Game machine

JP2025005342A5Pending Publication Date: 2026-06-23SANSEI 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
2026-06-23

AI Technical Summary

Technical Problem

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

Method used

The gaming machine incorporates a display system that switches between states allowing or preventing game ball entry, displays multiple image types suggesting launch directions, and uses dynamic image displays and effects to enhance player interaction.

Benefits of technology

The solution increases player engagement by providing dynamic visual cues and interactive elements, enhancing the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To increase interest of a game.SOLUTION: A game machine having a ball entry port capable of switching between a state where it is possible for game balls to enter the ball entry port and a state where it is difficult for game balls to enter the ball entry port and display means capable of displaying multiple types of images can execute a first performance in which a first image is displayed but a second image is not displayed on the display means, a second performance in which the first image is displayed and the second image is also displayed on the display means after the first performance, and a third performance in which the first image is displayed and the second image is not displayed on the display means after the second performance, in which one of the multiple types of images is the first image that suggests the shooting direction of game balls and one of the multiple types of images is the second image that suggests the shooting direction of game balls. In the second performance, the second image is displayed in the state where it is difficult for game balls to enter the ball entry port, and the third performance is started in the state where it is possible for game balls to enter the ball entry port.SELECTED DRAWING: Figure 129
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Description

[Technical field]

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

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

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

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

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

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

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

[0008] [Application example 1] a ball entry port that can be switched between a possible state and a difficult state for the game ball to enter; A gaming machine including a display means capable of displaying a plurality of types of images, One of the plurality of types of images is a first image indicating a launch direction of a game ball, One of the plurality of types of images is a second image indicating a launch direction of the game ball, a first effect in which the first image is displayed on the display means and the second image is not displayed; After the first effect, the first image is displayed, and a second effect is displayed in which the second image is also displayed; After the second effect, a third effect is executed in which the first image is displayed and the second image is not displayed. In the second performance, the second image is displayed when the ball entrance is in the difficult state, The third effect is started when the ball entrance is in the available state. A gaming machine characterized by: [Application example 2] The gaming machine according to Application Example 1, One of the plurality of types of images is a third image indicating a launch direction of the game ball, In the second performance, the third image is displayed together with the second image, and a distance between a display position of the second image and a display position of the third image changes over time. A gaming machine characterized by: [Application example 3] The gaming machine according to Application Example 1 or Application Example 2, In the second performance, the second image continues to be displayed even when the ball entrance is in the enabled state, and is erased when a specific number of game balls enter the ball entrance. A gaming machine characterized by: Effect of the Invention

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

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

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

[0012] The gaming machine 1 is a pachinko gaming machine that shoots gaming balls based on the player's shooting operation, and when the gaming balls win a specific winning device, pays out a predetermined number of gaming balls to the player based on the winning. The gaming machine 1 comprises a gaming machine frame 50 and a gaming board 2, and the gaming board 2 is attached to the inside of the gaming machine frame 50. In addition to a front frame (front frame portion) 53, the gaming machine frame 50 comprises an outer frame (base frame portion) that forms the outer hull of the gaming machine, and an inner frame to which the gaming board 2 is attached inside the outer frame. The front frame (front frame portion) 53 is a vertically rectangular unit disposed on the front side of the outer frame and the inner frame, and includes a handle 60, a ball supply tray (upper tray) 61, a surplus ball receiving tray (lower tray) 62, a performance button 63, a sub-display screen 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 play board 2 can be seen through the opening.

[0013] The handle 60 is disposed at the lower end of the right side of the front frame 53, and launches the game ball with a launch strength according to the rotation angle. On the right and left sides of the handle 60, a movable frame movable body 69 (also called a frame movable gadget 69) is provided, which is a so-called movable gimmick. The frame movable body 69 is configured so that two members disposed on the left and right sides of the handle 60 can move in the left and right directions. Each of the two members is formed of a flexible flat plate-like member, and is configured so that the main surface approaches and moves away from the handle 60. The frame movable body 69 is normally stationary at a retreat position (FIG. 1) away from the handle 60 on the left and right sides of the handle 60, and can move (advance) from the retreat position toward the handle 60 so as to approach each other and stop at a position where it touches the handle 60. When in the advanced position, the frame movable body 69 touches the handle 60 or the right hand of the 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 disposed below the ball supply tray (upper tray) 61 and stores game balls that cannot be accommodated in the ball supply tray 61. The performance button 63 is an operation unit disposed near the ball supply tray (upper tray) 61 and is operated (pressed) by the player during performances that are executed as the game progresses. A vibration motor is disposed inside the performance button 63, and the button itself is configured to vibrate up, down, left, and right according to the performances. The sword member 65 is an operation unit imitating the shape of a sword and can be pushed downward by the player during performances that are executed as the game progresses. The sword member 65 is configured to be able to execute a first operation of pushing the entire sword member 65 downward and a second operation of pushing the entire sword member 65 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 a pair with the game board 2 interposed therebetween. The upper sub-display screen 64U is arranged above the game board 2. The right sub-display screen 64R, the left sub-display screen 64L, and the upper sub-display screen 64U are arranged so as 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. 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 effects during play. The right frame lamp is a diagonal light-emitting section arranged between the upper sub-display screen 64U and the right sub-display screen 64R. The left frame lamp is a diagonal light-emitting section 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 performance button 63, and is an operation unit consisting of an up button, a right button, a down button, and a left button, and is operated (pressed) by the player when changing the performance mode or when changing various parameters related to the performance. The volume button 55 is located near the ball supply tray (upper tray) 61 between the select button 68 and the performance 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 increasing or decreasing the volume level. The brightness button 56 is located between the select button 68 and the performance button 63, 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 increasing or decreasing 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) 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 multiple game nails are protruding therein to guide the game balls. The rail member 4 is disposed at the left end of the game area 3, and guides the game balls launched by operating the handle 60 toward the top of the game area 3. The board lamps 5 are disposed 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 a continuous shape and light emission.

[0017] The image display device 7 is provided near the center of the game area 3 and has a display screen 7a. The image display device 7 may be a liquid crystal display device, or may be another image display device such as an organic EL display device, a plasma display, a projector, or a dot matrix. The display screen 7a of the image display device 7 has a performance pattern display area in which performance patterns (decorative patterns) 8L, 8C, and 8R are variably displayed (also called variable display), a reserved image display area in which reserved images 9A and 9B are displayed, and a reserved digestion image display area (reserved display area) in which a reserved digestion image 9C is displayed. The reserved images 9A and 9B are images that represent a reserved play, and are also called reserved icons 9A and 9B. The reserved digestion image 9C is an image that represents a reserved play, and is also called 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 called a 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 a plurality of symbols representing numbers, for example, from "1" to "9". The variable display of the effect symbols 8L, 8C, and 8R is synchronized with the variable display of the first special symbol and the second special symbol, which will be described later. The image display device 7 can display the results of the variable display of the first special symbol and the second special symbol displayed by the first special symbol display device 41a and the second special symbol display device 41b, which will be described later, (the result of the big win lottery) in an easy-to-understand manner to the player, by the combination of the effect symbols displayed in the left, center, and right symbol display areas.

[0019] For example, if a jackpot is won, the effect symbols are displayed as a repeat number such as "777". If a loss occurs, the effect symbols are displayed as a random number such as "637". This makes it easier for the player to grasp the progress of the game. The player can grasp the jackpot lottery result from the first special symbol display device 41a and the second special symbol display device 41b, as well as the image display device 7. The position of the symbol display area does not have to be fixed. In addition, the variable display of the effect symbols may be a vertical scroll or may be in other forms. The combination of effect symbols to be displayed according to each lottery result is not limited to the above and can be set arbitrarily. Hereinafter, the effect of displaying the effect symbols 8L, 8C, and 8R will be called "variable effect of effect symbols", "variable effect of decorative symbols", or simply "variable effect" or "variable display". In addition, the decorative pattern variation performance is counted as one variation performance (one cycle of variation performance) during the period from when the special pattern starts to vary to when it stops (also called the special pattern variation period). Therefore, even if the decorative pattern is temporarily stopped during the period from when the special pattern starts to vary to when it stops, the temporary stop performance is included in the decorative pattern variation performance.

[0020] The image display device 7 can display on the display screen 7a not only the performance symbol change performance, but also a big win performance performed in parallel with a big win game (one example of a special game), a demo performance for waiting for customers, and the like. In the performance symbol change performance, in addition to the performance symbols, performance images such as background images and character images may also be displayed. Furthermore, the image display device 7 may display on the display screen 7a, in addition to the performance symbols, an identification display (fourth symbol, not shown) that can suggest that a special symbol is changing or the result of a lottery for a special symbol. The identification display (fourth symbol) may be displayed by a light-emitting device such as an LED provided in the game area 3.

[0021] The reserved image display area includes a first reserved display area that displays reserved images 9A according to the number of reserved first special symbols, which will be described later, and a second reserved display area that displays reserved images 9B according to the number of reserved second special symbols, which will be described later. By displaying the reserved images 9A and 9B, the number of reserved first special symbols displayed on the first special symbol reserve display 43a, which will be described later, and the number of reserved second special symbols displayed on the second special symbol reserve display 43b, which will be described later, can be displayed in an easy-to-understand manner to the player. The reserved consumption image display area includes a reserved consumption display area that displays a reserved consumption image 9C. The reserved consumption image 9C corresponds to the currently changing performance pattern (performance pattern 8L, 8C, 8R) on the display screen 7a or the display screen 7b, and by displaying the reserved consumption image 9C, it is possible to easily display to the player that the reserved first special symbol or reserved second special symbol is consumed ("consuming reserved special symbols" described later).

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

[0023] A second board movable body 15 (also called the second movable accessory 15), which is a movable so-called gimmick, is provided on the upper side of the image display device 7. The second movable accessory 15 is configured so that a rectangular member (decorative part) marked "OARO" can move up and down. The second movable accessory 15 is normally stationary at 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 stop at an advanced position in front of the display screen 7a. The second movable accessory 15 covers a part of the image display device 7 when stopped at 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, which corresponds to the bottom of the image display device 7. The stage section 11 has a shape that can guide game balls rolling on the upper surface of the stage section 11 to a first starting hole 20, which will be described later. A warp section 12 is provided at the bottom left of the center decorative body 10, which corresponds to the bottom left of the image display device 7. The warp section 12 has an entrance section through which game balls flow in and an exit section through which game balls flow out, and causes the game balls that flow in from the entrance section to flow out from the exit section to the stage section 11.

[0025] The fixed winning device (center) 19 is disposed below the image display device 7 in the game area 3, and is equipped with a first starting hole (first starting winning hole, first ball entry hole, fixed starting hole) 20, which is always easy for a game ball to enter. The entry of a game ball into the first starting hole 20 triggers a lottery for a first special symbol (jackpot lottery). In other words, the entry of a game ball into the first starting hole 20 triggers the acquisition of a jackpot random number and the like, and the determination of a jackpot, etc.

[0026] The normal variable winning device (electric chute) 22 is disposed below the first starting hole 20 in the game area 3, and is provided with a second starting hole (second starting winning hole, second ball entry hole, variable starting hole) 21. The entry of a game ball into the second starting hole 21 triggers the drawing of a lottery for a second special symbol (a big win drawing). The electric chute 22 is provided with a movable member 23 in front of the second starting hole 21, and the second starting hole 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chute solenoid 24 (FIG. 3). The second starting hole 21 is capable of receiving a game ball when the movable member 23 is in an open state. Note that the electric chute 22 only needs to allow a ball to enter the second starting hole 21 more easily when the movable member 23 is in an open state than when it is in a closed state, and may allow a ball to enter the second starting hole 21 when it is in a closed state.

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

[0028] Here, the "lottery for special symbols" refers to a process of acquiring a random number for determining a special symbol when a game ball enters the first starting hole 20 or the second starting hole 21, and judging whether or not it is a jackpot by comparing the acquired random number with a value corresponding to a predetermined "jackpot". The lottery result of this "jackpot" is not immediately notified to the player, but the first special symbol display device 41a or the second special symbol display device 41b described later displays a variable special symbol, and when a predetermined variable time has elapsed, the special symbol corresponding to the lottery result is displayed stationary (determined display), and the lottery result is notified to the player. The image display device 7 plays a pattern matching game in which the performance symbols are displayed variably in synchronization with the variable display of the special symbols, and the lottery result of the jackpot is more effectively notified to the player by this pattern matching game.

[0029] Also, "drawing a normal symbol" refers to a process of acquiring a random number for determining a normal symbol when a gaming ball passes through the gate 28, and judging whether or not it is a win by comparing this acquired random number with a value corresponding to a predetermined "win". The lottery result of this normal symbol is also not immediately notified when the gaming ball passes through the gate 28, but a fluctuating display of the normal symbol is performed on the normal symbol display 42 described later, and after a predetermined fluctuating time has passed, the normal symbol corresponding to the lottery result is displayed as a confirmed one (lighted or unlit), and the lottery result is notified to the player.

[0030] The first large prize winning device (first attacker, first special variable prize winning device) 31 is disposed above and to the right of the first starting hole 20 in the game area 3, and includes a first large prize winning hole (first special prize winning hole) 30, a V area 39, a non-V area 70, and a V opening and closing member 71. The first large prize winning hole 30 includes an opening and closing member (first special prize winning hole opening and closing member) 32 that allows or prevents the reception of game balls by a swing-type opening and closing action. The opening and closing member 32 is driven by a first large prize winning hole solenoid 33 (FIG. 3). When the opening and closing member 32 is in the open state, game balls can enter the first large prize winning hole 30.

[0031] The first large prize winning device 31 is provided with a V area (specific area) 39, a V area sensor 39a (FIG. 3), a non-V area (non-specific area) 70, a non-V area sensor 70a (FIG. 3), a first large prize winning opening sensor 30a (FIG. 3), a V opening / closing member 71, and a V opening / closing member solenoid 73 (FIG. 3). The V area (specific area) 39 and the non-V area (non-specific area) 70 are configured as areas within the first large prize winning device 31 through which a game ball that has passed through the first large prize winning opening 30 can pass. The first large prize winning opening sensor 30a is disposed upstream of the V area 39 and the non-V area 70, and detects the winning of a game ball into the first large prize winning opening 30. The V area sensor 39a is disposed in the V area 39, and detects the passage of a game ball into the V area 39. The non-V area sensor 70a is disposed in the non-V area 70 and detects the passage of a game ball into the non-V area 70. The V opening / closing member 71 distributes the game ball that has passed through the first large winning opening 30 to either the V area 39 or the non-V area 70. The V opening / closing member solenoid 73 drives the V opening / closing member 71. The V opening / closing member 71 is configured to rotate (clockwise and counterclockwise with respect to the game board 2), and when the V opening / closing member solenoid 73 is energized, it rotates counterclockwise from the origin position to distribute the game ball to the V area 39 in a first state (rotating state), and when the V opening / closing member solenoid 73 is not energized, it is located at the origin and distributes the game ball to the non-V area 70 in a second state (stopped state). In addition, the V-shaped opening / closing member 71 may have a function of distributing the game balls that have passed through the first large winning opening 30 to either the V area 39 or the non-V area 70, and may be configured to move in the left-right direction with respect to the game board 2, for example. That is, when the V-shaped opening / closing member solenoid 73 is energized, the V-shaped opening / closing member 71 may be configured to be in a retreat state (first state) in which the game balls are distributed to the V area 39, and when the V-shaped opening / closing member solenoid 73 is not energized, the V-shaped opening / closing member 71 may be configured to be in an advance state (second state) in which the game balls are distributed to the non-V area 70. In addition, in the gaming machine 1, the passage of the game ball into the V area 39 is a trigger for transition to a high probability state described later. In other words, the V area 39 is a probability variable operation port. On the other hand, the non-V area 70 is not a probability variable operation port. The first large winning device 31 of this embodiment further includes a first large winning device discharge sensor (not shown) that counts the number of game balls discharged from the first large winning device 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 the V area sensor 39a or the non-V area sensor 70a.

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

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

[0034] The general winning opening 27 is provided at the bottom of the game area 3. The outlet 16 is provided at the bottom of the game area 3, and 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 game area 3 has a left game area 3A on the left side of the center in the left-right direction, and a right game area 3B on the right side. A hitting style in which the game ball is shot so that it flows down the left game area 3A is called a "left hit". On the other hand, a hitting style in which the game ball is shot so that it flows down the right game area 3B is called a "right hit". The game machine 1 is configured so that a left hit can aim for winning at the first start gate 20. On the other hand, a right hit can aim for passing through the gate 28 and winning at the second start gate 21, the first large winning gate 30, and the second large winning gate 35.

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

[0037] The special symbol display 41 notifies the result of a lottery (special symbol winning lottery, jackpot lottery) based on winning at the first start port 20 or the second start port 21 by displaying a special symbol (identification information) in a variable manner (variable display) and then displaying it in a stopped state. The special symbol (stopped symbol, special symbol derived and displayed as a display result of the variable display) that is stopped is one special symbol selected from a plurality of types of special symbols by a special symbol lottery. When the stopped symbol is a special symbol (jackpot symbol) of a predetermined jackpot stopping mode, a special game (jackpot game) is played in which the first jackpot opening 30 or the second jackpot opening 35 is opened in an opening pattern according to the type of the stopped jackpot pattern (type of jackpot won). The opening pattern of the jackpot openings (first jackpot opening 30 and second jackpot opening 35) in the special game will be described later.

[0038] The special symbol display 41 is composed of eight LEDs arranged side by side, and displays a special symbol according to the result of the special symbol winning lottery according to the lighting state of the LEDs. For example, when a big win (one of the multiple types of big wins described later) is won, the big win symbol is displayed with the first, second, fifth, and sixth LEDs from the left lit, as in "○○●●○○●●" (○: lit, ●: off). When a loss occurs, a losing symbol is displayed with only the rightmost LED lit, as in "●●●●●●●○". A mode in which all LEDs are turned off as a losing symbol may be adopted. Before the special symbol is stopped and displayed, a variable display (variable display) of the special symbol is performed for a predetermined variable time. The variable display mode may be, for example, each LED is lit so that light flows repeatedly from left to right. The variable display mode is not limited to the above mode, and can be any lighting mode, as long as each LED is not stopped and displayed (lighted and displayed in a specific mode). For example, the variable display mode may be all LEDs flashing at once.

[0039] In the gaming machine 1, when a game ball enters the first start hole 20 or the second start hole 21, the values ​​(numerical information) of various random numbers such as the jackpot random number acquired for the winning are temporarily stored in the special chart reservation memory area 85 (FIG. 5). Specifically, if the game ball enters the first start hole 20, it is stored in the first special chart reservation memory area 85a (FIG. 5) as the first special chart reservation, and if the game ball enters the second start hole 21, it is stored in the second special chart reservation memory area 85b (FIG. 5) as the second special chart reservation. There is an upper limit to the number of special chart reservations that can be stored in each special chart reservation memory area 85, and the upper limit in this embodiment is four for both the first special chart reservation memory area 85a and the second special chart reservation memory area 85b. The special chart reservation stored in the special chart reservation memory area 85 is consumed when the special pattern based on the special chart reservation becomes variable displayable. "Consumption of special reserved symbols" means judging the jackpot random number corresponding to the reserved symbol, and executing the variable display of the special symbol to show the judgment result. Therefore, in the gaming machine 1, even if the variable display of the special symbol based on the winning of the game ball into the first start hole 20 or the second start hole 21 cannot be performed immediately after the winning, that is, even if a winning occurs during the execution of the variable display of the special symbol or during the execution of the special game, the right to the jackpot lottery for the winning can be reserved up to a predetermined number. The number of reserved special symbols is displayed on the reserved special symbol display 43. The first reserved special symbol display 43a and the second reserved special symbol display 43b are each composed of, for example, four LEDs. Each reserved special symbol display 43 displays the number of reserved special symbols by lighting the LEDs for the number of reserved special symbols.

[0040] The variable display of the normal symbol is triggered by the passage of the game ball through the gate 28. The normal symbol display 42 variably displays (variably displays) the normal symbol, and then displays it in a stopped state to notify the result of the normal symbol lottery based on the passage of the game ball through the gate 28. The normal symbol displayed in a stopped state (normal symbol stop symbol, normal symbol derived and displayed as a display result of the variable display) is one normal symbol selected from a plurality of types of normal symbols by the normal symbol lottery. When the normal symbol stop symbol is a specific normal symbol (a normal symbol in a predetermined stopping mode, i.e., a normal winning symbol), an auxiliary game is performed in which the second start hole 21 is opened in an opening pattern corresponding to the current game state. The opening pattern of the second start hole 21 will be described later.

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

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

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

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

[0045] The main control board 80 is connected to various sensors and solenoids via an input / output circuit 87 and a relay board 88. The main control board 80 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 port sensor 17a, the first start port sensor 20a, the second start port sensor 21a, the gate sensor 28a, the first large prize port sensor 30a, the second large prize port sensor 35a, the V area sensor 39a, the non-V area sensor 70a, and the normal prize port sensors 27a and 29a. Examples of solenoids connected via the relay board 88 include the electric chute solenoid 24, the first large prize port solenoid 33, the second large prize port solenoid 38, and the V opening and closing member solenoid 73. The large prize opening start opening sensor 17a is provided inside the large prize opening start opening 17 and detects a game ball that has entered the large prize opening start opening 17. The first start opening sensor 20a is provided inside the first start opening 20 and detects a game ball that has entered the first start opening 20. The second start opening sensor 21a is provided inside the second start opening 21 and detects a game ball that has entered the second start opening 21. The gate sensor 28a is provided inside the gate 28 and detects a game ball that has passed through the gate 28. The first large prize opening sensor 30a is provided inside the first large prize opening 30 and detects a game ball that has 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 a game ball that has 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 won in the regular prize opening 27. The regular prize opening sensor 29a detects game balls that have passed through 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 display devices 40 via an input / output circuit 87. The game control microcomputer 81 controls the display of the first special symbol display device 41a, the second special symbol display device 41b, the normal symbol display device 42, the first special symbol reserve display device 43a, the second special symbol reserve display device 43b, and the normal symbol reserve display device 44.

[0047] The payout control board 110 is connected to the main control board 80 via the input / output circuit 87. The main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 to monitor payout. The payout control board 110 is connected to the prize ball payout device 120, the loan ball payout device 130, and the card unit 135, and is connected to the launch device 112 via the launch control circuit 111. The prize ball payout device 120 pays out prize balls. The payout control board 110 drives the prize ball motor 121 of the prize ball payout device 120 based on a signal from the game control microcomputer 81 to pay out prize balls. The paid out prize balls are detected by the prize ball sensor 122 for counting. The loan ball payout device 130 pays out loan balls. The payout control board 110 drives the ball-dispensing motor 131 of the ball-dispensing device 130 based on a signal from a card unit 135 connected to the gaming machine 1 to dispense the balls. The dispensed balls are detected by a ball-dispensing sensor 132 for counting. The card unit 135 is disposed adjacent to the gaming machine 1, and outputs information about the ball loan based on information such as an inserted prepaid card. The launching device 112 includes a handle 60 (FIG. 1), a launching motor 113, a touch switch 114, and a launching volume 115. When the handle 60 is operated by a player, the launching device 112 detects the contact of the handle 60 by the touch switch 114 and detects the amount of rotation of the handle 60 by the launching volume 115. Then, the launching motor 113 is driven so that the game balls are launched with a strength corresponding to the magnitude of the detection signal of the launching volume 115.

[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 allows only the transmission of signals from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (not shown, for example, a circuit using a diode) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restricting means.

[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 of the gaming machine 1 according to a program. The performance control microcomputer 91 includes a sub-ROM 93 that stores a program for controlling the performance as the game progresses, a sub-RAM 94 used as a work memory, and a sub-CPU 92 that executes the program stored in the sub-ROM 93. Details of the data stored in the sub-ROM 93 and details of the storage area provided in the sub-RAM 94 will be described later. The sub-ROM 93 may be configured as an external ROM. The performance control microcomputer 91 transmits and receives data to and from other boards, etc. via an input / output circuit (I / O port section) 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 performs display control 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. In addition to a program for performing display control, the ROM 103 stores 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, and symbols (including performance patterns) and background images. The RAM 104 is used as a memory for expanding the image data. The CPU 102 executes the program stored in the ROM 103. The performance control microcomputer 91 causes the image control microcomputer 101 to perform display control of the image display device 7 and the sub display screen 64 based on a command received from the main control board 80. The image control microcomputer 101 reads image data from the ROM 103 based on a command from the performance control microcomputer 91, and performs display control based on the read image data.

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

[0052] The lamp control board 107 is connected to the frame lamp 66, the board lamp 5, the first movable role 14, the second movable role 15, and the frame movable role 69, and controls them. The performance control microcomputer 91 controls the lighting of the lamps such as the frame lamp 66 and the board lamp 5 through the lamp control board 107 based on the command received from the main control board 80. In other words, the performance control microcomputer 91 creates light emission pattern data (data that determines the lighting / extinguishing and the light emission color, also called lamp data) that determines the light emission mode of the lamps such as the frame lamp 66 and the board lamp 5, and controls the light emission of the lamps such as the frame lamp 66 and the board lamp 5 according to the light emission pattern data. The data stored in the sub-ROM 93 of the sub-control board 90 is used to create the light emission pattern data. The performance control microcomputer 91 operates the first movable role 14, the second movable role 15, and the frame movable role 69 based on the command 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 14, the second movable role 15, and the frame movable role 69, and controls the operations of the first movable role 14, the second movable role 15, and the frame movable role 69 according to 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 made to execute lamp lighting control and operation control of the movable roles 14 and 15 based on commands. In this case, the lamp control board 107 may be equipped with a ROM, and data regarding light emission patterns and operation patterns may be stored in the ROM.

[0053] A performance 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 performance button detection switch 63a detects that the performance button 63 (FIG. 1) has been pressed. When the performance button 63 is pressed, a switch signal is output from the performance button detection switch 63a to the sub-control board 90 via the relay board 108. In addition, a vibration motor is attached to the performance button detection switch 63a, which can be driven in response to a signal from the relay board 108 to vibrate the performance 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. It should be noted that a sword component detection switch that detects that 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 for explaining a table stored in the main ROM 83. Figure 5(B) is a diagram for explaining a storage area provided in the main RAM 84. Figure 6(A) is a diagram for explaining a table stored in the sub ROM 93. Figure 6(B) is a diagram for explaining a storage area provided in the sub RAM 94.

[0055] The main ROM 83 (FIG. 5(A)) stores a big win determination table T1, a reach determination table T2, a normal symbol winning determination table T3, a normal symbol change pattern determination table T4, a big win type determination table T5, a change pattern determination table T6, an electric chute opening pattern determination table T7, a big prize opening opening pattern determination table T8, and a V-shaped opening member opening pattern determination table T9. These determination tables are referred to by the game control microcomputer 81 in the main control main process (described later) executed by the game control microcomputer 81. 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 chart reserved memory area 85, and a normal chart reserved memory area 86. The command set area 84a is an area (output buffer) in which commands output from the main control unit side to the sub-control unit side in the main control main process (described later) are set, and a pre-determination command, a reserved ball number command, a fluctuation start command, a fluctuation stop command, an opening command, a round designation command, an ending command, a game state designation command, a V pass command, a customer waiting standby command, and the like are set. The flag set area 84b is an area in which flags indicating the state of the gaming machine and the game state are set in the main control main process (described later), and a jackpot flag, a jackpot end flag, a first winning flag, a second winning flag, a ceiling flag, a V flag, a probability change flag, a time reduction flag, and the like are set. The counter set area 84c is an area where counters used in the main control main process (described later) are set, and a random number counter, a round counter, a ceiling counter, a probability change counter, a time reduction counter, etc. are set. The special action status set area 84d is an area where a status in the special action process described later is set. The special pattern reserved memory area 85 includes a first special pattern reserved memory area 85a in which the first special pattern reserved is stored, and a second special pattern reserved memory area 85b in which the second special pattern reserved is stored. The first special pattern reserved 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 random numbers for special patterns corresponding to the first, second, third, and fourth pieces of the first special pattern reserved, respectively. The second special symbol reserved 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 pieces of the second special symbol reserved, respectively. The regular symbol reserved 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 (win random numbers) corresponding to the first, second, third, and fourth pieces of the regular symbol reserved, respectively.In addition to the above areas, the main RAM 84 is provided with a winning type set buffer in which special stop pattern data is set, and a drive data buffer in which drive data for driving the movable role pieces 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 supply of the gaming machine 1 is turned OFF or ON, and is maintained as it is. In other words, the above-mentioned commands, flags, counters, status information, and reserved information do not change their states even when the power supply is turned OFF or ON, and the information is maintained. On the other hand, the information stored in the main RAM 84 is reset by the RAM clear of the gaming machine 1. When reset, the ceiling flag is set to "ON" as the initial state of the flag, and the other flags are set to "OFF". Also, as the initial state of the counter, "500" is set to the ceiling counter, and "0" is set to the other counters.

[0057] The sub-ROM 93 (FIG. 6(A)) stores a look-ahead performance pattern determination table T51, a core performance pattern determination table T52, a chance-up performance pattern determination table T53, and a stop symbol pattern determination table T54. These determination tables are referred to by the performance control microcomputer 91 in the sub-control main process (described later) executed by the performance control microcomputer 91. 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 side in the sub-control main process (described later) are stored, and a pre-determination command, a reserved ball number command, a fluctuation start command, a fluctuation stop command, an opening command, a round designation command, an ending command, a game state designation command, a V pass command, a customer waiting standby command, and the like are stored. The performance command set area 94b is an area (output buffer) in which commands output from the sub-control board 90 to the image control board 100, the sound control board 106, the lamp control board 107, and the relay board 108 in the sub-control main process (described later) are set, and a fluctuation performance start command, a pre-fluctuation end command, a fluctuation performance end command, an opening performance start command, a round performance start command, an ending performance start command, and the like are set. The pre-determination information storage area 94c stores pre-determination information in the sub-control main process (described later). The counter set area 94d is an area in which counters used in the sub-control main process (described later) are set, and a random number counter, a first special symbol reserved effect counter, a second special symbol reserved effect counter, a normal symbol reserved effect counter, a ceiling effect counter, an overnight effect counter, a probability change effect counter, a time-saving effect counter, and the like are set. Of the information stored in the sub-RAM 94, the information other than the overnight effect counter is not cleared even when the power supply of the gaming machine 1 is turned OFF or ON, and is maintained as it is. In other words, the above-mentioned commands, counters other than the overnight effect counter, and pre-determination information are maintained in their states even when the power supply is turned OFF or ON. The overnight effect counter is reset by turning the power supply of the gaming machine 1 OFF or ON, and 0 is set as the initial state. The information stored in the sub-RAM 94 is reset by the RAM clear of the gaming machine 1. When reset, the ceiling effect counter is set to 500 as the initial state of the counters, and the other counters are set to 0.

[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 gaming 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 gaming 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 pattern random number (win random number)" at a timing to be described later. The "jackpot random number" is a random number used in a lottery to determine whether or not there is a jackpot (jackpot determination), and takes a value in the range of 0 to 65535. The "jackpot type random number" is a random number used in a 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 performance pattern change performance that indicates the result when the jackpot judgment is a miss, and takes a value in the range of 0 to 127. The reach is a state in which there is only one performance pattern remaining among multiple performance patterns (decorative patterns) that are displayed in a changing manner, and depending on which of the performance patterns displayed in a changing manner are displayed as stopped, a combination of performance patterns that indicates a jackpot win (for example, a "7↓7" state). Note that the performance pattern displayed in a stopped state in the reach state may be displayed as if it is swaying on the display screen 7a. The "change pattern random number" is a random number used to determine a change pattern including a change time, and takes a value in the range of 0 to 127. The "normal pattern random number (win random number)" is used in the lottery (normal pattern lottery) to determine whether or not to play the auxiliary game that opens the electric chute 22. The normal pattern random number takes a value in the range of 0 to 255. The "jackpot random number," "jackpot type random number," "reach random number," and "variation pattern random number" are obtained based on the ball entering the start port (first start port 20 or second start port 21). The random value 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 value 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 the 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 "look-ahead performance random number" and a "chance-up random number" at the timing described below. The "look-ahead performance random number" is a random number used to determine the look-ahead 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 "look-ahead performance random number" is acquired based on a pre-determination command being output from the main control unit to the sub-control unit. The acquired random value group is stored in the sub-RAM 94. 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 value group is stored in the sub-RAM 94.

[0061] Fig. 8 is a diagram for explaining the judgment tables T1 to T4. Fig. 8(A) shows a diagram for explaining the big win judgment table T1, Fig. 8(B) shows a diagram for explaining the reach judgment table T2, Fig. 8(C) shows a diagram for explaining the normal symbol winning judgment table T3, and Fig. 8(D) shows a diagram for explaining the normal symbol variation pattern judgment 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 (any of 0 to 65535) corresponds to a "jackpot" or a "miss". In FIG. 8(A), in the "normal probability state", if the jackpot random number is "0 to 164", it is determined to be a "jackpot", and if the jackpot random number 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 is "0 to 649", it is determined to be a "jackpot", and if the jackpot random number is "a number other than 0 to 649 (650 to 65535)", it is determined to be a "miss". The contents 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 process (described later) to determine whether the acquired reach random number value (any of 0 to 127) corresponds to "reach" or "no reach". In FIG. 8(B), in the "non-time-saving state", when the reach random number value is "0 to 13", it is determined to be "reach", and when 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", when the reach random number value is "0 to 5", it is determined to be "reach", and when the reach random number value is "a number other than 0 to 5 (6 to 127)", it is determined to be "no reach". The contents of the "time-saving state" and the "non-time-saving state" will be described later. In the reach determination table T2, the time-saving state is less likely to be reached when losing than the non-time-saving state. This is because, during the time-saving state, more no-reach misses with short fluctuation times are selected, thereby speeding up the consumption of reserved special charts.

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

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

[0066] FIG. 9 is a diagram for explaining 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 "type of jackpot" and the "type of special symbol" according to the acquired jackpot type random number (any of 0 to 127). In FIG. 9, when the first special symbol (special symbol 1) is selected in the lottery, if the jackpot type random number is "0 to 24", the jackpot type is determined to be "16RV passing jackpot" and the stop symbol of special symbol 1 (special symbol stop symbol) is determined to be "jackpot symbol 1". If the jackpot type random number is "25 to 49", the jackpot type is determined to be "16RV passing jackpot" and the special symbol stop symbol is determined to be "jackpot symbol 2". If the jackpot type random number is "50~55", the jackpot type is determined as "16R (actually 15R) V-scheduled jackpot" and the special symbol stopping pattern is determined as "jackpot pattern 3". If the jackpot type random number is "56~67", the jackpot type is determined as "16R (actually 13R) V-scheduled jackpot" and the special symbol stopping pattern is determined as "jackpot pattern 4". If the jackpot type random number is "68~127", the jackpot type is determined as "16R (actually 13R) V-scheduled non-scheduled jackpot" and the special symbol stopping pattern is determined as "jackpot pattern 5". On the other hand, when the second special symbol (special symbol 2) is selected, if the jackpot type random number is "0-82", the jackpot type is determined to be "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 "83-127", the jackpot type is determined to be "16R (actually 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, the "opening (OP) command", the "round designation command", and the "ending (ED) command" of the special game can also be specified. The specific contents of "16RV passing jackpot", "16R (actual 15R)V passing jackpot", "16R (actual 13R)V passing jackpot", and "16R (actual 13R)V not passing jackpot" will be described later.

[0067] FIG. 10 is a diagram for explaining the fluctuation pattern determination table T6 in the non-time-saving state. FIG. 11 is a diagram for explaining the fluctuation pattern determination table T6 in the time-saving state. The fluctuation pattern determination table T6 is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine the fluctuation pattern according to the acquired fluctuation pattern random number value (0 to 127). FIG. 10 shows that, for example, in the non-time-saving state, when a ball enters the first starting hole 20, the jackpot determination table T1 determines it as "miss", the reach determination table T2 determines it as "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 as "P7". In FIG. 11, for example, when the second starting hole 21 is won in the time-saving state, the jackpot determination table T1 determines it as a "jackpot", the jackpot type determination table T5 determines it as a "16RV passing jackpot", and the fluctuation pattern random number value is "0 to 10", the fluctuation pattern is determined as "P61". As shown in FIG. 10 and FIG. 11, if the fluctuation pattern is determined, the fluctuation time is also determined. In addition, when it becomes a reach, it is also determined whether the reach will be a normal reach or a super reach (SP reach). A super reach is a reach performance in which the fluctuation time after the reach is longer than that of a normal reach. Here, five types of super reaches (SP1, SP2, SP3, SP4, SP5) with different fluctuation times are set. In SP1 to 3, it is executed in a developed manner after a normal reach. The difference between SP1 to 5 may be, for example, the presence or absence of a pseudo consecutive.

[0068] FIG. 12 is a diagram for explaining the electric chute opening pattern determination table T7. The electric chute opening pattern determination table T7 is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine the opening pattern of the electric chute 22 according to 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 contents of opening pattern 11 and opening pattern 12. In opening pattern 11, the electric chute 22 is opened once and for an opening time of 0.2 seconds. In opening pattern 12, the electric chute 22 is opened three times, with an opening time of 2.0 seconds per time, and an interval (opening interval) of 1.0 seconds. However, if a predetermined number of game balls have won (a prescribed number of winning balls, up to 10 balls), the electric chute 22 will be closed even if there is still time left for the chute to open.

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

[0070] FIG. 14 is a diagram for explaining the V-shaped opening / closing member opening pattern determination table T9. The V-shaped opening / closing member opening pattern determination table T9 is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine the opening pattern of the V-shaped opening / closing member 71 according to the special symbol stop pattern data (FIG. 9). FIG. 14(A) shows that when the special symbol stop pattern data is "11H", "12H", or "21H", the opening pattern of the V-shaped opening / closing member 71 is determined to be "opening pattern 31", when the special symbol stop pattern data is "13H", the opening pattern is determined to be "opening pattern 32", when the special symbol stop pattern data is "14H", the opening pattern is determined to be "opening pattern 33", and when the special symbol stop pattern data is "15H" or "22H", the opening pattern is determined to be "opening pattern 34". 14B 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 the first large prize opening 30 in the 2nd, 4th, 6th, and 8th rounds, the V-shaped opening / closing member 71 is opened for a short time of 0.1 seconds. In the 10th and 12th rounds, when the first prize is won in the first large prize opening 30, the V-shaped opening / closing member 71 is opened for a short time of 0.1 seconds, and when the second prize is won, the V-shaped opening / closing member 71 is opened for a long time of up to 31.5 seconds. In opening pattern 32, when the first prize is won in the first large prize opening 30 in the 2nd, 4th, 6th, and 12th rounds, the V-shaped opening / closing member 71 is opened for a short time of 0.1 seconds. In the 8th and 10th rounds, when the first prize is won at the first large prize opening 30, the V-shaped opening / closing member 71 is opened in a short time of 0.1 seconds, and when the second prize is won, the V-shaped opening / closing member 71 is opened in a long time of up to 31.5 seconds. In the opening pattern 33, in the 2nd and 6th rounds, when the first prize is won at the first large prize opening 30, the V-shaped opening / closing member 71 is opened in a short time of 0.1 seconds, and when the second prize is won, the V-shaped opening / closing member 71 is opened in a long time of up to 31.5 seconds. In the 4th, 8th, 10th, and 12th rounds, when the first prize is won at the first large prize opening 30, the V-shaped opening / closing member 71 is opened in a short time of 0.1 seconds.In the opening pattern 34, when the first prize is won in the first large 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 the jackpot etc. In the gaming machine 1, there are "jackpots" and "losses" as a result of the jackpot lottery (special symbol lottery). In the case of a "jackpot", a "jackpot symbol" is displayed on the special symbol display 41. In the case of a "loss", a "loss symbol" is displayed on the special symbol display 41. When a jackpot is won, a "jackpot game" is executed in which the jackpot winning holes (the first jackpot winning hole 30 and the second jackpot winning hole 35) are opened in an opening pattern according to the type of the special symbol (type of jackpot) that is displayed. The jackpot game is an example of a special game. The jackpot game includes multiple round games (unit opening games), an opening (OP) before the first round game starts, and an ending (ED) after the final round game ends. Each round game starts with the end of the opening or the end of the previous round game, and ends with the start of the next round game. The time (interval time) for closing the big prize opening between rounds of play is included in the open round of play before that closure.

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

[0073] The "V passing scheduled jackpot" includes the "16RV passing scheduled jackpot", the "16R (actually 13R) V passing scheduled jackpot", and the "16R (actually 15R) V passing scheduled jackpot". The "16RV passing scheduled jackpot" has a total of 16Rs. From 1R to 13R and 15R, the first large prize winning hole 30 is opened for a maximum of 29.5 seconds per R. In 14R and 16R, the second large prize winning hole 35 is opened for a maximum of 29.5 seconds per R (Figure 13: opening pattern 21). In 10R and 12R, the V opening and closing member 71 is opened for a long time (Figure 14: opening pattern 31), and it is easy to pass through to the V area 39 in the first large prize winning hole 30.

[0074] In the "16R (actually 13R) V-pass scheduled jackpot", the total number of rounds is 16R, but the actual total number of rounds is 13R. In other words, from 1R to 13R, the first major prize opening 30 is opened for a maximum of 29.5 seconds per R, but in 15R, the first major prize opening 30 is opened for only 0.1 seconds per R, and in 14R and 16R, the second major prize opening 35 is opened for only 0.1 seconds per R (Figure 13: Opening pattern 22). Therefore, in this "16R (actually 13R) V-pass scheduled jackpot", the opening time of the major prize opening is extremely short from 14R to 16R, making it a round in which no prize balls are expected. In other words, the "16R (actually 13R) V-pass scheduled jackpot" is a jackpot of 13R in effect. 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 large winning opening 30 is easily possible.

[0075] In the "16R (actual 15R) V-pass scheduled jackpot", the total number of rounds is 16R, but the actual total number of rounds is 15R. In other words, from 1R to 13R and 15R, the first large prize winning hole 30 is opened for a maximum of 29.5 seconds per R, and in 16R, the second large prize winning hole 35 is opened for a maximum of 29.5 seconds per R, but in 14R, the second large prize winning hole 35 is opened for only 0.1 seconds per R (Figure 13: Opening pattern 23). Therefore, in this "16R (actual 15R) V-pass scheduled jackpot", the opening time of the large prize winning hole is extremely short in 14R, making it a round in which no prize balls are expected. In other words, the "16R (actual 15R) V-pass scheduled jackpot" is a jackpot of 15R in effect. In rounds 8 and 10, the V-shaped opening / closing member 71 is opened long (FIG. 14: opening pattern 32), making it easy to pass through to the V-shaped area 39 in the first large winning opening 30.

[0076] The "V non-pass scheduled jackpot" is a "16R (actual 13R) V non-pass scheduled jackpot" of opening pattern 22, in which the total number of rounds is 16R, but the actual total number of rounds is 13. In other words, from 1R to 13R, the first large prize winning hole 30 is opened for a maximum of 29.5 seconds per R, but in 15R, the first large prize winning hole 30 is opened for only 0.1 seconds per R, and in 14R and 16R, the second large prize winning hole 35 is opened for only 0.1 seconds per R (Figure 13: opening pattern 22). Therefore, in this "16R (actual 13R) V non-pass scheduled jackpot", the opening time of the large prize winning hole is extremely short from 14R to 16R, making it a round in which no prize balls are expected. In other words, the "16R (actual 13R) V non-pass scheduled jackpot" is a jackpot of 13R. 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 in the first large prize opening 30.

[0077] As is clear from the above explanation, the "16R (actual 13R) V non-passing scheduled jackpot" and the "16R (actual 13R) V passing scheduled jackpot" have the same opening pattern (opening pattern 22) between the first large winning opening 30 and the second large winning opening 35 (opening member 32 and opening member 37), and only the opening pattern of the V opening / closing member 71 is different (opening pattern 34 and opening pattern 33). As will be described later, the "16R (actual 13R) V non-passing scheduled jackpot" and the "16R (actual 13R) V passing scheduled jackpot" are designed to play a time-saving game (100 times in this example) after the jackpot game ends. In other words, in the "16R (actual 13R) V non-passing scheduled jackpot", it is almost impossible for the game ball to pass through the V area 39 in the first large winning 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 "16R (actual 13R) V-passing scheduled jackpot", the game ball can easily pass through the V area 39 in the first big winning port 30, and the game state after the jackpot becomes a high-probability time-saving state (high-probability high-base state). For this reason, it becomes difficult for the player to distinguish between the "16R (actual 13R) V non-passing scheduled jackpot" and the "16R (actual 13R) V-passing scheduled jackpot", and it becomes difficult to determine whether the game state after the jackpot becomes a low-probability time-saving state (low-probability high-base state) or a high-probability time-saving state (high-probability high-base state). In addition, after the time-saving game ends, the game state becomes a low-probability low-base state (normal state) in the "16R (actual 13R) V non-passing scheduled jackpot", and the game state becomes a high-probability low-base state that appears to be the normal state in the "16R (actual 13R) V-passing scheduled jackpot". In other words, in the "16R (actually 13R) V passing scheduled jackpot", when the game ball passes through the V area 39 in the first large winning port 30, when the time-saving state after the jackpot game ends, the game state becomes a high probability low base state but a latent state in which a high probability is hidden (latent high probability 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 a "16R (actual 13R)V non-scheduled jackpot" and a "16R (actual 13R)V scheduled to pass", and the high-probability time-saving state (high-probability high base state) after the jackpot play of a "16R (actual 13R)V scheduled to pass", as well as the low-probability low base state after the time-saving play of a "16R (actual 13R)V non-scheduled jackpot" and the high-probability low base state after the time-saving play of a "16R (actual 13R)V scheduled to pass", are performed in a manner that is difficult for the player to distinguish.

[0078] As shown in FIG. 9, the distribution rate of the jackpot in the lottery for the first special symbol (special symbol 1) is 68 / 128 (about 53%) for the V-passing jackpot and 60 / 128 (about 47%) for the V-non-passing jackpot. In contrast, the distribution rate of the jackpot in the lottery for the second special symbol (special symbol 2) is 83 / 128 (about 64.8%) for the V-passing jackpot and 45 / 128 (about 35.2%) for the V-non-passing jackpot. In this way, in the gaming machine 1, the jackpot lottery (lottery for the second special symbol) held when the game ball enters the second start hole 21 is set to be more advantageous for the player than the jackpot lottery (lottery for the first special symbol) held when the game ball enters the first start hole 20.

[0079] 5. Description of game status The gaming state of the gaming machine 1 will be described. The gaming control microcomputer 81 can execute "probability variation control" and "variation time reduction control" for the special symbols displayed on the special symbol display 41 and the normal symbols displayed on the normal symbol display 42, respectively. Here, the state in which the gaming control microcomputer 81 performs probability variation control for the special symbols on the special symbol display 41 is called a "high probability state (high probability state, probability variation state, probability change state)," and the state in which the probability variation control is not performed is simply called a "normal probability state (non-high probability state, low probability state, normal state)." The gaming control microcomputer 81 realizes the high probability state by performing a jackpot determination using a jackpot determination table (FIG. 8(A)) in which the number of jackpot random numbers determined to be a jackpot is greater in the high probability state than in the normal probability state, as the probability variation control for the special symbols. Therefore, the 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] In addition, the state in which the game control microcomputer 81 controls the special symbol of the special symbol display device 41 to reduce the change time is called the "time-saving state", and the state in which the change time is not controlled is simply called the "non-time-saving state". In the time-saving state, the change time of the special symbol (the time from the start of the change display to the derivation and display of the display result) is shorter than in the non-time-saving state. The game control microcomputer 81 determines the change pattern using a change pattern determination table T6 (FIGS. 10 and 11) that is determined so that a change pattern with a short change time is selected more often than in the non-time-saving state in the time-saving state. In other words, when the game control microcomputer 81 controls the change time reduction of the special symbol of the special symbol display device 41, a short change time is more likely to be selected as the change time of the variable display of the special symbol compared to when the change time reduction control is not performed. As a result, in the time-saving state, the pace of consumption of the special symbol reservation is faster, and a valid winning (a winning that can be stored as a special symbol reservation) at the starting port is more likely to occur. This allows players to aim for a big win while playing smoothly. The game control microcomputer 81 may simultaneously execute probability fluctuation control and fluctuation time reduction control for the special symbols on the special symbol display 41, or may execute only one of them.

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

[0082] In the gaming machine 1, the game state after a jackpot game due to winning a V-passing jackpot is a high probability state, a time-saving state, and a high base state if the game passes through to the V area 39 during the jackpot game. This game state is particularly called a "high probability high base state" or a "high probability time-saving state." Specifically, the jackpots that make the game state after a jackpot game a high probability high base state are the "16RV-passing jackpot," the "16R (effectively 15R) V-passing jackpot," and the "16R (effectively 13R) V-passing jackpot" among the jackpot types shown in FIG. 9. For the "16RV-passing jackpot" and the "16R (effectively 15R) V-passing jackpot," the high probability high base state ends when the next jackpot (next jackpot) is won after the jackpot game and the jackpot game is executed. In the case of the "16R (actually 13R) V-passing jackpot", the high probability high base state ends when the special pattern is displayed a predetermined number of times (here, 100 times) after the jackpot game, resulting in a high probability low base state (latent probability change state), or when the next jackpot (next jackpot) is won and the jackpot game is played. In addition, the game state after the jackpot game due to the winning of the V non-passing jackpot is a normal probability state (non-high probability state, i.e., low probability state), time-saving state, and high base state if the V area 39 is not passed during the jackpot game (almost never). This game state is particularly called the "low probability high base state" and the "low probability time-saving state". Specifically, the jackpot in which the game state after the jackpot game becomes the low probability high base state is the "16R (actually 13R) V non-passing jackpot" among the jackpot types shown in FIG. 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 the jackpot game is executed. When playing the gaming machine 1 for the first time, the gaming state after the power is turned 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 called the "low-probability, low base state." The low-probability, low base state is sometimes called the "normal gaming state" or the "low-probability, non-time-saving state (or simply called the non-time-saving state)."In addition, the state during 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, the game can be advantageously progressed by hitting the ball to the right game area 3B (FIG. 1) by hitting the ball to the right. This is because the electric support control makes it easier to open the electric chute 22 than in the low base state, and it is easier to win the ball in the second start hole 21 than in the first start hole 20. For this reason, in a high base state, the ball is hit to the right in order to win the ball in the second start hole 21 while passing through the gate 28, which is the trigger for the normal pattern lottery. This allows more start wins (wins in the start hole) to be obtained than by hitting the ball to the left. In the gaming machine 1, the game is played by hitting the ball to the right even during a jackpot game. On the other hand, in a low base state, the game can be advantageously progressed by hitting the ball to the left game area 3A (FIG. 1) by hitting the ball to the left. Because the electric support control is not being executed, the electric chute 22 is less likely to open than in the high base state, and it is easier to win the first start hole 20 than the second start hole 21. For this reason, in the low base state, the player hits left to make the game ball win the first start hole 20. This allows more start wins to be obtained than by hitting right.

[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 flow chart of the main control process. When the power supply of the gaming machine 1 is turned on, the gaming control microcomputer 81 reads out a program for executing the main control process from the main ROM 83. In the main control process, the gaming control microcomputer 81 first performs initial settings (step S001). In the initial settings, for example, the main CPU 82 is set, and various flags, statuses, counters, etc. are reset. The initial value of the flag is the ceiling flag, i.e. "1", i.e. "ON", and the initial value of the other flags is "0", i.e. "OFF". The initial value of the status is "1". The initial value of the counter is the ceiling counter, i.e. "500", and the other counters are "0". The initial settings are performed only once after the power supply is turned on, and are not performed thereafter.

[0086] After the initial setting, the game control microcomputer 81 prohibits interrupts of the interrupt process (step S002) and performs a normal / special symbol main random number update process (step S003). In this normal / special symbol main random number update process, the game control microcomputer 81 updates various random number counter values ​​(jackpot random number value, jackpot type random number value, reach random number value, variable pattern random number value, normal symbol random number value) shown in FIG. 7(A) by adding 1. When each random number counter value reaches a set upper limit value, it returns to "0" and is added again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, each random number may be a so-called hardware random number generated by using a known random number generation circuit consisting of a counter IC or the like.

[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 side timer interrupt process (step S005) can be executed. The main side timer interrupt process is executed based on an interrupt pulse repeatedly input to the main CPU 82 at a predetermined cycle (for example, 4 msec cycle). That is, the main side timer interrupt process is executed at a predetermined cycle (for example, 4 msec cycle). Then, from the end of the main side timer interrupt process to the start of the next main side timer interrupt process, the update process of various counter values ​​by the normal and special symbol main random number update process is repeatedly executed. Note that, if an interrupt pulse is input to the main CPU 82 when the interrupt is prohibited, the main side timer interrupt process is not started immediately, but is started after the interrupt is permitted.

[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 a random number update process (step S101). Specifically, the game control microcomputer 81 updates various random number counter values ​​shown in FIG. 7(A). This random number update process is the same as the normal symbol / special symbol main random number update process performed in the main control main process (FIG. 15) described above. In other words, the update process of various random number counter values ​​is performed both during the execution period of the main timer interrupt process and during other periods (the period from the end of the main timer interrupt process to the start of the next main timer interrupt process).

[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 executes the start hole sensor detection process (step S103), the normal operation process (step S104), the special operation process (step S105), the V-area sensor detection process (step S106), and the reserved ball count process (step S107) in that order. Details of these processes will be described later. After the reserved ball count process, the game control microcomputer 81 executes the 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-mentioned 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 indicator 43b is controlled to a display mode indicating the number based on the number of reserved balls for special chart 2 described below, and the first special chart reserved indicator 43a is controlled to a display mode indicating the number based on the number of reserved balls for special chart 1.

[0091] [Starting port sensor detection process] FIG. 17 is a flow chart of the start hole sensor detection process (FIG. 16: step S103). The game control microcomputer 81 first judges whether or not a game ball has passed through the gate 28 (step S201). This judgment is made based on whether or not a game ball has been detected by the gate sensor 28a. If the game ball has not passed through the gate 28 (step S201: NO), the process skips to step S205. If the game ball has passed through the gate 28 (step S201: YES), the game control microcomputer 81 judges whether or not the number of reserved balls for normal symbols is "4 (upper limit value)" (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 the first to fourth memory areas of the normal symbol reservation memory area 86 of the main RAM 84 according to the current number of reserved normal symbol balls.

[0092] In step S205, the game control microcomputer 81 judges whether or not a game ball has entered the second start hole 21. This judgment 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 judges whether or not the number of reserved balls in the special chart 2 is "4 (upper limit value)" (step S206). The number of reserved balls in the special chart 2 is the number of reserved second special charts, and more specifically, is the value of a counter that counts the number of reserved second special charts provided in the main RAM 84. If the number of reserved balls in the special chart 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 the storage area corresponding to the current number of reserved balls for special chart 2 among the first to fourth storage areas of the second special chart reservation storage area 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 judges whether or not a game ball has entered the first start hole 20. This judgment 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 is terminated. If a game ball has entered the first start hole 20 (step S210: YES), the game control microcomputer 81 judges whether or not the number of reserved balls in the special chart 1 is "4 (upper limit value)" (step S211). The number of reserved balls in the special chart 1 is the number of reserved first special charts, and more specifically, is the value of a counter that counts the number of reserved first special charts provided in the main RAM 84. If the number of reserved balls in the special chart 1 is "4" (step S211: YES), this process is terminated. 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 a random number acquisition process related to special chart 1 is performed (step S213). Here, as in the above-mentioned special chart 2 related random number acquisition process (step S208), the value of the jackpot random number counter, the value of the jackpot type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter 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 (holds) 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 process (FIG. 19) described later. After the special chart 1 related random number acquisition process, the game control microcomputer 81 performs a special chart 1 advance judgment process (step S214). The details of the special chart 1 advance judgment process will be described later.

[0094] [Special Drawing 2 Preliminary Judgment Processing] FIG. 18 is a flow chart of the special chart 2 pre-determination process (FIG. 17: step S209). The game control microcomputer 81 first determines whether the probability variable flag is ON or not (step S301). If the probability variable flag is OFF (step S301: NO), this process is terminated. That is, if the probability variable flag is OFF, the pre-determination is not performed. On the other hand, if the probability variable flag is ON, the game control microcomputer 81 performs a pre-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 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 whether a jackpot has occurred by using the jackpot determination table T1 (FIG. 8) and the jackpot random number value to be referred to. Here, since the probability state is high (the probability variable flag is ON), the game control microcomputer 81 refers to the high probability state table (the 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 performed 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 performed using a jackpot determination table for pre-determination 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 "16RV passing scheduled jackpot". In this embodiment, pre-determination is performed using the jackpot type determination table T5 used in the jackpot determination process (Figure 23) described later, but in other embodiments, pre-determination may be performed using a jackpot type determination table for pre-determination that is different from the jackpot type determination table T5.

[0096] In step S306, the game control microcomputer 81 performs a variation pattern pre-determination. Specifically, the game control microcomputer 81 first obtains a variation pattern random number value and a reach 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, since the time-saving state (time-saving flag is ON) is in effect here, the game control microcomputer 81 refers to the variation pattern determination table T6 (FIG. 11) for the time-saving state, and specifies a variation pattern from the jackpot pre-determination result in step S304, the reach pre-determination result obtained from the reach random number value, and the variation pattern random number value. In the variation pattern determination table T6 in FIG. 11, the variation pattern selected may differ depending on the number of reserved balls. Here, it is assumed that all variation patterns that may be selected depending on the number of reserved balls are selected. For example, when the reach or miss is determined in advance from the jackpot advance determination result and the reach or no reach advance determination result, and the fluctuation pattern random number value is "60", the game control microcomputer 81 selects two patterns, the fluctuation pattern "P64" selected when the number of reserved balls is "1 to 2", and the fluctuation pattern "P68" selected when 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 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, (the jackpot type pre-determination result in the case of a win), 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 pre-judgment process (FIG. 17: step S214). The game control microcomputer 81 first judges whether the probability variable flag is ON or not (step S401). Contrary to the above-mentioned special chart 2 pre-judgment process, if the probability variable flag is ON (step S401: YES), this process is terminated. That is, if the probability variable flag is ON, pre-judgment is not performed. On the other hand, if the probability variable flag is OFF (step S401: NO), the game control microcomputer 81 performs a jackpot pre-judgment by referring to the table for the normal probability state in the jackpot judgment table T1 (FIG. 8) (step S402). Specifically, the game control microcomputer 81 first acquires a jackpot random number value as a judgment value temporarily stored in the pre-judgment buffer by the special chart 1 related random number acquisition process (FIG. 17: step S213). Next, since the normal probability state (the probability flag is OFF) is in this case, the game control microcomputer 81 pre-determines whether or not there is a jackpot based on the table for the normal probability state (the 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 different from the jackpot determination table T1. The following steps S404 to S408 are the same as steps S304 to S308 in the special figure 2 pre-determination process (Figure 18) described above, so the explanation will be omitted.

[0099] [Normal operation process] FIG. 20 is a flow chart of the normal operation process (FIG. 16: step S104). The game control microcomputer 81 first judges whether the electric chute 22 is in operation or not (step S501). If the electric chute 22 is in operation (step S501: YES), the process proceeds to step S520. If the electric chute 22 is not in operation (step S501: NO), the game control microcomputer 81 judges whether the normal pattern is changing or not (step S502). If the normal pattern is changing (step S502: YES), the process skips to step S508. If the normal pattern is not changing (step S502: NO), the game control microcomputer 81 judges whether the number of reserved balls of the normal pattern is "0" or not (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 of normal symbols is decremented by 1 (step S504). Therefore, when the game ball passes through the gate 28 with the number of reserved balls of normal symbols being "0", the number of reserved balls of normal symbols becomes "1" once in step S203 of the start hole sensor detection process (Fig. 17), and then the reserved balls are consumed in this step S504, and the reserved balls of normal symbols immediately become "0". This is the same for the number of reserved balls of special symbols. That is, in steps S207 and S212 of the start hole sensor detection process (Fig. 17), the number of reserved balls of special symbols becomes "1" once, and then the reserved balls are consumed in steps S1404 and S1410 of the special symbol standby process (Fig. 22) described later, and the reserved balls of special symbols become "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) stored as a determination value 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 the time-saving 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 or not the game is in a time-saving state), and selects the variation time of the normal symbol as the 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 judges 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) is a "miss" (step S510: NO), this process ends. On the other hand, if the above-mentioned hit determination is 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 judgment table T7 (Figure 12 (A)). Specifically, the game control microcomputer 81 judges the game state (whether it is in a time-saving state or not) and selects the opening pattern of the electric chute 22 using the game state judgment result and the electric chute opening pattern judgment table T7. Here, when it is in a non-time-saving state, "opening pattern 11" is selected, and when it is in a time-saving 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 process.

[0102] In the above-mentioned step S501, if the electric chute 22 is in operation (step S501: YES), the game control microcomputer 81 judges whether or not the closing condition of the electric chute 22 is satisfied (step S520). The closing condition here is that either the number of winning balls in the electric chute 22 has reached a specified maximum winning number (for example, 6 balls) or the operation time of the electric chute 22 has elapsed and it has reached the time to close the electric chute 22 has been satisfied. 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 of the electric chute 22 is not satisfied (step S520: NO), the game control microcomputer 81 ends this process. On the other hand, if the closing condition of the electric chute 22 is satisfied (step S520: YES), the game control microcomputer 81 closes (blocks) the electric chute 22 to stop its operation (step S521), and ends this process.

[0103] [Special Action Processing] FIG. 21 is a flow chart of the special operation process (FIG. 16: step S105). Here, the process related to 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, a change pattern selection, and the like are executed. When the "special operation status" is "2" (step S1301: NO, step S1303: YES), a special symbol change process is executed (step S1304). In the special symbol change process, a change stop command is output after the change time has elapsed. 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 initial setting of the special operation status is "1".

[0104] [Special pattern waiting process] FIG. 22 is a flowchart of the special symbol waiting process (FIG. 21: step S1302). In the special symbol waiting process, the game control microcomputer 81 first judges whether the number of reserved balls of the special symbol 2 is "0" or not (step S1401). If the number of reserved balls of the special symbol 2 is "0" (step S1401: YES), that is, if the second special symbol reservation memory area 85b does not store a random number group acquired due to winning the second starting hole 21, the process proceeds to step S1407. If the number of reserved balls of the special symbol 2 is "1" or more (step S1401: NO), the game control microcomputer 81 executes a big win determination process (step S1402) and a variable pattern selection process (step S1403). Details of these processes will be described later. After the variable pattern selection process, the number of reserved balls of the special symbol 2 is decremented by one (step S1404). Next, the game control microcomputer 81 shifts the storage location of reserved information (various random number values) stored in the first to fourth storage areas of the second special chart reserved storage area 85b from the current position to the side to be read out, and clears the reserved information stored in the farthest location from the side to be read out in the second special chart reserved storage area 85b (step S1405). For example, when reserved information is stored in the first to third storage areas, the reserved information stored in the third storage area is cleared, and when reserved information is stored in the first to fourth storage areas, the reserved information stored in the fourth storage area is cleared. By the above steps, the reserved second special charts are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9B (the reserved image 9B at the left end of the four reserved images 9B) corresponding to the first storage area of ​​the second special chart reserved storage area 85b is shifted to the reserved consumption image display area side and is displayed as the reserved consumption image 9C. Also, the reserved images 9B (the second, third, and fourth reserved images 9B from the left out of the four reserved images 9B) corresponding to the second to fourth memory areas of the second special symbol reserved memory area 85b are shifted one to the left (FIG. 1). This allows the player to recognize that one second special symbol reservation 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 variation display of the second special symbol is started, and the variation time timer is set. The variation time timer is set with a variation time determined according to the variation pattern selected in the variation pattern selection process. In addition, the game control microcomputer 81 sets the special operation status to "2". The variation start command set in the special symbol 2 variation start process (special symbol 2 variation start command) includes information on the special symbol stop pattern data set in the big win determination process (step S1402) and information on the variation pattern set in the variation pattern selection process (step S1403) (including information on the variation time).

[0105] In step S1401, if the number of reserved balls of the special chart 2 is "0" (step S1401: YES), the game control microcomputer 81 judges whether the number of reserved balls of the special chart 1 is "0" or not (step S1407). If the number of reserved balls of the special chart 1 is "0" (step S1407: YES), that is, if the first special chart reserved memory area 85a does not store a random number group acquired due to winning the first starting hole 20, the process proceeds to step S1413. If the number of reserved balls of the special chart 1 is "1" or more (step S1407: NO), the game control microcomputer 81 executes a 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 of the special chart 1 is decremented by one (step S1410). Next, the game control microcomputer 81 shifts the storage location of various random numbers stored in the first to fourth storage areas of the first special chart reservation storage area 85a from the current location to the side to be read out, and clears the reserved information stored in the location farthest from the side to be read out in the first special chart reservation storage area 85a (step S1411). Through the above steps, the first special chart reservation is consumed in the order in which it was reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9A (the reserved image 9A at the right end of the four reserved images 9A) corresponding to the first storage area of ​​the first special chart reservation storage area 85a is shifted to the reserved consumption image display area side and is displayed as a reserved consumption image 9C. In addition, the reserved images 9A (the second, third, and fourth reserved images 9A from the left of the four reserved images 9A) corresponding to the second to fourth storage areas of the first special chart reservation storage area 85a are each shifted to the right by one (FIG. 1). This allows the player to recognize that one first special chart reservation has been consumed. Next, the game control microcomputer 81 performs special symbol 1 variation start processing (step S1412). In the special symbol 1 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, the variation display of the first special symbol is started, and a variation time timer is set. A variation time determined according to the variation pattern selected in the variation pattern selection processing is set in the variation time timer.Also, 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 on the special chart stop pattern data set in the big win determination process (step S1408) and information on the fluctuation pattern set in the fluctuation pattern selection process (step S1409) (including information on the fluctuation time).

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

[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 chart 2 (step S1402) and the jackpot determination process for special chart 1 (step S1408) have similar processing flows, so they will be described together. In the jackpot determination process, first, the game control microcomputer 81 determines whether the probability variable flag is ON or not (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 chart 2, the jackpot random number value stored in the first storage area (corresponding to the first one of the second special chart reserved) of the second special chart reserved storage area 85b is read out. In the jackpot determination process for special chart 1, the jackpot random number value stored in the first storage area (corresponding to the first reserved first special chart) of the first special chart reservation storage area 85a is read out. Next, the game control microcomputer 81 determines whether or not a jackpot has occurred by using the jackpot determination table T1 and the jackpot random number value that it refers to. Here, since the state is high probability (probability flag is ON), it determines whether or not a jackpot has occurred based on the table for high probability state (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 (probability variable flag is OFF) is being assumed here, it determines whether or not there has been a jackpot 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 the jackpot type random number value as a determination value. For example, in the jackpot determination process for the special chart 2, the jackpot type random number value stored in the first storage area of ​​the second special chart reserve storage area 85b is read out. In the jackpot determination process for the special chart 1, the jackpot type random number value stored in the first storage area of ​​the first special chart 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 the jackpot type is determined, the special stop symbol data (FIG. 9) corresponding to the determined 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] [Variation pattern selection process] FIG. 24 and FIG. 25 are flow charts 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 described together. In the variation pattern selection process, first, the game control microcomputer 81 judges whether the game state is in a time-saving state or not (step S1600). The judgment of whether the game state is in a time-saving state or not is made by whether the time-saving flag is ON or not. If the game state is in a time-saving state (step S1600: YES), the process proceeds to step S1612. If the game state is not in a time-saving state (step S1600: NO), the game control microcomputer 81 judges 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. When the jackpot flag is ON (step S1602: YES), the game control microcomputer 81 judges whether the jackpot is a special symbol 2 or not (step S1603). When the jackpot is a special symbol 2 (step S1603: YES), the jackpot type is always a V-passing jackpot, so the process skips to step S1605. When the jackpot is a special symbol 1 (step S1603: NO), the game control microcomputer 81 judges whether the jackpot type is a V-passing jackpot or not (step S1604). The jackpot type is judged based on the special symbol stop pattern data set in the main RAM 84.

[0111] When 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 table for non-time-saving state V-pass scheduled jackpots in the fluctuation pattern determination table T6 (FIG. 10) (step S1605). Specifically, the game control microcomputer 81 first reads out a fluctuation pattern random number value as a determination value. For example, in the fluctuation pattern selection process for the special chart 2, the fluctuation pattern random number value stored in the first storage area (corresponding to the first of the second special chart reserved) of the second special chart reserved storage area 85b is read out. In the fluctuation pattern selection process for the special chart 1, the fluctuation pattern random number value stored in the first storage area (corresponding to the first of the first special chart reserved) of the first special chart reserved storage area 85a is read out. 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 the 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 Fig. 10 that corresponds to the V-passing scheduled jackpot (the part with the fluctuation pattern "P1" to "P3" in special chart 1, and the part with the fluctuation pattern "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] When the jackpot type is a V non-pass scheduled jackpot (step S1604: NO), the game control microcomputer 81 refers to the table for the non-time-saving state V non-pass scheduled jackpot in the fluctuation pattern determination table T6 (FIG. 10) to select a fluctuation pattern (step S1606). Here, as the table for the non-time-saving state V non-pass scheduled jackpot, the part ("P4" to "P6") corresponding to the V non-pass scheduled jackpot in the fluctuation pattern determination table T6 for the non-time-saving 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, when the jackpot flag is OFF (step S1602: NO), the game control microcomputer 81 judges 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 the reach random number value as a judgment value. In the variation pattern selection process of the special chart 2, the reach random number value stored in the first storage area (corresponding to the first of the second special chart reserved) of the second special chart reserved storage area 85b is read. In the variation pattern selection process of the special chart 1, the reach random number value stored in the first storage area (corresponding to the first of the first special chart reserved) of the first special chart reserved storage area 85a is read. Next, the game control microcomputer 81 judges whether or not there is a reach using the reach judgment table T2 (FIG. 8(B)) and the reach random number value. Since the game is not in the time-shortened state here, 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 with miss, the game control microcomputer 81 refers to the table for reach with 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 with miss in the non-time-saving state, the part corresponding to reach with miss (the part of the fluctuation pattern "P7" to "P14" in the special chart 1, and the part of the fluctuation pattern "P24" to "P31" in the special chart 2) in the fluctuation pattern determination table T6 for the non-time-saving state shown in Fig. 10 is referred to. In the 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 reserved ball number (1 to 4) of the special chart 1. In the special chart 2, one of the patterns "P24" to "P31" is selected as the pattern from the read-out random number value of the pattern and the current number of reserved balls in the special chart 2 (1 to 4). Since the selected pattern changes depending on the number of reserved balls, a function of shortening the pattern according to the number of reserved balls is activated. In other words, in both the special chart 1 and the special chart 2, when the number of reserved balls is "3" to "4", more patterns with shorter change times are selected than when the number of reserved balls is "1" to "2". This allows the consumption speed of reserved special charts to be increased when the number of reserved balls is large.

[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 a table for a miss without a reach in the non-time-saving state, the part corresponding to a miss without a reach (the part with the fluctuation pattern "P15" to "P16" in the special chart 1, and the part with the fluctuation pattern "P32" to "P33" in the special chart 2) in the fluctuation pattern determination table T6 for the non-time-saving state shown in Fig. 10 is referred to. In the special chart 1, either "P15" or "P16" is selected as the fluctuation pattern from the read fluctuation pattern random number value and the current reserved ball number (1 to 4) of the special chart 1. In the special chart 2, either "P32" or "P33" is selected as the variation pattern from 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] When it is determined in step S1600 that the gaming state is the time-shortened state, the game control microcomputer 81 determines whether the big win flag is ON or not (FIG. 25: step S1612). Thereafter, the processing in steps S1613 to S1619 is the same as the processing in steps S1603 to S1609 described above except for the following points, so the explanation will be omitted. The difference between the processing in steps S1613 to S1619 and the processing in steps S1603 to S1609 is that the part of the fluctuation pattern determination table T6 referenced in steps S1615, S1616, S1618, and S1619 is different from that in the already-described steps S1605, S1606, S1608, and S1609. Specifically, in 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 corresponding to the V-passing scheduled jackpot (the part with the fluctuation pattern "P41" to "P43" in the special chart 1, and the part with the fluctuation pattern "P61" to "P63" in the special chart 2) of the fluctuation pattern determination table T6 for the time-saving state shown in FIG. 11 is referenced. From the read fluctuation pattern random number value, one of "P41" to "P43" is selected as the fluctuation pattern in the special chart 1, and one of "P61" to "P63" is selected as the fluctuation pattern in the special chart 2. Also, for example, in the case of step S1616, that is, when the jackpot type is a V non-pass scheduled jackpot, the part corresponding to the V non-pass scheduled jackpot (the part of "P44" to "P46") in the fluctuation pattern determination table T6 for time-saving state shown in Fig. 11 is referred to. 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 the variation start command and is sent to the sub-control board 90 in the output process (FIG. 16: step S108). This starts the variation display of the special symbol.

[0118] [Special pattern change processing] FIG. 26 is a flow chart of the special symbol variation process (FIG. 21: step S1304). The game control microcomputer 81 first judges whether the variation time of the special symbol has elapsed and ended (step S1701). The variation time of the special symbol is a variation time determined according to the variation pattern selected in the variation pattern selection process (FIG. 24, FIG. 25) described above. If the variation time has not ended (step S1701: NO), this process is terminated. That is, the variation display of the special symbol started in step S1406 or S1412 of the special symbol standby process (FIG. 22) is continued. 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). In addition, the game control microcomputer 81 performs other processes associated with the variation stop (step S1704). For example, the game control microcomputer 81 performs a process of 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 process.

[0119] [Special design confirmation process] FIG. 27 is a flow chart of the special symbol determination process (FIG. 21: step S1306). The game control microcomputer 81 first performs a 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 the details of which will be described later. After the game status management process, it is determined whether the jackpot flag is ON or not (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 is not started, and the process moves to the special symbol waiting process (FIG. 22) again, and the jackpot determination for the next reserved ball is executed.

[0120] When the jackpot flag is ON (step S1802: YES), the game control microcomputer 81 sets the opening pattern of the large prize opening and the V-shaped opening / closing member according to the type of the jackpot that has been won (step S1803). Specifically, the game control microcomputer 81 refers to the large prize opening opening pattern determination table T8 (FIG. 13), determines the opening pattern of the large prize opening from the special symbol stop pattern data, and sets the determined opening pattern. For example, when the special symbol stop pattern data is "11H", "opening pattern 21" is set as the opening pattern of the large prize opening. In addition, the game control microcomputer 81 refers to the V-shaped opening / closing member opening pattern determination table T9 (FIG. 14), determines the opening pattern of the V-shaped opening / closing member 71 from the special symbol stop pattern data, and sets the determined opening pattern. For example, when the special symbol stop pattern data is "11H", "opening pattern 31" is set as the opening pattern of the V-shaped opening / closing member 71. The round counter value is set to the number of rounds according to the type of jackpot won, along with the setting of the opening pattern of the big prize opening and the V-shaped opening and closing member. The round counter counts the number of unit opening games (round games) played during the jackpot game. Here, 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 change flag and time-saving flag, and the details of which will be described later. After the game state reset process, in order to start a jackpot game, a jackpot opening command is set (step S1805), and opening is started (step S1806). Thereafter, the special operation status is set to "4" (step S1807), and this process ends.

[0122] [Game status management process] FIG. 28 is a flow chart of the game state management process (FIG. 27: step S1801). The game control microcomputer 81 first judges whether the probability variable flag is ON or not (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 pattern changes during the high probability state. Here, the probability variable counter is set to "100" when the state transitions to the high probability state. The game control microcomputer 81 judges whether the counter value becomes "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 change counter is "0" (step S2003: YES), the probability change flag is switched to OFF (step S2004).

[0123] In step S2005, the game control microcomputer 81 judges whether the time-saving flag is ON or not. 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" when the state is changed to the time-saving state. The game control microcomputer 81 judges whether the counter value becomes "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 special state, the special state 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 judges whether the ceiling flag is ON or not. 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 is for counting the number of specified rotations until the b time reduction (play time) is reached, and counts the number of times the special pattern changes when the ceiling flag is ON (during the low probability state). Here, when the ceiling flag is set to ON, "500" is set as the specified number of rotations in the ceiling counter. The game control microcomputer 81 judges whether the counter value becomes "0" as a result of decrementing the ceiling counter by 1 (step S2012). That is, it judges whether the specified number of rotations until the b time reduction (play time) is reached has elapsed or not. 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 flow chart of the game state reset process (FIG. 27: step S1804). The game control microcomputer 81 first judges whether the high probability flag is ON or not (step S2101). If the high probability flag is OFF (step S2101: NO), the process skips to step S2103. If the high probability flag is ON (step S2101: YES), the high probability flag is switched to OFF (step S2102). In step S2103, the game control microcomputer 81 judges whether the time-saving flag is ON or not. If the time-saving flag is OFF (step S2103: NO), the process skips to 2105. If the time-saving flag is ON (step S2103: YES), the time-saving flag is switched to OFF (step S2104). In step S2105, the game control microcomputer 81 judges whether the ceiling flag is ON or not. If the ceiling flag is OFF (step S2105: NO), this process ends. If the ceiling flag is ON (step S2105: YES), the ceiling flag is switched to 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 game is not in a time-saving state, the game is in a low base state when a jackpot game is being played.

[0127] [Special electric accessory processing] FIG. 30 is a flow chart of the special electric device process (FIG. 21: step S1308). The game control microcomputer 81 first judges whether the big win end flag is ON or not (step S2200). The "big win end flag" is a flag indicating that the opening of all the big win devices (first big win device 31 and second big win device 36) based on the opening pattern in the ongoing big win game has ended. If the big win end flag is ON (step S2200: YES), the process proceeds to step S2230. If the big win 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). The V-shaped opening / closing member 71 in this embodiment 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 enter according to 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 (the first large prize opening 30 and the second large prize opening 35) are open or not (step S2202). If they are open (step S2202: YES), the process proceeds to step S2210.

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

[0129] If it is time (timing) to open the big prize opening (step S2203: YES), the game control microcomputer 81 performs a big prize opening opening process (step S2207). Specifically, the game control microcomputer 81 opens the big prize opening (first big prize opening 30 or second big prize opening 35) according to an opening pattern (FIG. 13) corresponding to the type of big prize. After the big prize opening opening process, the game control microcomputer 81 sets a round designation command (step S2208). The round designation command includes information regarding the number of rounds of the big prize game being executed, and the game control microcomputer 81 sets the round designation command in the output buffer of the main RAM 84. In this embodiment, the big prize opening is not opened multiple times during one round of game. 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 opening in one round or not, and set the round designation command only if it is the first opening. After setting the round designation command, this process ends.

[0130] In the above-mentioned step S2202, if the large prize opening is open (step S2202: YES), the game control microcomputer 81 judges whether or not the closing condition of the large prize opening is satisfied (step S2210). The closing condition here is that either the number of winnings in the large prize opening in the round game has reached a specified maximum number of winnings (for example, 9 winnings per round) or the time to close the large prize opening has arrived (i.e., a predetermined opening time (FIG. 13) has elapsed since the large prize opening was opened) is satisfied. If the closing condition of the large prize opening is not satisfied (step S2210: NO), the game control microcomputer 81 ends this process. On the other hand, if the closing condition of the large prize opening is satisfied (step S2210: YES), the game control microcomputer 81 closes (blocks) the large prize opening (step S2211).

[0131] In the above-mentioned step S2203, if it is not the time (timing) to open the large prize opening, the game control microcomputer 81 judges whether the round play has ended (step S2220). Here, one round ends after a predetermined time (here, 2 seconds) has elapsed since the large prize opening was closed. As described above, this is because the time (interval time) for closing the large prize opening between round games is included in the open round game before the closure. The game control microcomputer 81 judges whether the round play has ended depending on whether a predetermined interval time has elapsed since the large prize opening was closed. If the round play has not ended (step S2220: NO), the game control microcomputer 81 ends this process.

[0132] If the round 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" or not (step S2226). If the round counter value is not "0" (step S2226: NO), that is, if the specified number of rounds has not yet been played, this process ends in order to start the next round 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 that ends the jackpot game. In this embodiment, the ending time (for example, 18 seconds) when the game ball passes through the V area 39 in the "16R (actual 13R) V-passing scheduled jackpot" is the same as the ending time when the game ball does not pass through the V area 39 in the "16R (actual 13R) V-non-passing scheduled jackpot". This allows the player to recognize that the game ball did not pass through the V area 39 in the "16R (actual 13R) V-non-passing scheduled jackpot" even if the game ball passed through the V area 39 in the "16R (actual 13R) V-passing scheduled jackpot". Note that the ending time when the game ball did not pass through the V area 39 in the "16R (actual 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 big win end flag is ON (step S2200: YES), the final round is over, so the game control microcomputer 81 judges whether the big win 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 big win end flag (step S2231), turns off the big win flag (step S2232), and sets the special operation status to "1" (step S2233). As a result, in the next special operation process, the special symbol waiting process (step S1302) is executed again. After that, the game state setting process (step S2234) described later is executed, and this process ends.

[0134] [V-shaped opening and closing component 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 judges whether the current round game (corresponding round) is the opening round of the V opening / closing member 71 (step S2501). Here, the second round, the fourth round, the sixth round, the eighth round, the tenth round, and the twelfth round correspond to the opening round of the V opening / closing member 71. The game control microcomputer 81 can judge that it is the opening round when the round counter value is "15", "13", "11", "9", "7", or "5". If it is not the opening round of the V opening / closing member 71 (step S2501: NO), this process is terminated. This is because there is no need to operate the V opening / closing member 71 in the corresponding round.

[0135] If it is the opening round of the V-shaped opening / closing member 71 (step S2501: YES), the game control microcomputer 81 judges 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 large winning port 30 in the relevant 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 judges 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 been no winning in the first large winning port 30 in the relevant round, and there is no need to operate the V-shaped opening / closing member 71.

[0136] When the winning of the first ball is detected (step S2503: YES), the game control microcomputer 81 short-opens the V opening / closing member 71 and performs a V effective period setting process (step S2504). The reason for short-opening the V opening / closing member 71 is to execute a short opening (here, 0.1 seconds) when the first ball wins, regardless of whether the opening pattern of the V opening / closing member 71 (FIG. 14(B)) is "short opening" or "long opening". In addition, in the short opening of the V opening / closing member 71, the opening time of the V opening / closing member 71 is very short, so that the first game ball that wins the first large winning opening 30 passes through the non-V area 70 without passing through the V area 39. In the V effective period setting process, the period during which the V opening / closing member 71 is open and several seconds after the V opening / closing member 71 is closed is set as a V effective period in which the detection of the game ball by the V area 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 (FIG. 14(B)), and sets the V valid period during the opening of the V opening / closing member 71 and 1 second after closing. The game control microcomputer 81 sets the period other than the V valid period (including when a jackpot game is not being executed) as the V invalid period in which the detection of the game ball by the V area sensor 39a is determined to be invalid. Here, "determining the detection of the game ball by the V area sensor 39a to be valid" means that the V flag is turned ON based on the detection of the game ball by the V area sensor 39a (see the V area sensor detection process (FIG. 33) described later). Also, "determining the detection of the game ball by the V area sensor 39a to be invalid" means that the V flag is not turned ON even if the game ball is detected by the V area sensor 39a. The V effective period includes several seconds (ball sweep period) after the V opening / closing member 71 is closed, because there is a physical distance between the V opening / closing member 71 and the V area sensor 39a, and therefore takes into consideration the period until the game ball that entered the V area 39 just before the V opening / closing member 71 is closed 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).When the V flag is ON, the probability variable flag is turned ON, that is, the game state after the big win game is set to a high probability state (see the game state setting process (FIG. 32) described later). By doing so, the V flag is prevented from being 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 game 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, that is, if the first ball has already won (step S2502: YES), the game control microcomputer 81 judges 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 port 30 when the opening pattern of the V 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 judges whether the opening pattern of the V 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), that is, if it is a short opening, the process proceeds to step S2540. On the other hand, if the long opening is detected (step S2521: YES), the game control microcomputer 81 judges 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] When the winning of the second ball is detected (step S2522: YES), the game control microcomputer 81 opens the V opening / closing member 71 for a long time and performs a V effective period setting process (step S2523). The reason for opening the V opening / closing member 71 for a long time is to execute a long opening (here, a maximum of 31.5 seconds) when the second ball wins in the case of "long opening" in the opening pattern of the V opening / closing member 71 (FIG. 14(B)). Note that, since the maximum play time for one round is 31.5 seconds (maximum opening time of the large winning port 29.5 seconds + interval closing time 2 seconds) here, the time from the winning of the second ball to the end of the round is generally shorter than 31.5 seconds. As described later, the V opening / closing member 71 is forcibly closed at the end of the round, so the opening time of the long opening of the V opening / closing member 71 is shorter than 31.5 seconds. However, the long opening of the V opening / closing member 71 is configured such that, since the opening time of the V opening / closing member 71 is relatively long, at least a portion of the second and subsequent game balls that enter the first large winning port 30 pass through the V area 39. In the V valid period setting process, the game control microcomputer 81 sets the open period of the V opening / closing member 71 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 winning flag to ON (step S2524) and proceeds to step S2540.

[0139] In step S2540, the game control microcomputer 81 judges 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 judges whether the round of play has ended or not (step S2550). As described above, the game control microcomputer 81 judges whether the round of play has ended or not depending on whether a predetermined interval time (here, 2 seconds) has elapsed since the big prize opening was closed.

[0140] If the round of play is over (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 after several seconds (here, 1 second) have elapsed since the V opening / closing member 71 was closed, and ends this processing.

[0141] If the round of play has not ended (step S2550: NO), the game control microcomputer 81 judges whether the closing condition of the V opening / closing member 71 is satisfied (step S2560). For example, the closing condition of 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 opening. If the closing condition is satisfied (step S2560: YES), the V opening / closing member closing process and the V invalid period setting process are performed (step S2552), and this process is terminated. If the closing condition is not satisfied (step S2560: NO), this process is terminated with the V opening / closing member 71 in the open state and the V valid period continuing.

[0142] In step S2540, when the game control microcomputer 81 judges that the V-shaped opening / closing member 71 is closed (step S2540: NO), it judges 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 as it is.

[0143] [Game status setting process] FIG. 32 is a flow chart of the game state setting process (FIG. 30: step S2234). The game control microcomputer 81 first judges whether the V flag is ON or not (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 big win game becomes "non-high probability state", "time-saving state", and "high base state" (i.e., low probability high base). This low probability high base state ends when either of the following conditions is met: the variable display of the special pattern is performed 100 times, or the next big win 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). In addition, the game control microcomputer 81 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 the current big win game becomes a "high probability state", a "time-saving state", and a "high base state" (i.e., high probability high base). This high probability high base state ends when either of the following conditions is met: the variable display of the special pattern is performed 100 times, or the next big win is won.

[0145] In step S2310, the game control microcomputer 81 turns the ceiling flag ON, and the ceiling counter is set to "500" as the specified number of spins until the b time reduction (play time) is reached (step S2311). As a result, when the probability variable flag is OFF after a jackpot game, the game enters 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 process. 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 process] FIG. 33 is a flowchart of the V-area sensor detection process (FIG. 16: step S106). The game control microcomputer 81 first judges whether or not a game ball has been detected by the V-area sensor 39a (step S2601). If the game ball has not been detected by the V-area sensor 39a (step S2601: NO), this process ends. On the other hand, if there is detection (step S2601: YES), the game control microcomputer 81 judges whether or not the V valid period is in progress (step S2602). The V valid period is a period set by the V valid period setting process (steps S2504, S2523) of the V opening / closing member operation process (FIG. 31). The V valid period is set during the second round, fourth round, sixth round, eighth round, tenth round, and twelfth round, during which the V opening / closing member 71 is opened or closed for several seconds (ball brushing period). 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 pass command (step S2604), and ends this process.

[0147] [Reserved ball count processing] FIG. 34 is a flow chart of the reserved ball number processing (FIG. 16: step S107). The game control microcomputer 81 first reads out the reserved ball number of special symbol 1, the reserved ball number of special symbol 2, and the reserved ball number of normal symbol stored in the main RAM 84 (step S2701). Next, the game control microcomputer 81 sets the reserved ball number command in the command set area (output buffer) 84a of the main RAM 84 (step S2702). The reserved ball number command is a command for notifying the sub-control board 90 of the reserved ball number, and includes information on the reserved ball number of special symbol 1, the reserved ball number of special symbol 2, and the reserved ball number of normal symbol. After setting the reserved ball number 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] 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 a 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" or "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 prohibits 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. 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 permits the interruption of the interrupt process (step S4025). While the interrupt is permitted, it becomes possible to execute the sub-side timer interrupt process (step S4035). 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 flow chart of the sub-side timer interrupt process (FIG. 35: step S4035). The performance control microcomputer 91 first performs a received command analysis process (step S4300). The received command analysis process will be described later in detail. After the received command analysis process, the performance control microcomputer 91 performs a variable performance process (step S4305). The variable performance process is a process 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 the details will be described later. After the variable performance process, the performance control microcomputer 91 performs a switch process (step S4310). In the switch process, the performance control microcomputer 91 sets the display contents of the display screen 7a based on the switch data (edge ​​data and level data) output based on the detection signal from the performance button detection switch 63a. After the switch process, the performance control microcomputer 91 performs a command transmission process (step S4315). In the command transmission process, the performance control microcomputer 91 transmits various commands set in the performance command set area 94b (output buffer) of the sub-RAM 94 in 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 various commands, executes a display performance according to the received command using the image display device 7. The audio control board 106, which has received various commands, executes an audio performance of outputting audio from the speaker 67 according to the received command. The lamp control board 107, which has received various commands, executes a lamp performance of controlling the light emission of the board lamp 5 and the frame lamp 66 according to the received command. After the command transmission process, the performance control microcomputer 91 performs other processes (step S4320) and ends this process. In the other processes, for example, a random number update process is performed.

[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 judges whether or not a pre-determination command has been received from the main control board 80 (step S4415). If it 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 to execute a look-ahead performance, and if so, the look-ahead performance pattern. The look-ahead performance determination process will be described in detail later. On the other hand, if it 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 the reserved information newly stored in the special chart reserved memory area 85 is highly likely to contain a jackpot, and is performed during a variable performance.

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

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

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

[0157] Next, the performance control microcomputer 91 judges 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 performance pattern determination process is performed (step S4480). The "opening performance pattern determination process" is a process for selecting an opening performance pattern (contents) to be executed at the start of a special game (jackpot game). In the opening performance pattern determination process, the performance control microcomputer 91 first analyzes the opening command, and sets information on the special symbol stop pattern data set at the time of the jackpot winning determination, which is included in the opening command, in the sub-RAM 94. Then, the performance pattern of the opening performance that is preset in accordance with the winning type indicated by the special symbol stop pattern data is selected, and an opening performance start command for starting the selected opening performance is set in the performance command set area 94b of the sub-RAM 94. When the opening 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 an opening command has not been received in step S4475 (step S4475: NO), the above-mentioned opening effect pattern determination process is skipped.

[0158] Next, the performance control microcomputer 91 judges whether or not a round designation command has been received from the main control board 80 (step S4485). If the round designation command has been received (step S4485: YES), a round designation pattern determination process is performed (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 big prize winning port or during the interval between openings in a special game (big prize game). In the round designation pattern determination process, the performance control microcomputer 91 first analyzes the round designation command, and sets information on the special symbol stop pattern data and information on the number of rounds included in the round designation command in the sub-RAM 94. Then, the performance pattern of the round designation that is preset in accordance with the winning type and the number of rounds indicated by the special symbol stop pattern data is selected, and a round designation start command for starting the selected round designation is set in the performance command set area 94b of the sub-RAM 94. When the round effect start command set in the effect command set area 94b is transmitted 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 performance control microcomputer 91 judges 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 performance pattern determination process is performed (step S4500). The "ending performance pattern determination process" is a process for selecting an ending performance pattern (contents) to be executed during the ending of a special game (big win game or small win game). In the ending performance pattern determination process, the performance control microcomputer 91 first analyzes the ending command and sets information on the special symbol stop pattern data included in the ending command in the sub-RAM 94. Then, the microcomputer 91 selects an ending performance pattern according to the type of win indicated by the special symbol stop pattern data, and sets an ending performance start command for starting the selected ending performance 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 the ending command has not been received (step S4495: NO), the above-mentioned ending effect pattern determination process is skipped.

[0160] Next, the performance control microcomputer 91 performs other processing (step S4535). In other processing, for example, when the performance control microcomputer 91 receives a game state designation command, it causes the sub-RAM 94 to hold information on the game state included in the game state designation command (such as a time-saving flag, a time-saving counter, a probability-changing flag, a probability-changing counter, a ceiling flag, and a ceiling counter). Specifically, based on the information included in the game state designation command, the values ​​of the time-saving performance counter, the probability-changing performance counter, and the ceiling performance counter provided in the counter set area 94d of the sub-RAM 94 are updated. For example, the remaining number of fluctuations (number of games) during the time-saving period is set in the time-saving performance counter, the remaining number of fluctuations during the probability-changing period is set in the probability-changing performance counter, and the remaining number of fluctuations until the ceiling is reached is set in the ceiling performance counter. This allows information on the time-saving number of times, the probability-changing number of times, and the ceiling number of times to be held 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] [Pre-reading performance decision processing] Fig. 38 is a flow chart of the pre-reading performance determination process (Fig. 37: step S4420). The performance control microcomputer 91 first performs a pre-determination information rewrite process (step S4601). Specifically, the performance 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) contained 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 for explaining the configuration of the pre-judgment information storage area 94c. In the pre-judgment information storage area 94c, in addition to the jackpot judgment information, jackpot type information, and fluctuation pattern information described above, pre-reading performance pattern information is stored. The pre-reading performance pattern information is information indicating the contents of the pre-reading performance executed during the fluctuation performance, and is selected in step S4604 described later. FIG. 39(A) shows a state in which the jackpot judgment information "miss" and the fluctuation pattern information "P72" and "P73" are stored in the first to third storage areas as pre-judgment results corresponding to the first to third reserved special charts 2, respectively, and the pre-judgment results corresponding to the fluctuations are stored in the corresponding areas. FIG. 39(B) shows a state in which the special chart 2 wins from the state of FIG. 39(A), and the pre-judgment information included in the pre-judgment command received from the main control board 80 is stored in the fourth storage area corresponding to the fourth reserved special chart 2. Here, the jackpot determination information "jackpot", the jackpot type information "21H", and the change pattern information "P61" are stored as the pre-determination information. In addition, "Pattern A" is set as the pre-reading performance pattern information in the first to fourth storage areas corresponding to the first to fourth pieces of the special chart 2 reservation and in the area corresponding to the change. FIG. 39(C) shows a state in which the change is terminated from the state of FIG. 39(B) and the pre-determination information shift process is executed. Specifically, the pre-determination information stored in the first storage area is shifted to the 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 change performance end process (FIG. 37: step S4470).

[0163] Returning to FIG. 38, the performance control microcomputer 91 then judges whether or not the pre-reading performance pattern information is stored in the pre-determination information storage area 94c (step S4602). Specifically, the performance control microcomputer 91 judges whether or not the pre-reading performance 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 the pre-reading performance pattern information is stored (step S4602: YES), the present process is terminated. That is, if the pre-reading performance 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, the performance control microcomputer 91 does not select and store new pre-reading performance pattern information. On the other hand, if the pre-determination information is not stored in the pre-determination information storage area 94c (step S4602: NO), the performance control microcomputer 91 judges whether or not the pre-determination result included in the received pre-determination command is a "big win" or a "miss with reach" (step S4603). Whether or not it is a "big win" or a "miss with reach" can be determined by, for example, the result of the preliminary determination of the variation pattern (variation pattern information). When the result of the preliminary determination included in the received preliminary determination command is "miss without reach" (step S4603: NO), the performance control microcomputer 91 ends this process. This is because there is no need to perform a look-ahead performance. On the other hand, when the result of the preliminary determination included in the received preliminary determination command is "big win" or "miss with reach" (step S4603: YES), a look-ahead performance execution determination is performed to determine whether or not to perform a look-ahead performance, and a look-ahead performance pattern selection is performed (step S4604). Specifically, the performance control microcomputer 91 acquires the value of the counter of the look-ahead performance random number, and determines whether or not to perform a look-ahead performance and a look-ahead performance pattern selection table T51 stored in the sub-ROM 93 by referring to the acquired random number value and the look-ahead performance pattern selection table T51.

[0164] FIG. 40 is a diagram for explaining the look-ahead performance pattern determination table T51. In FIG. 40, when the pre-determination result is "big win" and the look-ahead performance random number value is "0 to 55", the look-ahead performance is "none", when the look-ahead performance random number value is "56 to 67", "pattern A" is selected as the look-ahead performance, and when the look-ahead performance random number value is "68 to 127", "pattern B" is selected as the look-ahead performance. Also, when the pre-determination result is "reach with miss" and the look-ahead performance random number value is "0 to 107", the look-ahead performance is "none", when the look-ahead performance random number value is "108 to 114", "pattern A" is selected as the look-ahead performance, and when the look-ahead performance random number value is "115 to 127", "pattern B" is selected as the look-ahead performance. The type, content, and range of the random number value to be selected of the look-ahead performance pattern can be set arbitrarily.

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

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

[0167] Next, the performance control microcomputer 91 performs a core performance pattern determination process (step S5010). The core 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 core performance. The performance control microcomputer 91 determines the core performance pattern by referring to a core performance pattern determination table T52 stored in the sub-ROM 93.

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

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

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

[0171] In Fig. 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-up effect patterns correspond to various chance-up effects described later.

[0172] Returning to FIG. 41, after determining the chance-up presentation pattern, the presentation control microcomputer 91 performs a count presentation pattern determination process (step S5016). Here, the count presentation pattern determination process is a process for displaying on the display screen 7a the remaining number of fluctuations (number of games) during the special probability period, the remaining number of fluctuations during the time-saving period, 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 big win game, and the like. During the special probability period, the presentation control microcomputer 91 displays the remaining number of times in the special probability period on the display screen 7a based on the value of the special probability period presentation counter. Also, during the time-saving period, the presentation control microcomputer 91 displays the remaining number of times in the special probability period based on the value of the time-saving period presentation counter.

[0173] The performance control microcomputer 91 can execute various performances based on the value of the ceiling performance counter and the value of the overnight performance counter. The ceiling performance counter stores the number of remaining variations until the ceiling is reached, and the overnight performance counter records the number of variations since the power is turned on. For example, the performance control microcomputer 91 can set the number of variations since the power is turned on by incrementing the overnight performance counter every time it receives a variable performance end command from the main control board 80. The performance control microcomputer 91 judges whether the value of the ceiling performance counter is equal to or less than TH2 (for example, TH2=200) when the value of the overnight performance counter is equal to or less than TH2. If the value of the ceiling performance counter is equal to or less than TH2, a predetermined chance image is displayed. If the value of the ceiling performance 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 has inherited the number of games played on the previous day and that RAM clearing has not been performed. 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 indicating 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 determine 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 determine based on the value of the ceiling performance counter. For example, the performance control microcontroller 91 may display the value of the ceiling performance counter when the value of the ceiling performance counter is TH6 (e.g., TH6 = 100), hide 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 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. 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 transmitted to the image control board 100 in the command transmission 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 (FIG. 42) according to the variable pattern included in the variable start command. For example, when the variable pattern is "P1", the variable performance timer is set to "40 seconds".

[0177] [Processing during variable performance] FIG. 44 is a flow chart of the process during the variable performance (FIG. 36: step S4305). The performance control microcomputer 91 judges whether or not a variable performance is in progress (step S4701). Whether or not a variable performance is in progress can be judged, for example, by whether or not the variable performance timer is at zero. If the variable performance is not in progress (step SS4701: NO), this process ends. On the other hand, if the variable performance is in progress (step SS4701: YES), the performance control microcomputer 91 judges 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 the variable performance, and when the image control board 100 receives the pre-variation end command, it switches the performance content, displays a specific image, and the like, according to the information included in the pre-variation end command.

[0178] If it is not the timing to set the pre-change end command (step S4702: NO), this process is terminated. On the other hand, if it is the timing to set the pre-change end command (step S4702: YES), it is determined whether or not there is pre-reading performance pattern information in the area of ​​the advance judgment information storage area 94c (step S4703). If there is pre-reading performance pattern information in the area (step S4703: YES), a pre-change end command including the pre-reading performance pattern information is set in the performance command set area 94b of the sub-RAM 94 (step S4704). On the other hand, if there is no pre-reading performance pattern information in the area (step S4703: NO), a pre-change end command not including the pre-reading performance pattern information is set in the performance command set area 94b of the sub-RAM 94 (step S4705). As a result, if there is pre-reading performance pattern information in the area, a pre-change end command including the pre-reading performance pattern information is transmitted to the image control board 100 two seconds before the end of the change performance. Then, image control microcomputer 101 starts a look-ahead performance in which a look-ahead performance image is displayed on display screen 7a of image display device 7. On the other hand, even if there is no look-ahead performance pattern information in the area, a before-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 performance in which the preview image is faded.

[0179] 8. Operation of image control microcomputer 101 The operation of the image control microcomputer 101 provided in the image control board 100 (FIG. 4) will be described with reference to FIG. 45. The buffers and the like that appear in the operation description of the image control microcomputer 101 are provided in the RAM 104. FIG. 45 is a flow chart of the display control process. When the power supply of the gaming machine 1 is turned on, the image control microcomputer 101 reads a program from the ROM 103, and after the CPU initialization process, the display control process is repeatedly executed. In the display control process, first, the image control microcomputer 101 judges whether or not a variable performance start command has been received from the sub-control board 90 (step S5001). If the command has been received (step S5001: YES), the image control microcomputer 101 starts the variable performance display (step S5002). Specifically, the image control microcomputer 101 analyzes the received variable performance start command, reads out a predetermined variable performance image designated in the variable performance start command from the ROM 103, 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 judges 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 5003: YES), the image control microcomputer 101 starts a pre-reading performance 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, the image control microcomputer 101 judges whether or not a variable performance end command has been received from the sub-control board 90 (step S5005). If it has been received (step 5005: YES), the image control microcomputer 101 reads out an image in which the variable performance has been stopped from the ROM 103, and displays the variable performance stopped image on the image display device 7 (step S5006). On the other hand, if it has not been received (step S5005: NO), the 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 the ROM 103 predetermined images instructed 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 the ROM 103 a predetermined opening performance image instructed in the opening performance start command, and displays it on the image display device 7. When the image control microcomputer 101 receives a round performance start command, it reads out from the ROM 103 a predetermined round performance image instructed in the round performance start command, and displays it on the image display device 7. When the image control microcomputer 101 receives an ending performance start command, it reads out from the ROM 103 a predetermined ending performance image instructed in the ending performance start command, and displays it on the image display device 7, and this processing ends.

[0183] 9. Movement of movable body and display of sub display screen 64 46 to 50, the operation of the board movable body (first movable role 14, second movable role 15), the operation of the frame movable body (frame movable role 69), and the display performance 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 performance control microcomputer 91 performs drive control to operate the first movable role 14, the second movable role 15, and the frame movable role 69 during the game performance (display performance) or in the initial operation when the power is turned on. The performance control microcomputer 91 also performs display performance to display a specific image on the sub-display screen 64 during the game performance (display performance) 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 the second mode of the first movable accessory 14. The first movable accessory 14 is a vertically long rod-shaped member, the upper end of which is located near the upper end of the image display device 7, and the lower end of which is 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 vicinity of the center 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 part of the first movable accessory 14 may be stored and the remaining part may be visible, or the entirety of the first movable accessory 14 may be stored and difficult to see. As shown in FIG. 46, the first movable accessory 14 is configured to be movable in the left and right directions in front of the image display device 7. It is configured to be able to move (advance) from a retracted position toward the right end 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 FIG. 47, the first movable prop 14 can move to the right end of the display screen 7a and stop at that position (second mode). At least a part of the first movable prop 14 may be formed with a decorative portion, and may be transparent.

[0185] FIG. 48 is an explanatory diagram illustrating the second mode of the second movable role 15. The second movable role 15 is equipped with a rectangular decorative part marked "OARO" and is configured to be movable up and down. As shown in FIG. 1, the second movable role 15 can be stopped at a retreat position (home position) on the upper side of the display screen 7a (first mode). At this time, the second movable role 15 is in a state where a part of the second movable role 15 is difficult to see. The second movable role 15 moves downward from the state of FIG. 1 toward the center of the display screen 7a and can be stopped at an advanced position (deployed position) shown in FIG. 48 (second mode). In this second mode, the decorative part stops in front of the image display device 7 so as to cover the vicinity of the center of the display screen 7a. The second movable role 15 can move upward (retract) from the advanced position of FIG. 48 to the retreat position shown in FIG. 1 and can be stopped there.

[0186] FIG. 49 is an explanatory diagram illustrating the second mode of the frame movable role 69. The frame movable role 69 is composed of a pair of flat plate-shaped members arranged on the left and right sides of the handle 60, and each is configured to be movable in the left and right directions. The two members are formed of flexible members, and one main surface of each member is configured to approach or move away from the handle 60. As shown in FIG. 1, the two members of the frame movable role 69 are normally stationary at retreat positions (home positions) away from the handle 60 on the left and right sides of the handle 60 (first mode). As shown in FIG. 49, the two members of the frame movable role 69 move (advance) from the retreat position toward the handle 60, that is, move close to each other, and can each stop at a position where they touch the handle 60 (second mode). When in the advanced position, the frame movable role 69 touches the handle 60 or the right hand of the player operating the handle 60. The movable frame part 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] FIG. 50 is an explanatory diagram illustrating the display effects of the sub-display screen 64 (the right sub-display screen 64R, the left sub-display screen 64L, and the upper sub-display screen 64U). The right sub-display screen 64R, the left sub-display screen 64L, and the upper sub-display screen 64U can each display an image independently. Also, effects can be performed in conjunction with the image on the display screen 7a.

[0188] 10. Examples of the effects, modifications, and aspects of the present embodiment Each of the performance examples (display performance example, role object movement performance example) of this embodiment will be described below. Also, examples of effects, modifications, and modes for the performance examples will be described. The performances described below are, as described above, 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. The display performance examples below 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 with reference to Figures 51 and 52. This result screen display effect is executed during a big win game, etc. That is, 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 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 and the sub-display screen 64.

[0190] [Result screen display effect] FIG. 51 is a first diagram for explaining the result screen display effect. FIG. 52 is a second diagram for explaining the 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 of play end. The result screen is a screen that notifies the results of a game (game) performed during a specific period. The specific period is, for example, a game period from the first win to a return to a normal state (low probability non-time-saving state) by repeating a time-saving state and a win, and the result of the game (game) is the number of balls acquired (number of balls put out) obtained during that game period, the number of consecutive wins, etc. Usually, the result screen is displayed at the end of a big win game (at the time of ending) just before a game in a normal state starts, or at the end of a time-saving game. On the other hand, in the result screen mid-display effect A, the result screen is displayed even during a big win game.

[0191] In FIG. 51(A), after the special pattern 1 change in the low probability non-time-saving state, the display screen 7a shows an example of a state in which the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R are fixed and stopped in the winning mode of "666". A text image of "Win!" is displayed under the decorative pattern to notify of a jackpot. Here, the explanation is given assuming that a 10R normal jackpot or a 10R probability jackpot is won. If the jackpot type is a 10R normal jackpot (which transitions to low probability non-time-saving after 10R), the performance progresses in the order of FIG. 51(A)-(L), 52(A)-(B). If the jackpot type is a 10R probability jackpot (which transitions to high probability time-saving after 10R), the performance progresses in the order of FIG. 51(A)-(E), 52(C)-(L).

[0192] As shown in FIG. 51(B), when a jackpot is won, an image "Jackpot mode starts!!!" is displayed to inform the player that the jackpot mode will be entered, in which the jackpot game is 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) shows an example of the display screen 7a during a jackpot game (during a round game). Here, a state in which 1R of a 10R jackpot (10R variable jackpot or 10R normal jackpot) is being played is shown, and 100 balls can be won per round. The display screen 7a displays a round image, an acquired ball number image, a mode image, and a right-hit image. The round image is an image that represents the number of remaining rounds during a winning game, and is made up of round images lined up in a horizontal row. Here, the round image is made up of 10 round images, and each round image represents 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. In FIG. 51(C), one white circle and nine black circles are displayed, indicating that the first round is being played. The acquired ball number image shows the number of balls (here, "58 balls") obtained in a jackpot game played during a specific period. The mode image indicates the name of the mode currently being executed, and in this example, "big win mode" indicates that a big win game is being executed.

[0194] In Fig. 51(D), a state in which a big win game has progressed is illustrated. 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 extended battle performance. At a specific timing during a round (for example, during 4R), a performance begins in which an ally character CRA and an enemy character CRB fight. This extended battle performance notifies whether the time-saving state will be extended or not. Here, if the ally character CRA wins, it is notified that the jackpot type was a 10R variable jackpot, and the high-probability time-saving state will be established after the jackpot game. On the other hand, if the ally character CRA loses, it is notified that the jackpot type was a 10R normal jackpot, and the low-probability non-time-saving state will be established after the jackpot game. The round image shows four white circles and six black circles, indicating that the fourth round is being executed. The acquired ball count image shows "353 balls."

[0196] Figures 51(F)-(L), 52(A), and (B) show an example 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] FIG. 51(G) shows a state in which the firing direction suggestion image erasing effect is being executed. At a specific timing during a round game (for example, after a defeat in an extended battle effect), a firing direction suggestion image erasing effect is executed in which the display of the firing direction suggestion image disappears. Here, in addition to the right hit image (firing direction suggestion image), the display of the number of acquired balls image also disappears. By the right hit image and the display of the number of acquired balls disappearing, it is possible to give the player a sense of loss due to defeat in the extended battle effect. In addition, by the right hit image and the display of the number of acquired balls disappearing, it is suggested that there will be no consecutive wins after this even during a round game. The round image shows seven white circles and three black circles, indicating that the seventh round is being executed. The display of the defeated ally character CRA is maintained.

[0198] In FIG. 51(H), a result screen is displayed. Here, at a specific timing during a round game (for example, after an image disappearance effect), the result screen is suddenly displayed even during the execution of a jackpot game. The result screen is surrounded by a rectangular frame image, and inside, 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 an image of the mode end suggesting the end of the jackpot mode are displayed. The image of the number of balls acquired "635 balls" on this result screen 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 value increases linearly as the jackpot game (round game) progresses. The image of the number of consecutive wins displays the result at the end of a specific period because this time, it is a 10R normal jackpot, and there will be no consecutive wins after that. The round image is displayed overlapping this result screen. The round image shows that the 7th round is being executed because 7 white circles and 3 black circles are displayed in the round image.

[0199] In Fig. 51(I), the result screen is displayed and the jackpot game (round game) is in progress. In the seventh round, which is the same as Fig. 51(H), the image of the number of balls won has increased to "693 balls." The increase in the value may be linear, or when the number of balls dispensed reaches a predetermined unit (for example, 10 balls), it may be displayed to increase by a predetermined unit.

[0200] In FIG. 51(J), the result screen is maintained on display and the jackpot game (round game) is in progress. 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 a state in which a jackpot game (round game) is in progress with the result screen being maintained. All ten round images are white circles, indicating that the tenth round is being played. The number of balls won image "962 balls" on this result screen 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 becomes 1000, and the final round (10th round) ends. Then, the display of the round image disappears. This ends the round game and the ending starts.

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

[0204] Figures 52(C)-(L) show an example of a 10R special 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 FIG. 52(D), as the jackpot game (round game) progresses, the number of balls won reaches 1000, and the final round (10th round) has ended. Unlike FIG. 51(H)-(K), the result screen is not displayed during the round game. This is because this is a 10R jackpot, and there is a possibility that the consecutive wins will continue in a high probability time-saving state after the jackpot ends, and the end point of the specific period is undecided. When the round game ends, the ending begins.

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

[0207] FIG. 52(G) shows an example of a state in which, in the "advantageous mode" with high probability of time reduction, after the special pattern 2 changes, the left decorative pattern 8L, the center decorative pattern 8C, and the right decorative pattern 8R are fixed and stopped in the form of a "222" jackpot. The text image "Hit!" is displayed under the decorative patterns to notify the jackpot. In addition, the text image "2nd time" notifies that it is the second consecutive win. Here, the explanation will be given assuming that a 10R regular jackpot has been won.

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

[0209] In FIG. 52(I), the number of balls acquired reaches 2000 as the jackpot game (round game) progresses, and the final round (10th round) has ended. Unlike FIGS. 51(C)-(L) and 52(A)-(E), the extended battle performance is not executed during the round game. Also, even if it is a 10R normal jackpot, the result screen is not displayed during the round game. In this way, there are cases where the extended battle performance or the result screen during the round game is not displayed during the jackpot game. Whether or not to display the extended battle performance 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 starts.

[0210] In FIG. 52(J), a result screen is displayed. Here, the result screen is displayed after the round play has ended and the ending has begun. The result screen is surrounded by a rectangular frame image, and inside 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 time, it is a 10R normal jackpot, and since the round play has ended, the result at the end of the specific period is displayed. As for the image of the number of consecutive wins, since this time, it is a 10R normal jackpot, and there will be no consecutive wins after that, the result at the end of the specific period is displayed.

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

[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 are completed. Normally, a result image is displayed after all rounds of games are completed, so by displaying it before the rounds of games are completed, it is possible to surprise the player and increase the interest of the player. [Effect 1-2] In the gaming machine 1 of the above embodiment, as shown in Fig. 51 (H) to (K), when the result screen is displayed, a round image showing the number of remaining rounds during the winning game is displayed. Usually, the result image is displayed after all rounds have been completed, so the round image and the result screen are not displayed in parallel. Therefore, this effect can surprise the player and increase the interest. [Effect 1-3] In the gaming machine 1 of the above embodiment, as shown in Fig. 51 (H) to (K), the result screen includes an acquired ball number image showing the number of acquired balls including balls acquired in a winning game, and the numerical value showing the acquired ball number changes after the result screen is displayed. Usually, the acquired ball number image on the result screen shows the result of the number of balls acquired in a specific period, so the numerical value does not change. On the other hand, here, the number of balls increases even though it is the acquired ball number image on the result screen, so that the player can be surprised and the interest can be increased. [Effect 2-1] In the gaming machine 1 of the above embodiment, as shown in Fig. 51(B)-(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 (10R normal jackpot game) consisting of multiple round games, and as shown in Fig. 51(G)-(K), a second effect is executed in which the suggestive image (right-hit image) disappears before the round game ends after the first effect. Normally, the suggestive image disappears after the round game ends, so by disappearing the display before the round game ends, various suggestions can be given to the player, and the interest can be increased. [Effect 2-2] In the gaming machine 1 of the above embodiment, as shown in Fig. 52(C)-(F), after the first performance (Fig. 51(B)-(E)), the third performance may be executed in which the winning game ends without executing the second performance (Fig. 51(G)-(K)), and when the third performance is executed, the mode changes to a relatively more advantageous mode after the winning game ends than when the second performance is executed (Fig. 52(F) is a more advantageous mode than Fig. 52(B)). This allows various suggestions to be given to the player depending on whether the suggestive image disappears before the round game ends, thereby increasing the interest. [Effect 2-3] In the gaming machine 1 of the above embodiment, as shown in Fig. 51(G), when the suggestive image (right-hit image) disappears in the second performance, the acquired ball number image including the balls acquired in the winning game also disappears. This allows various suggestions to be given to the player depending on whether the acquired ball number image disappears or not, and can increase the interest. [Effect 3-1] In the gaming machine 1 of the above embodiment, as shown in Fig. 51 (H) to (L), a first effect is executed in which a result screen including an acquired ball number image showing the number of acquired balls including balls acquired in a winning game is displayed, and a second effect is executed in which the numerical value shown by the acquired ball number image included in the result screen changes after the first effect. Usually, the acquired ball number image on the result screen shows the result of the number of balls acquired in a specific period, so the numerical value does not change. On the other hand, in this case, the number of balls changes even though it is the acquired ball number image on the result screen, so that the player can be surprised and the interest can be increased. [Effect 3-2] In the gaming machine 1 of the above embodiment, as shown in Fig. 52(J), after the first performance, the second performance may not be executed, and a third performance may be executed in which the value represented by the image of the number of acquired balls included in the result screen does not change. Since the value of the image of the number of acquired balls on the result screen may or may not change, the player may be excited, and the interest may 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 presentation, during a winning game consisting of multiple rounds of games, a result screen is displayed even before the rounds of games end. Normally, a result image is displayed after all rounds of games end, so by displaying the result image before the rounds of games end, it is possible to surprise the player and increase the interest of the player.

[0213] The result screen midway display effects A and B will be described below with reference to Figures 53 and 54. This result screen midway display effect is executed during a big win game, etc. That is, 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 midway 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 and the sub-display screen 64.

[0214] [Result screen mid-way display A] FIG. 53 is a diagram for explaining the result screen midway display effect A. FIG. 53(A)-(F) are an example of the result screen midway display effect A, and FIG. 53(G)-(L) are another example 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 of play end. The result screen is a screen that notifies the results of a game (game) performed during a specific period. The specific period is, for example, a game period from the first win to a return to a normal state (low probability non-time-saving state) by repeating a time-saving state and a win, and the result of the game (game) is the number of balls acquired (number of balls dispensed) obtained during that game period, the number of consecutive wins, etc. Usually, the result screen is displayed at the end of a big win game (at the end) immediately before a game in a normal state starts, or at the end of a time-saving 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 midway display performance A is shown using Fig. 53(A)-(F). Fig. 53(A) shows the display screen 7a during a jackpot game (during a round game). Here, a state in which 1R of a 10R normal jackpot (which transitions to a low probability non-time-saving game 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 number image, a mode image, and a right-hit image. The round image is an image that represents the number of remaining rounds during a winning game, and is made up of round images lined up in a horizontal row. Here, the round image is made up of 10 round images, and each round image represents 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. In Fig. 53(A), one white circle and nine black circles are displayed, indicating that the first round is being played. The acquired ball number image shows the number of balls (here, "58 balls") obtained in a jackpot game played during a specific period. The mode image indicates the name of the mode currently being executed, and in this case, the "big win mode" indicates that a big win game is being executed. 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 FIG. 53(B), a result screen (first time) is displayed. Here, at a specific timing during a round game (for example, at the start of the second round), the result screen is suddenly displayed even though a jackpot game is being played. The result screen is surrounded by a rectangular frame image, and inside, an image of "Result" indicating the result screen, an image of the number of balls acquired, an image of the number of consecutive wins, an image of the mode end suggesting the end of the jackpot mode, and an image of the text "Prediction 1st Time" are displayed. This result screen is a result screen of the prediction at the time of display, and is displayed by predicting the result at the end of a specific period. The prediction of the value of the image of the number of balls acquired and the image of the number of consecutive wins is determined according to the type of jackpot being played. The round image is displayed overlapping this result screen. The round image shows that the second round is being played because two are displayed as white circles and eight are displayed as black circles. The display of the result screen disappears at a predetermined timing (for example, at 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 FIG. 53(D), the result screen (second time) is displayed. Here, at a specific timing during the round game (for example, at the start of the 7th round), the second result screen is suddenly displayed even though the jackpot game is being executed. The result screen is surrounded by a rectangular frame image, and inside, an image of "Result" indicating the result screen, an image of the number of balls acquired, an image of the number of consecutive wins, an image of the mode end suggesting the end of the jackpot mode, and an image of the text "Prediction 2nd Time" are displayed. This result screen is the result screen of the prediction at the time of display, and is displayed by predicting the result at the end of a specific period. The prediction of the value of the image of the number of balls acquired and the image of the number of consecutive wins is determined according to the type of jackpot being executed. Here, a result different from the result screen of the first prediction is displayed. The round image is displayed overlapping this result screen. The round image shows that the 7th round is being executed because 7 are displayed as white circles and 3 are displayed as black circles. The result screen will disappear at a specified time (for example, at the end of the 7th race).

[0219] After that, as shown in Fig. 53(E), the result screen disappears and the round game progresses. The round image shows that all 10 are white circles, 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 Fig. 53(F). In this case, because it is a 10R normal jackpot (which transitions to low probability non-time-saving 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 game in normal mode starts.

[0221] Another example of the result screen midway display performance A is shown using Fig. 53(G)-(L). Fig. 53(G) shows the display screen 7a during a jackpot game (during a round game). Here, the state in which 5R of a 10R normal jackpot (which transitions to a low probability non-time-saving mode after 10R) is being executed in the second jackpot after the first win is shown, and 100 balls can be acquired per round. The display screen 7a displays a round image, an acquired ball number image, a mode image, a right-hit image, and a consecutive win count image. The round image is made up of 10 round images, and each round image represents one round. A white circle indicates a round that is being executed or has been executed, and a black circle indicates a round that has not been executed. Here, five are displayed as white circles and five as black circles, indicating that the fifth round is being executed. The acquired ball number image shows the number of balls (here, 1456 balls) acquired in a jackpot game executed in a specific period. The mode image shows the name of the currently executed mode, and in this case shows that a jackpot game is being executed. The consecutive win count image shows the number of jackpots that have been executed in a specific period, and in this case shows that it is the second jackpot.

[0222] In FIG. 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 reached!" is displayed to notify that the number of balls won in a specific period of time has reached 1500. Here, when the number of balls won exceeds a preset number (here, 1500 balls), an effect is executed in which a result screen is displayed. Note that the number of balls won at which the result screen is displayed is not limited to 1500 balls, and any number of balls won can be set.

[0223] In FIG. 53(I), a result screen is displayed. Here, when the number of acquired balls exceeds a preset number of balls (here, 1500 balls), the result screen is suddenly displayed even during the execution of the jackpot game. The result screen is surrounded by a rectangular frame image, and inside, an image of "Result" showing the result screen, an image of the number of acquired balls, an image of the number of consecutive wins, and an image of the mode end suggesting the end of the jackpot mode are displayed. The image of the number of acquired balls "1671 balls" on this result screen shows the number of acquired balls at the time of display, and does not show the result at the end of a specific period. Therefore, the value increases linearly as the jackpot game (round game) progresses. The image of the number of consecutive wins also shows the number of consecutive wins at the current time, and does not show the result at the end of a specific period. A round image is displayed superimposed on this result screen. The round image shows that the seventh round is being executed, as seven white circles and three black circles are displayed.

[0224] In FIG. 53(J), the result screen is displayed while the jackpot game (round game) is in progress. The round image shows nine white circles and one black circle, indicating that the ninth round is being played. The number of balls won image 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 a state in which a jackpot game (round game) is in progress with the result screen still displayed. All ten round images are white circles, indicating that the tenth round is being played. The number of balls won image on this result screen, "1945 balls," shows 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 acquired balls becomes 2000, and the final round (10th round) ends. Then, the display of the round image disappears.

[0227] [Result screen mid-way display B] FIG. 54 is a diagram for explaining the result screen midway display effect B. FIG. 54(A)-(F) are an example of the result screen midway display effect B, and FIG. 54(G)-(L) are another example 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 of play end. The result screen is a screen that notifies the results of a game (game) performed during a specific period. The specific period is, for example, a game period from the first win to a return to a normal state (low probability non-time-saving state) by repeating a time-saving state and a win, and the result of the game (game) is the number of balls acquired (number of balls dispensed) obtained during that game period, the number of consecutive wins, etc. Usually, the result screen is displayed at the end of a big win game (ending) immediately before a game in a normal state starts, or at the end of a time-saving game. On the other hand, in the result screen midway display performance B, the result screen is displayed even in the middle of a big win game.

[0228] An example of the result screen midway display performance B will be described with reference to Fig. 54(A)-(F). Fig. 54(A) illustrates the display screen 7a during a jackpot game (during a round game). Here, a state in which 1R of a 10R normal jackpot (which transitions to a low probability non-time-saving game 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 number image, a mode image, and a right-hit image. The round image is an image that represents the number of remaining rounds during a winning game, and is made up of round images lined up in a horizontal row. Here, the round image is made up of 10 round images, and each round image represents 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. In Fig. 54(A), one white circle and nine black circles are displayed, indicating that the first round is being played. The acquired ball number image indicates the number of balls (here, "58 balls") obtained in a jackpot game played during a specific period. The mode image indicates the name of the mode currently being executed, and in this example, "big win mode" indicates that a big win game is being executed.

[0229] In FIG. 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 is suddenly displayed even during the execution of a jackpot game. The result screen is surrounded by a rectangular frame image, and inside, an image of "Result" 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 suggesting the end of the jackpot mode, and an image of the number of remaining rounds are displayed. The image of the number of acquired balls "62 balls" on this result screen 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 value 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. One round image is displayed as a white circle and nine are displayed as black circles, indicating that the first round is continuing.

[0230] FIG. 54(C) shows a state in which a jackpot game (round game) is in progress with the result screen still displayed. The round image shows nine white circles and one black circle, indicating that the ninth round is being played. The number of balls won image 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 number of balls won image is also displayed outside the result screen.

[0231] FIG. 54(D) shows a state in which a jackpot game (round game) is in progress with the result screen still displayed. All ten round images are white circles, indicating that the tenth round is being played. The number of balls won image "952 balls" on this result screen 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 becomes 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 Fig. 54(F), the result screen is displayed again. The result screen is surrounded by a rectangular frame image, and inside 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 an image of the mode end indicating the end of the big win mode. The image of the number of balls acquired "1000 balls" on this result screen displays the result at the end of a specific period. Meanwhile, the display of the round image disappears.

[0234] Another example of the result screen midway display performance B will be described with reference to Fig. 54(G)-(L). Fig. 54(G) illustrates the display screen 7a during a jackpot game (during a round game). Here, a state in which 1R of a 10R normal jackpot (which transitions to a low probability non-time-saving game 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 number image, a mode image, and a right-hit image. The round image consists of 10 round images lined up horizontally, and each round image represents 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. Here, one white circle and nine black circles are displayed, indicating that the first round is being played. The acquired ball number image shows the number of balls (here, "58 balls") obtained in a jackpot game played during a specific period. The mode image indicates the name of the mode currently being executed, and in this example, "big win mode" indicates that a big win game is being executed.

[0235] In FIG. 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 part of the result screen is suddenly displayed even during a jackpot game. Here, a part of the upper left corner of the result screen is displayed in a part of the rectangular area in the upper left corner of the display screen 7a. Specifically, an image including a mode image that was displayed in a part of the rectangular area in the upper left corner of the display screen 7a divided into four parts disappears, and an effect is executed in which a part of the upper left corner of the result screen is exposed from the back side.

[0236] After that, as shown in FIG. 54(I), at another timing during the round (for example, when 400 balls are acquired), a part of the lower left corner of the result screen is displayed in a part of the rectangular area at the lower left corner of the display screen 7a. Specifically, the image including the round image displayed in the part of the rectangular area at the lower left corner that divides the display screen 7a into four parts disappears, and an effect is executed in which a part of the lower left corner of the result screen is exposed from the back side. This makes the left half of the result image visible.

[0237] After that, as shown in FIG. 54(J), at another timing during the round game (for example, when 800 balls are acquired), a part of the upper right corner of the result screen is displayed in a part of the upper right rectangular area of ​​the display screen 7a. Specifically, an image including a right-hit image that was displayed in a part of the upper right rectangular area that divides the display screen 7a into four parts disappears, and an effect is executed in which a part 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 part becomes visible. Here, the image of the number of acquired balls becomes visible. The image of the number of acquired 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 value increases linearly as the jackpot game (round game) progresses.

[0238] After that, as shown in FIG. 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 part of the rectangular area in the lower right corner of the display screen 7a. Specifically, the image including the acquired ball count image displayed in a part of the rectangular area in the lower right corner of the display screen 7a divided into four parts disappears, and an effect is executed in which a part of the lower right corner of the result screen is exposed from the back side. This makes the entire result image visible. In Fig. 54(K), after the jackpot game (round game) progresses with the result screen still displayed, the number of balls won reaches 1000, and the final round (10th round) ends. Then, as shown in Fig. 54(L), the display of the round image disappears.

[0239] [Example of effect] Below are some examples of the effects displayed during the result screen. [Effect 1] In the gaming machine 1 of the above embodiment, as shown in Figures 53(B), (D), (I)-(K), 54(B)-(D), (H)-(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 are completed. Normally, a result image is displayed after all rounds of games are completed, so by displaying the result image before the rounds of games are completed, the player can be surprised and the interest can be increased. [Effect 2] In the gaming machine 1 of the above embodiment, as shown in Fig. 53(B), (D), (I)-(K), 54(B)-(D), (H)-(K), when the result screen is displayed, a round image showing the number of remaining rounds during the winning game is displayed. Usually, the result image is displayed after all rounds have been completed, so the round image and the result screen are not displayed in parallel. Therefore, this effect can surprise the player and increase the interest. [Effect 3] In the gaming machine 1 of the above embodiment, as shown in Figs. 53(I)-(K), 54(B)-(D), and (H)-(K), the result screen includes an acquired ball count image showing the number of acquired balls including balls acquired in winning games, and the numerical value showing the acquired ball count changes after the result screen is displayed. Usually, the acquired ball count image on the result screen shows the result of the number of balls acquired in a specific period, so the numerical value does not change. On the other hand, here, the number of balls increases even though it is the acquired ball count image on the result screen, so that the player can be surprised and the interest can be increased.

[0240] [Variations] Below, modified examples of the mid-result screen display are shown. [Variation 1] In the result screen midway display performance A shown in Fig. 53(A)-(F), the result screen (first time) in Fig. 53(B) and the result screen (second time) in Fig. 53(D) are predicted result screens 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 acquired at the current time or the number of consecutive wins may be displayed.

[0241] [Variation 2] In the result screen midway display performance A shown in Fig. 53(G)-(L), the number of acquired balls in the acquired ball number image in the result screen of Fig. 53(I)-(K) is linearly increased as the jackpot game (round game) progresses. However, instead of increasing linearly, it may be displayed so that the number of balls increases by a predetermined unit when the number of balls dispensed reaches a predetermined unit (for example, 10 balls). The same is true for Fig. 54.

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

[0243] [Example of the situation] In the gaming machine of this embodiment, the following aspects can be realized. ◇[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, a performance in which the result screen is displayed even before the rounds of play end is executed. A gaming machine characterized by: ◇[Aspect A1-2] The gaming machine according to aspect A1-1, In the performance, while the result screen is being displayed, an image showing the number of remaining rounds of play during the winning game is displayed. A gaming machine characterized by: ◇[Aspect A1-3] A gaming machine according to aspect A1-1 or A1-2, The result screen includes an acquired ball number image showing the acquired ball number including the balls acquired in the winning game, In the performance, the numerical value representing the number of balls acquired changes after the result screen is displayed. A gaming machine characterized by:

[0244] The firing direction suggestion image erasing effects A and B are explained below with reference to Figures 55 and 56. This firing direction suggestion image erasing effect is executed during a big win game, etc. That is, 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 erasing 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 performance A] FIG. 55 is a diagram for explaining the firing direction suggesting image erasing effect A. The firing direction suggesting image erasing effect is an effect in which, during the execution of a winning game consisting of multiple rounds of play, the display of a suggestive image (for example, a right-hit image) suggesting the firing direction of the game ball disappears even before the round game ends. A suggestive image suggesting the firing direction of the game ball is an image that encourages the player to fire 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 firing direction suggesting image erasing effect, the display of the right-hit image disappears even in the middle of a jackpot game.

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

[0247] An example of the firing direction suggestion image erasing effect during a jackpot game is shown using Fig. 55(A)-(F). Fig. 55(A) shows the display screen 7a during a jackpot game (round game). Here, a state in which 1R of a 6R normal jackpot (which transitions to low probability non-time reduction after 6R) is being played is shown, and 100 balls can be acquired per round. The display screen 7a displays a round image, an acquired ball number image, a mode image, and a right-hit image. The round image is an image that represents the number of remaining rounds during a jackpot game, and is made up of round images lined up in a horizontal row. The round image is made up of 10 round images, and each round image represents one round. Here, 10 round images are displayed despite the 6R jackpot. This is because 4 of the 10 round images are dummy, but the player is not informed of this at this point, and the player thinks that he has acquired a 10R jackpot. 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. In FIG. 55(A), one white circle and nine black circles are displayed, indicating that the first round is being played. The number of balls acquired image indicates the number of balls acquired in the jackpot game played during a specific period (here, "58 balls"). The mode image indicates the name of the mode currently being played, and here, "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 a text image of "right hit" and an image of a right arrow.

[0248] FIG. 55(B) illustrates an extended battle effect. At a specific timing during a round (for example, during 4R), an effect is started in which the ally character CRA and the enemy character CRB fight. This extended battle effect notifies whether the time-saving state will be extended or not. Here, if the ally character CRA wins, it is notified that the jackpot type was a 10R variable jackpot, and the high-probability time-saving state will be entered after the jackpot game. On the other hand, if the ally character CRA loses, it is notified that the jackpot type was a 6R normal jackpot, and the low-probability non-time-saving state will be entered after the jackpot game. 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, since the jackpot type is a 6R normal jackpot, Fig. 55(C) shows the state in which the ally character CRA has been defeated in the extended battle performance in Fig. 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] FIG. 55(D) shows a state in which the firing direction suggestion image erasing performance is being executed. At a specific timing during a round game (for example, after a defeat in an extended battle performance), a firing direction suggestion image erasing performance is executed in which the display of the firing direction suggestion image disappears. Here, in addition to the right hit image (firing direction suggestion image), the display of the number of acquired balls also disappears. By the disappearance of the right hit image and the display of the number of acquired balls, it is possible to give the player a sense of loss due to defeat in the extended battle performance. In addition, by the disappearance of the right hit image and the display of the number of acquired balls, it is suggested that there will be no consecutive wins after this even during a round game. In the round image, six were displayed as white circles and four were displayed as black circles, but the display of the four black circles disappeared, suggesting that the jackpot type was a 6R normal jackpot. In addition, the fact that the six are white circles suggests that the sixth round is being executed. The display of the defeated ally character CRA is maintained.

[0251] In FIG. 55(E), a result screen is displayed. Here, the result screen is displayed after the round play has ended and the ending has begun. The result screen is surrounded by a rectangular frame image, and inside 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 time, it is a 6R normal jackpot, and since the round play has ended, the result at the end of the specific period is displayed. As for the image of the number of consecutive wins, since this time, it is a 6R normal jackpot, and there will be no consecutive wins after that, the result at the end of the specific period is displayed.

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

[0253] Using Fig. 55(G)-(L), an example in which the firing direction suggestion image erasing effect is not executed during a jackpot is shown. Fig. 55(G) shows a screen similar to Fig. 55(A). That is, the display screen 7a during a jackpot game (round game) is shown. Here, a state in which 1R of a 10R probability jackpot (which transitions to a high probability time reduction after 10R) is being executed is shown, and 100 balls can be acquired per round. The display screen 7a shows a round image, an acquired ball number image, a mode image, and a right-hit image. The round image is an image that represents the number of remaining rounds during a jackpot game, and is made up of round images lined up in a horizontal row. The round image is made up of 10 round images, and each round image represents one round. Here, since it is a 10R jackpot, no dummy round images are included. At this point, the player does not know whether a dummy is included or not. A white circle indicates a round that is being executed or has been executed, and a black circle indicates a round that has not bee...

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. In the third effect described above, a background image different from the image displayed in the second effect described above is displayed. A gaming machine characterized by the following features.