquired random number value in a memory area corresponding to the current number of reserved normal symbol balls among the first to fourth memory areas of the normal symbol reservation memory area 86 of the main RAM 84.

[0092] In step S205, the game control microcomputer 81 determines whether or not a game ball has entered the second start hole 21. This determination is made based on whether or not a game ball has been detected by the second start hole sensor 21a. If a game ball has not entered the second start hole 21 (step S205: NO), the process skips to step S210. If a game ball has entered (step S205: YES), the game control microcomputer 81 determines whether or not the number of reserved balls for special symbol 2 is "4 (upper limit)" (step S206). The number of reserved balls for special symbol 2 is the number of reserved second symbol symbols, and more specifically, is the value of a counter that counts the number of reserved second symbol symbols provided in the main RAM 84. If the number of reserved balls for special symbol 2 is "4" (step S206: YES), the process skips to step S210. If the number of reserved balls for special chart 2 is "3" or less (step S206: NO), "1" is added to the number of reserved balls for special chart 2 (step S207), and then a special chart 2 related random number acquisition process is performed (step S208). Here, the value of the jackpot random number counter (Figure 7: value of label-TRND-A), the value of the jackpot type random number counter (Figure 7: value of label-TRND-AS), the value of the reach random number counter (Figure 7: value of label-TRND-RC), and the value of the variation pattern random number counter (Figure 7: value of label-TRND-T1) are acquired. The game control microcomputer 81 stores the acquired 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 85b. The game control microcomputer 81 temporarily stores (holds) the acquired random number group in a buffer (pre-determination buffer) different from the second special chart reserve memory area 85b for the special chart 2 pre-determination process (FIG. 18) described later. After the special chart 2 related random number acquisition process, the game control microcomputer 81 performs the special chart 2 pre-determination process (step S209). The details of the special chart 2 pre-determination process will be described later.

[0093] In step S210, the game control microcomputer 81 determines whether or not a game ball has entered the first start hole 20. This determination is made based on whether or not a game ball has been detected by the first start hole sensor 20a. If a game ball has not entered the first start hole 20 (step S210: NO), this process ends. If a game ball has entered the first start hole 20 (step S210: YES), the game control microcomputer 81 determines whether or not the number of reserved balls for special symbol 1 is "4 (upper limit value)" (step S211). The number of reserved balls for special symbol 1 is the number of reserved first special symbols, and more specifically, is the value of a counter that counts the number of reserved first special symbols provided in the main RAM 84. If the number of reserved balls for special symbol 1 is "4" (step S211: YES), this process ends. If the number of reserved balls for special chart 1 is "3" or less (step S211: NO), "1" is added to the number of reserved balls for special chart 1 (step S212), and then special chart 1 related random number acquisition processing is performed (step S213). Here, similar to the special chart 2 related random number acquisition processing (step S208) described above, the values ​​of the jackpot random number counter, the jackpot type random number counter, the reach random number counter, and the variation pattern random number counter are acquired. The game control microcomputer 81 stores the acquired random number group in a storage area corresponding to the current number of reserved balls for special chart 1 among the first to fourth storage areas of the first special chart reservation storage area 85a. The game control microcomputer 81 also temporarily stores (retains) the acquired random number group in a buffer (pre-determination buffer) different from the first special chart reservation storage area 85a for the special chart 1 pre-determination processing (FIG. 19) described later. After the special chart 1 related random number acquisition process, the game control microcomputer 81 performs special chart 1 advance determination process (step S214). The details of the special chart 1 advance determination process will be described later.

[0094] [Special Drawing 2 Pre-judgment Processing] FIG. 18 is a flowchart of the special symbol 2 preliminary determination process (FIG. 17: step S209). The game control microcomputer 81 first determines whether the probability variable flag is ON (step S301). If the probability variable flag is OFF (step S301: NO), this process ends. That is, if the probability variable flag is OFF, no preliminary determination is made. On the other hand, if the probability variable flag is ON, the game control microcomputer 81 performs a preliminary determination of a jackpot by referring to the high-probability state table in the jackpot determination table T1 (FIG. 8) (step S302). Specifically, the game control microcomputer 81 first obtains a jackpot random number value as a determination value temporarily stored in the preliminary determination buffer by the special symbol 2 related random number acquisition process (FIG. 17: step S208). Next, the game control microcomputer 81 performs a preliminary determination of whether a jackpot has occurred using the jackpot determination table T1 (FIG. 8) and the jackpot random number value. Here, since the state is high probability (probability variable flag is ON), the game control microcomputer 81 refers to the table for high probability state (jackpot determination value is "0" to "649") in the jackpot determination table T1 to determine in advance whether or not there is a jackpot. That is, when the jackpot random number value is "0" to "649", it is determined in advance as a "jackpot", and when it is any other value, it is determined in advance as a "miss". Note that in this embodiment, the pre-determination is made using the jackpot determination table T1 used in the jackpot determination process (FIG. 23) described later, but in other embodiments, the pre-determination may be made using a jackpot determination table for pre-determination that is different from the jackpot determination table T1.

[0095] If the result of the jackpot pre-determination is "miss" (step S304: NO), the process skips to step S306. On the other hand, if the result of the jackpot pre-determination is "jackpot" (step S304: YES), the game control microcomputer 81 performs a jackpot type pre-determination (step S305). In the jackpot type pre-determination, the game control microcomputer 81 first acquires a jackpot type random number value as a determination value temporarily stored in the pre-determination buffer by the special chart 2 related random number acquisition process (FIG. 17: step S208). Next, the game control microcomputer 81 performs a pre-determination of the jackpot type based on the acquired jackpot type random number value and the jackpot type determination table T5 (FIG. 9). Here, regardless of whether the jackpot type random number value is "0" to "127," the pre-determination is a "jackpot expected to pass 16RV." In this embodiment, a preliminary determination is made using the jackpot type determination table T5 used in the jackpot determination process (Figure 23) described later, but in other embodiments, a preliminary determination may be made using a jackpot type determination table for preliminary determination that is different from the jackpot type determination table T5.

[0096] In step S306, the game control microcomputer 81 performs a preliminary determination of a fluctuation pattern. Specifically, the game control microcomputer 81 first acquires a fluctuation pattern random number value and a reach random number value as determination values ​​temporarily stored in the preliminary determination buffer by the special chart 2 related random number acquisition process (FIG. 17: step S208). Next, since the time-shortened state (time-shortened flag is ON) is in effect, the game control microcomputer 81 refers to the fluctuation pattern determination table T6 for the time-shortened state (FIG. 11) and identifies a fluctuation pattern from the jackpot preliminary determination result of step S304, the reach preliminary determination result obtained from the reach random number value, and the fluctuation pattern random number value. Note that in the fluctuation pattern determination table T6 of FIG. 11, the selected fluctuation pattern may differ depending on the number of reserved balls. Here, it is assumed that all fluctuation patterns that may be selected depending on the number of reserved balls are selected. For example, if a reach or miss is determined in advance from the jackpot advance determination result and the reach / no-reach advance determination result, and the fluctuation pattern random number value is "60", the game control microcomputer 81 selects two patterns: a fluctuation pattern "P64" that is selected if the number of reserved balls is "1 to 2", and a fluctuation pattern "P68" that is selected if the number of reserved balls is "3 to 4". In this embodiment, the advance determination is performed using the fluctuation pattern determination table T6 used in the fluctuation pattern selection process (FIGS. 24 and 25) described later, but in other embodiments, the advance determination may be performed using a fluctuation pattern determination table for advance determination that is different from the fluctuation pattern determination table T6.

[0097] In step S307, the game control microcomputer 81 creates a pre-determination command. The pre-determination command includes the jackpot pre-determination result (in the case of a win, the jackpot type pre-determination result) and the fluctuation pattern pre-determination result. The game control microcomputer 81 sets the created pre-determination command in the command set area 84a of the main RAM 84 (step S308), and ends this process.

[0098] [Special Drawing 1 Pre-judgment Processing] FIG. 19 is a flowchart of the special chart 1 preliminary determination process (FIG. 17: step S214). The game control microcomputer 81 first determines whether the probability variable flag is ON (step S401). Contrary to the special chart 2 preliminary determination process described above, if the probability variable flag is ON (step S401: YES), this process ends. In other words, if the probability variable flag is ON, no preliminary determination is made. On the other hand, if the probability variable flag is OFF (step S401: NO), the game control microcomputer 81 performs a jackpot preliminary determination by referring to the table for the normal probability state in the jackpot determination table T1 (FIG. 8) (step S402). Specifically, the game control microcomputer 81 first obtains a jackpot random number value as a determination value temporarily stored in the preliminary determination buffer by the special chart 1 related random number acquisition process (FIG. 17: step S213). Next, since the normal probability state (probability variable flag is OFF) is in effect here, the game control microcomputer 81 pre-determines whether or not a jackpot has occurred based on the table for the normal probability state (jackpot determination value is "0" to "164") in the jackpot determination table T1. That is, when the jackpot random number value is "0" to "164", it is pre-determined as a "jackpot", and when it is any other value, it is pre-determined as a "miss". Note that the jackpot pre-determination may use a jackpot determination table for pre-determination that is different from the jackpot determination table T1. The following steps S404 to S408 are the same as steps S304 to S308 in the special chart 2 pre-determination process (Fig. 18) described above, and therefore will not be described here.

[0099] [Normal operation processing] FIG. 20 is a flowchart of the normal operation process (FIG. 16: step S104). The game control microcomputer 81 first determines whether the electric chute 22 is in operation (step S501). If the electric chute 22 is in operation (step S501: YES), the process proceeds to step S520. If the electric chute 22 is not in operation (step S501: NO), the game control microcomputer 81 determines whether the normal symbol is changing (step S502). If the normal symbol is changing (step S502: YES), the process skips to step S508. If the normal symbol is not changing (step S502: NO), the game control microcomputer 81 determines whether the number of reserved balls for the normal symbol is "0" (step S503). If the number of reserved balls is "0" (step S503: YES), the process ends. If the number of reserved balls is 1 or more (step S503: NO), the number of reserved balls for normal symbols is decremented by 1 (step S504). Therefore, if a gaming ball passes through gate 28 while the number of reserved balls for normal symbols is "0," the number of reserved balls for normal symbols is temporarily set to "1" in step S203 of the start gate sensor detection process (FIG. 17). Then, the reserved balls are consumed in step S504, and the number of reserved balls for normal symbols immediately becomes "0." The same applies to the number of reserved balls for special symbols. That is, the number of reserved balls for special symbols is temporarily set to "1" in steps S207 and S212 of the start gate sensor detection process (FIG. 17). Then, the reserved balls are consumed in steps S1404 and S1410 of the special symbol standby process (FIG. 22), which will be described later, and the number of reserved balls for special symbols becomes "0." Next, the game control microcomputer 81 performs a win determination by referring to the normal symbol win determination table T3 (FIG. 8(C)) (step S505). Specifically, the game control microcomputer 81 first reads out the normal symbol random number value (win random number value) as a determination value stored in the first memory area (corresponding to the first normal symbol reservation) of the normal symbol reservation memory area 86. Then, it determines whether or not there is a win using the normal symbol random number value, the game state (whether or not it is in the time-shortened state), and the normal symbol win determination table T3.For example, in the non-time-saving state, if the normal pattern random number value is between "0" and "2", it is judged as a "win", and if the normal pattern random number value is anything other than that, it is judged as a "miss" (see Figure 8(C)).

[0100] Next, the game control microcomputer 81 refers to the normal symbol variation pattern determination table T4 (FIG. 8(D)) to select a variation pattern (step S506). Specifically, the game control microcomputer 81 first determines the game state (whether it is in a time-saving state or not), and selects the variation time of the normal symbol as a normal symbol variation pattern using the game state determination result and the normal symbol variation pattern determination table T4. Here, in the non-time-saving state, the variation time of the normal symbol is determined to be "30 seconds", and in the time-saving state, the variation time of the normal symbol is determined to be "1 second" (see FIG. 8(D)). The game control microcomputer 81 sets the selected normal symbol variation pattern to start displaying the variation of the normal symbol (step S507).

[0101] In step S508, the game control microcomputer 81 determines whether the normal symbol variation time has elapsed and ended. The normal symbol variation time is the variation time selected in step S506 (see FIG. 8(D)). If the variation time has not ended (step S508: 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 S508: YES), the game control microcomputer 81 stops the variation display (step S509), and if the above-mentioned hit determination (step S505) results in a "miss" (step S510: NO), this process ends. On the other hand, if the above-mentioned hit determination results in a "win" (step S510: YES), the game control microcomputer 81 sets the electric chute opening pattern (step S511). The opening pattern of the electric chute 22 is selected by referring to the electric chute opening pattern determination table T7 (Figure 12 (A)). Specifically, the game control microcomputer 81 determines the game state (whether it is in a time-shortened state or not), and selects the opening pattern of the electric chute 22 using the game state determination result and the electric chute opening pattern determination table T7. Here, when it is in a non-time-shortened state, "opening pattern 11" is selected, and when it is in a time-shortened state, "opening pattern 12" is selected. After selecting the opening pattern, the game control microcomputer 81 starts the operation of the electric chute in accordance with the selected opening pattern (step S512), and ends this processing.

[0102] In the above-mentioned step S501, if the electric chute 22 is in operation (step S501: YES), the game control microcomputer 81 determines whether or not the closing condition for the electric chute 22 is met (step S520). The closing condition here is met when either the number of winning balls on the electric chute 22 reaches a predetermined maximum number of winning balls (e.g., six balls), or the operation time of the electric chute 22 has elapsed and it is time to close the electric chute 22. The operation time of the electric chute 22 is the operation time corresponding to the opening pattern selected in step S511. If the closing condition for the electric chute 22 is not met (step S520: NO), the game control microcomputer 81 ends this process. On the other hand, if the closing condition for the electric chute 22 is met (step S520: YES), the game control microcomputer 81 closes (blocks) the electric chute 22 and stops its operation (step S521), and ends this process.

[0103] [Special Action Processing] FIG. 21 is a flowchart of the special operation process (FIG. 16: step S105). Here, the process for the special symbol display 41 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," and "4." When the "special operation status" is "1" (step S1301: YES), the game control microcomputer 81 performs special symbol standby process (step S1302). In the special symbol standby process, a big win determination and a variation pattern selection are performed. When the "special operation status" is "2" (step S1301: NO, step S1303: YES), a special symbol variation process is performed (step S1304). In the special symbol variation process, a variation stop command is output after the variation time has elapsed. When the "special operation status" is "3" (steps S1301, S1303: NO, step S1305: YES), a special symbol determination process is performed (step S1306). In the special symbol determination process, an opening command is output when a jackpot occurs. When the "special operation status" is "4" (steps S1301, S1303, S1305: NO), a special electric device process is performed (step S1308). In the special electric device process, a jackpot game is executed. Details of each of the above processes will be described later. The special operation status is initially set to "1".

[0104] [Special pattern standby process] FIG. 22 is a flowchart of the special symbol standby process (FIG. 21: step S1302). In the special symbol standby process, the game control microcomputer 81 first determines whether the number of reserved balls for the special symbol 2 is "0" (step S1401). If the number of reserved balls for the special symbol 2 is "0" (step S1401: YES), that is, if the second special symbol reserve memory area 85b does not store a random number group acquired as a result of winning the second starting hole 21, the process proceeds to step S1407. If the number of reserved balls for the special symbol 2 is "1" or more (step S1401: NO), the game control microcomputer 81 executes a jackpot determination process (step S1402) and a variation pattern selection process (step S1403). Details of these processes will be described later. After the variation pattern selection process, the number of reserved balls for the special symbol 2 is decremented by one (step S1404). Next, the game control microcomputer 81 shifts the storage locations of the reserved information (various random number values) stored in the first to fourth storage areas of the second special symbol reservation storage area 85b from their current locations toward the read side, and clears the reserved information stored in the second special symbol reservation storage area 85b in the location farthest from the read side (step S1405). For example, if reserved information is stored in the first to third storage areas, the reserved information stored in the third storage area is cleared, and if reserved information is stored in the first to fourth storage areas, the reserved information stored in the fourth storage area is cleared. Through the above steps, the reserved second symbols 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 leftmost reserved image 9B of the four reserved images 9B) corresponding to the first storage area of ​​the second special symbol reservation storage area 85b is shifted toward the reserved consumption image display area and displayed as a reserved consumption image 9C. In addition, the reserved images 9B corresponding to the second to fourth storage areas of the second special symbol reserved storage area 85b (the second, third, and fourth reserved images 9B from the left out of the four reserved images 9B) are each shifted one position to the left (Fig. 1). This allows the player to recognize that one reserved second special symbol has been consumed. Next, the game control microcomputer 81 performs special symbol 2 variation start processing (step S1406).In the special symbol 2 variation start process, a variation start command is set in the command set area 84a of the main RAM 84, the variable display of the second special symbol is started, and the variation time timer is set. A variation time determined according to the variation pattern selected in the variation pattern selection process is set in the variation time timer. In addition, the game control microcomputer 81 sets the special operation status to "2." Note that the variation start command set in the special symbol 2 variation start process (special symbol 2 variation start command) includes information regarding the special symbol stop pattern data set in the jackpot determination process (step S1402) and information regarding the variation pattern set in the variation pattern selection process (step S1403) (including information regarding the variation time).

[0105] In step S1401, if the number of reserved balls for special symbol 2 is "0" (step S1401: YES), the game control microcomputer 81 determines whether the number of reserved balls for special symbol 1 is "0" (step S1407). If the number of reserved balls for special symbol 1 is "0" (step S1407: YES), that is, if the first special symbol reserved memory area 85a does not store a random number group acquired as a result of winning the first starting hole 20, the process proceeds to step S1413. If the number of reserved balls for special symbol 1 is "1" or more (step S1407: NO), the game control microcomputer 81 executes a jackpot determination process (step S1408) and a variation pattern selection process (step S1409). Details of these processes will be described later. After the variation pattern selection process, the number of reserved balls for special symbol 1 is decremented by one (step S1410). Next, the game control microcomputer 81 shifts the storage locations of the various random number values ​​stored in the first to fourth memory areas of the first special symbol reservation memory area 85a by one position from their current positions toward the read side, and clears the reserved information stored in the first special symbol reservation memory area 85a in the location farthest from the read side (step S1411). Through these steps, the first reserved symbols 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 9A corresponding to the first memory area of ​​the first special symbol reservation memory area 85a (the rightmost reserved image 9A of the four reserved images 9A) shifts toward the reserved consumption image display area and is displayed as reserved consumption image 9C. Furthermore, the reserved images 9A corresponding to the second to fourth memory areas of the first special symbol reservation memory area 85a (the second, third, and fourth reserved images 9A from the left of the four reserved images 9A) each shift one position to the right (FIG. 1). This allows the player to recognize that one reserved first symbol has been consumed. Next, the game control microcomputer 81 performs special symbol 1 variation start processing (step S1412). In the special symbol 1 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, the first special symbol variation display 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 S1406). The fluctuation start command (special chart 1 fluctuation start command) set in the special chart 1 fluctuation start process includes information about the special chart stop pattern data set in the jackpot determination process (step S1408) and information about the fluctuation pattern set in the fluctuation pattern selection process (step S1409) (including information about the fluctuation time).

[0106] In step S1407, if the number of reserved balls for special symbol 1 is "0" (step S1407: YES), the game control microcomputer 81 determines whether the display screen 7a of the image display device 7 is a standby screen (step S1413). The standby screen is a demo screen for waiting for customers. The game control microcomputer 81 may determine this by, for example, the ON / OFF state of a demo screen display flag for waiting for customers. If the standby screen is present (step S1413: YES), this process ends. If the standby screen is not present (step S1413: NO), the game control microcomputer 81 waits for a predetermined standby time to elapse, sets a customer standby standby command for displaying a standby screen in the command set area 84a of the main RAM 84 (step S1414), and then ends 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 reserved is executed only when the second special symbol reserved is "0." That is, the consumption of the second special symbol reservation is executed in priority to the consumption of the first special symbol reservation. Also, according to the jackpot type determination table T5 of this embodiment, the lottery based on the second special symbol reservation makes it easier for the player to win a jackpot (a jackpot scheduled to pass through V) that is more profitable for the player than the lottery based on the first special symbol reservation.

[0107] [Jackpot detection process] FIG. 23 is a flowchart of the jackpot determination process (FIG. 22: steps S1402, S1408). The jackpot determination process for special symbol 2 (step S1402) and the jackpot determination process for special symbol 1 (step S1408) have similar processing flows, so they will be described together. In the jackpot determination process, the game control microcomputer 81 first determines whether the probability variable flag is ON (step S1501). If the probability variable flag is ON (step S1501: YES), the game control microcomputer 81 performs a jackpot determination by referring to the high-probability state table in the jackpot determination table T1 (FIG. 8) (step S1502). Specifically, the game control microcomputer 81 first reads out a jackpot random number value as a determination value. For example, in the jackpot determination process for special symbol 2, the game control microcomputer 81 reads out the jackpot random number value stored in the first storage area (corresponding to the first reserved second symbol) of the second special symbol reservation storage area 85b. In the jackpot determination process for special symbol 1, the jackpot random number value stored in the first storage area (corresponding to the first reserved first special symbol) of the first special symbol reservation storage area 85a is read out. Next, the game control microcomputer 81 determines whether or not a jackpot has occurred using the jackpot determination table T1 and the jackpot random number value that it references. Here, since the state is high probability (probability variable flag is ON), it determines whether or not a jackpot has occurred based on the table for high probability states (jackpot determination value is "0" to "649") in the jackpot determination table T1.

[0108] In step S1501, if the probability variable flag is OFF (step S1501: NO), the game control microcomputer 81 performs a jackpot determination by referring to the table for the normal probability state in the jackpot determination table T1 (FIG. 8) (step S1504). Specifically, the game control microcomputer 81 first reads out the jackpot random number value in the same manner as in step S1502. Next, since the normal probability state (the probability variable flag is OFF) is being assumed here, it determines whether or not a jackpot has occurred based on the table for the normal probability state (the jackpot determination value is "0" to "164") in the jackpot determination table T1.

[0109] If the result of the jackpot determination is "jackpot" (steps S1503, S1505: YES), the game control microcomputer 81 turns on the jackpot flag (step S1506) and determines the jackpot type (step S1507). Specifically, the game control microcomputer 81 first reads out a jackpot type random number value as a determination value. For example, in the jackpot determination process for special symbol 2, the jackpot type random number value stored in the first storage area of ​​the second special symbol reserve storage area 85b is read out. In the jackpot determination process for special symbol 1, the jackpot type random number value stored in the first storage area of ​​the first special symbol reserve storage area 85a is read out. Next, the game control microcomputer 81 determines the jackpot type based on the read out jackpot type random number value and the jackpot type determination table T5 (FIG. 9). After determining the jackpot type, the special stop symbol data (FIG. 9) corresponding to the identified jackpot type is set in the jackpot type buffer provided in the main RAM 84 (step S1520), and this process ends. On the other hand, in step S1503 or step S1505, if the result of the jackpot determination is "miss," the special stop symbol data (01H) corresponding to the miss symbol is set in the jackpot type buffer provided in the main RAM 84 (step S1520), and this process ends.

[0110] [Fluctuation pattern selection process] 24 and 25 are flowcharts of the variation pattern selection process (FIG. 22: steps S1403, S1409). The variation pattern selection process for special chart 2 (step S1403) and the variation pattern selection process for special chart 1 (step S1409) have similar processing flows, so they will be explained together. In the variation pattern selection process, first, the game control microcomputer 81 determines whether the game state is in a time-shortened state (step S1600). The determination of whether the game state is in a time-shortened state is made by whether the time-shortened flag is ON or not. If the game state is in a time-shortened state (step S1600: YES), the process proceeds to step S1612. If the game state is not in a time-shortened state (step S1600: NO), the game control microcomputer 81 determines whether the jackpot flag is ON or not (step S1602). If the jackpot flag is OFF (step S1602: NO), the process proceeds to step S1607. If the jackpot flag is ON (step S1602: YES), the game control microcomputer 81 determines whether the jackpot is a special symbol 2 or not (step S1603). If the jackpot is a special symbol 2 (step S1603: YES), the jackpot type is always a V-passing jackpot, so processing skips to step S1605. If the jackpot is a special symbol 1 (step S1603: NO), the game control microcomputer 81 determines whether the jackpot type is a V-passing jackpot or not (step S1604). The determination of the jackpot type is made based on the special symbol stop pattern data set in the main RAM 84.

[0111] If the jackpot type is a V-pass scheduled jackpot (step S1604: YES), the game control microcomputer 81 selects a fluctuation pattern by referring to the fluctuation pattern determination table T6 (FIG. 10) for a non-time-saving state V-pass scheduled jackpot (step S1605). Specifically, the game control microcomputer 81 first reads a fluctuation pattern random number value as a determination value. For example, in the fluctuation pattern selection process for special symbol 2, the fluctuation pattern random number value stored in the first storage area (corresponding to the first reserved second symbol) of the second special symbol reserve storage area 85b is read. In the fluctuation pattern selection process for special symbol 1, the fluctuation pattern random number value stored in the first storage area (corresponding to the first reserved first symbol) of the first special symbol reserve storage area 85a is read. Next, the game control microcomputer 81 selects a fluctuation pattern using the fluctuation pattern determination table T6 and the fluctuation pattern random number value. Here, as a table for a non-time-saving state V-passing scheduled jackpot, the part of the fluctuation pattern determination table T6 for the non-time-saving state shown in Figure 10 that corresponds to a V-passing scheduled jackpot (the part where the fluctuation pattern is "P1" to "P3" in special chart 1, and the part where the fluctuation pattern is "P21" to "P23" in special chart 2) is referenced (the address is set). From the read fluctuation pattern random number value, one of "P1" to "P3" is selected as the fluctuation pattern in special chart 1, and one of "P21" to "P23" is selected in special chart 2.

[0112] If the jackpot type is a V non-passing scheduled jackpot (step S1604: NO), the game control microcomputer 81 refers to the table for a non-time-shortened V non-passing scheduled jackpot in the fluctuation pattern determination table T6 (Fig. 10) to select a fluctuation pattern (step S1606). Here, as the table for a non-time-shortened V non-passing scheduled jackpot, the part corresponding to a V non-passing scheduled jackpot (the part "P4" to "P6") in the fluctuation pattern determination table T6 for the non-time-shortened state shown in Fig. 10 is referred to. From the read fluctuation pattern random number value, one of "P4" to "P6" is selected as the fluctuation pattern.

[0113] In step S1602, if the jackpot flag is OFF (step S1602: NO), the game control microcomputer 81 determines whether the reach random number value is a reach establishment random number value or not (step S1607). Specifically, the game control microcomputer 81 first reads out the reach random number value as a determination value. In the variation pattern selection process for special symbol 2, the reach random number value stored in the first storage area (corresponding to the first of the second special symbol reserved) of the second special symbol reserved storage area 85b is read out. In the variation pattern selection process for special symbol 1, the reach random number value stored in the first storage area (corresponding to the first of the first special symbol reserved) of the first special symbol reserved storage area 85a is read out. Next, the game control microcomputer 81 determines whether or not a reach is established using the reach determination table T2 (FIG. 8(B)) and the reach random number value. Here, since the game is in a non-time-shortened state, the presence or absence of a reach is determined based on the table for the non-time-shortened state (the portion of the reach determination value (reach establishment random number value) between "0" and "13") in the reach determination table T2.

[0114] If the reach random number value is a reach establishment random number value (step S1607: YES), that is, in the case of a reach and miss, the game control microcomputer 81 refers to the table for reach and miss in the non-time-saving state in the fluctuation pattern determination table T6 (Fig. 10) and selects a fluctuation pattern (step S1608). Here, as the table for reach and miss in the non-time-saving state, the part of the fluctuation pattern determination table T6 for the non-time-saving state shown in Fig. 10 that corresponds to reach and miss (the part where the fluctuation pattern is "P7" to "P14" in special chart 1, and the part where the fluctuation pattern is "P24" to "P31" in special chart 2) is referenced. In special chart 1, one of "P7" to "P14" is selected as the fluctuation pattern from the read fluctuation pattern random number value and the current number of reserved balls in special chart 1 (1 to 4). In Special Chart 2, one of the patterns "P24" to "P31" is selected as the pattern based on the read-out random number value of the pattern and the current number of reserved balls for Special Chart 2 (1 to 4). Because the selected pattern changes depending on the number of reserved balls, a shortened pattern function is activated according to the number of reserved balls. In other words, in both Special Chart 1 and Special Chart 2, when the number of reserved balls is "3" to "4", a pattern with a shorter change time is selected more often than when the number of reserved balls is "1" to "2". This allows for faster consumption of reserved special charts when there are a large number of reserved balls.

[0115] If the reach random number value is not a reach establishment random number value (step S1607: NO), that is, in the case of a miss without a reach, the game control microcomputer 81 refers to the table for a miss without a reach in the non-time-saving state in the fluctuation pattern determination table T6 (Fig. 10) and selects a fluctuation pattern (step S1609). Here, as the table for a miss without a reach in the non-time-saving state, the part of the fluctuation pattern determination table T6 for the non-time-saving state shown in Fig. 10 that corresponds to a miss without a reach (the part with the fluctuation pattern "P15" to "P16" in special chart 1, and the part with the fluctuation pattern "P32" to "P33" in special chart 2) is referenced. In special chart 1, either "P15" or "P16" is selected as the fluctuation pattern based on the read fluctuation pattern random number value and the current number of balls reserved in special chart 1 (1 to 4). In the special chart 2, either "P32" or "P33" is selected as the variation pattern based on the read variation pattern random number value and the current number of reserved balls in the special chart 2 (1 to 4). Here too, the variation pattern selected changes depending on the number of reserved balls, so the shortened variation function according to the number of reserved balls is activated.

[0116] If it is determined in step S1600 that the gaming state is the time-shortened state, the game control microcomputer 81 determines whether the jackpot flag is ON or not (FIG. 25: step S1612). Thereafter, the processing of steps S1613 to S1619 is the same as the processing of steps S1603 to S1609 described above, except for the following point, and therefore description thereof will be omitted. The difference between the processing of steps S1613 to S1619 and the processing of steps S1603 to S1609 is that the portion of the fluctuation pattern determination table T6 referenced in steps S1615, S1616, S1618, and S1619 is different from that of the already-described steps S1605, S1606, S1608, and S1609. Specifically, in steps S1605, S1606, S1608, and S1609, the fluctuation pattern determination table T6 (FIG. 10) for the non-time-saving state is referenced, whereas in steps S1615, S1616, S1618, and S1619, the fluctuation pattern determination table T6 (FIG. 11) for the time-saving state is referenced. For example, in the case of step S1615, that is, when the jackpot type is a V-passing scheduled jackpot, the part of the fluctuation pattern determination table T6 for the time-saving state shown in FIG. 11 that corresponds to the V-passing scheduled jackpot (the part where the fluctuation pattern is "P41" to "P43" in special chart 1, and the part where the fluctuation pattern is "P61" to "P63" in special chart 2) is referenced. From the read fluctuation pattern random number value, one of "P41" to "P43" is selected as the fluctuation pattern in special chart 1, and one of "P61" to "P63" is selected in special chart 2. Also, for example, in the case of step S1616, that is, when the jackpot type is a V non-passing scheduled jackpot, the part corresponding to the V non-passing scheduled jackpot (the part of "P44" to "P46") in the fluctuation pattern determination table T6 for time-saving state shown in Figure 11 is referenced. From the read fluctuation pattern random number value, one of "P44" to "P46" is selected as the fluctuation pattern.

[0117] After selecting the variation pattern as described above, the game control microcomputer 81 sets the selected variation pattern (step S1630) and ends this process. The information of the set variation pattern is included in a variation start command and is sent to the sub-control board 90 in the output process (FIG. 16: step S108). This starts the variable display of the special symbol.

[0118] [Special pattern change processing] FIG. 26 is a flowchart of the special symbol variation process (FIG. 21: step S1304). The game control microcomputer 81 first determines whether the variation time of the special symbol has elapsed and ended (step S1701). The variation time of the special symbol is determined according to the variation pattern selected in the variation pattern selection process (FIGS. 24 and 25) described above. If the variation time has not ended (step S1701: NO), this process ends. That is, the variation display of the special symbol that started in step S1406 or S1412 of the special symbol standby process (FIG. 22) continues. On the other hand, if the variation time has ended (step S1701: YES), a variation stop command is set (step S1702), and the special operation status is set to "3" (step S1703). The game control microcomputer 81 also performs other processes associated with the variation stop (step S1704). For example, the game control microcomputer 81 performs processing such as stopping the variable display of the special symbol at a symbol corresponding to the set special symbol stop symbol data. After that, the game control microcomputer 81 ends this processing.

[0119] [Special design confirmation process] FIG. 27 is a flowchart of the special symbol determination process (FIG. 21: step S1306). The game control microcomputer 81 first performs game status management process (step S1801). The game status management process is a process for managing the number of STs and the number of time-saving times, and its contents will be described later. After the game status management process, it is determined whether the jackpot flag is ON (step S1802). If the jackpot flag is OFF (step S1802: NO), the game control microcomputer 81 sets the special operation status to "1" (step S1808) and ends this process. As a result, the jackpot game does not start, and the process moves again to the special symbol standby process (FIG. 22), where the jackpot determination for the next reserved jackpot is executed.

[0120] If the jackpot flag is ON (step S1802: YES), the game control microcomputer 81 sets the opening pattern of the V-shaped opening / closing member according to the type of jackpot won (step S1803). Specifically, the game control microcomputer 81 determines the opening pattern of the V-shaped opening / closing member based on the special symbol stop symbol data by referring to the special symbol stop symbol data determination table T8 (FIG. 13) and sets the determined opening pattern. For example, if the special symbol stop symbol data is "11H," "opening pattern 21" is set as the opening pattern of the V-shaped opening / closing member 71 by referring to the V-shaped opening / closing member ... In addition to setting the opening pattern of the big prize opening and the V-shaped opening / closing member, the value of the round counter is set to the number of rounds according to the type of big win won. The round counter counts the number of unit opening games (round games) executed during the big win game. In this case, the round counter is set to "16" (Figure 13(B)).

[0121] After the opening pattern is set, the game control microcomputer 81 performs a game state reset process (step S1804). The game state reset process is a process for resetting (returning to OFF) the probability variable flag and time-saving flag, and its contents will be described later. After the game state reset process, in order to start the jackpot game, a jackpot opening command is set (step S1805), and opening begins (step S1806). Thereafter, the special operation status is set to "4" (step S1807), and this process ends.

[0122] [Game status management processing] FIG. 28 is a flowchart of the game state management process (FIG. 27: step S1801). The game control microcomputer 81 first determines whether the probability variable flag is ON (step S2001). If the probability variable flag is OFF (step S2001: NO), the process skips to step S2010. If the probability variable flag is ON (step S2001: YES), the value of the probability variable counter is decremented by 1 (step S2002). The probability variable counter counts the number of times the special symbol changes during the high probability state. In this case, the probability variable counter is set to "100" upon transition to the high probability state. The game control microcomputer 81 then determines whether the counter value has become "0" as a result of decrementing the probability variable counter by 1 (step S2003). If the value of the probability variable counter is not "0" (step S2003: NO), the process skips to step S2005. If the value of the probability variable counter is "0" (step S2003: YES), the probability variable flag is switched to OFF (step S2004).

[0123] In step S2005, the game control microcomputer 81 determines whether the time-saving flag is ON. If the time-saving flag is OFF (step S2005: NO), the process skips to step S2009. If the time-saving flag is ON (step S2005: YES), the value of the time-saving counter is decremented by 1 (step S2006). The time-saving counter counts the number of times the special symbol changes during the time-saving state. Here, the time-saving counter is set to "100" upon transition to the time-saving state. The game control microcomputer 81 determines whether the counter value has become "0" as a result of decrementing the time-saving counter by 1 (step S2007). If the value of the time-saving counter is not "0" (step S2007: NO), the process skips to step S2009. If the value of the time-saving counter is "0" (step S2007: YES), the time-saving flag is switched to OFF (step S2008).

[0124] In step S2009, the game control microcomputer 81 sets the game state designation command in the command set area (output buffer) 84a of the main RAM 84, and ends this process. The game state designation command includes information about the set current game state (whether the ceiling flag is ON or not, the ceiling counter value, whether or not the game is in a variable probability state, the variable probability counter value, whether or not the game is in a time-saving state, the time-saving counter value, etc.).

[0125] In step S2010, the game control microcomputer 81 determines whether the ceiling flag is ON. If the ceiling flag is OFF (step S2010: NO), the process skips to step S2005. If the ceiling flag is ON (step S2010: YES), the value of the ceiling counter is decremented by 1 (step S2011). The ceiling counter counts the number of rotations required to reach the b time reduction (Yu-time) and counts the number of times the special symbol changes when the ceiling flag is ON (during the low probability state). In this example, when the ceiling flag is set ON, the ceiling counter is set to "500" as the number of rotations required. The game control microcomputer 81 then determines whether the counter value has reached "0" after decrementing the ceiling counter by 1 (step S2012). That is, it determines whether the number of rotations required to reach the b time reduction (Yu-time) has elapsed. If the value of the ceiling counter is not "0" (step S2012: NO), the process skips to step S2005. If the value of the ceiling counter is "0" (step S2012: YES), the time-saving flag is switched ON (step S2013), and the time-saving counter is set to "700" as the number of time-saving times (number of times awarded). Then, the ceiling flag is switched OFF (step S2015). Then, the process of step S2009 is executed.

[0126] [Game status reset process] FIG. 29 is a flowchart of the game status reset process (FIG. 27: step S1804). The game control microcomputer 81 first determines whether the probability variable flag is ON or not (step S2101). If the probability variable flag is OFF (step S2101: NO), the process skips to step S2103. If the probability variable flag is ON (step S2101: YES), the probability variable flag is switched OFF (step S2102). In step S2103, the game control microcomputer 81 determines whether the time-shortening flag is ON or not. If the time-shortening flag is OFF (step S2103: NO), the process skips to S2105. If the time-shortening flag is ON (step S2103: YES), the time-shortening flag is switched OFF (step S2104). In step S2105, the game control microcomputer 81 determines whether the ceiling flag is ON or not. If the ceiling flag is OFF (step S2105: NO), this process is terminated. If the ceiling flag is ON (step S2105: YES), the ceiling flag is switched OFF (step S2106). In other words, when a jackpot game is being played, the ceiling flag is OFF in a non-high probability state and non-time-saving state. In the gaming machine 1, since the game is always in a low base state when the time-saving state is not in effect, the game is in a low base state when a jackpot game is being played.

[0127] [Special electric accessory processing] FIG. 30 is a flowchart of the special electric device processing (FIG. 21: step S1308). The game control microcomputer 81 first determines whether the jackpot end flag is ON or not (step S2200). The "jackpot end flag" is a flag indicating that the opening of all the special prize winning devices (first special prize winning device 31 and second special prize winning device 36) based on the opening pattern has ended in the ongoing 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 V opening / closing member operation process is performed to operate the V opening / closing member 71 (step S2201). In this embodiment, the V-shaped opening / closing member 71 is configured to operate when a predetermined number of game balls enter the first large prize opening 30, and in the V-shaped opening / closing member operation process, the V-shaped opening / closing member 71 is opened for a predetermined period of time when a predetermined number of game balls enters the first large prize opening 30 in accordance with the V-shaped opening / closing member opening pattern T9. Details of the V-shaped opening / closing member operation process will be described later. After the V-shaped opening / closing member operation process, the game control microcomputer 81 determines whether the large prize openings (first large prize opening 30 and second large prize opening 35) are open (step S2202). If they are open (step S2202: YES), the process proceeds to step S2210.

[0128] If the special prize opening is not open (step S2202: NO), the game control microcomputer 81 determines whether it is time (timing) to open the special prize opening (step S2203). The time to open the special prize opening includes, for example, when the opening time for the special prize opening has elapsed and it is time to start opening for the first round of play, or when the interval time (closing time) until the special prize opening is temporarily closed after opening has elapsed and it is time to start opening again. If it is not time to open the special prize opening (step S2203: NO), the process proceeds to step S2220.

[0129] If it is time (timing) to open the special prize opening (step S2203: YES), the game control microcomputer 81 performs special prize opening processing (step S2207). Specifically, the game control microcomputer 81 opens the special prize opening (first special prize opening 30 or second special prize opening 35) according to an opening pattern (FIG. 13) corresponding to the type of special prize opening. After the special prize opening processing, 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 prize game currently being played, and the game control microcomputer 81 sets the round designation command in the output buffer of the main RAM 84. Note that in this embodiment, the special prize opening is not opened multiple times during one round of play. However, in another embodiment, when the large prize opening is opened multiple times during one round of play, the game control microcomputer 81 may determine whether the opening of the large prize opening is the first time in one round, and set the round designation command only if it is the first time. After setting the round designation command, this process ends.

[0130] In step S2202, if the special prize opening is open (step S2202: YES), the game control microcomputer 81 determines whether the special prize opening closure condition is met (step S2210). The closure condition here is met when either the number of prizes won into the special prize opening in that round of play reaches a predetermined maximum number of prizes (e.g., nine prizes per round) or the time to close the special prize opening has arrived (i.e., a predetermined opening time (FIG. 13) has elapsed since the special prize opening was opened). If the special prize opening closure condition is not met (step S2210: NO), the game control microcomputer 81 ends this process. On the other hand, if the special prize opening closure condition is met (step S2210: YES), the game control microcomputer 81 closes (blocks) the special prize opening (step S2211).

[0131] If it is not the time (timing) to open the special prize opening in step S2203 described above, the game control microcomputer 81 determines whether the round of play has ended (step S2220). Here, one round ends after a predetermined time (here, two seconds) has elapsed since the special prize opening was closed. As described above, the time (interval time) for the special prize opening to be closed between rounds of play is included in the open round of play before that closure. The game control microcomputer 81 determines whether the round of play has ended based on whether a predetermined interval time has elapsed since the special prize opening was closed. If the round of play has not ended (step S2220: NO), the game control microcomputer 81 ends this process.

[0132] If the round of play has ended (step S2220: YES), the game control microcomputer 81 decrements the round counter value by 1 (step S2221) and determines whether the round counter value is "0" (step S2226). If the round counter value is not "0" (step S2226: NO), that is, if the specified number of rounds of play have not yet been played, this process ends to start the next round of play. On the other hand, if the round counter value is "0", a jackpot ending command is set (step S2227) and the jackpot ending is started (step S2228) as a jackpot ending process to end the jackpot game. In this embodiment, the ending time (e.g., 18 seconds) when a gaming ball passes through the V area 39 in a "16R (effectively 13R) V-passing scheduled jackpot" is the same length as the ending time when a gaming ball does not pass through the V area 39 in a "16R (effectively 13R) V-non-passing scheduled jackpot." This allows the player to recognize that a gaming ball did not pass through the V area 39 in a "16R (effectively 13R) V-non-passing scheduled jackpot," even if a gaming ball did pass through the V area 39 in a "16R (effectively 13R) V-passing scheduled jackpot." Note that the ending time when a gaming ball does not pass through the V area 39 in a "16R (effectively 13R) V-passing scheduled jackpot" is also the same length. After the jackpot ending starts, the jackpot end flag is set to ON (step S2229), and this process ends.

[0133] In the above-mentioned step S2200, if the jackpot end flag is ON (step S2200: YES), the final round has ended, and the game control microcomputer 81 determines whether the jackpot ending time has elapsed (step S2230). If the ending time has not elapsed (step S2230: NO), the game control microcomputer 81 ends this process. On the other hand, if the ending time has elapsed (step S2230: YES), the game control microcomputer 81 turns OFF the jackpot end flag (step S2231), turns OFF the jackpot flag (step S2232), and sets the special action status to "1" (step S2233). As a result, the special symbol standby process (step S1302) is executed again in the next special action process. Thereafter, the game status setting process (step S2234) described below is executed, and this process ends.

[0134] [V-shaped opening and closing member operation processing] FIG. 31 is a flowchart of the V-opening / closing member operation process (FIG. 30: step S2201). The game control microcomputer 81 first determines whether the current round of play (the relevant round) is the opening round of the V-opening / closing member 71 (step S2501). Here, the second, fourth, sixth, eighth, tenth, and twelfth rounds correspond to the opening rounds of the V-opening / closing member 71. The game control microcomputer 81 can determine that the round is an opening round when the round counter value is "15," "13," "11," "9," "7," or "5." If the round is not the opening round of the V-opening / closing member 71 (step S2501: NO), this process ends. This is because there is no need to operate the V-opening / closing member 71 in the relevant round.

[0135] If it is the round in which the V-shaped opening / closing member 71 is opened (step S2501: YES), the game control microcomputer 81 determines whether the first winning flag is ON or not (step S2502). The "first winning flag" is a flag indicating that the first ball has won the first major winning opening 30 in that round. If the first winning flag is ON (step S2502: YES), the process proceeds to step S2520. If the first winning flag is OFF (step S2502: NO), the process determines whether the first ball has won (step S2503). If the first ball has not won (step S2503: NO), the process ends. This is because there has not yet been a winning entry into the first major winning opening 30 in that round, and there is no need to operate the V-shaped opening / closing member 71.

[0136] If the first ball is detected as having won (step S2503: YES), the game control microcomputer 81 short-opens the V-opening element 71 and performs a V valid period setting process (step S2504). The V-opening element 71 is short-opened to execute a short-opening (here, 0.1 seconds) when the first ball wins, regardless of whether the V-opening element 71 is set to a "short open" or "long open" pattern (FIG. 14(B)). Note that in the short-opening of the V-opening element 71, the opening time of the V-opening element 71 is very short, so that the first game ball that enters the first large prize opening 30 passes through the non-V region 70 without passing through the V region 39. In the V valid period setting process, the period during which the V-opening element 71 is open and for several seconds after the V-opening element 71 is closed is set as a V valid period during which game ball detection by the V region sensor 39a is valid. Here, the game control microcomputer 81 short-opens the V opening / closing member 71 (here, 0.1 seconds) according to the opening pattern of the V opening / closing member 71 (Figure 14(B)), and sets the V valid period to the period during which the V opening / closing member 71 is open and 1 second after it is closed. The game control microcomputer 81 sets the period other than the V valid period (including when a jackpot game is not being played) to the V invalid period in which detection of a gaming ball by the V area sensor 39a is determined to be invalid. Here, "determining detection of a gaming ball by the V area sensor 39a to be valid" means turning on the V flag based on detection of a gaming ball by the V area sensor 39a (see the V area sensor detection process (Figure 33) described below). Also, "determining detection of a gaming ball by the V area sensor 39a to be invalid" means not turning on the V flag even if a gaming ball is detected by the V area sensor 39a. The reason why the V effective period includes a few seconds after the V opening / closing member 71 is closed (ball clearance period) is that, since there is a physical distance between the V opening / closing member 71 and the V area sensor 39a, it takes into consideration the period until the game ball that entered the V area 39 just before the V opening / closing member 71 is detected by the V area sensor 39a. In other words, here, the V flag is turned ON only when V passage (passage of a game ball into the V area 39) is detected during the V effective period, and the V flag is not turned ON when V passage is detected outside the V effective period (V invalid period).If the V flag is ON, the probability variable flag is turned ON, that is, the gaming state after the big win game is set to a high probability state (see the gaming state setting process (Fig. 32) described later). By doing so, the V flag is not turned ON and set to a high probability state based on a V passing due to fraudulent conduct. After the short-circuit opening of the V opening / closing member 71 and the V valid period setting process, the gaming control microcomputer 81 switches the first winning flag to ON (step S2505) and proceeds to step S2540.

[0137] In step S2502, if the first winning flag is ON, i.e., if the first ball has already won (step S2502: YES), the game control microcomputer 81 determines whether the second winning flag is ON or not (step S2520). The "second winning flag" is a flag indicating that the second ball has won in the first large winning opening 30 if the opening pattern of the V-shaped opening / closing member 71 in the corresponding round is a long opening. If the second winning flag is ON (step S2520: YES), the process proceeds to step S2540. If the second winning flag is OFF (step S2520: NO), the game control microcomputer 81 determines whether the opening pattern of the V-shaped opening / closing member 71 in the corresponding round is a long opening or not (step S2521). If it is not a long opening (step S2521: NO), i.e., if it is a short opening, the process proceeds to step S2540. On the other hand, if the long release is detected (step S2521: YES), the game control microcomputer 81 determines whether or not the winning of the second ball is detected (step S2522). If the winning of the second ball is not detected (step S2522: NO), the process proceeds to step S2540.

[0138] If the second ball is detected as winning (step S2522: YES), the game control microcomputer 81 controls the V-type opening / closing element 71 to open long and executes the V valid period setting process (step S2523). The V-type opening / closing element 71 is opened long because, in the "long opening" mode of the V-type opening / closing element 71 opening pattern (FIG. 14(B)), a long opening (maximum 31.5 seconds here) is executed when the second ball wins. Note that, since the maximum play time for one round is 31.5 seconds (maximum opening time of the large prize opening: 29.5 seconds + interval closing time: 2 seconds), the time from the second ball winning to the end of the round is generally shorter than 31.5 seconds. As will be described later, the V-type opening / closing element 71 is forcibly closed at the end of the round, so the opening time of the V-type opening / closing element 71's long opening is shorter than 31.5 seconds. However, in the long opening of the V opening / closing member 71, since the opening time of the V opening / closing member 71 is relatively long, at least some of the game balls from the second ball onwards that enter the first large prize opening 30 pass through the V area 39. In the V valid period setting process, the game control microcomputer 81 sets the period while the V opening / closing member 71 is open as the V valid period, and sets the V invalid period together with the closing of the V opening / closing member 71 at the end of the round. After the long opening of the V opening / closing member 71 and the V valid period setting process, the game control microcomputer 81 switches the second prize winning flag to ON (step S2524) and proceeds to step S2540.

[0139] In step S2540, the game control microcomputer 81 determines whether the V-shaped opening / closing member 71 is open or not. If the V-shaped opening / closing member 71 is open (step S2540: YES), the game control microcomputer 81 determines whether the round of play has ended or not (step S2550). As described above, the game control microcomputer 81 determines whether the round of play has ended or not based on whether a predetermined interval time (here, 2 seconds) has elapsed since the big prize opening was closed.

[0140] If the round of play has ended (step S2550: YES), the game control microcomputer 81 switches the first winning flag and the second winning flag to OFF (step S2551), and performs V opening / closing member closing processing and V invalid period setting processing (step S2552). Here, at the end of the round of play, the game control microcomputer 81 forcibly closes the V opening / closing member 71, and sets the V invalid period several seconds (here, 1 second) after the V opening / closing member 71 is closed, and ends this processing.

[0141] If the round of play has not ended (step S2550: NO), the game control microcomputer 81 determines whether the closing condition for the V opening / closing member 71 is met (step S2560). For example, the closing condition for the V opening / closing member 71 may be, for example, that a predetermined period (e.g., 0.1 seconds) has elapsed since the V opening / closing member 71 was opened in the case of a short-circuit open. If the closing condition is met (step S2560: YES), V opening / closing member closing processing and V invalid period setting processing are performed (step S2552), and this processing ends. If the closing condition is not met (step S2560: NO), this processing ends with the V opening / closing member 71 in the open state and the V valid period continuing.

[0142] In step S2540, if the game control microcomputer 81 determines that the V-shaped opening / closing member 71 is closed (step S2540: NO), it determines whether the round of play has ended (step S2571). If the round has ended (step S2571: YES), the game control microcomputer 81 switches the first winning flag and the second winning flag to OFF (step S2572) and ends this process. If the round has not ended (step S2571: NO), it ends this process.

[0143] [Game status setting process] FIG. 32 is a flowchart of the game state setting process (FIG. 30: step S2234). The game control microcomputer 81 first determines whether the V flag is ON (step S2301). If the V flag is OFF (step S2301: NO), the time-saving flag is turned ON (step S2302), and the time-saving counter is set to "100" (step S2303). As a result, the game state after the current jackpot game becomes a "non-high probability state," a "time-saving state," and a "high base state" (i.e., low-probability, high-base). This low-probability, high-base state ends when either the variable display of the special symbol is performed 100 times, or the next jackpot is won.

[0144] On the other hand, in step S2301, if the V flag is ON (step S2301: YES), the game control microcomputer 81 turns the probability variable flag ON (step S2304), sets the probability variable counter to "100" (step S2305), and turns the V flag OFF (step S2306). The game control microcomputer 81 also turns the time-saving flag ON (step S2307) and sets the time-saving counter to "100" (step S2308). As a result, the game state after this jackpot game becomes a "high probability state," a "time-saving state," and a "high base state" (i.e., a high probability, high base). This high probability, high base state ends when either the variable display of the special symbol is performed 100 times or the next jackpot is won.

[0145] In step S2310, the game control microcomputer 81 turns the ceiling flag ON, and sets the ceiling counter to "500" as the specified number of spins until the b time reduction (play time) is reached (step S2311). As a result, after a jackpot game, if the probability variable flag is OFF, the game will enter the b time reduction (play time) after 500 spins. In step S2309, the game control microcomputer 81 sets a game state designation command in the command set area (output buffer) 84a of the main RAM 84, and ends this processing. The game state designation command includes information regarding the set game state (time reduction flag, time reduction counter, probability variable flag, probability variable counter, ceiling flag, ceiling counter).

[0146] [V-area sensor detection processing] FIG. 33 is a flowchart of the V-area sensor detection process (FIG. 16: step S106). The game control microcomputer 81 first determines whether or not a game ball has been detected by the V-area sensor 39a (step S2601). If a game ball has not been detected by the V-area sensor 39a (step S2601: NO), this process ends. On the other hand, if a game ball has been detected (step S2601: YES), the game control microcomputer 81 determines whether or not the V-effective period is in progress (step S2602). The V-effective period is a period set by the V-effective period setting process (steps S2504, S2523) of the V-opening / closing member operation process (FIG. 31). The V-effective period is set to a few seconds (ball sweep period) when the V-opening / closing member 71 is opened or closed during the second, fourth, sixth, eighth, tenth, and twelfth rounds. If it is not during the V valid period (step S2602: NO), this process ends. On the other hand, if it is during the V valid period (step S2602: YES), the game control microcomputer 81 turns on the V flag (step S2603), sets the V passing command (step S2604), and ends this process.

[0147] [Pending ball processing] FIG. 34 is a flowchart of the reserved ball count processing (FIG. 16: step S107). The game control microcomputer 81 first reads the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols stored in the main RAM 84 (step S2701). 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 (step S2702). The reserved ball count command is a command for notifying the sub-control board 90 of the reserved ball count, and includes information regarding the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols. After setting the reserved ball count command, the game control microcomputer 81 ends this processing.

[0148] 7. Operation of the performance control microcomputer 91 The operation of the performance control microcomputer 91 provided on the sub-control board 90 (FIG. 4) will be described with reference to Figures 35 to 44. Counters, flags, status, buffers, etc. that appear in the description of the operation of the performance control microcomputer 91 are provided in the sub-RAM 94.

[0149] [Sub-control main processing] FIG. 35 is a flowchart 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 CPU initialization processing (step S4000). In the CPU 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" (i.e., "OFF"), the initial value of the status is "1", and the initial value of the counter is "0". Note that the CPU initialization processing is executed only once after the power supply is turned on, and is not executed thereafter.

[0150] After the CPU initialization process, the performance control microcomputer 91 disables interrupts from the interrupt process (step S4015) and performs a random number update process (step S4020). In this random number update process, the performance control microcomputer 91 updates the random number counter value shown in FIG. 7(B) by adding 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. Furthermore, the random number value may be incremented by 2 or more instead of incrementing by 1. Each random number may be a so-called hardware random number.

[0151] After the random number update process, the performance control microcomputer 91 allows the interrupt process to be interrupted (step S4025). While the interrupt is allowed, the sub-side timer interrupt process (step S4035) can be executed. 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.

[0152] [Sub-side timer interrupt processing] FIG. 36 is a flowchart of the sub-side timer interrupt process (FIG. 35: step S4035). The performance control microcomputer 91 first performs received command analysis processing (step S4300). The received command analysis processing will be described in detail later. After the received command analysis processing, the performance control microcomputer 91 performs variable performance processing (step S4305). The variable performance processing is processing for setting a pre-variation end command at a specific timing during the variable performance to execute a specific display performance on the display screen 7a, and will be described in detail later. After the variable performance processing, the performance control microcomputer 91 performs switch processing (step S4310). In the switch processing, the performance control microcomputer 91 sets the display content of the display screen 7a based on switch data (edge ​​data and level data) output based on the detection signal from the performance button detection switch 63a. After the switch processing, the performance control microcomputer 91 performs command transmission processing (step S4315). In the command transmission process, the performance control microcomputer 91 transmits the various commands set in the performance command set area 94b (output buffer) of the sub-RAM 94 during the received command analysis process, etc., to the image control board 100, the audio control board 106, the lamp control board 107, and the relay board 108. The image control board 100, which has received the various commands, uses the image display device 7 to execute a display performance according to the received commands. The audio control board 106, which has received the various commands, executes an audio performance by 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 performance by controlling the illumination of the panel lamp 5 and the frame lamp 66 according to the received commands. After the command transmission process, the performance control microcomputer 91 performs other processing (step S4320) and terminates this process. Examples of other processing include random number update processing.

[0153] [Received command analysis process] FIG. 37 is a flowchart of the received command analysis process (FIG. 36: step S4300). The performance control microcomputer 91 first determines whether or not a pre-determination command has been received from the main control board 80 (step S4415). If a pre-determination command has been received (step S4415: YES), a look-ahead performance determination process is performed (step S4420). The "look-ahead performance determination process" is a process that determines whether or not a look-ahead performance will be executed, and if so, the look-ahead performance pattern. Details of the look-ahead performance determination process will be described later. On the other hand, if a look-ahead performance has not been received (step S4415: NO), the above-mentioned look-ahead performance determination process is skipped. The look-ahead performance is a performance that suggests that there is a high possibility that the reserved information newly stored in the special chart reserved memory area 85 contains a jackpot, and is executed during a variable performance.

[0154] Next, the effect control microcomputer 91 determines whether a reserved ball count command has been received from the main control board 80 (step S4445). If a reserved ball count command has been received (step S4445: YES), the effect control microcomputer 91 performs reserved ball display processing (step S4450). In the reserved ball display processing, the values ​​of the first special symbol reserved effect counter, the second special symbol reserved effect counter, and the normal symbol reserved effect counter provided in the counter set area 94d of the sub-RAM 94 are updated based on information regarding the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbol, which are included in the reserved ball count command. This allows information on the number of reserved balls to be stored not only on the main control board 80 side but also on the sub-control board 90 side. In addition, the effect control microcomputer 91 updates the reserved images 9A and 9B displayed on the display screen 7a based on the values ​​of the first special symbol reserved effect counter, the second special symbol reserved effect counter, and the normal symbol reserved effect counter. On the other hand, if the reserved ball number command has not been received (step S4445: NO), the reserved display process described above is skipped.

[0155] Next, the performance control microcomputer 91 determines whether or not a variation start command has been received from the main control board 80 (step S4455). If a variation start command has been received (step S4455: YES), a variation performance start process is performed (step S4460). The "variation performance start process" is a process for selecting a variation performance pattern (contents) to be executed during the special symbol variation. Details of the variation performance start process will be described later. On the other hand, if a variation start command has not been received (step S4455: NO), the above-mentioned variation performance start process is skipped.

[0156] Next, the performance control microcomputer 91 determines whether or not a fluctuation stop command has been received from the main control board 80 (step S4465). If a fluctuation stop command has been received (step S4465: YES), a fluctuation performance end process is performed (step S4470). The "fluctuation performance end process" is a process for stopping the fluctuation performance executed while the special symbol is fluctuating. In the fluctuation performance end process, the performance control microcomputer 91 sets a counter based on the analysis result of the fluctuation stop command and sets a fluctuation performance end command to end the fluctuation performance. As a result, the decorative symbol corresponding to the currently fluctuating special symbol 1 or special symbol 2 is stopped and displayed. In addition, the performance control microcomputer 91 performs a pre-determination information shift process (Figure 39) described later. Note that if a fluctuation stop command has not been received (step S4465: NO), the above-mentioned fluctuation performance end process is skipped.

[0157] Next, the effect control microcomputer 91 determines whether an opening command has been received from the main control board 80 (step S4475). If an opening command has been received (step S4475: YES), an opening effect pattern determination process is performed (step S4480). The "opening effect pattern determination process" is a process for selecting an opening effect pattern (contents) to be executed when a special game (jackpot game) starts. In the opening effect pattern determination process, the effect control microcomputer 91 first analyzes the opening command and sets information included in the opening command regarding the special symbol stop pattern data set when a jackpot win was determined in the sub-RAM 94. Then, the effect control microcomputer 91 selects a preset opening effect pattern corresponding to the type of win indicated by the special symbol stop pattern data, and sets an opening effect start command for starting the selected opening effect in the effect command set area 94b of the sub-RAM 94. When the opening effect start command set in effect command set area 94b is transmitted to image control board 100 in the command transmission process (FIG. 36: step S4315), CPU 102 of image control board 100 reads out a predetermined opening effect image from ROM 103 and displays it on display screen 7a of image display device 7. Note that if no opening command has been received in step S4475 (step S4475: NO), the above-described opening effect pattern determination process is skipped.

[0158] Next, the effect control microcomputer 91 determines whether a round designation command has been received from the main control board 80 (step S4485). If a round designation command has been received (step S4485: YES), the effect control microcomputer 91 performs a round designation pattern determination process (step S4490). The "round designation pattern determination process" is a process for selecting an open game designation pattern (content) to be executed during the opening of the jackpot opening or during the interval between openings during a special game (jackpot game). In the round designation pattern determination process, the effect control microcomputer 91 first analyzes the round designation command and sets information about the special symbol stop pattern data and the number of rounds included in the round designation command in the sub-RAM 94. Then, the effect control microcomputer 91 selects a preset round designation pattern corresponding to the type of win and the number of rounds indicated by the special symbol stop pattern data, and sets a round designation start command for starting the selected round designation in the designation command set area 94b of the sub-RAM 94. When the round effect start command set in the effect command set area 94b is sent to the image control board 100, the CPU 102 reads out a predetermined round effect image from the ROM 103 and displays it on the display screen 7a. Note that if a round designation command has not been received in step S4485 (step S4485: NO), the above-mentioned round effect pattern determination process is skipped.

[0159] Next, the presentation control microcomputer 91 determines whether an ending command has been received from the main control board 80 (step S4495). If an ending command has been received (step S4495: YES), an ending presentation pattern determination process is performed (step S4500). The "ending presentation pattern determination process" is a process for selecting an ending presentation pattern (content) to be executed during the ending of a special game (a big win game or a small win game). In the ending presentation pattern determination process, the presentation control microcomputer 91 first analyzes the ending command and sets information related to the special symbol stop pattern data included in the ending command in the sub-RAM 94. Then, the microcomputer 91 selects an ending presentation pattern according to the type of win indicated by the special symbol stop pattern data, and sets an ending presentation start command for starting the selected ending presentation in the output buffer of the sub-RAM 94. When the ending effect start command set in the effect command set area 94b is sent to the image control board 100, the CPU 102 reads out a predetermined ending effect image from the ROM 103 and displays it on the display screen 7a. If no ending command has been received (step S4495: NO), the above-mentioned ending effect pattern determination process is skipped.

[0160] Next, the effect control microcomputer 91 performs other processing (step S4535). In other processing, for example, when the effect control microcomputer 91 receives a game state designation command, it stores information about the game state included in the game state designation command (such as a time-saving flag, a time-saving counter, a probability variable flag, a probability variable counter, a ceiling flag, and a ceiling counter) in the sub-RAM 94. Specifically, based on the information included in the game state designation command, the values ​​of the time-saving effect counter, the probability variable effect counter, and the ceiling effect counter provided in the counter set area 94d of the sub-RAM 94 are updated. For example, the remaining number of variations (number of games) during the time-saving period is set in the time-saving effect counter, the remaining number of variations during the probability variable period is set in the probability variable effect counter, and the remaining number of variations until the ceiling is reached is set in the ceiling effect counter. This allows information about the number of times of time-saving, the number of probability variable, and the ceiling number to be stored not only on the main control board 80 side but also on the sub-control board 90 side. Furthermore, when the performance control microcomputer 91 receives a V-pass command, it stores the V-pass information in the sub-RAM 94. Furthermore, the performance control microcomputer 91 performs processing based on commands other than those mentioned above (such as a customer waiting command and a RAM clear notification command), and then ends this processing.

[0161] [Predictive performance decision processing] 38 is a flowchart of the pre-reading effect determination process (FIG. 37: step S4420). The effect control microcomputer 91 first performs a pre-determination information rewrite process (step S4601). Specifically, the effect control microcomputer 91 stores the jackpot pre-determination result (jackpot determination information), the jackpot type pre-determination result (jackpot type information), and the fluctuation pattern pre-determination result (fluctuation pattern information), which are included in the pre-determination command received from the main control board 80, in the pre-determination information storage area 94c.

[0162] FIG. 39 is a diagram illustrating the configuration of the pre-determination information storage area 94c. The pre-determination information storage area 94c stores the jackpot determination information, jackpot type information, and variation pattern information described above, as well as predictive display pattern information. The predictive display pattern information indicates the content of the predictive display to be executed during the variation display and is selected in step S4604, described later. FIG. 39(A) shows a state in which the jackpot determination information "Miss" and variation pattern information "P72" and "P73" are stored in the first to third storage areas as pre-determination results corresponding to the first to third reserved special symbol 2 symbols, respectively, and the pre-determination results corresponding to the variations are stored in the corresponding areas. FIG. 39(B) shows a state in which a special symbol 2 symbol wins from the state shown in FIG. 39(A), and the pre-determination information included in the pre-determination command received from the main control board 80 is stored in the fourth storage area corresponding to the fourth reserved special symbol 2 symbol. Here, the pre-determination information stored is the jackpot determination information "jackpot," the jackpot type information "21H," and the variation pattern information "P61." Additionally, "Pattern A" is set as pre-reading effect pattern information in the first to fourth storage areas corresponding to the first to fourth reserved special charts 2 and in the corresponding area corresponding to the variation. Figure 39(C) shows the state after the variation has ended and the pre-determination information shift process has been executed from the state shown in Figure 39(B). Specifically, the pre-determination information stored in the first storage area is shifted to the corresponding area, the pre-determination information stored in the second to fourth storage areas is shifted to the first to third storage areas, and the pre-determination information in the fourth storage area is cleared. The pre-determination information shift process is executed in the variation effect end process (Figure 37: step S4470).

[0163] Returning to FIG. 38, the effect control microcomputer 91 then determines whether or not pre-read effect pattern information is stored in the pre-determination information storage area 94c (step S4602). Specifically, the effect control microcomputer 91 determines whether or not pre-read effect pattern information is stored in the relevant area or any of the first to fourth storage areas of the pre-determination information storage area 94c. If pre-read effect pattern information is stored (step S4602: YES), the present process is terminated. In other words, if pre-read effect pattern information is stored in the relevant area or any of the first to fourth storage areas of the pre-determination information storage area 94c, new pre-read effect pattern information is not selected and stored. On the other hand, if pre-read effect pattern information is not stored in the pre-determination information storage area 94c (step S4602: NO), the effect control microcomputer 91 determines whether or not the pre-determination result included in the received pre-determination command is a "jackpot" or a "miss with reach" (step S4603). Whether or not the result is a "jackpot" or a "miss with reach" can be determined, for example, by the result of the preliminary determination of the fluctuation pattern (fluctuation pattern information). If the preliminary determination result included in the received preliminary determination command is "miss without reach" (step S4603: NO), the performance control microcomputer 91 terminates this process. This is because there is no need to perform a look-ahead performance. On the other hand, if the preliminary determination result included in the received preliminary determination command is a "jackpot" or a "miss with reach" (step S4603: YES), the performance control microcomputer 91 performs a look-ahead performance execution determination to determine whether or not to perform a look-ahead performance, and selects a look-ahead performance pattern (step S4604). Specifically, the performance control microcomputer 91 acquires the value of the counter for the look-ahead performance random number, and determines whether or not to perform a look-ahead performance and, if a look-ahead performance is to be performed, the look-ahead performance pattern, by referring to the acquired random number value and the look-ahead performance pattern determination table T51 stored in the sub-ROM 93.

[0164] FIG. 40 is a diagram illustrating the look-ahead effect pattern determination table T51. In FIG. 40, if the preliminary determination result is a "jackpot" and the look-ahead effect random number value is "0 to 55," the look-ahead effect is "none." If the look-ahead effect random number value is "56 to 67," "pattern A" is selected as the look-ahead effect. If the look-ahead effect random number value is "68 to 127," "pattern B" is selected as the look-ahead effect. Also, if the preliminary determination result is a "reach with miss" and the look-ahead effect random number value is "0 to 107," the look-ahead effect is "none." If the look-ahead effect random number value is "108 to 114," "pattern A" is selected as the look-ahead effect. If the look-ahead effect random number value is "115 to 127," "pattern B" is selected as the look-ahead effect. The type, content, and range of random number values ​​to be selected for the look-ahead effect pattern can be set arbitrarily.

[0165] Returning to FIG. 38, if it is determined in step S4604 that a look-ahead effect will be executed (step S4605: YES), the selected look-ahead effect pattern is stored in the pre-determination information storage area 94c (step S4606). Here, when the look-ahead effect pattern is stored in the pre-determination information storage area 94c, the look-ahead effect pattern is stored not only in the storage area corresponding to the received look-ahead command among the first to fourth storage areas, but also in the storage area before the corresponding storage area and in that area. Specifically, as shown in FIG. 39(B), not only is "pattern A" set in the fourth storage area corresponding to the received look-ahead command, but "pattern A" is also set in the first to third storage areas and that area. As a result, look-ahead effect pattern A is executed in the variable effect executed before the variable effect corresponding to the fourth storage area is executed (the variable effect corresponding to that area and the first to third storage areas). Note that whether or not a look-ahead effect is executed in the variable effect corresponding to that area depends on the progress of that variable effect. That is, in the variable performance, if the timing for executing the look-ahead performance has already passed, the look-ahead performance will not be executed, but if it is before the timing for executing the look-ahead performance, it will be executed at that timing. This will be described later. If it is determined in step S4604 that the look-ahead performance will not be executed (step S4605: NO), the processing ends.

[0166] [Variable performance start processing] FIG. 41 is a flowchart of the variable effect start process (FIG. 37: step S4460). The effect control microcomputer 91 first analyzes the variable effect start command (step S5000). Here, the effect control microcomputer 91 sets information about the special symbol stop symbol data included in the variable effect start command and information about the variable pattern in the sub-RAM 94. The set information includes game status information indicating the current game status, symbol information indicating the symbol as the determination result of the hit determination process for special symbol 1 or special symbol 2, and the like. The game status information and symbol information acquired here can be referenced by the effect control microcomputer 91 as appropriate.

[0167] Next, the performance control microcomputer 91 performs a process to determine a basic performance pattern (step S5010). The basic performance pattern determination process is a process for determining the basic configuration of the variable performance (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, the lighting control of lamps, etc.). The variable performance is completed by superimposing additional performances such as chance-up performances and pre-reading performances on this basic performance. The performance control microcomputer 91 determines the basic performance pattern by referring to a basic performance pattern determination table T52 stored in the sub-ROM 93.

[0168] FIG. 42 is a diagram for explaining the core performance pattern determination table T52. In FIG. 42, multiple types of core performance patterns that perform normal reach performance, multiple types of core performance patterns that perform SP1 performance, multiple types of core performance patterns that perform SP2 performance, multiple types of core performance patterns that perform SP3 performance, and multiple types of core performance patterns that perform no-reach miss performance are set. The type of core performance pattern can be set arbitrarily. Here, for example, if the variation pattern included in the variation start command is "P1", a core performance pattern that performs SP1 performance is selected. Also, if the variation pattern included in the variation start command is "P72", a core performance pattern that performs no-reach miss performance is selected.

[0169] 41, after determining the core effect pattern, the effect control microcomputer 91 performs a chance-up effect pattern determination process (step S5015). The chance-up effect pattern determination process is a process for determining an additional effect to be superimposed on the variable effect. The effect control microcomputer 91 acquires the value of the chance-up random number counter, and determines a chance-up effect pattern by referring to the acquired random number value and a chance-up effect pattern determination table T53 stored in the sub-ROM 93.

[0170] FIG. 43 is a diagram for explaining the chance-up effect pattern determination table T53. Here, only the part of the chance-up effect pattern determination table T53 that determines the variation effect pattern of special chart 1 in the non-time-shortening state is shown. That is, FIG. 43 shows the chance-up effect pattern that is executed when the variation pattern included in the variation start command is "P1" to "P16." Note that the chance-up effect pattern determination table T53 may or may not have a part that determines the chance-up effect pattern that is executed when the variation pattern is "P21" to "P33," "P41" to "P56," or "61" to "73."

[0171] In Figure 43, the chance-up effect patterns are set as "2-NO", "2-SP1", "2-SP2", "2-SP3", "3-NO", "3-SP1", "3-SP2", "3-SP3", "4-NO", "4-SP1", "4-SP2", "4-SP3", and "ANO". These chance effect patterns correspond to various chance-up effects, which will be described later.

[0172] Returning to FIG. 41, after determining the chance-up effect pattern, the effect control microcomputer 91 performs count effect pattern determination processing (step S5016). Here, the count effect pattern determination processing is processing for displaying on the display screen 7a the remaining number of fluctuations (number of games) during the probability variable mode, the remaining number of fluctuations during the time-saving mode, the remaining number of fluctuations until the ceiling is reached, the number of fluctuations since the power was turned on, the number of fluctuations since the jackpot game was played, etc. During the probability variable mode, the effect control microcomputer 91 displays the remaining number of fluctuations on the display screen 7a based on the value of the probability variable effect counter. Also, during the time-saving mode, the effect control microcomputer 91 displays the remaining number of fluctuations during the probability variable mode based on the value of the time-saving effect counter.

[0173] The effect control microcomputer 91 can also execute various effects based on the value of the ceiling effect counter and the value of the overnight effect counter. The ceiling effect counter stores the number of remaining variations until the ceiling is reached, and the overnight effect counter records the number of variations since power-on. For example, the effect control microcomputer 91 can set the number of variations since power-on by incrementing the overnight effect counter each time it receives a variable effect end command from the main control board 80. When the value of the overnight effect counter is TH1 (e.g., TH1 = 10), the effect control microcomputer 91 determines whether the value of the ceiling effect counter is less than or equal to TH2 (e.g., TH2 = 200). If the value of the ceiling effect counter is less than or equal to TH2, a predetermined chance image is displayed. If the value of the ceiling effect counter is greater than TH2, the chance image is not displayed. This allows a player who sees the chance image to recognize that the gaming machine 1 is carrying over the number of games played from the previous day and that RAM has not been cleared. Furthermore, the performance control microcomputer 91 may display the value of the ceiling performance counter when the value of the overnight performance counter is TH3 (for example, TH3 = 50). Furthermore, the performance control microcomputer 91 may again erase the display or chance image showing the value of the ceiling performance counter when the value of the overnight performance counter is TH4 (for example, TH4 = 100). Furthermore, the performance control microcomputer 91 may again display the value of the ceiling performance counter when the value of the overnight performance counter is TH5 (for example, TH5 = 200). The performance control microcomputer 91 may decide whether or not to display the value of the ceiling performance counter based on the value of the overnight performance counter, as described above, or may decide based on the value of the ceiling performance counter. For example, the performance control microcomputer 91 may display the value of the ceiling performance counter when the value of the ceiling performance counter is TH6 (e.g., TH6 = 100), may erase the display of the value of the ceiling performance counter when the value of the ceiling performance counter is TH7 (e.g., TH7 = 70), and may display the value of the ceiling performance counter again when the value of the ceiling performance counter is TH8 (e.g., TH8 = 50).

[0174] After the count effect pattern determination process, the effect control microcomputer 91 may refer to the random number value and the stop symbol pattern determination table T54 to determine the combination of the effect symbols 8L, 8C, and 8R to be stopped and displayed. This determines what kind of effect will be performed as the variable effect.

[0175] 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 S5010 to S5016 is realized (step S5020). When the variable performance start command set in the performance command set area 94b of the sub-RAM 94 is sent to the image control board 100 in the command sending process (FIG. 36: step S4315), the CPU 102 of the image control board 100 reads out the variable performance image from the ROM 103 and displays it on the display screen 7a of the image display device 7.

[0176] Next, the performance control microcomputer 91 sets the variable performance timer (step S5030) and ends this process. The variable performance timer is set to a variable time (Figure 42) according to the variable performance pattern included in the variable start command. For example, when the variable performance pattern is "P1", the variable performance timer is set to "40 seconds".

[0177] [Processing during variable effects] FIG. 44 is a flowchart of the processing during a variable performance (FIG. 36: step S4305). The performance control microcomputer 91 determines whether or not a variable performance is in progress (step S4701). Whether or not a variable performance is in progress can be determined, for example, by whether or not the variable performance timer has reached zero. If a variable performance is not in progress (step S4701: NO), this processing ends. On the other hand, if a variable performance is in progress (step S4701: YES), the performance control microcomputer 91 determines whether or not it is time to set a pre-variation end command in the performance command set area 94b of the sub-RAM 94 (step S4702). The pre-variation end command is a command that the performance control microcomputer 91 uses to notify the image control board 100 and the like that it is a specific timing during a variable performance. Upon receiving the pre-variation end command, the image control board 100 switches the performance content, displays a specific image, or the like, in accordance with the information contained in the pre-variation end command.

[0178] If it is not the time to set a pre-variation end command (step S4702: NO), this process ends. On the other hand, if it is the time to set a pre-variation end command (step S4702: YES), a determination is made as to whether or not there is pre-reading effect pattern information in the area of ​​the advance determination information storage area 94c (step S4703). If there is pre-reading effect pattern information in the area (step S4703: YES), a pre-variation end command including the pre-reading effect pattern information is set in the effect command set area 94b of the sub-RAM 94 (step S4704). On the other hand, if there is no pre-reading effect pattern information in the area (step S4703: NO), a pre-variation end command not including the pre-reading effect pattern information is set in the effect command set area 94b of the sub-RAM 94 (step S4705). As a result, if there is pre-reading effect pattern information in the area, a pre-variation end command including the pre-reading effect pattern information is sent to the image control board 100 two seconds before the end of the variation effect. Then, image control microcomputer 101 starts a look-ahead effect that displays a look-ahead effect image on display screen 7a of image display device 7. On the other hand, even if there is no look-ahead effect pattern information in the area, a pre-variation end command is sent to image control board 100 two seconds before the end of the variation. Here, if a preview image is already being displayed on display screen 7a of image display device 7, image control microcomputer 101 starts a preview fade effect that fades the preview image.

[0179] 8. Operation of image control microcomputer 101 The operation of the image control microcomputer 101 provided on the image control board 100 (FIG. 4) will be described with reference to FIG. 45. Buffers and the like mentioned in the description of the operation of the image control microcomputer 101 are provided in the RAM 104. FIG. 45 is a flowchart of the display control process. When the power of the gaming machine 1 is turned on, the image control microcomputer 101 reads a program from the ROM 103, and after CPU initialization processing, the display control process is repeatedly executed. In the display control process, the image control microcomputer 101 first determines whether or not a variable effect start command has been received from the sub-control board 90 (step S5001). If a variable effect start command has been received (step S5001: YES), the image control microcomputer 101 starts displaying a variable effect (step S5002). Specifically, the image control microcomputer 101 analyzes the received variable effect start command, reads from the ROM 103 a predetermined variable effect image specified in the variable effect start command, and displays it on the image display device 7. On the other hand, if it has not been received (step S5001: NO), the above process is skipped.

[0180] Next, the image control microcomputer 101 determines whether or not a pre-variation end command has been received from the sub-control board 90 (step S5003). If a pre-variation end command has been received (step S5003: YES), the image control microcomputer 101 starts a pre-reading effect display (step S5004). On the other hand, if a pre-variation end command has not been received (step S5003: NO), the image control microcomputer 101 skips the above-mentioned process.

[0181] Next, image control microcomputer 101 determines whether or not a variable performance end command has been received from sub-control board 90 (step S5005). If a variable performance end command has been received (step 5005: YES), image control microcomputer 101 reads out from ROM 103 an image in which the variable performance has been stopped, and displays the stopped variable performance on image display device 7 (step S5006). On the other hand, if a variable performance end command has not been received (step S5005: NO), image control microcomputer 101 skips the above-mentioned process.

[0182] Next, the image control microcomputer 101 performs other processing (step S5007). In other processing, the image control microcomputer 101 reads out from ROM 103 predetermined images specified in various commands in addition to the above-mentioned commands, and displays them on the image display device 7. For example, when the image control microcomputer 101 receives an opening performance start command, it reads out from ROM 103 the predetermined opening performance image specified in the opening performance start command, and displays it on the image display device 7. Furthermore, when the image control microcomputer 101 receives a round performance start command, it reads out from ROM 103 the predetermined round performance image specified in the round performance start command, and displays it on the image display device 7. Furthermore, when the image control microcomputer 101 receives an ending performance start command, it reads out from ROM 103 the predetermined ending performance image specified in the ending performance start command, and displays it on the image display device 7, and this processing ends.

[0183] 9. Movement of the movable body and display of the sub-display screen 64 46 to 50, the operation of the movable board body (first movable role device 14, second movable role device 15), the operation of the movable frame body (frame movable role device 69), and the display effects of the sub-display screen 64 (right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U) will be described. The effect control microcomputer 91 performs drive control to operate the first movable role device 14, second movable role device 15, and frame movable role device 69 during the game effect (display effect) or in the initial operation when the power is turned on. The effect control microcomputer 91 also performs display effects to display a specific image on the sub-display screen 64 during the game effect (display effect) or in the initial operation when the power is turned on.

[0184] FIG. 46 is an explanatory diagram illustrating the movement mode of the first movable accessory 14. FIG. 47 is an explanatory diagram illustrating a second mode of the first movable accessory 14. The first movable accessory 14 is a vertically elongated rod-shaped member, with its upper end located near the upper end of the image display device 7 and its lower end located near the lower end of the image display device 7. The upper and lower ends of the first movable accessory 14 are difficult to see, and the central portion is visible in front of the image display device 7. As shown in FIG. 1, the first movable accessory 14 can be stationary at a retracted position (home position) on the left side of the image display device 7 (first mode). In the retracted position, only a portion of the first movable accessory 14 may be retracted, leaving the remaining portion visible, or the entire first movable accessory 14 may be retracted and difficult to see. As shown in FIG. 46, the first movable accessory 14 is configured to be movable left and right in front of the image display device 7. It is configured to be able to move (advance) from a retracted position toward the right edge of the display screen 7a and move left and right in front of the display screen 7a. It can also stop at any advanced position in front of the display screen 7a. The movement mode of the first movable prop 14 can be set arbitrarily. Also, as shown in Figure 47, the first movable prop 14 can move to the right edge of the display screen 7a and stop at that position (second mode). The first movable prop 14 may have a decorative portion formed on at least a part thereof, or may be transparent.

[0185] FIG. 48 is an explanatory diagram illustrating a second mode of the second movable accessory 15. The second movable accessory 15 has a rectangular decorative portion bearing the word "OARO" and is configured to be movable up and down. As shown in FIG. 1, the second movable accessory 15 can be stopped at a retracted position (home position) above the display screen 7a (first mode). At this time, a portion of the second movable accessory 15 becomes difficult to see. The second movable accessory 15 can move downward from the state shown in FIG. 1 toward the center of the display screen 7a and can be stopped at the extended position (deployed position) shown in FIG. 48 (second mode). In this second mode, the decorative portion stops in front of the image display device 7, covering the center of the display screen 7a. The second movable accessory 15 can move upward (retract) from the extended position shown in FIG. 48 to the retracted position shown in FIG. 1, where it can be stopped.

[0186] FIG. 49 is an explanatory diagram illustrating a second embodiment of the movable frame device 69. The movable frame device 69 is composed of a pair of flat plate-shaped members arranged on both the left and right sides of the handle 60, each of which is configured to be movable left and right. The two members are made of flexible materials, and one main surface of each member is configured to move toward or away from the handle 60. As shown in FIG. 1, the two members of the movable frame device 69 are normally stationary in retracted positions (home positions) on the left and right sides of the handle 60, respectively, away from the handle 60 (first embodiment). As shown in FIG. 49, the two members of the movable frame device 69 can move (advance) from their retracted positions toward the handle 60, i.e., move toward each other, and can each stop at a position where they come into contact with the handle 60 (second embodiment). When in the advanced position, the movable frame device 69 comes into contact with the handle 60 or the right hand of a player operating the handle 60. The movable frame accessory 69 can move in a direction in which the two members move away from each other so as to change from the second position to the first position.

[0187] 50 is an explanatory diagram illustrating display effects on the sub-display screens 64 (right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U). The right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U can each display images independently. In addition, effects can be performed in conjunction with images on the display screen 7a.

[0188] 10. Examples of the effects, modifications, and aspects of this embodiment Below, each example of the performance (display performance example, role-moving performance example) of this embodiment will be explained. In addition, examples of effects, variations, and modes of the performance examples will also be explained. As mentioned above, the performances to be explained below are performances realized by the performance control microcomputer 91 (image control microcomputer 101) based on various information (jackpot determination information, jackpot type information, variation pattern information, advance determination information, etc.) transmitted from the game control microcomputer 81. Note that the following display performance examples are executed on the display screen 7a of the image display device 7, etc. Also, the hold display (hold icon) may be omitted in the display performance examples.

[0189] The result screen display effect will be explained below using Figures 51 and 52. This result screen display effect is executed during a jackpot game, etc. In other words, the image control microcomputer 101 analyzes the command received from the sub-control board 90, and if the command contains an instruction to execute the result screen display effect, it reads out the corresponding image data from the ROM 103 and displays the image on the display screen 7a of the image display device 7 or the sub-display screen 64.

[0190] [Result screen display effects] FIG. 51 is a first diagram illustrating a result screen display effect. FIG. 52 is a second diagram illustrating a result screen display effect. The result screen display effect is an effect in which a result screen is displayed during a winning game consisting of multiple rounds of play, even before the rounds have ended. The result screen is a screen that notifies the results of a game (game) played during a specific period. The specific period is, for example, the game period from the first win to the return to the normal state (low probability non-time-saving state), with repeated time-saving and winning modes. The results of the game (game) include the number of balls acquired (number of balls dispensed) during that game period and the number of consecutive wins. Typically, the result screen is displayed at the end of a jackpot game (at the ending) just before the start of a normal game, or at the end of a time-saving game. On the other hand, in result screen mid-display effect A, the result screen is displayed even during a jackpot game.

[0191] In Figure 51(A), after the special symbol 1 in the low-probability non-time-saving state changes, the display screen 7a shows an example of the state in which the left decorative symbol 8L, the center decorative symbol 8C, and the right decorative symbol 8R have stopped in the "666" winning pattern. The word "WIN!" is displayed below the decorative symbols to indicate a jackpot. Here, the explanation is given assuming that a 10R normal jackpot or a 10R variable probability jackpot is won. If the jackpot type is a 10R normal jackpot (which transitions to a low-probability non-time-saving state after 10R), the presentation progresses in the order of Figures 51(A)-(L) and 52(A)-(B). If the jackpot type is a 10R variable probability jackpot (which transitions to a high-probability time-saving state after 10R), the presentation progresses in the order of Figures 51(A)-(E) and 52(C)-(L).

[0192] As shown in FIG. 51(B), when a jackpot is won, an image "Jackpot mode starts!!!" is displayed to notify the player that the jackpot mode will be entered, in which the jackpot game will be played. Also, a right-hit image is displayed to suggest that the player hit the ball to the right. The right-hit image is an image that encourages the player to shoot the game ball to the right, and includes a text image of "right hit" and an image of a right arrow.

[0193] FIG. 51(C) illustrates the display screen 7a during a jackpot game (during a round game). Here, the state in which one round of a 10R jackpot (a 10R variable jackpot or a 10R normal jackpot) is being played is shown, with 100 balls being awarded per round. The display screen 7a displays a round image, an acquired ball count image, a mode image, and a right-hit image. The round image represents the number of remaining rounds during a jackpot game and consists of a horizontal row of circular images. Here, the round image consists of 10 circular images, each representing one round. White circles indicate rounds that are being played or have been played, and black circles indicate rounds that have not yet been played. In FIG. 51(C), one white circle and nine black circles are displayed, indicating that the first round is being played. The acquired ball count image indicates the number of balls (here, "58 balls") earned in jackpot games played during a specific period. The mode image indicates the name of the mode currently being executed, and in this case, "big win mode" indicates that a big win game is being executed.

[0194] Figure 51(D) shows an example of a state in which a jackpot game has progressed. The round image shows four white circles and six black circles, indicating that the fourth round is being played. The image of the number of balls won shows "321 balls."

[0195] FIG. 51(E) illustrates an example of an extended battle effect. At a specific timing during round play (e.g., during the fourth round), an effect begins in which ally character CRA and enemy character CRB battle. This extended battle effect notifies the player whether the time-saving state will be extended. In this example, if ally character CRA wins, it is notified that the jackpot type is a 10R variable jackpot, and the high-probability time-saving state will occur after the jackpot play. On the other hand, if ally character CRA loses, it is notified that the jackpot type is a 10R normal jackpot, and the low-probability non-time-saving state will occur after the jackpot play. The round image shows four white circles and six black circles, indicating that the fourth round is being played. The acquired ball count image shows "353 balls."

[0196] Figures 51(F)-(L), 52(A), and (B) show examples of a 10R normal jackpot. Figure 51(F) shows the state in which the ally character CRA has been defeated in the extended battle performance of Figure 51(E). The round image shows six white circles and four black circles, indicating that the sixth round is being played. The image of the number of balls won shows "512 balls."

[0197] Figure 51(G) shows a state in which the firing direction suggestion image erasure effect is being executed. At a specific timing during a round of play (for example, after a loss in an extended battle effect), the firing direction suggestion image disappears, and a firing direction suggestion image erasure effect is executed. Here, in addition to the right-hit image (firing direction suggestion image), the image showing the number of balls acquired also disappears. The disappearance of the right-hit image and the display of the number of balls acquired can give the player a sense of loss due to defeat in the extended battle effect. Furthermore, the disappearance of the right-hit image and the display of the number of balls acquired suggests that there will be no consecutive wins after this, even during a round of play. The round image shows seven white circles and three black circles, indicating that the seventh round is being executed. The defeated ally character CRA remains displayed.

[0198] In Figure 51(H), a result screen is displayed. Here, at a specific timing during round play (for example, after the image disappearance effect), the result screen suddenly appears even during the execution of a jackpot game. The result screen is surrounded by a rectangular frame image, and inside it are displayed a "Result" image indicating the result screen, an image of the number of balls acquired, an image of the number of consecutive wins, and a mode end image indicating the end of the jackpot mode. The image of the number of balls acquired on this result screen, "635 balls," displays the number of balls acquired at the time of display and does not display the result at the end of a specific period. Therefore, the number increases linearly as the jackpot game (round play) progresses. The image of the number of consecutive wins displays the result at the end of a specific period because this is a 10R normal jackpot and there will be no subsequent consecutive wins. A round image is displayed superimposed on this result screen. The round image has seven white circles and three black circles, indicating that the seventh round is being executed.

[0199] In Figure 51(I), the result screen remains displayed and the jackpot game (round game) is in progress. During the seventh round, which is the same as Figure 51(H), the image of the number of balls won increases to "693 balls." The increase in the value may be linear, or may be displayed so that the number of balls won increases in predetermined increments (for example, 10 balls) when the number of balls won reaches a predetermined unit.

[0200] Figure 51(J) shows that the jackpot game (round game) is in progress with the result screen display maintained. The round image shows eight white circles and two black circles, indicating that the eighth round is being played. As mentioned above, the image of the number of balls won, "753 balls," shows the number of balls won at the time of display, and the number increases as the jackpot game (round game) progresses.

[0201] FIG. 51(K) shows the state in which the jackpot game (round game) is in progress, with the result screen display maintained. All 10 round images are white circles, indicating that the 10th round is being played. The image of the number of balls won on this result screen, "962 balls," shows the number of balls won at the time of display, and the number increases as the jackpot game (round game) progresses.

[0202] After that, as shown in Figure 51(L), the number of balls acquired reaches 1000, and the final round (10th round) ends. Then, the round image disappears. This ends the round game and the ending begins.

[0203] When the ending begins, as shown in Figure 52(A), the text image "Transition to normal mode" is displayed superimposed on the result screen. After a predetermined period has passed, as shown in Figure 52(B), the special chart 1 variation starts in a low probability non-time-saving state (left-hand play). The display screen 7a displays the text image "Start of normal mode," the left-hand play image, and the varying decorative patterns 8L, 8C, and 8R.

[0204] Figures 52(C) to (L) show an example of a 10R jackpot. Figure 52(C) shows the state in which the ally character CRA has won the extended battle performance in Figure 51(E). The round image shows six white circles and four black circles, indicating that the sixth round is being played. The image of the number of balls won shows "512 balls."

[0205] In Figure 52(D), as the jackpot game (round game) progresses, the number of balls won reaches 1,000, and the final round (10th round) has ended. Unlike Figures 51(H)-(K), the result screen is not displayed during the round game. This is because this is a 10R probability jackpot, and there is a possibility that a series of wins will continue in a high probability time-saving state after the jackpot ends, and the end of the specific period is undetermined. When the round game ends, the ending will begin.

[0206] When the ending begins, as shown in Figure 52(E), a text image of "Transition to advantageous mode" is displayed superimposed on the round image. After a predetermined period of time has passed, as shown in Figure 52(F), the special chart 2 variation begins in a high probability time-saving state (right-hand play). On the display screen 7a, the text image of "Advantageous mode begins," the right-hand play image, the decorative symbols 8L, 8C, and 8R that are displayed in a varying manner, and the image of the number of balls acquired, "1000 balls acquired," are displayed.

[0207] Figure 52(G) illustrates a state in which, in the "Advantageous Mode" with high probability of time reduction, after the Special Chart 2 change, the left decorative pattern 8L, the center decorative pattern 8C, and the right decorative pattern 8R have stopped in the "222" jackpot pattern. Below the decorative patterns, the word "Hit!" is displayed, indicating a jackpot. The word "Second Time" also indicates that this is the second consecutive win. Here, we will explain the situation assuming that a 10R regular jackpot has been won.

[0208] As shown in Figure 52(H), when a jackpot is won, an image "Jackpot mode starts!!!" is displayed to notify the player that the jackpot mode will be entered, in which a jackpot game will be played. Also, a right-hit image is displayed to suggest that the player hit the right.

[0209] In Figure 52 (I), as the jackpot game (round game) progresses, the number of balls won reaches 2000, and the final round (10th round) has ended. Here, unlike Figures 51 (C) to (L) and 52 (A) to (E), the extended battle effect is not executed during the round game. Also, despite a 10R normal jackpot, the result screen is not displayed during the round game. In this way, there are cases where the extended battle effect or the result screen during the round game is not displayed during the jackpot game. Whether or not to display the extended battle effect or the result screen during the round game may be determined by a random number when the jackpot is won. It may also be determined by the winning symbol. When the round game ends, the ending begins.

[0210] In Figure 52 (J), a result screen is displayed. Here, the result screen is displayed after the round of play has ended and the ending has begun. The result screen is surrounded by a rectangular frame image, and inside it are displayed an image of "Result" indicating the result screen, an image of the number of balls acquired, an image of the number of consecutive wins, and a mode end image indicating the end of the jackpot mode. The image of the number of balls acquired on this result screen, "2000 balls," indicates that this is a 10R normal jackpot, and since the round of play has ended, the result at the end of a specific period is displayed. As for the image of the number of consecutive wins, this is a 10R normal jackpot, and since there will be no subsequent consecutive wins, the result at the end of a specific period is displayed.

[0211] In Figure 52(K), the text image "Transition to normal mode" is displayed superimposed on the result screen. After a predetermined period of time has passed, as shown in Figure 52(L), the special chart 1 variation starts in a low probability non-time-saving state (left-hand play). The display screen 7a displays the text image "Start of normal mode", the left-hand play image, and the varying decorative patterns 8L, 8C, and 8R.

[0212] [Example of effect] Below are some examples of the results screen display effects. [Effect 1-1] In the gaming machine 1 of the above embodiment, as shown in Figures 51(H) to (K), during the execution of a winning game consisting of multiple rounds of games, a result screen is displayed even before the rounds of games have ended. Normally, a result image is displayed after all rounds of games have ended, so by displaying it before the rounds of games have ended, it is possible to surprise the player and increase their interest. [Effect 1-2] In the gaming machine 1 of the above embodiment, as shown in Figures 51(H) to (K), when the result screen is displayed, a round image indicating the number of remaining rounds of play during a winning game is displayed. Normally, the result image is displayed after all rounds of play have ended, so the round image and the result screen are not displayed in parallel. Therefore, this effect can surprise the player and increase their interest. [Effects 1-3] In the gaming machine 1 of the above embodiment, as shown in Figures 51(H) to (K), the result screen includes an acquired ball count image that indicates the number of acquired balls, including balls acquired in winning games, and the numerical value representing the acquired ball count changes after the result screen is displayed. Normally, the acquired ball count image on the result screen indicates the number of balls acquired during a specific period, so the numerical value does not change. However, here, the number of balls increases even though it is the acquired ball count image on the result screen, which can surprise the player and increase the interest. [Effect 2-1] In the gaming machine 1 of the above embodiment, as shown in Figures 51(B) to (E), a first effect is executed in which a suggestive image (right-hit image) suggesting the launch direction of the game ball is displayed during a winning game consisting of multiple rounds of play (during a 10R normal jackpot game), and as shown in Figures 51(G) to (K), a second effect is executed in which the suggestive image (right-hit image) disappears after the first effect before the round of play ends. Normally, the suggestive image disappears after the round of play ends, so by disappearing the display before the round of play ends, various suggestions can be given to the player, thereby increasing the player's interest. [Effect 2-2] In the gaming machine 1 of the above embodiment, as shown in Figures 52(C) to (F), after the first effect (Figures 51(B) to (E)), a third effect may be executed in which the winning game ends without executing the second effect (Figures 51(G) to (K)), and when the third effect is executed, the game transitions to a relatively more advantageous mode after the winning game ends than when the second effect is executed (Figure 52(F) is a more advantageous mode than Figure 52(B)). This makes it possible to give various suggestions to the player depending on whether the suggestive image disappears before the round of play ends, thereby increasing the player's interest. [Effect 2-3] In the gaming machine 1 of the above embodiment, as shown in Figure 51 (G), in the second performance, when the suggestive image (right-hit image) disappears, the image of the number of acquired balls, including the number of balls acquired in the winning game, also disappears. This allows various suggestions to be given to the player depending on whether the image of the number of acquired balls disappears or not, thereby increasing the interest. [Effect 3-1] As shown in Figures 51(H) to 51(L), the gaming machine 1 of the above embodiment can execute a first effect in which a result screen including an acquired ball count image showing the number of acquired balls, including balls acquired in winning games, is displayed, and a second effect in which the numerical value shown by the acquired ball count image included in the result screen changes after the first effect. Normally, the acquired ball count image on the result screen shows the result of the number of balls acquired during a specific period, so the numerical value does not change. However, here, the number of balls changes even though it is the acquired ball count image on the result screen, which can surprise the player and increase the interest. [Effect 3-2] In the gaming machine 1 of the above embodiment, as shown in Fig. 52(J), after the first effect, the second effect is not executed, and a third effect is executed in which the numerical value represented by the image of the number of balls acquired included in the result screen does not change. Because the numerical value of the image of the number of balls acquired on the result screen sometimes changes and sometimes does not change, the player's heart is excited and the interest can be enhanced. [Effect 3-3] In the gaming machine 1 of the above embodiment, as shown in Figures 51(H) to (K), in the first effect, during the execution of a winning game consisting of multiple rounds of games, a result screen is displayed even before the rounds of games have ended. Normally, a result image is displayed after all rounds of games have ended, so by displaying it before the rounds of games have ended, it is possible to surprise the player and increase their interest.

[0213] 53 and 54, the result screen intermediate display effects A and B will be explained below. These result screen intermediate display effects are executed during a jackpot game, etc. In other words, the image control microcomputer 101 analyzes the command received from the sub-control board 90, and if the command contains an instruction to execute the result screen intermediate display effect, it reads the corresponding image data from the ROM 103 and displays the image on the display screen 7a of the image display device 7 or the sub-display screen 64.

[0214] [Result screen mid-event display A] FIG. 53 is a diagram illustrating a result screen midway display effect A. FIGS. 53(A) to 53(F) are examples of the result screen midway display effect A, and FIGS. 53(G) to 53(L) are other examples of the result screen midway display effect A. The result screen midway display effect is an effect in which a result screen is displayed during a winning game consisting of multiple rounds of play, even before the rounds have ended. The result screen is a screen that notifies the results of a game (game) played during a specific period. The specific period is, for example, the game period from the first win to the return to the normal state (low-probability non-time-shortened state) through repeated time-shortened and winning modes. The game (game) results include the number of balls acquired (number of balls dispensed) and the number of consecutive wins during that game period. Typically, the result screen is displayed at the end of a jackpot game (ending) just before the start of normal play, or at the end of a time-shortened game. On the other hand, in the result screen mid-display performance A, the result screen is displayed even in the middle of a big win game.

[0215] An example of the result screen mid-display effect A is shown using Figures 53(A) to (F). Figure 53(A) illustrates the display screen 7a during a jackpot game (during a round game). Here, the state in which one round of a 10R normal jackpot (which transitions to a low-probability non-time-saving mode after 10R) is being played is shown, and 100 balls can be won per round. The display screen 7a displays a round image, an acquired ball count image, a mode image, and a right-hit image. The round image represents the number of remaining rounds during a winning game and consists of a horizontal row of circular images. Here, the round image consists of 10 circular images, each representing one round. A white circle indicates a round that is being played or has been played, and a black circle indicates a round that has not been played. Figure 53(A) shows one white circle and nine black circles, indicating that the first round is being played. The acquired ball count image indicates the number of balls won in the jackpot game played during a specific period (here, "58 balls"). The mode image indicates the name of the currently active mode, and in this case, "Jackpot mode" indicates that a jackpot game is being played. The right-hit image is an image that prompts the player to shoot the game ball to the right, and includes a text image of "Right-hit" and an image of a right arrow.

[0216] In Figure 53(B), the result screen (first time) is displayed. Here, at a specific timing during a round game (e.g., the start of the second round), the result screen suddenly appears even while a jackpot game is in progress. The result screen is surrounded by a rectangular frame image, and inside it are displayed the "Result" image indicating the result screen, the number of balls acquired, the number of consecutive wins, a mode end image indicating the end of the jackpot mode, and the text image "Prediction 1." This result screen is the result screen of the prediction at the time of display, and displays the predicted results at the end of a specific period. The predicted values ​​in the number of balls acquired image and the number of consecutive wins image are determined based on the type of jackpot currently being played. A round image is displayed superimposed on this result screen. The round image has two white circles and eight black circles, indicating that the second round is in progress. The result screen disappears at a predetermined timing (e.g., the end of the second round).

[0217] After that, as shown in Figure 53(C), the result screen disappears and the round game progresses. The round image shows four white circles and six black circles, indicating that the fourth round is being played.

[0218] After that, as shown in Figure 53(D), the result screen (second time) is displayed. Here, at a specific timing during round play (for example, at the start of the 7th round), the second result screen is suddenly displayed even while the jackpot game is in progress. The result screen is surrounded by a rectangular frame image, and inside it are displayed the "Result" image indicating the result screen, the number of balls acquired, the number of consecutive wins, a mode end image indicating the end of the jackpot mode, and the text image "Prediction 2nd Time." This result screen is the result screen of the prediction at the time of display, and displays the predicted result at the end of a specific period. The predicted values ​​of the number of balls acquired image and the number of consecutive wins image are determined based on the type of jackpot being executed. Here, a different result is displayed from the result screen of the first prediction. A round image is displayed superimposed on this result screen. The round image has seven white circles and three black circles, indicating that the seventh round is in progress. The results screen display will disappear at a specified time (for example, at the end of the 7th race).

[0219] After that, the result screen disappears and the round game progresses, as shown in Figure 53(E). The round image shows that all 10 circles are white, the number of balls won is 1000, and the final round (10th round) has ended.

[0220] After that, the result screen is displayed as shown in Figure 53 (F). In this case, because it is a 10R normal jackpot (which transitions to low probability non-time-saving mode after 10R), the game switches to normal mode after the jackpot game. Therefore, the result screen is displayed at the end of the final round of the jackpot game just before the start of normal mode game.

[0221] Another example of the result screen mid-display effect A is shown using Figures 53(G)-(L). Figure 53(G) illustrates the display screen 7a during a jackpot game (during a round game). Here, after the first jackpot, a second jackpot is shown, and a 10R normal jackpot (which transitions to a low-probability non-time-saving mode after 10R) is being played for 5 rounds, with 100 balls being awarded per round. The display screen 7a displays a round image, an acquired ball count image, a mode image, a right-hit image, and a consecutive win count image. The round image consists of 10 round images, each representing one round. White circles indicate rounds that are being played or have been played, and black circles indicate rounds that have not yet been played. Here, five white circles and five black circles are displayed, indicating that the fifth round is being played. The acquired ball count image indicates the number of balls (here, 1,456 balls) earned in jackpot games played during a specific period. The mode image shows the name of the currently active mode, and in this case, indicates that a jackpot game is being played. The consecutive win count image shows the number of jackpots that have been played in a specific period, and in this case, indicates that this is the second jackpot.

[0222] In Figure 53(H), the round image shows six white circles and four black circles, indicating that the sixth round is being played. During the sixth round of play, a text image of "1500 balls achieved!" is displayed to notify that the number of balls acquired in a specific period has reached 1500. Here, when the number of balls acquired exceeds a preset number (here, 1500 balls), an effect is executed in which a result screen is displayed. Note that the number of acquired balls at which the result screen is displayed is not limited to 1500 balls, and any number of acquired balls can be set.

[0223] In Figure 53(I), a result screen is displayed. Here, when the number of balls acquired exceeds a preset number (here, 1,500 balls), the result screen suddenly appears even during a jackpot game. The result screen is surrounded by a rectangular frame image, and inside it are displayed a "Result" image indicating the result screen, an image of the number of acquired balls, an image of the number of consecutive wins, and a mode end image indicating the end of the jackpot mode. The image of the number of acquired balls on this result screen, "1,671 balls," displays the number of acquired balls at the time of display and does not display the result at the end of a specific period. Therefore, the number increases linearly as the jackpot game (round game) progresses. The image of the number of consecutive wins also displays the number of consecutive wins at the current time and does not display the result at the end of a specific period. A round image is displayed superimposed on this result screen. The round image has seven white circles and three black circles, indicating that the seventh round is being played.

[0224] Figure 53(J) shows that the jackpot game (round game) is in progress while the result screen display is maintained. The round image shows nine white circles and one black circle, indicating that the ninth round is being played. In addition, the image of the number of balls won on this result screen, "1869 balls," shows the number of balls won at the time of display, and the number increases as the jackpot game (round game) progresses.

[0225] FIG. 53(K) shows the state in which the jackpot game (round game) is in progress, with the result screen display maintained. All 10 round images are white circles, indicating that the 10th round is being played. The number of balls won image on this result screen, "1945 balls," displays the number of balls won at the time of display, and the number increases as the jackpot game (round game) progresses.

[0226] After that, as shown in Figure 53(L), ​​the number of balls acquired reaches 2000, and the final round (10th round) ends.Then, the display of the round image disappears.

[0227] [Result screen mid-event display B] FIG. 54 is a diagram illustrating the result screen midway display effect B. FIGS. 54(A) to 54(F) are examples of the result screen midway display effect B, and FIGS. 54(G) to 54(L) are other examples of the result screen midway display effect B. The result screen midway display effect is an effect in which a result screen is displayed during a winning game consisting of multiple rounds of play, even before the rounds have ended. The result screen is a screen that notifies the results of a game (game) played during a specific period. The specific period is, for example, the game period from the first win to the return to the normal state (low-probability non-time-shortened state) through repeated time-shortened and winning modes. The game (game) results include the number of balls won (number of balls dispensed) and the number of consecutive wins during that game period. Typically, the result screen is displayed at the end of a jackpot game (ending) just before the normal game mode begins, or at the end of a time-shortened game. On the other hand, in the result screen mid-display effect B, the result screen is displayed even in the middle of a jackpot game.

[0228] An example of the result screen mid-display effect B will be described using Figures 54(A) to (F). Figure 54(A) illustrates the display screen 7a during a jackpot game (during a round game). Here, the state in which one round of a 10R normal jackpot (which transitions to a low-probability non-time-saving mode after 10R) is being played is shown, with 100 balls being earned per round. The display screen 7a displays a round image, an acquired ball count image, a mode image, and a right-hit image. The round image represents the number of remaining rounds during a winning game and consists of a horizontal row of circular images. Here, the round image consists of 10 circular images, each representing one round. A white circle indicates a round that is being played or has been played, and a black circle indicates a round that has not yet been played. Figure 54(A) shows one white circle and nine black circles, indicating that the first round is being played. The acquired ball count image indicates the number of balls earned in the jackpot game played during a specific period (here, "58 balls"). The mode image indicates the name of the mode currently being executed, and in this case, "big win mode" indicates that a big win game is being executed.

[0229] In Figure 54(B), a result screen is displayed. Here, at a specific timing during a round game (for example, when 60 balls are acquired), the result screen suddenly appears even during a jackpot game. The result screen is surrounded by a rectangular frame image, and inside it are displayed a "Result" image indicating the result screen, an image of the number of acquired balls, an image of the number of consecutive wins, an image of the mode end indicating the end of the jackpot mode, and an image of the number of remaining rounds. The image of the number of acquired balls on this result screen, "62 balls," displays the number of acquired balls at the time of display and does not display the result at the end of a specific period. Therefore, the number increases linearly as the jackpot game (round game) progresses. The image of the number of consecutive wins also displays the number of consecutive wins at the current time and does not display the result at the end of a specific period. A round image is displayed below this result screen. The round image has one white circle and nine black circles, indicating that the first round is continuing.

[0230] Figure 54(C) shows that the jackpot game (round game) is in progress with the result screen display maintained. The round image shows nine white circles and one black circle, indicating that the ninth round is being played. In addition, the image of the number of balls won on this result screen, "871 balls," shows the number of balls won at the time of display, and the number increases as the jackpot game (round game) progresses. The image of the number of balls won is also displayed outside the result screen.

[0231] Figure 54(D) shows that the jackpot game (round game) is in progress with the result screen display maintained. All 10 round images are white circles, indicating that the 10th round is being played. The number of balls won image on this result screen, "952 balls," shows the number of balls won at the time of display, and the number increases as the jackpot game (round game) progresses.

[0232] After that, as shown in Figure 54(E), the number of balls won reaches 1000, and the final round (10th round) ends. At this time, the result screen that was displayed when the final round ended disappears.

[0233] After that, as shown in Figure 54 (F), the result screen is displayed again. The result screen is surrounded by a rectangular frame image, and inside it are displayed an image of "Result" indicating the result screen, an image of the number of balls acquired, an image of the number of consecutive wins, and a mode end image indicating the end of the jackpot mode. The image of the number of balls acquired on this result screen, "1000 balls," displays the result at the end of a specific period. Meanwhile, the round image disappears.

[0234] Another example of the result screen mid-display effect B will be described using Figures 54(G)-(L). Figure 54(G) illustrates the display screen 7a during a jackpot game (during a round game). Here, the state in which one round of a 10R normal jackpot (which transitions to a low-probability non-time-saving mode after 10R) is being played is shown, with 100 balls being earned per round. The display screen 7a displays a round image, an acquired ball count image, a mode image, and a right-hit image. The round image consists of ten circular images arranged horizontally, each representing one round. A white circle indicates a round that is being played or has been played, and a black circle indicates a round that has not yet been played. Here, one white circle and nine black circles are displayed, indicating that the first round is being played. The acquired ball count image indicates the number of balls (here, "58 balls") earned in the jackpot game played during a specific period. The mode image indicates the name of the mode currently being executed, and in this case, "big win mode" indicates that a big win game is being executed.

[0235] In Figure 54(H), a result screen is displayed. Here, at a specific timing during a round of play (for example, when 60 balls are acquired), a portion of the result screen is suddenly displayed even during a jackpot game. Here, a portion of the upper left corner of the result screen is displayed in a rectangular area in the upper left corner of the display screen 7a. Specifically, an image including a mode image that was displayed in a rectangular area in the upper left corner of the display screen 7a divided into four quarters disappears, and an effect is executed in which a portion of the upper left corner of the result screen is exposed from behind.

[0236] Then, as shown in Figure 54(I), at another timing during the round (for example, when 400 balls are won), a portion of the lower left corner of the result screen is displayed in a rectangular area at the lower left corner of the display screen 7a. Specifically, the image including the round image that was displayed in a rectangular area at the lower left corner of the display screen 7a divided into four quarters disappears, and an effect is executed in which a portion of the lower left corner of the result screen is exposed from behind. This makes the left half of the result image visible.

[0237] Then, as shown in FIG. 54(J), at another timing during the round of play (for example, when 800 balls are won), a portion of the upper right corner of the result screen is displayed in a rectangular area in the upper right corner of the display screen 7a. Specifically, the image including the right-hit image that was displayed in a rectangular area in the upper right corner of the display screen 7a, which is divided into four quarters, disappears, and an effect is executed in which a portion of the upper right corner of the result screen is exposed from the back side. As a result, the left half of the result image as well as the upper right corner become visible. Here, the image of the number of balls won becomes visible. The image of the number of balls won displays the number of balls won at the time of display, and does not display the result at the end of a specific period. Therefore, the value increases linearly as the jackpot game (round of play) progresses.

[0238] Then, as shown in Figure 54(K), at another timing during the round (for example, when 1000 balls are acquired), a part of the lower right corner of the result screen is displayed in a rectangular area at the lower right corner of the display screen 7a. Specifically, the image including the acquired ball count image that was displayed in a rectangular area at the lower right corner of the display screen 7a divided into four quarters disappears, and an effect is executed in which a part of the lower right corner of the result screen is exposed from behind. This makes the entire result image visible. In Figure 54(K), after the jackpot game (round game) progresses with the result screen display maintained, the number of balls won reaches 1000, and the final round (10th round) ends. Then, as shown in Figure 54(L), the round image display disappears.

[0239] [Example of effect] Below are some examples of the effects of the mid-result screen display. [Effect 1] In the gaming machine 1 of the above embodiment, as shown in Figures 53(B), (D), (I) to (K), 54(B) to (D), and (H) to (K), during the execution of a winning game consisting of multiple rounds of games, a result screen is displayed even before the rounds of games have ended. Normally, a result image is displayed after all rounds of games have ended, so by displaying it before the rounds of games have ended, it is possible to surprise the player and increase their interest. [Effect 2] In the gaming machine 1 of the above embodiment, as shown in Figures 53(B), (D), (I) to (K), 54(B) to (D), and (H) to (K), when the result screen is displayed, a round image indicating the number of remaining rounds of play during a winning game is displayed. Normally, the result image is displayed after all rounds of play have ended, so the round image and the result screen are not displayed in parallel. Therefore, this effect can surprise the player and increase their interest. [Effect 3] In the gaming machine 1 of the above embodiment, as shown in Figures 53(I)-(K), 54(B)-(D), and (H)-(K), the result screen includes an acquired ball count image that indicates the number of acquired balls, including balls acquired in winning games, and the numerical value representing the acquired ball count changes after the result screen is displayed. Normally, the acquired ball count image on the result screen indicates the number of balls acquired during a specific period, so the numerical value does not change. However, here, the number of balls increases even though it is the acquired ball count image on the result screen, which can surprise the player and increase the interest.

[0240] [Variations] Below are some variations of the mid-result screen display. [Variation 1] In the result screen mid-display effect A shown in Figures 53(A) to (F), the result screen (first time) in Figure 53(B) and the result screen (second time) in Figure 53(D) are result screens of the prediction at the time of display, and are displayed by predicting the results at the end of a specific period. However, instead of predictions, the number of balls won at the current time or the number of consecutive wins may also be displayed.

[0241] [Variation 2] In the result screen mid-display effect A shown in Figures 53(G) to (L), the number of balls in the acquired ball number image on the result screens of Figures 53(I) to (K) is shown to increase linearly as the jackpot game (round game) progresses. However, instead of increasing linearly, when the number of dispensed balls reaches a predetermined unit (for example, 10 balls), the number may be displayed to increase in predetermined units. The same applies to Figure 54.

[0242] [Variation 3] The result screen is a screen that notifies the results of a game played during a specific period. However, the result screen may be a screen that notifies the end of a specific game mode.

[0243] [Example of situation] The gaming machine of this embodiment can achieve the following aspects. ◇[Aspect A1-1] A gaming machine having a display means capable of displaying a plurality of types of images, One of the plurality of types of images is a result screen that notifies the result of a winning game, During the execution of the winning game consisting of a plurality of rounds of play, it is possible to execute an effect in which the result screen is displayed even before the rounds of play end. A gaming machine characterized by: ◇[Aspect A1-2] The gaming machine according to aspect A1-1, In the effect, an image representing the number of remaining rounds of play during the winning game is displayed while the result screen is being displayed. A gaming machine characterized by: ◇[Aspect A1-3] The gaming machine according to aspect A1-1 or A1-2, The result screen includes an acquired ball number image showing the number of acquired balls including the balls acquired in the winning game, In the effect, the numerical value representing the number of acquired balls changes after the result screen is displayed. A gaming machine characterized by:

[0244] The firing direction suggestion image erasure effects A and B are explained below using Figures 55 and 56. This firing direction suggestion image erasure effect is executed during a jackpot game, etc. In other words, the image control microcomputer 101 analyzes the command received from the sub-control board 90, and if the command includes an instruction to execute the firing direction suggestion image erasure effect, it reads out the corresponding image data from the ROM 103 and displays the image on the display screen 7a of the image display device 7 and the sub-display screen 64.

[0245] [Fire direction suggestion image erasure effect A] Figure 55 is a diagram for explaining the launch direction suggestion image elimination effect A. The launch direction suggestion image elimination effect is an effect in which, during a winning game consisting of multiple rounds of play, the display of a suggestion image (for example, a right-hit image) suggesting the launch direction of the game ball disappears even before the round of play ends. A suggestion image suggesting the launch direction of the game ball is an image that encourages the player to launch the game ball in a specific direction, such as a right-hit image or a left-hit image. Normally, during a jackpot game, the right-hit image continues to be displayed. On the other hand, in the launch direction suggestion image elimination effect, the display of the right-hit image disappears even during a jackpot game.

[0246] Figures 55(A) to (F) show an example where the jackpot type is a 6R normal jackpot (which transitions to low-probability non-time-saving mode after 6R) and the firing direction suggestion image elimination effect is executed during the jackpot game. Figures 55(G) to (L) show an example where the jackpot type is a 10R probability variable jackpot (which transitions to high-probability time-saving mode after 10R) and the firing direction suggestion image elimination effect is not executed during the jackpot.

[0247] Figures 55(A) to 55(F) show an example of the execution of the firing direction suggestion image erasure effect during a jackpot game. Figure 55(A) illustrates the display screen 7a during a jackpot game (during a round game). Here, the state in which one round of a 6R normal jackpot (which transitions to a low-probability non-time-saving mode after the 6R) is being executed is shown, with 100 balls being acquired per round. The display screen 7a displays a round image, an acquired ball count image, a mode image, and a right-hit image. The round image represents the number of remaining rounds during a jackpot game and consists of a horizontal row of circular images. The round image consists of ten circular images, each representing one round. Here, ten circular images are displayed despite the 6R jackpot. This is because four of the ten circular images are dummy images. However, the player is not informed of this at this point, and believes that he or she has won a 10R jackpot. White circles indicate rounds that are being played or have been played, and black circles indicate rounds that have not yet been played. In Figure 55(A), one white circle and nine black circles are displayed, indicating that the first round is being played. The image of the number of balls obtained shows the number of balls obtained in jackpot games played during a specific period (here, "58 balls"). The mode image shows the name of the mode currently being played, and in this case, "jackpot mode" indicates that a jackpot game is being played. The right hit image is an image that encourages the player to shoot the game ball to the right, and includes an image of the text "right hit" and an image of a right arrow.

[0248] FIG. 55(B) illustrates an example of an extended battle effect. At a specific timing during round play (e.g., during the fourth round), an effect begins in which ally character CRA and enemy character CRB battle. This extended battle effect notifies the player whether the time-saving state will be extended. In this example, if ally character CRA wins, it is notified that the jackpot type is a 10R probability variable jackpot, and the high-probability time-saving state will occur after the jackpot play. On the other hand, if ally character CRA loses, it is notified that the jackpot type is a 6R normal jackpot, and the low-probability non-time-saving state will occur after the jackpot play. The round image shows four white circles and six black circles, indicating that the fourth round is being played. The acquired ball count image shows "353 balls."

[0249] Here, the jackpot type is a 6R normal jackpot, so Figure 55(C) shows the state in which the ally character CRA has been defeated in the extended battle performance in Figure 55(B). The round image shows six white circles and four black circles, indicating that the sixth round is being played. The image of the number of balls won shows "512 balls."

[0250] Figure 55(D) shows a state in which the firing direction suggestion image erasure effect is being executed. At a specific timing during round play (for example, after a loss in an extended battle effect), the firing direction suggestion image disappears, and a firing direction suggestion image erasure effect is executed. Here, in addition to the right-hit image (firing direction suggestion image), the image showing the number of acquired balls also disappears. The disappearance of the right-hit image and the number of acquired balls can give the player a sense of loss due to defeat in the extended battle effect. Furthermore, the disappearance of the right-hit image and the number of acquired balls indicates that there will be no subsequent consecutive wins, even during round play. The round image displayed six white circles and four black circles, but the disappearance of the four black circles indicates that the jackpot type was a 6R regular jackpot. Furthermore, the fact that six circles are white indicates that the sixth round is being played. The defeated ally character CRA remains displayed.

[0251] In Figure 55(E), a result screen is displayed. Here, the result screen is displayed after the round of play has ended and the ending has begun. The result screen is surrounded by a rectangular frame image, and inside it are displayed an image of "Result" indicating the result screen, an image of the number of balls acquired, an image of the number of consecutive wins, and a mode end image indicating the end of the jackpot mode. The image of the number of balls acquired on this result screen, "600 balls," indicates that this is a 6R normal jackpot, and since the round of play has ended, the result at the end of a specific period is displayed. As for the image of the number of consecutive wins, this is a 6R normal jackpot, and since there will be no subsequent consecutive wins, the result at the end of a specific period is displayed.

[0252] After that, after a predetermined period of time has passed, as shown in Figure 55 (F), the special chart 1 variation starts in a low probability non-time-saving state (left-hand play). On the display screen 7a, the text image of "Normal mode start", the left-hand play image, and the variable displayed decorative patterns 8L, 8C, and 8R are displayed.

[0253] Figures 55(G)-(L) show an example in which the firing direction suggestion image erasure effect is not executed during a jackpot. Figure 55(G) displays a screen similar to Figure 55(A). That is, display screen 7a during a jackpot game (round game) is shown. Here, the state in which 1 round of a 10R probability jackpot (which transitions to a high probability time-saving mode after 10 rounds) is being executed is shown, and 100 balls can be acquired per round. Display screen 7a displays a round image, an acquired ball count image, a mode image, and a right-hit image. The round image represents the number of remaining rounds during a jackpot game and consists of a horizontal row of round images. The round image consists of 10 round images, each representing one round. Since this is a 10R jackpot, no dummy round images are included. At this point, the player cannot tell whether or not a dummy round image is included. White circles indicate rounds that are being executed or have been executed, and black circles indicate rounds that have not yet been executed. In Figure 55(G), one is displayed as a white circle and nine are displayed as black circles, indicating that the first round is being played. The image of the number of balls obtained shows the number of balls obtained in the jackpot game played during a specific period (here, "58 balls"). The mode image shows the name of the mode currently being played, and in this case, "jackpot mode" indicates that a jackpot game is being played. The right hit image is an image that encourages the player to shoot the game ball to the right, and includes an image of the text "right hit" and an image of a right arrow.

[0254] Figure 55(H) displays a screen similar to that of Figure 55(B). That is, an extended battle effect is illustrated. At a specific timing during round play (e.g., during the fourth round), an effect begins in which ally character CRA and enemy character CRB battle. This extended battle effect notifies the player whether the time-saving state will be extended. In this case, if ally character CRA wins, it is notified that the jackpot type is a 10R probability variable jackpot, and the high-probability time-saving state will be established after the jackpot play. On the other hand, if ally character CRA loses, it is notified that the jackpot type is a 6R normal jackpot, and the low-probability non-time-saving state will be established after the jackpot play. The round image shows four white circles and six black circles, indicating that the fourth round is being played. The acquired ball count image shows "353 balls."

[0255] Here, the jackpot type is a 10R probability jackpot, so Figure 55(I) shows the state in which the ally character CRA has won the extended battle performance in Figure 55(H). The round image shows six white circles and four black circles, indicating that the sixth round is being played. The image of the number of balls won shows "512 balls."

[0256] In Figure 55(J), unlike Figure 55(D), the firing direction suggestion image disappearance effect is not executed after the extended battle effect. Therefore, while the round game is in progress, the right hit image (firing direction suggestion image) and the number of balls acquired image continue to be displayed. ...

Claims

[Claim 1] A gaming machine equipped with a display means capable of displaying multiple types of images, One of the aforementioned multiple types of images is a decorative pattern, The first performance involves the aforementioned decorative pattern being displayed in a stopped state, Following the first performance, while pending information exists, a second performance occurs in which the display of the decorative symbols disappears and an image representing the currently running state is displayed. Following the second effect described above, a third effect occurs in which the stopped decorative symbols are displayed, After the third performance, if the pending information exists, a fourth performance can be performed, in which the pending icon corresponding to the pending information is moved and the display of the decorative pattern changes is started. The second staging described above is, In the first performance described above, if the combination of numbers represented by the decorative pattern that is stopped and displayed is a specific combination of numbers, In the first performance described above, if the combination of numbers represented by the decorative pattern that is stopped and displayed is not a specific combination of numbers, the performance will not be performed. A gaming machine characterized by the following features.