Game machine

JP2025005344A5Pending Publication Date: 2026-06-18SANSEI R&D KK

Patent Information

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

AI Technical Summary

Technical Problem

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

Method used

The gaming machine incorporates advanced display effects, movable accessories, and dynamic symbol variations to create engaging gameplay experiences, including fluctuating symbol displays, jackpot games, and special effects controlled by a combination of hardware and software components.

Benefits of technology

The implementation of these features significantly enhances player engagement and interest by providing dynamic and interactive gameplay, making the gaming experience more captivating and immersive.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve the amusement of a game.SOLUTION: A game machine allowed for a setting related to a performance of a game displays a predetermined display, when a predetermined setting is carried out.SELECTED DRAWING: Figure 135
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Description

[Technical field]

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

[0002] BACKGROUND ART Conventionally, a gaming machine is known that can execute a display effect using a display device when a game ball enters a starting hole and is triggered by a winning (see, for example, Patent Document 1).

[0003] Such gaming machines can perform display effects using character images, symbols, and the like. [Prior art documents] [Patent document]

[0004] [Patent Document 1] Japanese Patent Application Publication No. 2016-202930 [Patent Document 2] Japanese Patent Application Publication No. 2016-198339 [Patent Document 3] Japanese Patent Application Publication No. 2016-182376 [Summary of the invention] [Problem to be solved by the invention]

[0005] However, even with the above-mentioned gaming machines, there is still room for improvement in terms of technology for increasing the interest of gaming.

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

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

[0008] [Application example 1] A gaming machine that allows settings related to the production of a game, If the specified settings have been made, the specified display will be displayed. A gaming machine characterized by: [Effect of the invention]

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

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

[0011] <First embodiment> 1.Structure of the gaming machine FIG. 1 is a front view of a gaming machine 1 as an embodiment of the present invention. In the following, the left-right direction of the gaming machine 1 will be explained so as to match the left-right direction as seen from the player facing the gaming machine 1. Further, the forward direction of the gaming machine 1 will be described as the direction from the gaming machine 1 toward the player, and the backward 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 fires game balls based on a player's firing operation, and when a game ball wins a prize in a specific winning device, pays out a predetermined number of game balls to the player based on the winning. be. The game machine 1 includes a game machine frame 50 and a game board 2, and the game board 2 is attached to the inside of the game machine frame 50. The gaming machine frame 50 includes, in addition to a front frame (front frame part) 53, an outer frame (base frame part) that forms the outer shell of the gaming machine, and an inner frame to which the gaming board 2 is attached inside the outer frame. We are prepared. The front frame (front frame portion) 53 is a vertically rectangular unit placed in front of the outer frame and the inner frame, and includes a handle 60, a batted ball supply tray (upper tray) 61, and an excess ball tray (lower tray). ) 62, the production button 63, and the sub display screen 64 (right sub display screen) surface 64R, left sub-display screen 64L, and upper sub-display screen 64U), sword member 65, frame lamp 66, speaker 67, select button 68, frame movable body 69, audio button 55, and brightness. It has 56 buttons. An opening is formed in the center of the front frame 53, and the gaming area 3 of the gaming board 2 can be viewed through the opening.

[0013] The handle 60 is arranged at the lower end of the right side of the front frame 53, and causes the game ball to be launched with a launch intensity that corresponds to the rotation angle. On the right and left sides of the handle 60, movable frame bodies 69 (also referred to as frame movable accessories 69), which are movable so-called gimmicks, are provided. The frame movable body 69 is configured such that two members disposed on the left and right sides of the handle 60 are movable in the left-right direction. Each of the two members is formed of a flexible flat plate-like member, and is configured such that its main surface moves toward or away from the handle 60. The frame movable bodies 69 are normally stationary at the retracted positions (FIG. 1) that are far from the handle 60 on the left and right sides of the handle 60, respectively, and move (advance) from the retracted positions toward the handle 60 so as to approach each other. ) and can stop at the position where it touches the handle 60. When the frame movable body 69 is in the advanced position, it touches the handle 60 or the right hand of the player who is operating the handle 60.

[0014] The batted 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 arranged below the batted ball supply tray (upper tray) 61, and stores game balls that cannot be accommodated in the batted ball supply tray 61. The performance button 63 is an operation unit disposed near the batted ball supply tray (upper tray) 61, and is operated (pressed) by the player during a performance performed as the game progresses. A vibration motor is placed inside the performance button 63, and the button itself is configured to vibrate up and down and left and right depending on the performance and the like. The sword member 65 is an operation part imitating the shape of a sword, and can be pushed downward by the player during performances performed as the game progresses. The sword member 65 is configured to be able to perform 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 at paired positions across the game board 2. 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 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 lamp 66 includes a right frame lamp and a left frame lamp, is arranged above the front frame 53, and performs a light emitting effect during a game or the like. The right frame lamp is a diagonal linear light emitting section disposed between the upper sub-display screen 64U and the right sub-display screen 64R. The left frame lamp is a diagonal linear 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, and perform sound production during games and the like. The select button 68 is located near the batted ball supply tray (upper tray) 61 and to the left of the production button 63, and is an operation section consisting of an upper button, a right button, a lower button, and a left button, and is used to select the production mode. is operated (pressed) by the player when changing the performance or various parameters related to the performance. The volume button 55 is an operation section that is arranged near the batted ball supply tray (upper tray) 61 and between the select button 68 and the production button 63, and is composed of a volume down button and a volume up button. Operated (pressed) by the player to raise or lower the level. The brightness button 56 is located between the select button 68 and the production button 63 and in front of the volume button 55, and is an operation section consisting of a brightness down button and a brightness up button, and is used to increase the brightness level. It is operated (pressed) by the player when lowering it.

[0015] The game board 2 includes a game area 3, a rail member 4, a board lamp 5, an image display device 7, a center decoration body 10, a first board movable body 14, a second board movable body 15, and a fixed winning part. Device (belly button) 19, normal variable prize winning device (electronic chew) 22, and gate (strip) Lou Chucker) 28, the first big winning device (first attacker) 31, the second big winning device (second attacker) 36, the big winning opening opening starting port 17, the general winning opening 27 (normal winning opening 27) ), an out port 16, and display devices 40.

[0016] The game area 3 is an area where game balls shot by operating the handle 60 flow down, and a plurality of game nails that guide the game balls are provided protrudingly. The rail member 4 is arranged at the left end of the game area 3, and guides the game ball launched by operating the handle 60 toward the upper side of the game area 3. The board lamp 5 is arranged on the back side of the gaming area 3, and emits light from the back side of the gaming area 3. Here, a part of the board lamp 5 is connected to the right frame lamp and the left frame lamp, and is configured to have a continuous shape and light emission.

[0017] The image display device 7 is provided near the center of the gaming area 3 and includes a display screen 7a. The image display device 7 may be a liquid crystal display device, or 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 includes a performance pattern display area where performance patterns (decorative patterns) 8L, 8C, and 8R are variably displayed (also referred to as variable display), and a storage image display area where storage images 9A and 9B are displayed. area, and a pending digested image display area (the pending display area) in which the pending digested image 9C is displayed. The pending images 9A, 9B are images representing pending, and are also referred to as pending icons 9A, 9B. The pending digested image 9C is an image representing the pending, and is also referred to as the pending image 9C, the pending icon 9C, the variable icon 9C, and the variable icon 9C. The hold icon 9C may also be simply called a hold icon.

[0018] The production pattern display area includes three pattern display areas: "left", "middle", and "right". The left performance pattern (left decorative pattern) 8L is displayed in the left pattern display area. In the middle design display area, a middle production pattern (medium decoration pattern) 8C is displayed. The right production pattern (right decorative pattern) 8R is displayed in the right pattern display area. The performance patterns 8L, 8C, and 8R are composed of a plurality of patterns representing numbers from "1" to "9", for example. The variable display of the production 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 displays a first special symbol and a first special symbol displayed by a first special symbol display 41a and a second special symbol display 41b, which will be described later, by a combination of production symbols displayed in the left, middle, and right symbol display areas. The result of the variable display of the second special symbol (jackpot lottery result) can be displayed in an easy-to-understand manner to the player.

[0019] For example, if you win a jackpot, a production pattern such as "777" will be stopped and displayed. If it is a miss, the production pattern is stopped and displayed with a miss, 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 not only on the first special symbol display 41a and the second special symbol display 41b but also on the image display device 7. Note that the position of the symbol display area does not have to be fixed. Further, the manner in which the performance symbols are displayed in a variable manner may be a manner in which they are scrolled in the vertical direction, or may be in any other manner. The combination of performance symbols to be stopped and displayed according to each lottery result is not limited to the above and can be arbitrarily set. Hereinafter, the performance that displays the performance symbols 8L, 8C, and 8R will also be referred to as a "fluctuation performance of performance symbols", "fluctuation performance of decorative symbols", or simply "fluctuation performance" and "fluctuation display". In addition, for this decorative pattern variation performance, the performance during the period from when the special symbol starts changing until it stops (also referred to as a special symbol variation period) is counted as one variation performance (one cycle of variation performance). Therefore, even if there is a case where the decorative pattern is temporarily stopped during the period from when the special pattern starts changing until it stops, the effect of the temporary stop is included in the variable effect of the decorative pattern.

[0020] The image display device 7 can display on the display screen 7a, in addition to the performance symbol variation performance, a jackpot performance that is performed in parallel with a jackpot game (an example of a special game), a demonstration performance for waiting for customers, etc. In the performance symbol variation performance, performance images such as background images and character images may also be displayed in addition to the performance symbols. In addition to the production pattern, the image display device 7 also includes an identification display (fourth pattern, not shown) that can indicate that the special pattern is changing or indicate the lottery result of the special pattern. may be displayed on the display screen 7a. Note that 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 held image display area is a first held image display area that displays held images 9A according to the number of stored first special figures held, which will be described later, and a held image 9B that displays held images according to the number of stored second special figures held, which will be described later. and a second hold display area. By displaying the holding images 9A and 9B, the stored number of first special figure holdings displayed on the first special figure holding display 43a, which will be described later, and the number of second special figure holdings displayed on the second special figure holding display 43b are determined. The number of memories can be displayed in an easy-to-understand manner to the player. The pending digested image display area includes a pending digested display area that displays the pending digested image 9C. The pending digestion image 9C corresponds to the production symbols (production symbols 8L, 8C, 8R) currently changing on the display screen 7a or the display screen 7b, and depending on the display of the pending digestion image 9C, the first special symbol pending or the first special symbol is displayed. 2 It is possible to clearly display to the player that the special figure reservation has been completed ("extinguishment of the special figure reservation" to be described later).

[0022] On the left side of the image display device 7, a first board movable body 14 (also referred to as a first movable accessory 14), which is a movable so-called gimmick, is provided. The first movable accessory 14 is configured such that a vertically long rod-shaped member can move in the left-right direction in front of the image display device 7 (front surface). The first movable accessory 14 normally remains stationary at a retracted position on the left side of the image display device 7 (FIG. 1), and moves (advances) from the retracted position toward the right end of the display screen 7a. It can stand still at any advanced position in front of the vehicle. The first movable accessory 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 above to below at the advanced position.

[0023] A second board movable body 15 (also referred to as a second movable accessory 15), which is a movable so-called gimmick, is provided above the image display device 7. The second movable accessory 15 is configured such that a rectangular member (decorative part) written with "OARO" is movable in the vertical direction. The second movable accessory 15 normally remains stationary at a retracted position above the image display device 7 (FIG. 1), and moves (advances) downward from the retracted position toward the center of the display screen 7a for display. It can stand still at the advancing position in front of the 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 decoration body 10 is placed near the center of the game area 3 and in front of the image display device 7. A stage portion 11 is formed at a lower portion of the center decoration body 10 that corresponds to a lower portion of the image display device 7. The stage part 11 has a shape that can guide a game ball rolling on the upper surface of the stage part 11 to a first starting port 20, which will be described later. A warp portion 12 is provided at the lower left of the center decoration body 10, which corresponds to the lower left of the image display device 7. The warp section 12 includes an entrance section through which game balls flow in and an exit section through which game balls flow out, and allows the game balls that flowed in from the entrance section to flow out to the stage section 11 from the exit section.

[0025] The fixed winning device (belly button) 19 is arranged below the image display device 7 in the gaming area 3, and is a first starting hole (first starting winning hole, first ball entering hole) that does not always change the ease of entering the game ball. (fixed starting port) 20. The winning of the game ball into the first starting hole 20 is an opportunity for the lottery of the first special symbol (jackpot lottery). In other words, the winning of the game ball into the first starting hole 20 is an opportunity for obtaining a jackpot random number and the like and determining a jackpot.

[0026] The normal variable winning device (electronic chew) 22 is arranged below the first starting port 20 in the gaming area 3, and includes a second starting port (second starting winning port, second ball entry port, variable starting port) 21. are. The winning of the game ball into the second starting hole 21 is an opportunity for a second special symbol lottery (jackpot lottery). The electric chew 22 includes a movable member 23 in front of the second starting port 21, and the second starting port 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chew solenoid 24 (FIG. 3). A game ball can enter the second starting port 21 when the movable member 23 is in an open state. The electric chew 22 only needs to enter the second starting port 21 more easily when the movable member 23 is in the open state than when the movable member 23 is in the closed state. It may be possible for the ball to enter the ball.

[0027] The gate (through chucker) 28 is arranged above the first big prize winning 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 to the gate 28 is an opportunity for a normal symbol lottery to determine whether or not to release the electric chew 22. In other words, the passage of the game ball to the gate 28 is a trigger for obtaining a normal symbol random number (winning random number) and determining a winning number.

[0028] Here, "special symbol lottery" means that when a game ball enters the first starting hole 20 or the second starting hole 21, a random number for special symbol determination is obtained, and this obtained random number is used as a predetermined random number. It is a process of determining whether or not it is a jackpot by comparing it with the value corresponding to the "jackpot". This "jackpot" lottery result is not immediately notified to the player, but the special symbol is displayed in a variable manner on the first special symbol display 41a or the second special symbol display 41b, which will be described later, and a predetermined variation is made. When the time has elapsed, the special symbol corresponding to the lottery result is stopped and displayed (determined display), and the player is notified of the lottery result. In the image display device 7, a pattern matching game is performed in which performance symbols are displayed in a variable manner in synchronization with the variable display of special symbols, and the jackpot lottery results are more effectively notified to the player through this pattern matching game.

[0029] In addition, "normal symbol lottery" means that when a game ball passes through the gate 28, a random number for determining a normal symbol is obtained, and this obtained random number is compared with a predetermined value corresponding to a "win". It is a process of determining whether or not it is a hit by doing so. Regarding the lottery result of this normal symbol, the lottery result is not announced immediately after the game ball passes through the gate 28, but the normal symbol is displayed fluctuating on the regular symbol display 42, which will be described later, and a predetermined fluctuation is performed. When the time has elapsed, the normal symbol corresponding to the lottery result is displayed (lit or extinguished) and the player is notified of the lottery result.

[0030] The first big winning device (first attacker, first special variable winning device) 31 is arranged at the upper right of the first starting opening 20 in the gaming area 3, and is connected to the first big winning opening (first special winning opening) 30. , a V region 39, a non-V region 70, and a V opening / closing member 71. The first big prize opening 30 includes an opening / closing member (first special winning opening opening / closing member) 32 that allows or inhibits acceptance of game balls through a swing-type opening / closing operation. The opening / closing member 32 is driven by the first large prize opening solenoid 33 (FIG. 3). A game ball can enter the first big prize opening 30 when the opening / closing member 32 is in the open state.

[0031] The first big prize winning device 31 includes a V area (specific area) 39, a V area sensor 39a (Figure 3), a non-V area (non-specific area) 70, and a non-V area sensor 70a (Figure 3). , a first big prize 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 through which the game ball that has passed through the first grand prize opening 30 can pass inside the first grand prize winning device 31. . The first big winning hole sensor 30a is arranged upstream of the V area 39 and the non-V area 70, and detects the winning of a game ball into the first big winning hole 30. The V area sensor 39a is arranged in the V area 39 and detects passage of a game ball to the V area 39. The non-V area sensor 70a is arranged in the non-V area 70 and detects passage of a game ball to the non-V area 70. The V opening / closing member 71 distributes the game balls that have passed through the first big prize 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 move the game ball. It is in the first state (rotating state) that distributes it to the V area 39, and when the V opening / closing member solenoid 73 is not energized, it is in the second state (stopped state) that is located at the origin and distributes the game ball to the non-V area 70. . In addition, the V opening / closing member 71 is not limited to rotational movement, but may have the function of distributing the game ball that has passed through the first big prize opening 30 to either the V area 39 or the non-V area 70, for example, It may be configured to move in the left and right direction with respect to the game board 2. That is, when the V opening / closing member solenoid 73 is energized, the game ball is distributed to the V area 39 in a retracted state (first state), and when the V opening / closing member solenoid 73 is not energized, the game ball is distributed to the non-V area 70 in the advancing state. (Second state). In addition, in the gaming machine 1, passage of the game ball to the V area 39 is a trigger for transition to a high probability state, which will be described later. In other words, the V region 39 serves as a variable probability operation opening. On the other hand, the non-V region 70 does not serve as a variable probability operation opening. The first big prize winning device 31 of the present embodiment further includes a first big winning device ejection sensor (not shown) that counts the number of game balls discharged from the first big winning device 31. The first big winning device discharge sensor is provided at a point where the V area 39 and the non-V area 70 merge downstream, and counts the number of game balls that have passed through the V area sensor 39a or the non-V area sensor 70a.

[0032] The second grand prize winning device (second attacker, second special variable winning device) 36 is arranged on the upper right side of the first grand prize opening 30 in the gaming area 3, and the second grand prize winning device (second special winning opening) 35 It is equipped with The second big winning opening 35 includes an opening / closing member (second special winning opening opening / closing member, movable member) 37 that obstructs or allows reception of game balls through a swing-type opening / closing operation. The opening / closing member 37 is driven by the second large prize opening solenoid 38 (FIG. 3). The second big prize opening 35 allows a game ball to enter when the opening / closing member 37 is in the open state.

[0033] The grand prize opening starting opening 17 is arranged above the first grand prize opening 30 in the gaming area 3, and the first grand prize opening 30 is opened when the game ball passes. However, the gaming machine 1 does not need to include the big winning opening opening starting opening 17.

[0034] The general prize opening 27 is provided at the bottom of the gaming area 3. The out port 16 is provided at the bottom of the game area 3, and discharges game balls that have not won in any of the winning holes to the outside of the game area 3. The display devices 40 are arranged near the center on the right side of the game board 2. Details of the display devices 40 will be described later. The general winning hole 29 is located in the lower right part of the gaming area 3, adjacent to the right side of the first big winning hole 30.

[0035] The gaming area 3 includes a left gaming area 3A on the left side of the center in the horizontal direction, and a right gaming area 3B on the right side. A hitting method in which the game ball is launched so that it flows down the left game area 3A is called "left-handed hitting." On the other hand, a hitting method in which the game ball is launched so that it flows down the right game area 3B is called "right-handed hitting." In the game machine 1, you can aim to win a prize in the first starting hole 20 by playing left-handed. On the other hand, it is configured so that by hitting right, you can aim to pass through the gate 28 and win the second starting opening 21, the first grand prize opening 30, and the second grand prize opening 35.

[0036] FIG. 2 is an enlarged view of the displays 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 reservation display 43a, and a second special symbol reservation display 43b. , and a general figure reservation 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 normal symbols. The first special symbol reservation display 43a displays the number of stored operation reservations (first special symbol reservation) of the first special symbol display 41a. The second special symbol reservation display 43b displays the number of stored operation reservations (second special symbol reservation) of the second special symbol display 41b. The ordinary figure reservation display 44 displays the number of memory of operation reservation (ordinary figure reservation) of the ordinary symbol display 42. The variable display of the first special symbol is triggered by the landing of a game ball into the first starting port 20. The variable display of the second special symbol is triggered by the landing of a game ball into the second starting port 21. Below, the first special symbol and the second special symbol are also collectively referred to as a "special symbol." In addition, the first special symbol display 41a and the second special symbol display 41b are also collectively referred to as the "special symbol display 41." In addition, the first special figure holding display 43a and the second special figure holding display 43b are also collectively referred to as the "special figure holding display 43."

[0037] The special symbol display device 41 displays a special symbol (identification information) in a variable manner (fluctuating display) and then stops displaying it to draw a lottery based on winning in the first starting port 20 or the second starting port 21 (special symbol winning lottery). , jackpot lottery) results. The special symbol that is stopped and displayed (stop symbol, special symbol that is derived and displayed as a display result of variable display) is one special symbol that is selected from a plurality of types of special symbols by special symbol lottery. If the stopping symbol is a special symbol (jackpot symbol) with a predetermined jackpot stopping pattern, the first jackpot 30 will be opened in an opening pattern according to the type of jackpot symbol that is stopped and displayed (the type of jackpot won). Alternatively, a special game (jackpot game) in which the second big prize opening 35 is opened is performed. In addition, the opening pattern of the big winning hole (first big winning hole 30 and second big winning hole 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 depending on the lighting mode. For example, if you win a jackpot (one of the multiple types of jackpots described below), you will be able to win 1 or 2 from the left, such as "○○●●○○●●" (○: lit, ●: off). ,The jackpot symbol with the 5th and 6th LEDs lit is displayed. If it is a loss, a losing symbol such as "●●●●●●●○" is displayed with only the rightmost LED lit. A mode may be adopted in which all LEDs are turned off as a losing symbol. Before the special symbols are stopped and displayed, the special symbols are displayed in a variable manner (variable display) for a predetermined variable time. For example, each LED may be turned on so that light repeatedly flows from left to right. The mode of the variable 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 (lighted up display in a specific mode). For example, as a variable display mode, all LEDs may blink at the same time.

[0039] In the gaming machine 1, when a game ball enters the first starting port 20 or the second starting port 21, the values ​​(numerical information) of various random numbers such as the jackpot random number obtained for that winning are , is temporarily stored in the special figure reservation storage area 85 (FIG. 5). Specifically, if the winning is in the first starting opening 20, it is stored in the first special drawing holding storage area 85a (FIG. 5) as the first special drawing holding, and if it is winning in the second starting opening 21, it is stored in the first special drawing holding storage area 85a (FIG. 5). , is stored in the second special figure reservation storage area 85b (FIG. 5) as a second special figure reservation. There is an upper limit to the number of special figure reservations that can be stored in each special figure reservation storage area 85, and the upper limit in this embodiment is for both the first special figure reservation storage area 85a and the second special figure reservation storage area 85b. There are 4 pieces. The special figure reservation stored in the special figure reservation storage area 85 is consumed when variable display of special symbols based on the special figure reservation becomes possible. "Extinguishing the special symbol reservation" refers to determining the jackpot random number etc. corresponding to the special symbol reservation and executing a variable display of the special symbol to show the determination result. Therefore, in the gaming machine 1, if the variable display of the special symbol based on the winning of a game ball to the first starting port 20 or the second starting port 21 cannot be performed immediately after the winning, in other words, the variable display of the special symbol cannot be performed. Even if a prize is won during execution of a medium or special game, the right to draw a jackpot for that prize can be reserved up to a predetermined number of prizes. The number of special figure reservations is displayed on the special figure reservation display 43. The first special figure holding display 43a and the second special figure holding display 43b are each composed of, for example, four LEDs. Each special figure reservation display 43 displays the number of special symbols reserved by lighting up LEDs corresponding to the number of special symbols reserved.

[0040] The variable display of the normal symbols is triggered by the passage of the game ball to the gate 28. The normal symbol display device 42 notifies the result of the normal symbol lottery based on the passage of the game ball to the gate 28 by displaying the normal symbol variably (variably displaying) and then stop displaying it. The ordinary symbol that is stopped and displayed (the ordinary symbol that is stopped and displayed, the ordinary symbol that is derived and displayed as a display result of the variable display) is one ordinary symbol that is selected from among a plurality of types of ordinary symbols by the ordinary symbol lottery. When the normal pattern stopping pattern is a predetermined specific normal pattern (normal pattern with a predetermined stopping pattern, that is, a normal winning pattern), an auxiliary game that opens the second starting port 21 in an opening pattern according to the current game state. will be held. Note that the opening pattern of the second starting port 21 will be described later.

[0041] The normal symbol display 42 is composed of two LEDs, and displays a normal symbol according to the result of the regular symbol lottery depending on the lighting mode. For example, if the lottery result is a win, a normal winning symbol with both LEDs lit, such as "○○" (○: lit, ●: off), is displayed. If the lottery result is a loss, a normal loss symbol such as "●○" with only the right LED lit is displayed. It is also possible to adopt a mode in which all LEDs are turned off as a normal losing symbol. Before the normal symbols are stopped and displayed, the normal symbols are displayed in a variable manner for a predetermined variable time. As for the variable display mode, for example, both LEDs may be lit alternately. The mode of the variable 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 (lighted up display in a specific mode). For example, the variable display mode may be such that all LEDs blink at the same time.

[0042] In the gaming machine 1, when a game ball passes through the gate 28, the value of the normal symbol random number (winning random number) obtained for that passage is stored as a normal symbol in the normal symbol retention storage area 86 (Figure 5). Once it is memorized. There is an upper limit to the number of general figure reservations that can be stored in the ordinary figure reservation storage area 86, and the upper limit value in this embodiment is four. The general symbol reservation stored in the ordinary symbol reservation storage area 86 is consumed when the variable display of the ordinary symbol based on the ordinary symbol reservation becomes possible. The extinguishing of a normal symbol reservation means to determine the normal symbol random number (winning random number) corresponding to the ordinary symbol reservation, and to execute a variable display of the ordinary symbol to show the determination result. Therefore, in the gaming machine 1, if the variable display of normal symbols based on the passing of the game ball to the gate 28 cannot be performed immediately after the passing of the game ball, in other words, when the variable display of the normal symbols is being executed or the auxiliary game is being executed, winnings may be won. Even if there is, it is possible to reserve the right to draw a normal symbol lottery for the passing of a predetermined number of symbols as an upper limit. The number of general drawings on hold is displayed on the general drawing holding display 44. The common picture reservation display 44 is composed of, for example, four LEDs, and displays the number of common pictures reserved by lighting up the LEDs by the number of common pictures reserved.

[0043] 2.Electrical configuration of gaming machine The electrical configuration of the gaming machine 1 will be explained based on FIGS. 3 and 4. FIG. 3 is a block diagram showing the electrical configuration of the main control board side of the gaming machine 1. FIG. 4 is a block diagram showing the electrical configuration of the sub-control board side of the gaming machine 1. The gaming machine 1 includes a main control board 80 (Figure 3), a sub-control board 90 (Figure 4), an image control board 100 (Figure 4), a lamp control board 107 (Figure 4), and an audio control board 106 (Figure 4). FIG. 4) and a payout control board 110 (FIG. 3). The main control board 80 is a game control board that controls gaming profits such as jackpot lottery and game state transition, and constitutes a main control unit. The sub-control board 90 is an effect control board that controls the effects performed as the game progresses, and together with the image control board 100, the lamp control board 107, and the audio control board 106 constitutes a sub-control unit. Note that the sub-control unit can be configured as long as it includes at least the sub-control board 90.

[0044] The main control board 80 includes a game control microcomputer 81 and an input / output circuit 87. The game control microcomputer 81 is a one-chip microcomputer mounted on the main control board 80, and controls the progress of the game of the gaming machine 1 according to a program. The game control microcomputer 81 includes a main ROM 83 that stores programs for controlling the progress of the game, a main RAM 84 that is used as a work memory, and a main CPU 82 that executes the programs stored in the main ROM 83. Contains. 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 sends and receives data to and from other boards etc. via an input / output circuit (I / O port section) 87. The input / output circuit 87 may be built into the game control microcomputer 81.

[0045] Various sensors and solenoids are connected to the main control board 80 via an input / output circuit 87 and a relay board 88. The main control board 80 receives signals output from each sensor and outputs a signal to each solenoid. The sensors connected via the relay board 88 include the big winning opening opening starting port sensor 17a, the first starting opening sensor 20a, the second starting opening sensor 21a, the gate sensor 28a, the first big winning opening sensor 30a, and the first starting opening sensor 21a. The two major winning opening sensors 35a, the V area sensor 39a, the non-V area sensor 70a, and the normal winning opening sensors 27a and 29a are exemplified. Examples of the solenoids connected via the relay board 88 include the electric chew solenoid 24, the first big winning hole solenoid 33, the second big winning hole solenoid 38, and the V opening / closing member solenoid 73. The big winning opening opening starting port sensor 17a is provided inside the big winning opening starting opening 17, and detects the game ball that has entered the big winning opening starting opening 17. The first starting port sensor 20a is provided inside the first starting port 20, and detects a game ball that has entered the first starting port 20. The second starting port sensor 21a is provided inside the second starting port 21, and detects the game ball that has entered the second starting port 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 big winning hole sensor 30a is provided inside the first big winning hole 30, and detects the game ball that has won in the first big winning hole 30. The second big winning hole sensor 35a is provided inside the second big winning hole 35, and detects the game ball that has entered the second big winning hole 35. The V area sensor 39a is provided in the V area 39 inside the first big prize opening 30, and detects a game ball that has passed through the V area 39. The non-V area sensor 70a is provided in the non-V area 70 inside the first big prize opening 30, and detects the game ball that has passed through the non-V area 70. The normal winning hole sensor 27a is provided inside the normal winning hole 27, and detects the game ball that has won in the normal winning hole 27. The normal winning hole sensor 29a detects the game ball that has passed into the normal winning hole 29. The electric chew solenoid 24 drives the movable member 23 of the electric chew 22. The first big winning opening solenoid 33 drives the opening / closing member 32 of the first big winning device 31. The second big prize opening solenoid 38 drives the opening / closing member 37 of the second big winning device 36. The V opening / closing member solenoid 73 drives the V opening / closing member 71 of the first big prize winning device 31.

[0046] Display devices 40 are connected to the main control board 80 via an input / output circuit 87. The game control microcomputer 81 includes a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol pending display 43a, a second special symbol pending display 43b, and a normal symbol pending. Display control for the display 44 is performed.

[0047] A payout control board 110 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the payout control board 110, and receives signals from the payout control board 110 for payout monitoring. A prize ball payout device 120, a rental ball payout device 130, and a card unit 135 are connected to the payout control board 110, and a shooting device 112 is connected via a shooting 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 the 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 rental ball payout device 130 pays out rental balls. The payout control board 110 drives the ball rental motor 131 of the rental ball payout device 130 based on a signal from the card unit 135 connected to the gaming machine 1 to pay out rental balls. The paid-out rental balls are detected by the rental ball sensor 132 for counting. The card unit 135 is arranged adjacent to the gaming machine 1, and outputs information regarding ball lending based on information such as an inserted prepaid card. The firing device 112 includes a handle 60 (FIG. 1), a firing motor 113, a touch switch 114, and a firing volume 115. When the player operates the handle 60, the firing device 112 detects contact with the handle 60 using the touch switch 114, and detects the amount of rotation of the handle 60 using the firing volume 115. Then, the firing motor 113 is driven so that the game ball is fired with a strength corresponding to the magnitude of the detection signal of the firing volume 115.

[0048] A sub-control board 90 (FIG. 4) is connected to the main control board 80 via an input / output circuit 87. Main control board 80 sends various commands to 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. That is, a unidirectional circuit (for example, a circuit using a diode), not shown, is interposed between the main control board 80 and the sub-control board 90 as a communication direction regulating means.

[0049] The sub-control board 90 includes a production control microcomputer 91 and an input / output circuit 95. The production control microcomputer 91 is a one-chip microcomputer mounted on the sub-control board 90, and controls the production of the game of the gaming machine 1 according to a program. The performance control microcomputer 91 includes a sub-ROM 93 that stores programs for controlling the performance as the game progresses, a sub-RAM 94 that is used as a work memory, and a sub-ROM that executes the programs stored in the sub-ROM 93. Contains CPU92. 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 sends 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 production control microcomputer 91. An image control board 100, an audio control board 106, a lamp control board 107, and a relay board 108 are connected to the sub-control board 90 via an input / output circuit 95.

[0050] The image control board 100 includes an image control microcomputer 101, an input circuit 105a, and an output circuit 105b. The image control microcomputer 101 is a one-chip microcomputer mounted on the image control board 100, and controls the display of the image display device 7 and the sub-display screen 64 according to a program. The image control microcomputer 101 includes a CPU 102, a ROM 103, and a RAM 104. In addition to programs for display control, the ROM 103 stores still image data and video data displayed on the image display device 7 and the sub display screen 64, specifically, characters, items, figures, letters, numbers, and symbols. (including performance patterns), background images, and other image data are stored. RAM 104 is used as a memory for expanding image data. CPU102 executes a program stored in ROM103. The performance control microcomputer 91 causes the image control microcomputer 101 to control the display of the image display device 7 and the sub display screen 64 based on commands received from the main control board 80. The image control microcomputer 101 reads image data from the ROM 103 based on instructions from the performance control microcomputer 91, and performs display control based on the read image data.

[0051] A speaker 67 is connected to the audio control board 106, and the production control microcomputer 91 outputs audio, music, and sound effects from the speaker 67 via the audio control board 106 based on commands received from the main control board 80. etc. is output. Audio data such as audio output from the speaker 67 is stored in the sub ROM 93 of the sub control board 90. Note that the voice control board 106 may include a CPU, and may cause the CPU to execute voice control based on commands. Furthermore, the audio control board 106 may be equipped with a ROM, and audio data may be stored in the ROM. Alternatively, 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, acoustic data may be stored in the ROM 103 of the image control board 100.

[0052] A frame lamp 66, a panel lamp 5, a first movable accessory 14, a second movable accessory 15, and a frame movable accessory 69 are connected to the lamp control board 107, and are controlled. . The performance control microcomputer 91 controls the lighting of lamps such as the frame lamp 66 and the board lamp 5 via the lamp control board 107 based on commands received from the main control board 80. In other words, the production control microcomputer 91 creates light emission pattern data (data that determines lighting / extinguishing, light emission color, etc., also referred to as lamp data) that determines the light emission mode of lamps such as the frame lamp 66 and the panel lamp 5, and creates a light emission pattern. Light emission of lamps such as the frame lamp 66 and the board lamp 5 is controlled according to the data. 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 accessory 14, the second movable accessory 15, and the frame movable accessory 69 based on the command received from the main control board 80. The performance control microcomputer 91 creates motion pattern data (drive data) that determines the operation mode of each of the first movable accessory 14, the second movable accessory 15, and the frame movable accessory 69, and performs the operations according to the motion pattern data. The operations of the first movable accessory 14, the second movable accessory 15, and the frame movable accessory 69 are controlled. The data stored in the sub ROM 93 is used to create the operation pattern data. Note that the lamp control board 107 may be equipped with a CPU, and the CPU may be caused to control the lighting of the lamp and control the operation of the movable accessories 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 production button detection switch 63a and a selection 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) is 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 production button 63 is pressed, a switch signal is output from the production button detection switch 63a to the sub-control board 90 via the relay board 108. Further, a vibration motor is attached to the production button detection switch 63a, and can be driven in response to a signal from the relay board 108 to vibrate the production 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. Note that the relay board 108 is also connected to a sword member detection switch that detects that the sword member 65 has been investigated.

[0054] 3. Data structure of gaming machines The data structure of the gaming machine 1 will be explained based on FIGS. 5 and 6. FIG. 5(A) is a diagram for explaining a table stored in the main ROM 83. FIG. 5(B) is a diagram for explaining storage areas provided in the main RAM 84. FIG. 6(A) is a diagram for explaining a table stored in the sub-ROM 93. FIG. 6(B) is a diagram for explaining storage areas provided in the sub-RAM 94.

[0055] The main ROM 83 (Fig. 5(A)) includes a jackpot determination table T1, a reach determination table T2, a normal symbol hit determination table T3, a normal symbol fluctuation pattern determination table T4, a jackpot type determination table T5, and a fluctuation pattern. A determination table T6, an electric chew opening pattern determination table T7, a big prize opening pattern determination table T8, and a V opening / closing member opening pattern determination table T9 are stored. These determination tables are referred to by the game control microcomputer 81 in the main control main processing (described later) that the game control microcomputer 81 executes. The specific contents of each determination table will be described later.

[0056] The main RAM 84 (FIG. 5(B)) includes a command set area 84a, a flag set area 84b, a counter set area 84c, a special operation status set area 84d, a special figure reservation storage area 85, and a general figure reservation memory. A region 86 is provided. The command set area 84a is an area (output buffer) where commands output from the main control unit side to the sub control unit side are set in the main control main processing (described later), and includes advance judgment commands, pending pitch count commands, Variation start command, variation stop command, opening command, round designation command, ending command, game state designation command, V passing command, customer waiting command, etc. are set. The flag set area 84b is an area where flags indicating the status of the gaming machine and the gaming status are set in the main control main processing (described later), and include a jackpot flag, a jackpot end flag, a first winning flag, a second winning flag, Ceiling flag, V flag, variable probability flag, time saving flag, etc. are set. The counter set area 84c is an area where counters used in main control main processing (described later) are set, including a random number counter, a round counter, a ceiling counter, a variable probability counter, a time saving counter, and the like. The special operation status setting area 84d is an area where a status in special operation processing, which will be described later, is set. The special figure reservation storage area 85 includes a first special figure reservation storage area 85a where the first special figure reservation is stored and a second special figure reservation storage area 85b where the second special figure reservation is stored. The first special figure reservation storage area 85a stores a group of random values ​​(reservation information) such as random numbers per special symbol corresponding to the first, second, third, and fourth of the first special figure reservation. A first storage area, a second storage area, a third storage area, and a fourth storage area are provided for storage. The second special figure reservation storage area 85b has a first memory area for storing random value groups (reservation information) corresponding to the first, second, third, and fourth pieces of the second special figure reservation. A storage area, a second storage area, a third storage area, and a fourth storage area are provided. The regular symbol reservation storage area 86 stores a group of random numbers (reservation information) such as regular symbol random numbers (hit random numbers) corresponding to the first, second, third, and fourth reserved symbols. A first storage area, a second storage area, a third storage area, and a fourth storage area are provided for. In addition, in the main RAM 84, in addition to the above-mentioned area, a winning type set buffer in which special figure stop symbol data is set, and drive data for driving the movable accessories 14 and 15 and the frame movable body 600 are set. A drive data buffer and the like are provided. The information stored in the main RAM 84 is not cleared and remains unchanged even when the gaming machine 1 is turned off and on. That is, the above commands, flags, counters, status information, and hold information do not change their status even when the power is turned off and on, and the information is maintained. On the other hand, the information stored in the main RAM 84 is reset by RAM clearing of the gaming machine 1. When reset, the ceiling flag is set to "ON" and the other flags are set to "OFF" as the initial state of the flags. Furthermore, as the initial state of the counters, the ceiling counter is set to "500" and the other counters are set to "0".

[0057] The sub ROM93 (FIG. 6(A)) stores a look-ahead performance pattern determination table T51, a basic performance pattern determination table T52, a chance-up performance pattern determination table T53, and a stop symbol pattern determination table T54. . These decision tables are referred to by the production control microcomputer 91 in the sub-control main processing (described later) that the production control microcomputer 91 executes. 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, an effect command set area 94b, a preliminary 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 are stored in sub-control main processing (described later), and includes advance judgment commands, held pitch count commands, fluctuation start commands, and fluctuation commands. Stores stop commands, opening commands, round designation commands, ending commands, game status designation commands, V passing commands, customer waiting commands, etc. The effect command set area 94b is an area where commands output from the sub-control board 90 to the image control board 100, the audio control board 106, the lamp control board 107, and the relay board 108 are set in the sub-control main processing (described later). This is an output buffer) in which a variable performance start command, a fluctuation before end command, a variable performance end command, an opening performance start command, a round performance start command, an ending performance start command, etc. are set. The preliminary determination information storage area 94c stores preliminary determination information in sub-control main processing (described later). The counter set area 94d is an area where counters used in the sub-control main process (described later) are set, including a random number counter, a first special symbol reservation performance counter, a second special symbol reservation performance counter, and a regular symbol reservation performance counter. , ceiling effect counter, evening effect counter, fixed change effect counter, time saving effect counter, etc. are set. Among the information stored in the sub-RAM 94, the information other than the evening performance counter is not cleared and is maintained as it is even when the gaming machine 1 is turned off and on. That is, the above-mentioned commands, counters other than the evening performance counter, and advance determination information do not change their status even when the power is turned off and on, and the information is maintained. The evening performance counter is reset by turning off and on the power of the gaming machine 1, and is set to 0 as an initial state. The information stored in the sub RAM 94 is reset by RAM clearing of the gaming machine 1. When reset, the ceiling effect counter is set to 500 and the other counters are set to 0 as the initial state of the counters.

[0059] FIG. 7 is a diagram for explaining various random numbers used in the gaming machine 1. FIG. 7(A) shows the random number obtained by the game control microcomputer 81 on the main control section side, and FIG. 7(B) shows the random number obtained by the production control microcomputer 91 on the sub control section side. There is. The game control microcomputer 81 acquires a "jackpot random number," a "jackpot type random number," a "reach random number," a "fluctuation pattern random number," and a "normal symbol random number (hit random number)" at the timing described later. It is configured as follows. The “jackpot random number” is a random number used for lottery to determine whether or not it 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 for lottery of the winning jackpot type (jackpot type determination), and takes a value in the range of 0 to 127. "Reach Random Number" is a random number used to determine whether or not to generate a reach in the performance symbol variation performance that indicates the result when the jackpot judgment is a loss, and has a value in the range of 0 to 127. Take. Reach is a state in which there is only one fluctuating performance symbol remaining among multiple performance symbols (decorative symbols), and it depends on which symbol the fluctuating performance symbol stops displaying. This is a state in which a combination of production symbols indicating a jackpot win occurs (for example, a state of "7↓7"). Note that the performance symbols that are stopped and displayed in the ready-to-win state may be displayed as if they are shaking within the display screen 7a. The "variation pattern random number" is a random number used to determine a variation pattern including variation time, and takes a value in the range of 0 to 127. The "normal symbol random number (winning random number)" is used in the lottery (normal symbol lottery) to determine whether or not to play the auxiliary game that opens the electric chew 22. Normal symbol random numbers take values ​​in the range from 0 to 255. The “jackpot random number,” “jackpot type random number,” “reach random number,” and “fluctuation pattern random number” are obtained based on the ball entering the starting hole (first starting hole 20 or second starting hole 21). The random number group obtained based on the ball entering the first starting port 20 is stored in the first special figure reservation storage area 85a, and the random number group obtained based on the ball entering the second starting port 21 is stored in the first special figure reservation storage area 85a. It is stored in the second special figure reservation storage area 85b. The “normal symbol random number (winning random number)” is obtained based on passing through the gate 28. The acquired normal symbol random number value is stored in the ordinary symbol retention storage area 86.

[0060] The performance control microcomputer 91 is configured to acquire a "pre-read performance random number" and a "chance up random number" at timings described later. The "pre-read effect random number" is a random number used to determine the pre-read effect during the variable effect, 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 the fluctuating performance, and takes a value in the range of 0 to 127. The "pre-read effect random number" is acquired based on the output of a preliminary determination command from the main control section to the sub-control section. The obtained random number group is stored in the sub-RAM94. The "chance up random number" is acquired based on a fluctuation start command being output from the main control section to the sub control section. The obtained random number value is stored in the sub-RAM94.

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

[0062] In the jackpot determination table T1, the gaming control microcomputer 81 determines whether the obtained jackpot random number (any one from 0 to 65535) corresponds to a "jackpot" or a "loss" in the main control main processing (described later). This table is referred to for determination. In Figure 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 65,535 )", it is shown that it is determined to be a "loss". In addition, in the "high probability state", if the jackpot random number is "0 to 649", it will be determined as a "jackpot", and if the jackpot random number is "a number other than 0 to 649 (650 to 65535)", it will be judged as a "jackpot". It is shown that this is determined to be a "loss". Details of the "normal probability state" and the "high probability state" will be described later.

[0063] The reach determination table T2 indicates whether the reach random value (one of 0 to 127) obtained by the game control microcomputer 81 in the main control main processing (described later) corresponds to "reach exists" or "reach does not exist". This is a table that is referenced to determine whether the In Figure 8(B), in the "non-time-saving state", if the reach random value is "0 to 13", it is determined that there is a "reach", and if the reach random value is "a number other than 0 to 13 (14 to 127), it is determined that there is no reach. In addition, in the "time saving state", if the reach random value is "0 to 5", it is determined that there is a "reach", and if the reach random value is "a number other than 0 to 5 (6 to 127)", it is determined that there is a reach. It is shown that it is determined that there is no reach. The contents of the "time-saving state" and "non-time-saving state" will be described later. In the reach determination table T2, it is harder to reach when you lose in the time-saving state than in the non-time-saving state. This is because in the time saving state, more no-reach losses with short fluctuation times are selected, thereby speeding up the processing speed of special symbol reservations.

[0064] The normal symbol hit determination table T3 indicates whether the normal symbol random number value (any of 0 to 255) acquired by the game control microcomputer 81 in the main control main processing (described later) corresponds to a "win" or a "loss". This is a table that is referenced to determine whether the In Figure 8(C), in the "non-time saving state", if the normal symbol random number value is "0~2", it is determined to be a "win", and if the normal symbol random number value is "a number other than 0~2 (3 ~255)", it is determined that it is a "loss". In addition, in the "time saving state", if the normal symbol random value is "0~254", it will be determined as a "win", and if the normal symbol random value is "a number other than 0~254 (255)", it will be determined as a "win". , it is shown that it is determined to be a "lose".

[0065] The normal symbol fluctuation pattern determination table T4 is used by the game control microcomputer 81 to determine how many seconds the normal symbol fluctuation time is depending on the gaming state (non-time saving state or time saving state) in the main control main processing (described later). This is the table that is referenced to do this. In Figure 8(D), when in the "non-time saving state", the fluctuation time of the normal symbol is determined to be "30 seconds", and when in the "time saving state", the fluctuation time of the normal symbol is determined to be "1 second". It has been shown that

[0066] FIG. 9 is a diagram for explaining the jackpot type determination table T5. The jackpot type determination table T5 is composed of "jackpot type" and "special symbol This is a table that is referenced to determine the type. In Figure 9, when winning in the lottery of the first special symbol (special symbol 1), if the jackpot type random number is "0 to 24", the jackpot type is determined to be "16 RV passing expected jackpot", and the special symbol 1 stop symbol (special symbol stop symbol) is determined to be "jackpot symbol 1". When the jackpot type random number is “25 to 49”, the jackpot type is determined to be “16RV passing planned jackpot” and the special pattern stop symbol is determined to be “jackpot pattern 2”. When the jackpot type random number is "50 to 55", the jackpot type is determined to be "16R (actually 15R) V passing planned jackpot", and the special pattern stop symbol is determined to be "jackpot symbol 3". When the jackpot type random number is "56 to 67", the jackpot type is determined to be "16R (actually 13R) V passing planned jackpot", and the special pattern stop symbol is determined to be "jackpot symbol 4". When the jackpot type random number is "68 to 127", the jackpot type is determined to be "16R (actually 13R) V non-passing planned jackpot", and the special pattern stop symbol is determined to be "jackpot symbol 5". On the other hand, when you win in the lottery of the second special symbol (special symbol 2), if the jackpot type random number is "0~82", the jackpot type is determined to be "16RV passing scheduled jackpot", and the special symbol 2 The stopping symbol (special symbol stopping symbol) is determined to be "Jackpot symbol 1". When the jackpot type random number is "83 to 127", the jackpot type is determined to be "16R (actually 13R) V non-passing planned jackpot", and the special pattern stop symbol is determined to be "jackpot symbol 5". By referring to the jackpot type determination table T5, you can determine the "special pattern stop pattern data" corresponding to the special pattern stop pattern, the "opening (OP) command", "round designation command", and "ending (ED)" of the special game. "command" can also be specified. Regarding the specific contents of "16RV passing planned jackpot", "16R (actually 15R) V passing planned jackpot", "16R (actually 13R) V passing planned jackpot", and "16R (actually 13R) V not planned passing jackpot" This will be explained 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 processing (described later) to determine the fluctuation pattern according to the acquired fluctuation pattern random value (0 to 127). . In FIG. 10, for example, a player enters the first starting slot 20 in a non-time saving state, the jackpot determination table T1 determines that he has lost, the reach determination table T2 determines that he has a reach, and the number of pending balls is "1". ~2'', and when the fluctuation pattern random value is between 0 and 60, the fluctuation pattern is determined to be "P7". In FIG. 11, for example, a prize is won in the second starting port 21 in the time saving state, it is determined to be a "jackpot" in the jackpot determination table T1, it is determined to be a "jackpot due to pass through 16RV" in the jackpot type determination table T5, and the fluctuation pattern random value is “0 to 10”, the fluctuation pattern is determined to be “P61”. As shown in FIGS. 10 and 11, once the fluctuation pattern is determined, the fluctuation time is also determined. In addition, when reaching a reach, it is also determined whether the reach will be a normal reach or a super reach (SP reach). Super reach is a reach effect where the fluctuation time after reach is longer than normal reach. Here, five types of super reach (SP1, SP2, SP3, SP4, SP5) with different fluctuation times are set. In SP1~3, it is executed progressively after normal reach. The difference between SP1 to SP5 may be, for example, the presence or absence of pseudo-association.

[0068] FIG. 12 is a diagram for explaining the electric chew opening pattern determination table T7. The electric chew opening pattern determination table T7 is used by the gaming control microcomputer 81 to determine the opening pattern of the electric chew 22 according to the gaming state (non-time saving state or time saving state) in the main control main processing (described later). This is the table being referenced. In FIG. 12(A), in the "non-time saving state", the opening pattern of the electric chew 22 is determined to be "opening pattern 11", and in the "time saving state", the opening pattern is determined to be "opening pattern 12". It has been shown that FIG. 12(B) shows the contents of the open pattern 11 and the open pattern 12. In release pattern 11, the electric chew 22 is opened once for a time of 0.2 seconds. In opening pattern 12, the electric chew 22 is opened three times, each opening time is 2.0 seconds, and the interval (opening interval) is 1.0 seconds. However, the opening of this electric chew 22 is closed even if the opening time remains if a predetermined number of game balls are won (regular winning number, maximum 10).

[0069] FIG. 13 is a diagram for explaining the big winning opening pattern determination table T8. The big winning hole opening pattern determination table T8 is determined by the game control microcomputer 81 in the main control main processing (described later) to determine the first big winning hole 30 and the second big winning hole according to the special pattern stop symbol data (FIG. 9). This is a table that is referenced to determine 35 open patterns. In FIG. 13(A), when the special figure stop symbol data is "11H", "12H", or "21H", the opening pattern of the first big winning hole 30 and the second big winning hole 35 is "opening pattern 21". ” and the special pattern stop pattern data When is "14H", "15H", or "22H", the opening pattern is determined to be "opening pattern 22", and when the special pattern stop symbol data is "13H", the opening pattern is determined to be "opening pattern 23". It has been shown that FIG. 13(B) shows the contents of the open pattern 21, the open pattern 22, and the open pattern 23. In opening pattern 21, in the 1st to 13th and 15th R, the first big winning hole 30 is opened (long opening) for 1 time and 29.5 seconds, and in the 14th and 16th R, the opening is 1 time and the opening time is 29.5 seconds. The second big prize opening 35 will be opened (long opening) for 29.5 seconds. In opening pattern 22, in the 1st to 13th R, the first big winning hole 30 is opened once and the opening time is 29.5 seconds (long opening), and in the 14th and 16th R, the opening is opened once and the opening time is 29.5 seconds. The second big winning hole 35 is opened for a release time of 0.1 seconds (short opening), and in the 15th round, the first big winning hole 30 is opened once for an opening time of 0.1 seconds (short opening). In opening pattern 23, in the 1st to 13th and 15th R, the first big winning hole 30 is opened once and the opening time is 29.5 seconds (long opening), and in the 14th R, the first winning hole 30 is opened once and opened for 29.5 seconds. The second big winning hole 35 is opened for a release time of 0.1 seconds (short opening), and in the 16th round, the second big winning hole 35 is opened once for an opening time of 29.5 seconds (long opening). However, the first grand prize opening 30 and the second grand prize opening 35 will be opened even if the opening time remains if a predetermined number of game balls have been won (regular number of prizes, maximum 9). Closed.

[0070] FIG. 14 is a diagram for explaining the V opening / closing member opening pattern determination table T9. The V opening / closing member opening pattern determination table T9 is used by the game control microcomputer 81 to determine the opening pattern of the V opening / closing member 71 according to the special pattern stop symbol data (FIG. 9) in the main control main processing (described later). This is the referenced table. In FIG. 14(A), when the special pattern stop pattern data is "11H", "12H", or "21H", the opening pattern of the V opening / closing member 71 is determined to be "opening pattern 31", and the special pattern stop pattern When the data is “13H”, the open pattern is “Open pattern 3”. 2", and when the special pattern stop symbol data is "14H", the opening pattern is determined to be "open pattern 33", and when the special pattern stop symbol data is "15H" or "22H", the opening pattern is " It is shown that the pattern is determined to be "open pattern 34". FIG. 14(B) shows the contents of the open pattern 31, the open pattern 32, the open pattern 33, and the open pattern 34. In the opening pattern 31, at the 2nd, 4th, 6th, and 8th R, when the first prize is won in the first big prize opening 30, the V opening / closing member 71 is opened short for an opening time of 0.1 seconds. In the 10th and 12th R, when the first prize is won in the first prize opening 30, the V opening / closing member 71 is opened for a short time of 0.1 seconds, and when the second prize is won, the opening time is maximum 31.5 seconds. Perform the long opening of the V opening / closing member 71 in seconds. In the opening pattern 32, at the 2nd, 4th, 6th, and 12th R, when the first prize is won in the first big prize opening 30, the V opening / closing member 71 is opened short for an opening time of 0.1 seconds. In the 8th and 10th R, when the first prize is won in the first big prize opening 30, the V opening / closing member 71 is opened for a short time of 0.1 seconds, and when the second prize is won, the opening time is up to 31.5 seconds. Perform the long opening of the V opening / closing member 71 in seconds. In the opening pattern 33, in the 2nd and 6th R, when the first prize is won in the first big prize opening 30, the V opening / closing member 71 is opened short for an opening time of 0.1 seconds, and when the second prize is won. Long opening of the V opening / closing member 71 is performed with a maximum opening time of 31.5 seconds. At 4th, 8th, 10th, and 12th R, when the first prize is won in the first big prize opening 30, the V opening / closing member 71 is opened short for an opening time of 0.1 seconds. In the opening pattern 34, at the 2nd, 4th, 6th, 8th, 10th, and 12th R, when the first prize is won in the first big prize opening 30, the V opening / closing member 71 is opened short for an opening time of 0.1 seconds.

[0071] 4. Explanation of jackpots etc. In the gaming machine 1, there are "big wins" and "losses" as a result of the jackpot lottery (special symbol lottery). In the case of a "jackpot", the "jackpot symbol" is stopped and displayed on the special symbol display 41. At the time of "losing", the "losing symbol" is stopped and displayed on the special symbol display 41. When you win a jackpot, the jackpot game opens the jackpot (first jackpot 30 and second jackpot 35) in an opening pattern according to the type of special symbol that is stopped and displayed (jackpot type). ” is executed. A jackpot game is an example of a special game. A jackpot game includes multiple round games (unit open games), an opening (OP) before the first round game starts, and an ending (ED) after the final round game ends. There is. 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 closing time (interval time) of the big prize opening between round games is included in the open round game before the closing.

[0072] There are multiple types of jackpots. The types of jackpots are shown in Figure 9. Here, there are two types of jackpots: "Jackpots scheduled to pass V" and "Jackpots scheduled not to pass V." "V passing scheduled jackpot" operates the opening / closing member 32, opening / closing member 37, and V opening / closing member 71 in an opening pattern (opening pattern scheduled to pass V) that allows the game ball to pass through the V area 39 during the jackpot game. It's a big hit. Here, the jackpot where the special pattern stop symbol data is 11H to 14H, 21H corresponds to the "V passing planned jackpot (probable variable jackpot)". The combinations of the opening pattern of the opening / closing member 32 and opening / closing member 37 shown in FIG. 13 and the opening pattern of the V opening / closing member 71 shown in FIG. 14 are (opening pattern 21: opening pattern 31), (opening pattern 22: opening pattern 33) ) or (open pattern 23: open pattern 32), the game ball can pass to the V area 39 during the jackpot game. "V non-passing expected jackpot (normal jackpot)" is an opening pattern (opening pattern not expected to pass V) in which it is impossible for the game ball to pass through the V area 39 during the jackpot game, and the opening / closing member 32, opening / closing member 37, This is a jackpot that activates the V opening / closing member 71. Here, the jackpot with the special pattern stop symbol data of 15H and 22H corresponds to the "V non-passing planned jackpot". When the combination of the opening pattern of the opening / closing member 32 and 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 V area is It becomes impossible for the game ball to pass through 39. As described above, the opening pattern 22 of the opening / closing member 32 and the opening / closing member 37 serves as both the V passage scheduled opening pattern and the V non-passing scheduled opening pattern.

[0073] The "V passing planned jackpot" includes "16RV passing planned jackpot", "16R (actually 13R) V passing planned jackpot", and "16R (actually 15R) V passing planned jackpot". The actual total number of rounds in the "16RV passing jackpot" is 16R. From 1R to 13R and 15R, the first prize opening 30 will be opened for a maximum of 29.5 seconds per 1R. 14R and 16R open the second grand prize opening 35 for a maximum of 29.5 seconds per 1R (Figure 13: Opening pattern 21). At 10R and 12R, the V opening / closing member 71 is opened long (FIG. 14: opening pattern 31), and passing to the V area 39 in the first grand prize opening 30 is easily possible.

[0074] In "16R (actually 13R) V 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 1st prize opening 30 is opened for a maximum of 29.5 seconds per 1R, but in 15R, the 1st prize opening 30 is opened for only 0.1 seconds per 1R, and in 14R and 16R, the 2nd prize opening 30 is opened for a maximum of 29.5 seconds per 1R. The grand prize opening 35 is opened for only 0.1 seconds per 1R (Figure 13: Opening pattern 22). Therefore, in this "16R (actually 13R) jackpot expected to pass V", from 14R to 16R, the opening time of the jackpot is extremely short, making it a round in which no prize ball can be expected. In other words, "16R (actually 13R) V passing expected jackpot" is actually a jackpot of 13R. In 2R and 6R, the V opening / closing member 71 is opened long (FIG. 14: opening pattern 33), and passage to the V area 39 in the first big prize opening 30 is easily possible.

[0075] In the "16R (actually 15R) jackpot expected to pass V", 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 1st grand prize opening 30 is opened for a maximum of 29.5 seconds per 1R, and in 16R, the 2nd grand prize opening 35 is opened for a maximum of 29.5 seconds per 1R, but in 14R, the 2nd grand prize opening is opened for a maximum of 29.5 seconds per 1R. The mouth 35 is opened for only 0.1 seconds per 1R (Figure 13: Opening pattern 23). Therefore, in this "16R (actually 15R) jackpot expected to pass V", 14R is a round where the opening time of the jackpot is extremely short and no prize balls are expected. In other words, the "16R (actually 15R) V passing jackpot" is actually a jackpot of 15R. In 8R and 10R, the V opening / closing member 71 is opened long (FIG. 14: opening pattern 32), and passage to the V area 39 in the first grand prize opening 30 is easily possible.

[0076] The "V jackpot not expected to pass" is the "16R (practically 13R) jackpot not expected to pass" of open pattern 22 where the total number of rounds is 16R, but the actual total number of rounds is 13. In other words, from 1R to 13R, the 1st prize opening 30 is opened for a maximum of 29.5 seconds per 1R, but in 15R, the 1st prize opening 30 is opened for only 0.1 seconds per 1R, and in 14R and 16R, the 2nd prize opening 30 is opened for a maximum of 29.5 seconds per 1R. The grand prize opening 35 is opened for only 0.1 seconds per 1R (Figure 13: Opening pattern 22). Therefore, in this "16R (actually 13R) V-non-passing expected jackpot", from 14R to 16R, the opening time of the jackpot is extremely short, making it a round in which no prize ball can be expected. In other words, the "16R (actually 13R) V non-passing jackpot" is actually a jackpot of 13R. In 2R, 4R, 6R, 8R, 10R and 12R, although the V opening / closing member 71 is opened, the opening is a short opening (Figure 14: Opening pattern 34), and the V area 39 in the first big prize opening 30 is opened. It is almost impossible for game balls to pass through.

[0077] As is clear from the above explanation, "16R (actually 13R) jackpot that is not expected to pass" and "16R (actually 13R) jackpot that is not expected to pass" are the first big prize opening 30 and the second big prize opening 35 ( The opening patterns of the opening / closing member 32 and opening / closing member 37) are the same (opening pattern 22), and only the opening pattern of the V opening / closing member 71 is different (opening pattern 34 and opening pattern 33). In addition, as will be explained later, for "16R (actually 13R) jackpot not expected to pass V" and "16R (actually 13R) jackpot scheduled to pass V", time-saving games (100 times in this example) will be performed after the jackpot game ends. It has become. In other words, in the "16R (actually 13R) jackpot that is not expected to pass through V", it is almost impossible for the game ball to pass through the V area 39 in the first jackpot 30, and the gaming state after the jackpot is It becomes a low accuracy time saving state (low accuracy high base state). On the other hand, in the "16R (actually 13R) jackpot expected to pass through V", the game ball can easily pass through the V area 39 in the first big prize opening 30, and the gaming state after the jackpot is highly accurate. It becomes a time-saving state (high-accuracy, high-base state). For this reason, it becomes difficult for players to distinguish between "16R (actually 13R) jackpot that is not expected to pass" and "16R (actually 13R) jackpot that is not expected to pass", and the gaming state after the jackpot is uncertain. It becomes difficult to determine whether the state will be a time-saving state (low-accuracy, high-base state) or a high-accuracy, time-saving state (high-accuracy, high-base state). In addition, after the end of the time-saving game, the gaming state becomes a low probability low base state (normal state) for "16R (actually 13R) jackpot expected to not pass V", and the gaming state becomes "16R (actually 13R) jackpot expected to pass V". appears to be in a normal high-accuracy-low base state. That is, in the "16R (actually 13R) V passing expected jackpot", if the game ball passes through the V area 39 in the first big prize opening 30, when the time saving state after the jackpot game ends, the gaming state will be: Being in a high probability low base state but with a high probability becomes a latent state (latent probability variable state), and this latent probability variable state is difficult for the player to discern. In other words, the low-probability time-saving state (low-probability High base condition) and “16R (actually 13R) V passing expected jackpot” jackpot A high-accuracy time-saving state (high-accuracy high base state) after playing, and a low-accuracy low base state after the end of the time saving of "16R (actually 13R) V not expected to pass jackpot" and "16R (actually 13R) V expected to pass" The high probability low base state after the end of the time saving of "Jackpot" is performed in a manner that is difficult for the player to discern.

[0078] In addition, as shown in Figure 9, the distribution ratio of jackpots in the lottery for the first special symbol (special symbol 1) is 68 / 128 (approximately 53%) for jackpots scheduled to pass V, and 60 / 128 (approximately 53%) for jackpots scheduled to pass V. 128 (approximately 47%). On the other hand, the distribution ratio of jackpots in the lottery for the second special symbol (special symbol 2) is 83 / 128 (approximately 64.8%) for jackpots that are expected to pass V, and 45 / 128 (approximately 35.2%) for jackpots that are not scheduled to pass V. ). In this way, in the gaming machine 1, the jackpot lottery (first special symbol lottery) that is performed when a game ball enters the second starting port 21 is more popular than the jackpot lottery that is performed when a game ball enters the second starting port 21. The lottery (second special symbol lottery) is set to be more advantageous for the player.

[0079] 5.Explanation of gaming status The gaming state of gaming machine 1 will be explained. The game control microcomputer 81 can perform "probability fluctuation control" and "fluctuation time reduction control" for the special symbols displayed on the special symbol display 41 and the ordinary symbols displayed on the ordinary symbol display 42, respectively. It is. Here, the state in which the game control microcomputer 81 performs probability fluctuation control on the special symbols on the special symbol display 41 is called a "high probability state (high probability state, probability fluctuation state, probability variable state)", and the probability fluctuation An uncontrolled state is simply called a "normal probability state (non-high probability state, low probability state, normal state)". The game control microcomputer 81 uses a jackpot determination table (FIG. 8(A)) in which the number of jackpot random numbers determined to be a jackpot is greater in a high probability state than in a normal probability state, as probability fluctuation control for special symbols. A high probability state is achieved by making a jackpot determination. Therefore, the high probability state has a higher probability of hitting the jackpot than the normal probability state. In other words, when the game control microcomputer 81 executes probability variation control on the special symbols on the special symbol display 41, compared to the case where the probability variation control is not executed, The display result of the variable display of special symbols (stop symbols) has a high probability of becoming a jackpot symbol.

[0080] In addition, the state in which the game control microcomputer 81 controls the special symbols on the special symbol display 41 to shorten the fluctuation time is referred to as a "time saving state", and the state in which the fluctuation time is not shortened is simply referred to as a "non-time saving state". That's what it means. In the time saving state, the variation time of the special symbol (the time from the start of the variable display to the derivation display of the display result) is shorter than in the non-time saving state. The game control microcomputer 81 executes a variation pattern determination table T6 (FIGS. 10 and 11) that is determined so that a variation pattern with a short variation time is selected more often in a time-saving state than in a non-time-saving state. Determine the variation pattern used. In other words, when the game control microcomputer 81 executes the variable time reduction control for the special symbols on the special symbol display 41, the variation of the special symbol is greater than when the variable time reduction control is not executed. A short variation time is more likely to be selected as the display variation time. As a result, in the time-saving state, the pace of consumption of the special figure reservation becomes faster, and an effective winning to the starting opening (a winning that can be stored as a special figure reservation) is more likely to occur. This allows players to aim for a jackpot while the game progresses smoothly. In addition, the game control microcomputer 81 may execute the probability fluctuation control and the fluctuation time reduction control simultaneously with respect to the special symbols on the special symbol display 41, or may execute only one of them.

[0081] The game control microcomputer 81 executes the probability fluctuation control and fluctuation time shortening control for the normal symbols on the normal symbol display 42 in synchronization with the fluctuation time shortening control for the special symbols on the special symbol display 41. That is, the game control microcomputer 81 performs the probability fluctuation control and the fluctuation time reduction control for the normal symbols in the time saving state, and does not perform them in the non-time saving state. The game control microcomputer 81 performs normal symbol probability fluctuation control by creating a normal symbol hit determination table T3 (where the number of normal symbol random numbers (random winning numbers) that are determined to be hits is greater in the time-saving state than in the non-time-saving state. Perform hit determination (normal symbol determination) using Figure 8(C)). Therefore, in the time saving state, the winning probability is higher than in the normal symbol normal probability state. In other words, when the game control microcomputer 81 executes probability variation control on the normal symbols on the normal symbol display 42, compared to the case where the probability variation control is not executed, The probability that the display result of the variable display of the normal symbol (stop symbol) becomes a winning symbol is increased. In the time saving state, the fluctuation time of the normal symbol is shorter than in the non-time saving state. Here, the fluctuation time of the normal symbol is 30 seconds in the non-time saving state, but it is 1 second in the time saving state (Figure 8(D)). Furthermore, in the time-saving state, the opening time of the electric chew 22 in the auxiliary game is longer than in the non-time-saving state (FIG. 12). That is, the game control microcomputer 81 executes open time extension control on the electric chew 22. In addition, in the time-saving state, the number of times the electric chew 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 executes control to increase the number of openings for the electric chew 22. Under the situation where the game control microcomputer 81 is executing probability fluctuation control and fluctuation time shortening control for the normal symbols on the normal symbol display 42, and control for extending the opening time and increasing number of openings for the electric chew 22, Compared to the case where these controls are not executed, the electric chew 22 is opened more frequently, and the game ball enters the second starting port 21 more frequently. As a result, the base, which is the ratio of the number of prize balls to the number of fired balls, increases. Therefore, a state where these controls are being executed is called a "high base state", and a state where these controls are not being executed is called a "low base state". In a high base state, you can aim for a jackpot without significantly reducing the number of game balls you have. Note that the high base state is a state in which so-called electric support control (control that supports winning to the second starting port 21 by the electric chew 22) is being executed. The high base state (electric support control state) does not need to execute all of the above controls. That is, among the probability fluctuation control for the normal symbols on the normal symbol display 42, the fluctuation time shortening control for the normal symbols on the normal symbol display 42, the opening time extension control for the electric chew 22, and the control for increasing the number of openings for the electric chew 22. It is only necessary that by executing one or more controls, the electric chew 22 can be opened more easily than when the controls are not executed. Further, the high base state (electric support control state) may be controlled independently without being associated with the time saving state.

[0082] In gaming machine 1, the gaming state after a jackpot game due to winning a jackpot scheduled to pass through V is a high probability state, a time saving state, and a high base state if the player passes to V area 39 during the jackpot game. . This gaming state is particularly referred to as a "high-accuracy, high-base state" or a "high-accuracy, time-saving state." Specifically, jackpots in which the gaming state after the jackpot game is in a high-probability, high-base state are of the jackpot types shown in Figure 9: "Jackpot expected to pass through 16RV", "Jackpot expected to pass through 16R (actually 15R)", " 16R (actually 13R) V passing plan jackpot”. "Jackpot expected to pass through 16RV" and "Jackpot expected to pass through 16R (actually 15R)" are high probability and high base conditions, after playing a jackpot game, winning the next jackpot (next jackpot) and executing that jackpot game. Ends with. "16R (actually 13R) V passing expected jackpot" is a high probability high base state, after the jackpot game, a variable display of special symbols is executed a predetermined number of times (in this case 100 times), and a high probability low base state (latent probability change state), or the next jackpot (next jackpot) is won and the jackpot game is executed. In addition, the gaming state after a jackpot game due to winning a jackpot scheduled to not pass V will be a normal probability state (non-high probability (that is, a low probability state), a short time state, and a high base state. This gaming state is particularly referred to as a "low probability high base state" and "low probability time saving state." Specifically, the jackpot in which the gaming state after the jackpot game becomes a low probability high base state is the "16R (actually 13R) V non-passing planned jackpot" among the jackpot types shown in FIG. In this jackpot, the low-probability-high base state means that after the jackpot game, a variable display of special symbols is executed a predetermined number of times (in this case, 100 times), or the next jackpot (next jackpot) is won and the jackpot is won. The game ends when the 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-electronic support control state). This gaming state is particularly referred to as a "low probability low base state". The low-probability, low-base state is sometimes referred to as the "normal gaming state" or the "low-probability non-time-saving state (also simply referred to as the non-time-saving state)." Further, the state in which a special game (big hit game) is being executed may be referred to as a "special game state (big hit game state)". Furthermore, a state controlled to at least one of the high probability state and the high base state may be referred to as a "specific gaming 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 proceed more advantageously if the game ball enters the right game area 3B (FIG. 1) by hitting right. Due to the electric support control, the electric chew 22 is opened more easily than in the low base state, and it is easier to win a prize in the second starting port 21 than to win a prize in the first starting port 20. be. From this, in the high base state, while passing the game ball to the gate 28 which is the trigger for the normal symbol lottery, the game ball is hit right in order to make the game ball enter the second starting port 21. This allows you to get more starting prizes (winning into the starting hole) than if you hit left-handed. In addition, in gaming machine 1, even during the jackpot game, the game is played with the right hand. On the other hand, in the low base state, the game can be progressed more advantageously if the game ball enters the left game area 3A (FIG. 1) by hitting to the left. Since the electric support control is not executed, the electric chew 22 is more difficult to open than in the high base state, and it is easier to win a prize in the first starting port 20 than to win a prize in the second starting port 21. This is because For this reason, in the low base state, the game ball is hit to the left in order to cause the game ball to enter the first starting port 20. This allows you to win more starting prizes than if you hit right-handed.

[0084] 6. Operation of game control microcomputer 81 The operation of the game control microcomputer 81 provided on the main control board 80 (FIG. 3) will be explained based on FIGS. 15 to 34. Counters, flags, status, buffers, etc. that appear in the explanation of the operation of the game control microcomputer 81 are provided in the main RAM 84. The game control microcomputer 81 corresponds to the validity determination means (FIG. 23) and the validity preliminary determination means (FIGS. 18 and 19).

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

[0086] After the initial setting, the game control microcomputer 81 disables interrupt processing (step S002) and performs normal symbol / special symbol main random number update processing (step S003). In this normal symbol / special symbol main random number update process, the game control microcomputer 81 updates various random number counter values ​​(jackpot random number, jackpot type random number, reach random number, fluctuation pattern random number) shown in FIG. 7(A). , normal symbol random value) is updated by adding 1. When each random number counter value reaches the 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" or may be changed randomly. Further, each random number may be a so-called hardware random number generated using a known random number generation circuit including a counter IC or the like.

[0087] After the normal symbol / special symbol main random number update process, the game control microcomputer 81 allows the interrupt of the interrupt process (step S004). While interrupts are enabled, main side timer interrupt processing (step S005) can be executed. The main side timer interrupt process is executed based on an interrupt pulse that is repeatedly input to the main CPU 82 at a predetermined period (for example, a 4 msec period). That is, the main side timer interrupt process is executed at predetermined intervals (for example, every 4 msec). Then, after the main side timer interrupt processing ends and until the next main side timer interrupt processing starts, the updating processing of various counter values ​​by the normal symbol / special symbol main random number updating processing is repeatedly executed. . Note that if an interrupt pulse is input to the main CPU 82 in the interrupt disabled state, the main side timer interrupt processing is not started immediately, but is started after the interrupt is enabled.

[0088] [Main side timer interrupt processing] FIG. 16 is a flowchart of the main side timer interrupt processing (FIG. 15: Step S005). In the main side 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 processing of various random number counter values ​​is performed during the execution period of the main side timer interrupt processing and other periods (the period from the end of the main side timer interrupt processing until the start of the next main side timer interrupt processing). It is carried out both.

[0089] After the random number update process, the game control microcomputer 81 performs an input process (step S102). In input processing, the game control microcomputer 81 reads detection signals detected by various sensors attached to the gaming machine 1, and outputs payout data to the main RAM 84 for paying out prize balls according to the type of winning opening. Set in buffer. The various sensors include, for example, the first starting hole sensor 20a, the second starting hole sensor 21a, the first big winning hole sensor 30a, the second big winning hole sensor 35a, the normal winning hole sensor 27a, the normal winning hole sensor 29a (Fig. 3).

[0090] After the input processing, the game control microcomputer 81 performs starting port sensor detection processing (step S103), normal operation processing (step S104), special operation processing (step S105), V area sensor detection processing (step S106), and hold ball detection processing. Number processing (step S107) is executed in order. Details of these processes will be described later. After processing the number of pending balls, the game control microcomputer 81 performs output processing (step S108). In the output process, the game control microcomputer 81 outputs the commands set in the command set area 84a of the main RAM 84 in each of the above processes to the sub control board 90. After the output process, the game control microcomputer 81 performs other processes (step S109). In other processes, for example, the second special figure reservation display 43b is controlled to display the number based on the number of reserved balls for special figure 2, which will be described later, and the first special figure is displayed based on the number of reserved balls for special figure 1. The hold display 43a is controlled to display the number.

[0091] [Start port sensor detection processing] FIG. 17 is a flowchart of the starting port sensor detection process (FIG. 16: Step S103). The game control microcomputer 81 first determines whether a game ball has passed through the gate 28 (step S201). This determination is made depending on whether or not a game ball is 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. When the game ball passes through the gate 28 (step S201: YES), the game control microcomputer 81 determines whether the number of normal symbol reserved balls is "4 (upper limit)" (step S202). The number of reserved normal symbols is the number of reserved regular symbols, and more specifically, it is the value of a counter provided in the main RAM 84 that counts the number of reserved symbols. If the number of normal symbols reserved balls is "4" (step S202: YES), the process skips to step S205. If the number of normal symbols reserved balls is "3" or less (step S202: NO), after adding "1" to the number of normal symbols reserved balls (step S203), normal symbol random number acquisition processing 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 value in the first to Of the fourth storage area, it is stored in the storage area corresponding to the current number of normal symbols reserved balls.

[0092] In step S205, the game control microcomputer 81 determines whether a game ball has entered the second starting port 21 or not. This determination is made depending on whether a game ball is detected by the second starting port sensor 21a. If the game ball has not entered the second starting port 21 (step S205: NO), the process skips to step S210. If the game ball wins (step S205: YES), the game control microcomputer 81 determines whether the number of special drawing 2 reserved balls is "4 (upper limit)" (step S206). The number of reserved special figures 2 balls is the number of reserved second special figures, and more specifically, it is the value of a counter provided in the main RAM 84 that counts the number of reserved second special figures. If the number of special figure 2 reserved balls is "4" (step S206: YES), the process skips to step S210. If the number of reserved balls for special figure 2 is "3" or less (step S206: NO), after adding "1" to the number of reserved balls for special figure 2 (step S207), perform special figure 2 related random number acquisition processing (step S208). Here, the value of the jackpot random number counter (Figure 7: Label-TRND-A value), 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: Label-TRND-AS value), -TRND-RC value) and the fluctuation pattern random number counter value (Figure 7: Label -TRND-T1 value). The game control microcomputer 81 stores the obtained random value group in the storage area corresponding to the current number of special figure 2 reserved balls among the first to fourth storage areas of the second special figure reserved storage area 85b. The game control microcomputer 81 also temporarily stores the acquired random number group in a buffer (advance determination buffer) different from the second special figure holding storage area 85b for special figure 2 advance determination processing (FIG. 18), which will be described later. to be memorized (retained). After the special figure 2 related random number acquisition process, the game control microcomputer 81 performs the special figure 2 preliminary determination process (step S209). Details of the special figure 2 preliminary determination process will be described later.

[0093] In step S210, the game control microcomputer 81 determines whether a game ball has entered the first starting port 20 or not. This determination is made depending on whether a game ball is detected by the first starting port sensor 20a. If no game ball has entered the first starting port 20 (step S210: NO), this process ends. When a game ball enters the first starting port 20 (step S210: YES), the game control microcomputer 81 determines whether the number of reserved balls for special drawing 1 is "4 (upper limit)" ( Step S211). The special figure 1 reserved ball number is the number of first special figures reserved, and more specifically, it is the value of a counter provided in the main RAM 84 that counts the number of first special figures reserved. If the special figure 1 reserved ball number is "4" (step S211: YES), this process ends. If the number of reserved balls for special figure 1 is "3" or less (step S211: NO), after adding "1" to the number of reserved balls for special figure 1 (step S212), perform special figure 1 related random number acquisition processing (step S213). Here, similarly to the special figure 2 related random number acquisition process (step S208) described above, 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 fluctuation pattern random number counter are obtained. The game control microcomputer 81 stores the obtained random number group in the storage area corresponding to the current number of special figure 1 reserved balls among the first to fourth storage areas of the first special figure reserved storage area 85a. The game control microcomputer 81 temporarily stores the acquired random number group in a buffer (advance determination buffer) different from the first special figure holding storage area 85a for the special figure 1 advance determination process (FIG. 19) described later. to be memorized (retained). After the special figure 1 related random number acquisition process, the game control microcomputer 81 performs the special figure 1 preliminary determination process (step S214). Details of the special figure 1 preliminary determination process will be described later.

[0094] [Special figure 2 advance judgment processing] FIG. 18 is a flowchart of the special figure 2 preliminary determination process (FIG. 17: Step S209). The game control microcomputer 81 first determines whether or not the probability change flag is ON (step S301). If the probability change flag is OFF (step S301: NO), this process ends. That is, when the probability variation flag is OFF, no preliminary determination is performed. On the other hand, when the probability change flag is ON, the game control microcomputer 81 performs a preliminary jackpot judgment with reference to the high probability state table of the jackpot judgment table T1 (FIG. 8) (step S302). Specifically, the game control microcomputer 81 first acquires a jackpot random number value as a determination value that is temporarily stored in the preliminary determination buffer through special drawing 2 related random number acquisition processing (FIG. 17: Step S208). do. Next, the game control microcomputer 81 uses the reference jackpot determination table T1 (FIG. 8) and the jackpot random number value to pre-determine whether or not it is a jackpot. Here, since it is a high probability state (the probability change flag is ON), the game control microcomputer 81 selects the table for the high probability state (the jackpot judgment value is "0" to "649") out of the jackpot judgment table T1. Refer to this to determine in advance whether or not it is a jackpot. That is, when the jackpot random number value is between "0" and "649", it is determined in advance that it is a "jackpot", and when it is any other value, it is determined in advance that it is a "loss". In addition, in this embodiment, the preliminary determination is performed using the jackpot determination table T1 used in the jackpot determination process (FIG. 23) described later; however, in other embodiments, a preliminary determination table different from the jackpot determination table T1 may be used. A preliminary determination may be made using the jackpot determination table.

[0095] If the result of the preliminary jackpot determination is "loss" (step S304: NO), the process skips to step S306. On the other hand, if the result of the jackpot preliminary determination is "jackpot" (step S304: YES), the game control microcomputer 81 performs a jackpot type preliminary determination (step S305). In the jackpot type preliminary determination, the game control microcomputer 81 first uses the jackpot type random number value as the determination value temporarily stored in the preliminary determination buffer by the special drawing 2 related random number acquisition process (FIG. 17: Step S208). get. Next, the game control microcomputer 81 performs a preliminary determination of the jackpot type based on the acquired jackpot type random number value and the jackpot type determination table T5 (FIG. 9). Here, even if the jackpot type random number is any one of "0" to "127", it is determined in advance that it is a "16RV passing scheduled jackpot". In addition, in this embodiment, the preliminary determination is performed using the jackpot type determination table T5 used in the jackpot determination process (FIG. 23) described later, but as another embodiment, a preliminary determination different from the jackpot type determination table T5 may be used. A preliminary determination may be made using a jackpot type determination table for determination.

[0096] In step S306, the game control microcomputer 81 performs a preliminary determination of the fluctuation pattern. Specifically, the game control microcomputer 81 first obtains a fluctuation pattern random number value as a judgment value temporarily stored in the preliminary judgment buffer by the special drawing 2 related random number acquisition process (FIG. 17: Step S208), And obtain the reach random value. Next, since the time-saving state is here (the time-saving flag is ON), the gaming control microcomputer 81 refers to the fluctuation pattern determination table T6 (FIG. 11) for the time-saving state, and determines the jackpot preliminary determination result in step S304. A fluctuation pattern is identified from the preliminary judgment result of reach / absence obtained from the reach random value and the fluctuation pattern random value. In addition, in the fluctuation pattern determination table T6 of FIG. 11, the fluctuation patterns selected may differ depending on the difference in the number of reserved pitches. Here, it is assumed that all variation patterns that may be selected depending on the difference in the number of reserved pitches are selected. For example, if a loss with a reach is determined in advance from the jackpot preliminary determination result and the preliminary determination result of the presence or absence of a reach, and the fluctuation pattern random value is "60", the game control microcomputer 81 determines that the number of pending balls is "1 to 2". ”, the variation pattern “P64” is selected, and the number of pending pitches is “3 to 4”, the variation pattern “P68” is selected. Note that in this embodiment, preliminary determination is performed using the fluctuation pattern determination table T6 used in the fluctuation pattern selection process (FIGS. 24 and 25) described later; however, as another embodiment, the fluctuation pattern determination table T6 may be used. The preliminary determination may be performed using a variation pattern determination table for preliminary determination that is different from the above.

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

[0098] [Special figure 1 advance judgment processing] FIG. 19 is a flowchart of the special figure 1 preliminary determination process (FIG. 17: Step S214). The game control microcomputer 81 first determines whether or not the probability change flag is ON (step S401). Contrary to the above-mentioned special figure 2 preliminary determination process, when the probability change flag is ON (step S401: YES), this process ends. That is, when the probability change flag is ON, no preliminary determination is performed. On the other hand, when the probability change flag is OFF (step S401: NO), the game control microcomputer 81 performs a preliminary jackpot judgment by referring to the table for the normal probability state of the jackpot judgment table T1 (FIG. 8) (step S401: NO). S402). Specifically, the game control microcomputer 81 first acquires a jackpot random number value as a determination value that is temporarily stored in the preliminary determination buffer through special drawing 1 related random number acquisition processing (FIG. 17: Step S213). do. Next, since the normal probability state is here (the probability change flag is OFF), the game control microcomputer 81 selects the normal probability state table (the jackpot judgment value is "0" to "164") out of the jackpot judgment table T1. ”) to determine whether or not it is a jackpot in advance. That is, when the jackpot random number value is between "0" and "164", it is determined in advance that it is a "jackpot", and when it is any other value, it is determined in advance that it is a "loss". Note that the preliminary jackpot determination may use a jackpot determination table for preliminary determination that is different from the jackpot determination table T1. Thereafter, the processing of steps S404 to S408 is the same as steps S304 to S308 of the above-mentioned special figure 2 preliminary determination processing (FIG. 18), so the explanation will be omitted.

[0099] [Normal operation processing] FIG. 20 is a flowchart of the normal operation process (FIG. 16: Step S104). The game control microcomputer 81 first determines whether or not the electric chew 22 is in operation (step S501). If the electric chew 22 is in operation (step S501: YES), the process moves to step S520. If the electric chew 22 is not in operation (step S501: NO), the game control microcomputer 81 determines whether or not the normal symbols are changing (step S502). If the normal symbol is changing (step S502: YES), the process skips to step S508. If the normal symbols are not changing (step S502: NO), the game control microcomputer 81 determines whether the number of reserved balls of the normal symbols is "0" (step S503). If the number of pending pitches is "0" (step S503: YES), this process ends. If the number of reserved balls is 1 or more (step S503: NO), the number of normal symbol reserved balls is decremented by 1 (step S504). Therefore, if a game ball passes through the gate 28 with the number of reserved balls of the normal symbol being "0", in step S203 of the starting port sensor detection process (FIG. 17), the number of reserved balls of the regular symbol will be "1". ", and then, in this step S504, the reservation is extinguished and the number of reserved balls of the normal symbol becomes "0" immediately. This also applies to the number of reserved balls in the special symbol. That is, in step S207 and step S212 of the starting port sensor detection process (FIG. 17), the number of pending special symbols becomes "1", and then in step S1404 and step S212 of the special symbol standby process (FIG. 22), which will be described later. In S1410, the reservation is exhausted and the number of reserved balls of the special symbol becomes "0". Next, the game control microcomputer 81 performs a hit determination with reference to the normal symbol hit determination table T3 (FIG. 8(C)) (step S505). Specifically, the game control microcomputer 81 first selects a normal symbol random number value ( Read out the winning random value). Then, it is determined whether or not it is a hit using the normal symbol random number value, the gaming state (whether it is a time saving state or not), and the normal symbol hit determination table T3. For example, in a non-time saving state, if the normal symbol random number is between "0" and "2", it will be determined as a "win", and if the normal symbol random number is other than that, it will be determined as a "lose". (See Figure 8(C)).

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

[0101] In step S508, the game control microcomputer 81 determines whether or not the normal symbol variation time has passed and ended. The fluctuation time of the normal symbol is the fluctuation time selected in step S506 (see FIG. 8(D)). If the variable time has not ended (step S508: NO), the game control microcomputer 81 ends this process. That is, the fluctuating display of the normal symbols continues. On the other hand, if the fluctuation time has ended (step S508: YES), the game control microcomputer 81 stops the fluctuation display (step S509), and if the above-mentioned hit determination (step S505) is a "loss", (Step S510: NO), this process ends. On the other hand, if the above hit determination is "win" (step S510: YES), the game control microcomputer 81 sets an electric chew release pattern (step S511). The opening pattern of the electric chew 22 is selected with reference to the electric chew opening pattern determination table T7 (FIG. 12(A)). Specifically, the game control microcomputer 81 determines the gaming state (whether or not it is a time saving state), and determines the opening pattern of the electric chew 22 using the gaming state determination result and the electric chew opening pattern determination table T7. Select. Here, in the non-time-saving state, "open pattern 11" is selected, and in the time-saving state, "open pattern 12" is selected. After selecting the opening pattern, the game control microcomputer 81 starts the electric chew operation according to the selected opening pattern (step S512), and ends this process.

[0102] In step S501 described above, if the electric chew 22 is in operation (step S501: YES), the game control microcomputer 81 determines whether the closing condition for the electric chew 22 is satisfied (step S520). The closing condition here is that the number of prizes entered into the electric chew 22 reaches the specified maximum number of prizes (for example, 6 pieces), or the operating time of the electric chew 22 has elapsed and the time to close the electric chew 22 is reached. One of the things that has been achieved is that it has been fulfilled. The operating time of the electric chew 22 is the operating time corresponding to the opening pattern selected in step S511. If the closing condition for the electric chew 22 is not satisfied (step S520: NO), the game control microcomputer 81 ends this process. On the other hand, if the closing condition for the electric chew 22 is satisfied (step S520: YES), the game control microcomputer 81 closes (occlusions) the electric chew 22 and stops its operation (step S521), and this process finish.

[0103] [Special operation processing] FIG. 21 is a flowchart of the special operation process (FIG. 16: Step S105). Here, the processing related to the special symbol display 41 and the grand prize device (first grand prize device 31 and second grand prize device 36) is divided into four stages, and each stage is divided into "1" of "special operation status", Call them "2", "3", and "4". When the "special operation status" is "1" (step S1301: YES), the game control microcomputer 81 performs special symbol standby processing (step S1302). In the special symbol standby process, jackpot determination, variation pattern selection, etc. are executed. When the "special operation status" is "2" (step S1301: NO, step S1303: YES), special symbol fluctuation processing is performed (step S1304). In the special symbol fluctuation process, output of a fluctuation stop command etc. is executed after the fluctuation time has elapsed. When the "special operation status" is "3" (steps S1301, S1303: NO, step S1305: YES), special symbol confirmation processing is performed (step S1306). In the special symbol confirmation process, the output of an opening command, etc. is executed at the time of a jackpot. When the "special operation status" is "4" (steps S1301, S1303, S1305: NO), special electric accessory processing is performed (step S1308). In the special electric accessory processing, a jackpot game is executed. Details of each of the above processes will be described later. Note that the special operation status is "1" in the initial setting.

[0104] [Special symbol standby processing] FIG. 22 is a flowchart of the special symbol standby process (FIG. 21: Step S1302). In the special symbol standby process, the game control microcomputer 81 first determines whether the special symbol 2 pending ball number is "0" (step S1401). If the number of special figure 2 reserved balls is "0" (step S1401: YES), that is, the random number group obtained due to the winning in the second starting slot 21 is stored in the second special figure reservation storage area 85b. If there is no memory, the process moves to step S1407. When the special figure 2 reserved ball number is "1" or more (step S1401: NO), the game control microcomputer 81 executes the jackpot determination process (step S1402) and the fluctuation pattern selection process (step S1403). Details of these processes will be described later. After the fluctuation pattern selection process, the number of special figure 2 reserved balls is decremented by one (step S1404). Next, the game control microcomputer 81 changes the storage location of the reservation information (various random values) stored in the first to fourth storage areas of the second special figure reservation storage area 85b from the current position to the side from which it is read. At the same time as shifting by one, the reservation information stored in the farthest location from the read side in the second special figure reservation storage area 85b is cleared (step S1405). For example, if pending information is stored in the first to third storage areas, the pending information stored in the third storage area is cleared and the pending information is stored in the first to fourth storage areas. If so, clear the pending information stored in the fourth storage area. Through the above steps, the second special figure reservations are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9B (the leftmost reserved image 9B among the four reserved images 9B) corresponding to the first storage area of ​​the second special figure reserved storage area 85b is displayed. It is shifted to the held digested image display area side and displayed as the held digested image 9C. In addition, the reserved images 9B (the 2nd, 3rd, and 4th reserved images 9B from the left among the 4 reserved images 9B) corresponding to the 2nd to 4th storage areas of the 2nd special figure reserved storage area 85b are respectively on the left side. Shift by one (Figure 1). Thereby, the player can recognize that one second special figure reservation has been used up. Next, the game control microcomputer 81 performs special figure 2 fluctuation start processing (step S1406). In the special figure 2 variation start process, a variation start command is set in the command set area 84a of the main RAM 84, and a variation display of the second 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 process is set in the variation time timer. In addition, the game control microcomputer 81 sets the special operation status to "2". In addition, the variation start command (special figure 2 variation start command) set in the special figure 2 variation start process includes information regarding the special figure stop symbol data set in the jackpot determination process (step S1402) and the variation pattern selection process ( Information regarding the fluctuation pattern set in step S1403) (including information regarding fluctuation time) is included.

[0105] In step S1401, if the number of reserved balls for special drawing 2 is "0" (step S1401: YES), the game control microcomputer 81 determines whether the number of reserved balls for special drawing 1 is "0" ( Step S1407). When the number of special figure 1 reserved balls is "0" (step S1407: YES), that is, the random value group obtained due to winning in the first starting slot 20 is stored in the first special figure reservation storage area 85a. If there is no memory, the process moves to step S1413. When the special figure 1 reserved ball number is "1" or more (step S1407: NO), the game control microcomputer 81 executes the jackpot determination process (step S1408) and the fluctuation pattern selection process (step S1409). Details of these processes will be described later. After the fluctuation pattern selection process, the number of special figure 1 reserved balls is decremented by one (step S1410). Next, the game control microcomputer 81 shifts the storage location of the various random numbers stored in the first to fourth storage areas of the first special figure reservation storage area 85a from the current position to the side where they are read out. At the same time, the reservation information stored in the farthest location from the read side in the first special figure reservation storage area 85a is cleared (step S1411). Through the above steps, the first special drawing reservations are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9A (the rightmost reserved image 9A among the four reserved images 9A) corresponding to the first storage area of ​​the first special figure reserved storage area 85a is displayed. It is shifted to the held digested image display area side and displayed as the held digested image 9C. In addition, the reserved images 9A (the 2nd, 3rd, and 4th reserved images 9A from the left among the 4 reserved images 9A) corresponding to the 2nd to 4th storage areas of the 1st special figure reserved storage area 85a are on the right side. Shift by one (Figure 1). Thereby, the player can recognize that one first special symbol reservation has been used up. Next, the game control microcomputer 81 performs special figure 1 fluctuation start processing (step S1412). In the special figure 1 variation start process, a variation start command is set in the command set area 84a of the main RAM 84, and a 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 process is set in the variation time timer. Furthermore, the game control microcomputer 81 sets the special operation status to "2" (step S1406). In addition, the variation start command (special figure 1 variation start command) set in the special figure 1 variation start process includes information regarding the special figure stop symbol data set in the jackpot determination process (step S1408) and the variation pattern selection process ( Information regarding the fluctuation pattern set in step S1409) (including information regarding fluctuation time) is included.

[0106] In step S1407, if the number of reserved balls for special drawing 1 is "0" (step S1407: YES), the game control microcomputer 81 determines whether the display screen 7a of the image display device 7 is a standby screen (step S1413). The standby screen is a demo screen for waiting for customers. The game control microcomputer 81 may determine, for example, by turning on / off a demonstration screen display flag for waiting for customers. If it is a standby screen (step S1413: YES), this process ends. If it is not a standby screen (step S1413: NO), the game control microcomputer 81 waits for a predetermined standby time to elapse and sets a customer waiting standby command in the command set area 84a of the main RAM 84 to display a standby scene. (Step S1414), this process ends. As mentioned 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 extinguishment of the second special figure reservation is executed in priority to the extinguishment of the first special figure reservation. Furthermore, according to the jackpot type determination table T5 of the present embodiment, the lottery based on the second special symbol reservation is a jackpot that provides a greater profit for the player than the lottery based on the first special symbol reservation (V-passing expected jackpot) It has become easier to win.

[0107] [Jackpot determination process] FIG. 23 is a flowchart of the jackpot determination process (FIG. 22: Steps S1402 and S1408). The jackpot determination process (step S1402) of special figure 2 and the jackpot determination process (step S1408) of special figure 1 have the same process flow, so they will be explained together. In the jackpot determination process, first, the game control microcomputer 81 determines whether or not the probability change flag is ON (step S1501). If the probability change flag is ON (step S1501: YES), a jackpot determination is made with reference to the high probability state table of 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 figure 2, the jackpot random number value stored in the first storage area (corresponding to the first piece of the second special figure reservation) of the second special figure reservation storage area 85b is read out. In the jackpot determination process of the special figure 1, the jackpot random number value stored in the first storage area (corresponding to the first special figure pending) of the first special figure pending storage area 85a is read out. Next, the game control microcomputer 81 uses the reference jackpot determination table T1 and the jackpot random number value to determine whether or not it is a jackpot. Here, since it is a high probability state (the probability variable flag is ON), it is determined whether or not it is a jackpot based on the table for the high probability state (the jackpot judgment value is "0" to "649") of the jackpot judgment table T1. Judge.

[0108] In step S1501, if the probability change flag is OFF (step S1501: NO), the game control microcomputer 81 performs a jackpot judgment by referring to the table for the normal probability state of the jackpot judgment table T1 (FIG. 8). Step S1504). Specifically, the game control microcomputer 81 first reads the jackpot random number value using the same method as in step S1502. Next, since the normal probability state is here (the probability variable flag is OFF), it is determined whether it is a jackpot based on the table for the normal probability state (the jackpot judgment value is "0" to "164") of the jackpot judgment table T1. Determine whether or not.

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

[0110] [Variation pattern selection process] 24 and 25 are flowcharts of the variation pattern selection process (FIG. 22: steps S1403 and S1409). The variation pattern selection process of special figure 2 (step S1403) and the variation pattern selection process of special figure 1 (step S1409) have the same process flow, so they will be explained together. In the variation pattern selection process, first, the gaming control microcomputer 81 determines whether the gaming state is a time saving state (step S1600). A determination as to whether or not the time saving state is made is made based on whether the time saving flag is ON or not. If it is in the time saving state (step S1600: YES), the process moves to step S1612. If it is not in the time saving state (step S1600: NO), the game control microcomputer 81 determines whether the jackpot flag is ON or not (step S1602). If the jackpot flag is OFF (step S1602: NO), the process moves to step S1607. When the jackpot flag is ON (step S1602: YES), the game control microcomputer 81 determines whether the jackpot is special drawing 2 (step S1603). If the jackpot is special map 2 (step S1603: YES), the jackpot type will always be a V passing scheduled jackpot, so the process skips to step S1605. If the jackpot is special map 1 (step S1603: NO), the game control microcomputer 81 determines whether the jackpot type is a jackpot scheduled to pass through V (step S1604), and the jackpot type determination is set in the main RAM 84. This is done based on the special figure stop symbol data.

[0111] If the jackpot type is a jackpot scheduled to pass through V (step S1604: YES), the game control microcomputer 81 changes by referring to the table for jackpots scheduled to pass through V in a non-time-saving state among the fluctuation pattern determination table T6 (FIG. 10). A pattern is selected (step S1605). Specifically, the game control microcomputer 81 first reads a fluctuation pattern random value as a determination value. For example, in the variation pattern selection process of special figure 2, the variation pattern random value stored in the first storage area (corresponding to the first of the second special figure reservation) of the second special figure reservation storage area 85b is read. In the variation pattern selection process of special figure 1, the variation pattern random value stored in the first storage area (corresponding to the first special figure pending) of the first special figure reservation storage area 85a is read out. Next, the game control microcomputer 81 selects a variation pattern using the variation pattern determination table T6 and the variation pattern random value. Here, as a table for the non-time saving state V passing scheduled jackpot, of the fluctuation pattern judgment table T6 for the non-time saving state shown in FIG. ” to “P3”, and in special map 2, the variation pattern is “P21” to “P23”) are referenced (the address is set). From the read fluctuation pattern random value, one of "P1" to "P3" is selected as a fluctuation pattern for special drawing 1, and one of "P21" to "P23" is selected for special drawing 2.

[0112] If the jackpot type is a V non-passing scheduled jackpot (step S1604: NO), the game control microcomputer 81 refers to the table for the non-time saving state V non-passing scheduled jackpot in the fluctuation pattern determination table T6 (FIG. 10). Then, a variation pattern is selected (step S1606). Here, as a table for the non-time-saving state V non-passing scheduled jackpot, we will use the part ("P4" to "P6") corresponding to the V non-passing scheduled jackpot of the fluctuation pattern judgment table T6 for the non-time-saving state shown in ) is referred to. One of "P4" to "P6" is selected as a variation pattern from the read variation pattern random values.

[0113] In step S1602, when the jackpot flag is OFF (step S1602: NO), the game control microcomputer 81 determines whether the reach random number is a reach established random number (step S1607). Specifically, the game control microcomputer 81 first reads a reach random value as a determination value. In the variation pattern selection process of the special figure 2, the reach random value stored in the first storage area (corresponding to the first piece of the second special figure reservation) of the second special figure reservation storage area 85b is read out. In the variation pattern selection process of special figure 1, the reach random value stored in the first storage area (corresponding to the first special figure pending) of the first special figure pending storage area 85a is read out. Next, the game control microcomputer 81 uses the reach determination table T2 (FIG. 8(B)) and the reach random value to determine whether there is a reach. Here, since it is a non-time-saving state, the reach is determined based on the table for the non-time-saving state (the part where the reach judgment value (reach establishment random number) is "0" to "13") of the reach judgment table T2. Determine the presence or absence.

[0114] When the reach random value is a reach establishment random value (step S1607: YES), that is, when there is a reach and there is a loss, the game control microcomputer 81 selects the non-time-saving state from the fluctuation pattern determination table T6 (FIG. 10). A variation pattern is selected with reference to the table for loss with reach (step S1608). Here, as a table for non-time saving state reach and loss, we will use the part corresponding to reach and loss of the fluctuation pattern judgment table T6 for non-time saving state shown in Figure 10 (in special figure 1, the fluctuation pattern is "P7" ~ The "P14" part (in special map 2, the variation pattern is "P24" to "P31") is referred to. In special figure 1, one of "P7" to "P14" is selected as a variation pattern from the read variation pattern random value and the current number of reserved balls in special figure 1 (1 to 4). In the special figure 2, one of "P24" to "P31" is selected as a variation pattern from the readout variation pattern random value and the current number of reserved balls in the special figure 2 (1 to 4). Since the variation pattern selected changes depending on the number of balls on hold, a shortening variation function works according to the number of balls on hold. In other words, in both Special Figure 1 and Special Figure 2, when the number of reserved balls is "3" to "4", the fluctuation time is shorter than when the number of reserved balls is "1" to "2". Short fluctuation patterns are increasingly selected. Thereby, when the number of reserved balls is large, it is possible to increase the speed at which special symbols are reserved.

[0115] If the reach random value is not a reach established random value (step S1607: NO), that is, if there is no reach and a loss, the game control microcomputer 81 selects the non-time-saving state from the fluctuation pattern determination table T6 (FIG. 10). A variation pattern is selected with reference to the table for no-reach losses (step S1609). Here, as a table for non-time-saving state no-reach loss, we will use the part corresponding to no-reach loss of the fluctuation pattern judgment table T6 for non-time-saving state shown in Fig. 10 (in special figure 1, the fluctuation pattern is "P15" ~ The "P16" part (in special map 2, the variation pattern is "P32" to "P33" part) is referred to. In special figure 1, either "P15" or "P16" is selected as a variation pattern from the readout variation pattern random value and the current number of reserved balls in special figure 1 (1 to 4). In special figure 2, either "P32" or "P33" is selected as a variation pattern from the readout variation pattern random value and the current number of reserved balls in special figure 2 (1 to 4). Here, too, the variation pattern selected changes depending on the number of balls on hold, so the shortening variation function works according to the number of balls on hold.

[0116] In step S1600, if it is determined that the gaming state is the time saving state, the gaming control microcomputer 81 determines whether the jackpot 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 a description thereof will be omitted. The difference between the processing in steps S1613 to S1619 and the processing in steps S1603 to S1609 is that in steps S1615, S1616, S1618, and S1619, the portion of the fluctuation pattern determination table T6 that is referenced is different from. Specifically, in steps S1605, S1606, S1608, and S1609, the fluctuation pattern determination table T6 (Fig. 10) for the non-time-saving state is referred to, whereas in steps S1615, S1616, S1618, and S1619, the variation pattern determination table T6 (Fig. 10) for the non-time-saving state is referred to. The fluctuation pattern determination table T6 (FIG. 11) is referred to. For example, in the case of step S1615, that is, when the jackpot type is a jackpot scheduled to pass through V, of the variation pattern determination table T6 for the time saving state shown in FIG. is referred to as "P41" to "P43", and in special map 2, the fluctuation pattern is referred to as "P61" to "P63". From the read fluctuation pattern random value, one of "P41" to "P43" is selected as a fluctuation pattern for special drawing 1, and one of "P61" to "P63" is selected for special drawing 2. For example, in the case of step S1616, that is, when the jackpot type is the V non-passing scheduled jackpot, the portion corresponding to the V non-passing scheduled jackpot ("P44 ” to “P46”) are referenced. One of "P44" to "P46" is selected as a variation pattern from the read variation pattern random value.

[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. Information on the set variation pattern is included in the variation start command and transmitted to the sub control board 90 in the output process (FIG. 16: Step S108). This starts the variable display of special symbols.

[0118] [Special symbol fluctuation processing] FIG. 26 is a flowchart of the special symbol variation process (FIG. 21: Step S1304). The game control microcomputer 81 first determines whether or not the special symbol variation time has passed and ended (step S1701). The fluctuation time of the special symbol is the fluctuation time determined according to the fluctuation pattern selected in the above-mentioned fluctuation pattern selection process (FIGS. 24 and 25). If the variable time has not ended (step S1701: NO), this process ends. That is, the variable 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 fluctuation time has ended (step S1701: YES), a fluctuation 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 stoppage of fluctuations (step S1704). For example, the game control microcomputer 81 performs processing such as stopping the variable display of special symbols at a symbol corresponding to the set special symbol stop symbol data. After that, the game control microcomputer 81 finishes this process.

[0119] [Special design confirmation process] FIG. 27 is a flowchart of the special symbol confirmation process (FIG. 21: Step S1306). The gaming control microcomputer 81 first performs gaming state management processing (step S1801). The gaming state management process is a process for managing the number of STs and the number of time saving times, and the details will be described later. After the gaming state management process, it is determined whether the jackpot flag is ON (step S1802). When 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 shifts to the special symbol standby process (FIG. 22) again, and the jackpot determination for the next hold is executed.

[0120] If the jackpot flag is ON (step S1802: YES), the game control microcomputer 81 sets an opening pattern for the jackpot and the V opening / closing member according to the type of jackpot won (step S1803). Specifically, the game control microcomputer 81 refers to the big winning hole opening pattern determination table T8 (FIG. 13), determines the opening pattern of the big winning hole from the special figure stop symbol data, and uses the determined opening pattern. Set. For example, when the special figure stop pattern data is "11H", "opening pattern 21" is set as the opening pattern of the big winning hole. In addition, the game control microcomputer 81 refers to the V opening / closing member opening pattern determination table T9 (FIG. 14), determines the opening pattern of the V opening / closing member 71 from the special figure stop symbol data, and sets the determined opening pattern. . For example, when the special figure stop pattern data is "11H", "opening pattern 31" is set as the opening pattern of the V opening / closing member 71. In addition to setting the opening pattern of the big prize opening and the V opening / closing member, the value of the round counter is set to the number of rounds according to the type of jackpot won. The round counter counts the number of unit release games (round games) executed during the jackpot game. Here, the round counter is set to "16" (FIG. 13(B)).

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

[0122] [Game state management processing] FIG. 28 is a flowchart of the gaming state management process (FIG. 27: Step S1801). The game control microcomputer 81 first determines whether or not the probability change flag is ON (step S2001). If the probability change flag is OFF (step S2001: NO), the process skips to step S2010. If the probability variation flag is ON (step S2001: YES), the value of the probability variation counter is decremented by 1 (step S2002). The probability variation counter counts the number of variations of the special symbol executed during the high probability state. Here, "100" is set in the probability change counter when transitioning to the high probability state. As a result of decrementing the probability change counter by 1, the game control microcomputer 81 determines whether or not the value of the counter has become "0" (step S2003). If the value of the probability change counter is not "0" (step S2003: NO), the process skips to step S2005. If the value of the probability variation counter is "0" (step S2003: YES), the probability variation flag is switched to OFF (step S2004).

[0123] In step S2005, the game control microcomputer 81 determines whether the time saving flag is ON. If the time saving flag is OFF (step S2005: NO), the process skips to step S2009. If the time saving flag is ON (step S2005: YES), the value of the time saving counter is decremented by 1 (step S2006). The time saving counter counts the number of changes in special symbols executed during the time saving state. Here, when transitioning to the time saving state, the time saving counter is set to "100". As a result of decrementing the time saving counter by 1, the game control microcomputer 81 determines whether or not the value of the counter has become "0" (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 gaming control microcomputer 81 sets the gaming state designation command in the command set area (output buffer) 84a of the main RAM 84, and ends this process. The game state specification command includes information about the current game state that has been set (whether the ceiling flag is ON or not, the ceiling counter value, whether or not it is in a variable probability state, the variable variable counter value, whether it is in a time saving state or not, the time saving counter value, etc.). Included.

[0125] In step S2010, the game control microcomputer 81 determines 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 specified number of rotations until b time saving (play time) is reached, and counts the number of changes in the special symbol executed when the ceiling flag is ON (during low probability state). . Here, when the ceiling flag is set to ON, "500" is set to the ceiling counter as the specified rotation speed. As a result of decrementing the ceiling counter by 1, the game control microcomputer 81 determines whether or not the counter value has become "0" (step S2012). That is, it is determined whether or not the specified number of rotations has elapsed until b time saving (play time) is reached. If the value of the ceiling counter is not "0" (step S2012: NO), the process skips to step S2005. When the value of the ceiling counter is "0" (step S2012: YES), the time saving flag is switched on (step S2013), and "700" is set in the time saving counter as the number of time saving times (number of times granted). Then, the ceiling flag is turned off (step S2015). After that, the process of step S2009 is executed.

[0126] [Game state reset processing] FIG. 29 is a flowchart of the gaming state reset process (FIG. 27: Step S1804). The game control microcomputer 81 first determines whether or not the probability change flag is ON (step S2101). If the probability change flag is OFF (step S2101: NO), the process skips to step S2103. If the probability variation flag is ON (step S2101: YES), the probability variation flag is switched OFF (step S2102). In step S2103, the game control microcomputer 81 determines whether the time saving flag is ON. 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 OFF (step S2104). In step S2105, the game control microcomputer 81 determines whether the ceiling flag is ON or not. If the ceiling flag is OFF (step S2105: NO), this process ends. If the ceiling flag is ON (step S2105: YES), the ceiling flag is switched OFF (step S2106). That is, during the execution of the jackpot game, the ceiling flag is turned OFF in a non-high probability state and a non-time saving state. Since the gaming machine 1 is always in a low base state when in a non-time saving state, it is in a low base state while a jackpot game is being executed.

[0127] [Special electric accessory processing] FIG. 30 is a flowchart of the special electric accessory processing (FIG. 21: Step S1308). The game control microcomputer 81 first determines whether the jackpot end flag is ON or not (step S2200). The “jackpot end flag” is a flag indicating that all openings of the jackpot devices (first jackpot device 31 and second jackpot device 36) based on the opening pattern have been completed in the jackpot game being executed. If the jackpot end flag is ON (step S2200: YES), the process moves to step S2230. When the jackpot end flag is OFF (step S2200: NO), a V opening / closing member operation process for operating the V opening / closing member 71 is performed (step S2201). The V opening / closing member 71 of this embodiment is configured to operate when a predetermined number of game balls enter the first big prize opening 30, and in the V opening / closing member operation processing, it is operated according to the V opening / closing member opening pattern T9. When a game ball of a predetermined number wins, the V opening / closing member 71 is opened for a predetermined period of time. Details of the V opening / closing member operation process will be described later. After the V opening / closing member operation process, the game control microcomputer 81 determines whether or not the grand prize opening (first grand prize opening 30 and second grand prize opening 35) is open (step S2202). If it is open (step S2202: YES), the process moves to step S2210.

[0128] If the big winning hole is not open (step S2202: NO), the game control microcomputer 81 determines whether it is time (timing) to open the big winning hole (step S2203). The time to open the big winning opening may be, for example, when the opening time of the jackpot has passed and it is time to start opening in the first round game, or when the big winning opening that was temporarily closed after opening is reopened. This includes the time when the interval time (closed time) has passed and it is time to start opening again. If it is not time to open the big prize opening (step S2203: NO), the process moves to step S2220.

[0129] If it is the time (timing) to open the big winning hole (step S2203: YES), the game control microcomputer 81 performs the big winning hole opening process (step S2207). Specifically, the game control microcomputer 81 opens the big winning hole (first big winning hole 30 or second big winning hole 35) according to the opening pattern (FIG. 13) depending on the type of jackpot. After the big winning 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 jackpot game being executed, and the game control microcomputer 81 sets the round designation command in the output buffer of the main RAM 84. In addition, in this embodiment, the big prize opening is not opened multiple times during one round game. However, as another embodiment, when the big winning hole is opened multiple times during one round of gaming, the game control microcomputer 81 controls whether the big winning hole is opened during one round. It is also possible to determine whether it is the first opening or not, and to set the round designation command only if it is the first opening. After setting the round designation command, this processing ends.

[0130] In step S2202 described above, if the grand prize opening is being opened (step S2202: YES), the game control microcomputer 81 determines whether the closing condition of the grand prize opening is satisfied (step S2210). The closing condition here is that the number of prizes entered into the grand prize opening in that round game has reached the specified maximum number of prizes (for example, 9 per round), or the time has come to close the grand prize opening. (i.e., a predetermined opening time (FIG. 13) has elapsed since the opening of the grand prize opening). Then, if the condition for closing the big winning opening is not satisfied (step S2210: NO), the game control microcomputer 81 ends this process. On the other hand, if the condition for closing the big winning opening is satisfied (step S2210: YES), the game control microcomputer 81 closes (blocks) the big winning opening (step S2211).

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

[0132] If the round game has ended (step S2220: YES), the game control microcomputer 81 decrements the value of the round counter by 1 (step S2221), and determines whether the value of the round counter is "0" or not. A determination is made (step S2226). If the value of the round counter is not "0" (step S2226: NO), that is, if the prescribed number of round games has not yet been played, this process ends in order to start the next round game. On the other hand, when the value of the round counter is "0", a jackpot ending command is set as a jackpot ending process to end the jackpot game (step S2227), and a jackpot ending is started (step S2228). In this embodiment, the ending time (for example, 18 seconds) when a game ball passes through the V area 39 in the "16R (actually 13R) V passing planned jackpot" is "16R (actually 13R) V not expected to pass". The length is the same as the ending time when the game ball does not pass to V area 39 in "Jackpot". As a result, even if a game ball passes through the V area 39 with a "16R (actually 13R) jackpot expected to pass through V", a "16R (actually 13R) jackpot not expected to pass through V" will occur to the player. ”, it can be recognized that the game ball did not pass into the V area 39. In addition, the ending time when the game ball does not pass to the V area 39 in "16R (actually 13R) V passing planned jackpot" is also the same length as these. After the jackpot ending starts, the jackpot end flag is set to ON (step S2229), and this process ends.

[0133] In step S2200 described above, if the jackpot end flag is ON (step S2200: YES), the final round has ended, so the game control microcomputer 81 determines whether or not the jackpot ending time has elapsed. (Step S2230). If the ending time has not elapsed (step S2230: NO), the game control microcomputer 81 ends this process. On the other hand, if the ending time has elapsed (step S2230: YES), the game control microcomputer 81 turns off the jackpot end flag (step S2231), turns the jackpot flag off (step S2232), and puts the special operation status is set to "1" (step S2233). As a result, in the next special operation process, the special symbol standby process (step S1302) is executed again. Thereafter, a game state setting process (step S2234) to be described later is executed, and the present process ends.

[0134] [V opening / closing member movement processing] FIG. 31 is a flowchart of the V opening / closing member operation process (FIG. 30: Step S2201). The game control microcomputer 81 first determines whether the current round game (the round) is an open 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 rounds of the V opening / closing member 71. The game control microcomputer 81 can determine that it is an open round when the value of the round counter 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 ends. This is because there is no need to operate the V opening / closing member 71 in this round.

[0135] If it is an opening round of the V opening / closing member 71 (step S2501: YES), the game control microcomputer 81 determines whether the first winning flag is ON or not (step S2502). The "first winning flag" is a flag indicating that the first ball won a prize in the first big winning hole 30 in the round. If the first winning flag is ON (step S2502: YES), the process moves to step S2520. If the first winning flag is OFF (step S2502: NO), it is determined whether or not the winning of the first ball has been detected (step S2503). If winning of the first ball is not detected (step S2503: NO), this process ends. This is because there is no prize in the first big prize opening 30 in this round yet, and there is no need to operate the V opening / closing member 71.

[0136] When the winning of the first ball is detected (step S2503: YES), the game control microcomputer 81 short-circuits the V opening / closing member 71 and performs a V validity period setting process (step S2504). In the opening pattern of the V opening / closing member 71 (Fig. 14(B)), the short opening of the V opening / closing member 71 is the short opening of the V opening / closing member 71, regardless of whether it is "short opening" or "long opening". This is to allow the short circuit to be opened (in this case, for 0.1 seconds) at times. 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 the first game ball that enters the first grand prize opening 30 will not pass through the V area 39 and will not pass through the V area 39. It is configured to pass through a V region 70. In the V effective period setting process, a few seconds while the V opening / closing member 71 is open and after the V opening / closing member 71 is closed is set as the V effective period during which the detection of the game ball by the V area sensor 39a is enabled. Here, the game control microcomputer 81 short-opens the V opening / closing member 71 (for 0.1 seconds here) according to the opening pattern of the V opening / closing member 71 (FIG. 14(B)), and when the V opening / closing member 71 is open and closed. Set the next 1 second as the V validity period. The game control microcomputer 81 sets a period other than the V valid period (including when a jackpot game is not executed) as a V invalid period in which detection of a game ball by the V area sensor 39a is determined to be invalid. Here, "determining that the detection of a game ball by the V area sensor 39a is valid" means turning on the V flag based on the detection of a game ball by the V area sensor 39a (described later in the V area sensor detection processing (see Figure 33)). Further, "determining that the detection of a game ball by the V area sensor 39a is invalid" means that the V flag is not turned on even if a game ball is detected by the V area sensor 39a. The reason why the V effective period includes several seconds after the V opening / closing member 71 is closed (ball brushing period) is because there is a physical distance between the V opening / closing member 71 and the V area sensor 39a. This takes into consideration the period until the game ball that enters the V area 39 side immediately before the V opening / closing member 71 is closed is detected by the V area sensor 39a. That is, here, the V flag is turned ON only when V passing (passing of a game ball to V area 39) is detected during the V valid period, and the V flag is turned ON when V passing is detected outside the V valid period (V invalid period). It is decided not to turn on. Note that when the V flag is ON, the probability change flag is turned ON, that is, the gaming state after the jackpot game is set to a high probability state (see the gaming state setting process (FIG. 32) described later). This prevents the V flag from being turned on and set to a high probability state based on V passing due to fraudulent activity. After the short opening of the V opening / closing member 71 and the V validity period setting process, the game control microcomputer 81 switches the first winning flag to ON (step S2505) and moves 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 determines whether the second winning flag is ON or not. (Step S2520). The “second winning flag” is a flag indicating that the second ball has won in the first grand prize opening 30 when the opening pattern of the V opening / closing member 71 in the round is long opening. If the second winning flag is ON (step S2520: YES), the process moves to step S2540. When the second winning flag is OFF (step S2520: NO), the game control microcomputer 81 determines whether the opening pattern of the V opening / closing member 71 in the round is a long opening (step S2521). If it is not a long open (step S2521: NO), that is, if it is a short open, the process moves to step S2540. On the other hand, if it is a long open (step S2521: YES), the game control microcomputer 81 determines whether or not the winning of the second ball has been detected (step S2522). If winning of the second ball is not detected (step S2522: NO), the process moves 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 validity period setting process (step S2523). In the opening pattern of the V opening / closing member 71 (Fig. 14(B)), the V opening / closing member 71 is opened for a long time. This is to make it execute. In addition, here, the maximum playing time for one round is 31.5 seconds (maximum opening time of the big winning hole 29.5 seconds + interval closing time 2 seconds), so generally the round starts from the time the second ball wins. The time to end will be less than 31.5 seconds. As will be described later, the V opening / closing member 71 is forcibly closed at the end of the round, so the long opening time of the V opening / closing member 71 is shorter than 31.5 seconds. However, in the long opening of the V opening / closing member 71, the opening time of the V opening / closing member 71 is relatively long. configured to pass. In the V valid period setting process, the game control microcomputer 81 sets the V valid period while the V opening / closing member 71 is open, and sets the V invalid period when the V opening / closing member 71 is closed at the end of the round. After the long opening of the V opening / closing member 71 and the V validity period setting process, the game control microcomputer 81 switches the second winning flag to ON (step S2524) and moves to step S2540.

[0139] In step S2540, the game control microcomputer 81 determines whether or not the V opening / closing member 71 is open. When the V opening / closing member 71 is open (step S2540: YES), the game control microcomputer 81 determines whether the round game has ended (step S2550). As mentioned above, the game control microcomputer 81 determines whether the round game has ended depending on whether a predetermined interval time (here, 2 seconds) has elapsed after closing the big prize opening. Make a judgment.

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

[0141] If the round game has not ended (step S2550: NO), the game control microcomputer 81 determines whether the closing condition for the V opening / closing member 71 is satisfied (step S2560). The condition for closing the V opening / closing member 71 may be, for example, that a predetermined period (for example, 0.1 seconds) has elapsed after opening the V opening / closing member 71 in the case of a short opening. If the closing condition is satisfied (step S2560: YES), V opening / closing member closing processing and V invalid period setting processing are performed (step S2552), and this processing ends. If the closing condition is not satisfied (step S2560: NO), this process ends 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 determines that the V opening / closing member 71 is closed (step S2540: NO), it determines whether the round game 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), the process ends.

[0143] [Game state setting processing] FIG. 32 is a flowchart of the gaming state setting process (FIG. 30: Step S2234). The game control microcomputer 81 first determines 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 gaming state after the current jackpot game becomes a "non-high probability state", a "time saving state", and a "high base state" (that is, a low probability high base). This low-probability-high base state ends when one of the following conditions is met: the variable display of the special symbol is performed 100 times, or the player wins the next jackpot.

[0144] On the other hand, in step S2301, if the V flag is ON (step S2301: YES), the gaming control microcomputer 81 turns the probability variation flag ON (step S2304), sets the probability variation counter to "100" (step S2305), The V flag is turned OFF (step S2306). In addition, the game control microcomputer 81 turns on the time saving flag (step S2307) and sets the time saving counter to "100" (step S2308). As a result, the gaming state after the current jackpot game becomes a "high probability state", a "time saving state", and a "high base state" (that is, a high probability high base). This high-accuracy, high-base state ends when one of the following conditions is met: the variable display of the special symbol is performed 100 times, or the player wins the next jackpot.

[0145] In step S2310, the game control microcomputer 81 turns on the ceiling flag, and the ceiling counter is set to "500" as the specified number of rotations until b time saving (play time) is reached (step S2311). As a result, after playing a jackpot game, when the probability change flag is OFF, when the game is hit 500 times, it enters b time saving (play time). In step S2309, 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 gaming state designation command includes information regarding the set gaming state (time saving flag, time saving counter, variable probability flag, variable probability counter, ceiling flag, ceiling counter).

[0146] [V area sensor detection processing] FIG. 33 is a flowchart of the V area sensor detection process (FIG. 16: Step S106). The game control microcomputer 81 first determines whether or not a game ball has been detected by the V area sensor 39a (step S2601). If no game ball is detected by the V area sensor 39a (step S2601: NO), this process ends. On the other hand, if there is a detection (step S2601: YES), the game control microcomputer 81 determines whether or not the V is in the valid period (step S2602). The V effective period is a period set by the V effective period setting process (steps S2504, S2523) of the V opening / closing member operation process (FIG. 31). The V validity period is set to several seconds (ball brushing period) when the V opening / closing member 71 is opened or closed during the 2nd, 4th, 6th, 8th, 10th, and 12th rounds. be done. If it is not within the V validity period (step S2602: NO), this process ends. On the other hand, if it is within the V validity period (step S2602: YES), the game control microcomputer 81 turns on the V flag (step S2603), sets a V passing command (step S2604), and ends this process. .

[0147] [Held pitch count processing] FIG. 34 is a flowchart of the pending pitch count process (FIG. 16: Step S107). The game control microcomputer 81 first reads the special symbol 1 reserved ball number, special symbol 2 reserved ball number, and normal symbol reserved ball number stored in the main RAM 84 (step S2701). Next, the game control microcomputer 81 sets the number of reserved balls command in the command set area (output buffer) 84a of the main RAM 84 (step S2702). The number of reserved balls command is a command for notifying the number of reserved balls to the sub-control board 90, and includes information regarding the number of reserved balls for special pattern 1, the number of reserved balls for special pattern 2, and the number of normal symbol reserved balls. . After setting the number of reserved balls command, the game control microcomputer 81 ends this process.

[0148] 7.Operation of microcomputer 91 for production control The operation of the performance control microcomputer 91 provided on the sub-control board 90 (FIG. 4) will be explained based on FIGS. 35 to 44. Counters, flags, status, buffers, etc. that appear in the explanation of the operation of the production control microcomputer 91 are provided in the sub-RAM 94.

[0149] [Sub control main processing] FIG. 35 is a flowchart showing sub-control main processing. When the gaming machine 1 is powered on, the performance control microcomputer 91 reads a program for executing the sub-control main process from the sub-ROM 93. In the sub-control main process, the production control microcomputer 91 first performs a CPU initialization process (step S4000). In the CPU initialization process, for example, settings of the sub CPU 92, reset of various flags, status, counters, etc. are performed. The initial value of the flag is "0", that is, "OFF", the initial value of the status is "1", and the initial value of the counter is "0". Note that the CPU initialization process is executed only once after the power is turned on, and is not executed thereafter.

[0150] After the CPU initialization process, the production control microcomputer 91 prohibits the interruption of the interrupt process (step S4015), and performs the random number update process (step S4020). In this random number update process, the production control microcomputer 91 adds 1 to the random number counter value shown in FIG. 7(B) and updates it. When each random number counter value reaches the 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" or may be changed randomly. Furthermore, instead of adding up the random numbers by 1, 2 or more may be added. Each random number may be a so-called hardware random number.

[0151] After the random number update process, the production control microcomputer 91 allows the interruption of the interrupt process (step S4025). While interrupts are enabled, sub-side timer interrupt processing (step S4035) can be executed. The sub-side timer interrupt process is executed based on interrupt pulses that are repeatedly input to the sub CPU 92 at predetermined intervals. That is, the sub-side timer interrupt process is executed at predetermined intervals. Then, the random number update process is repeatedly executed between the end of the sub-side timer interrupt process and the start of the next sub-side timer interrupt process.

[0152] [Sub-side timer interrupt processing] FIG. 36 is a flowchart of the sub-side timer interrupt processing (FIG. 35: Step S4035). The production control microcomputer 91 first performs received command analysis processing (step S4300). Details of the received command analysis process will be described later. After the received command analysis process, the production control microcomputer 91 performs a process during variable production (step S4305). The process during variable performance is a process for setting a pre-variation end command at a specific timing during the variable performance to cause the display screen 7a to execute a specific display performance, and the details will be described later. After the process during the variable performance, the performance control microcomputer 91 performs a switch process (step S4310). In the switch processing, the production 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 production button detection switch 63a. . After the switch process, the production control microcomputer 91 performs a command transmission process (step S4315). In the command transmission process, the production control microcomputer 91 sends various commands set in the production command set area 94b (output buffer) of the sub-RAM 94 by the received command analysis process etc. to the image control board 100, the audio control board 106, and the lamp control board 107. , is transmitted to the relay board 108. The image control board 100, which has received various commands, uses the image display device 7 to execute display effects according to the received commands. Furthermore, the audio control board 106 that has received various commands executes audio production to output audio from the speaker 67 in accordance with the received commands. The lamp control board 107 that has received the various commands executes a lamp effect that controls the light emission of the board lamp 5 and the frame lamp 66 in accordance with the received commands. After the command transmission process, the production control microcomputer 91 performs other processes (step S4320) and ends this process. Other processing includes, for example, random number updating processing.

[0153] [Received command analysis processing] FIG. 37 is a flowchart of the received command analysis process (FIG. 36: Step S4300). The production control microcomputer 91 first determines whether or not a preliminary determination command has been received from the main control board 80 (step S4415). If it has been received (step S4415: YES), a pre-read effect determination process is performed (step S4420). The "pre-reading effect determination process" is a process of determining whether or not to perform the pre-reading effect and the pre-reading effect pattern in the case of executing it. The details of the pre-read effect determination process will be described later. On the other hand, if it has not been received (step S4415: NO), the above-mentioned prefetch effect determination process is skipped. The look-ahead performance is a performance that suggests that there is a high possibility that the reservation information newly stored in the special figure reservation storage area 85 includes a jackpot, and is executed during the variable performance.

[0154] Subsequently, the performance control microcomputer 91 determines whether or not the held ball number command has been received from the main control board 80 (step S4445). If it has been received (step S4445: YES), a hold display process is performed (step S4450). In the hold display process, information is set in the counter set area 94d of the sub-RAM 94 based on information regarding the number of special figure 1 held balls, the number of special figure 2 held balls, and the number of normal pattern held balls included in the number of held balls command. The values ​​of the first special symbol pending performance counter, the second special symbol pending performance counter, and the regular symbol pending performance counter are updated. Thereby, information on each number of reserved balls can be held not only on the main control board 80 side but also on the sub control board 90 side. In addition, the production control microcomputer 91 controls the pending image 9A displayed on the display screen 7a, Update 9B. On the other hand, if the held pitch count command has not been received (step S4445: NO), the above-mentioned held pitch display process is skipped.

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

[0156] Subsequently, the production control microcomputer 91 determines whether or not a fluctuation stop command has been received from the main control board 80 (step S4465). If it has been received (step S4465: YES), a variable production end process is performed (step S4470). "Fluctuation performance end processing" is a process for stopping the fluctuation performance executed during special symbol fluctuation. In the fluctuating performance end process, the performance control microcomputer 91 sets a counter etc. based on the analysis result of the fluctuation stop command, and also sets a fluctuating performance end command for ending the fluctuating performance. As a result, the decorative pattern corresponding to the special map 1 or special map 2 that is changing is stopped and displayed. In addition, the performance control microcomputer 91 performs a prior determination information shift process (FIG. 39), which will be described later. In addition, when the fluctuation stop command is not received (step S4465: NO), the above-mentioned fluctuation production end process is skipped.

[0157] Subsequently, the production control microcomputer 91 determines whether or not an opening command has been received from the main control board 80 (step S4475). If it has been received (step S4475: YES), opening performance pattern determination processing is performed (step S4480). The "opening performance pattern determination process" is a process for selecting an opening performance pattern (content) 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 in the sub-RAM 94 information regarding the special symbol stop pattern data that is included in the opening command and is set at the time of jackpot winning determination. Then, select the performance pattern of the opening performance that is preset according to the winning type indicated by the special figure stop symbol data, and send the opening performance start command to start the selected opening performance to the performance command set area of ​​the sub-RAM 94. Set to 94b. When the opening effect start command set in the effect command set area 94b is sent to the image control board 100 in the command transmission process (FIG. 36: step S4315), the CPU 102 of the image control board 100 transfers the predetermined opening effect image to the ROM 103. , and display it on the display screen 7a of the image display device 7. In addition, in step S4475, if the opening command is not received (step S4475: NO), the above-mentioned opening performance pattern determination process is skipped.

[0158] Subsequently, the production control microcomputer 91 determines whether or not a round designation command has been received from the main control board 80 (step S4485). If it has been received (step S4485: YES), round performance pattern determination processing is performed (step S4490). The "round performance pattern determination process" is a process of selecting an opening game performance pattern (content) to be executed during the opening of the big prize opening or during the interval between openings in a special game (jackpot game). In the round performance pattern determination process, the performance control microcomputer 91 first analyzes the round designation command, and sets the information regarding the special figure stop symbol data and the number of rounds included in the round designation command in the sub-RAM 94. do. Then, select a preset round performance performance pattern corresponding to the winning type and number of rounds indicated by the special figure stop symbol data, and send a round performance start command to the sub RAM 94 to start the selected round performance. Set it in the command set area 94b. When the round performance start command set in the performance command set area 94b is transmitted to the image control board 100, the CPU 102 reads a predetermined round performance image from the ROM 103 and displays it on the display screen 7a. In addition, in step S4485, if the round designation command is not received (step S4485: NO), the above-mentioned round effect pattern determination process is skipped.

[0159] Subsequently, the production control microcomputer 91 determines whether or not an ending command has been received from the main control board 80 (step S4495). If it has been received (step S4495: YES), ending effect pattern determination processing is performed (step S4500). The "ending performance pattern determination process" is a process for selecting an ending performance pattern (content) 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 regarding the special pattern stop pattern data included in the ending command in the sub-RAM 94. Then, an ending performance pattern corresponding to the winning type indicated by the special figure stop pattern data is selected, and an ending performance start command for starting the selected ending performance is set in the output buffer of the sub-RAM 94. When the ending effect start command set in the effect command set area 94b is transmitted to the image control board 100, the CPU 102 reads a predetermined ending effect image from the ROM 103 and displays it on the display screen 7a. Note that if the ending command has not been received (step S4495: NO), the above-mentioned ending effect pattern determination process is skipped.

[0160] Subsequently, the production control microcomputer 91 performs other processing (step S4535). In other processes, for example, when the production control microcomputer 91 receives the gaming state designation command, the production control microcomputer 91 inputs information regarding the gaming state included in the gaming state designation command (time saving flag, time saving counter, probability variation flag, probability variation counter, ceiling flag). , ceiling counter, etc.) are held in the sub RAM94. Specifically, based on the information included in the game state designation command, the values ​​of the time-saving effect counter, probability-changing effect counter, and ceiling effect 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) in time saving is set in a time saving performance counter, the remaining number of fluctuations in probability changing is set in a probability variable performance counter, and the remaining number of fluctuations until reaching the ceiling is set in a ceiling performance counter. Thereby, information on the number of time reductions, the number of probability changes, and the number of ceilings can be held not only on the main control board 80 side but also on the sub control board 90 side. Moreover, the production control microcomputer 91 causes the sub-RAM 94 to hold the information on the V passage when receiving the V passage command. In addition, the production control microcomputer 91 performs processing based on commands other than the above (customer waiting standby command, RAM clear notification command, etc.) and ends this processing.

[0161] [Ahead production decision processing] FIG. 38 is a flowchart of the pre-read effect determination process (FIG. 37: Step S4420). The production control microcomputer 91 first performs advance determination information rewriting processing (step S4601). Specifically, the production control microcomputer 91 receives the jackpot preliminary judgment result (jackpot judgment information), the jackpot type preliminary judgment result (jackpot type information), and the variation included in the preliminary judgment command received from the main control board 80. The pattern preliminary determination result (fluctuation pattern information) is stored in the preliminary determination information storage area 94c.

[0162] FIG. 39 is a diagram for explaining the configuration of the preliminary determination information storage area 94c. In addition to the above-mentioned jackpot judgment information, jackpot type information, and fluctuation pattern information, the advance judgment information storage area 94c stores pre-read performance pattern information. The pre-read effect pattern information is information indicating the content of the pre-read effect executed during the variable effect, and is selected in step S4604, which will be described later. Figure 39 (A) shows that the jackpot judgment information “Lose” and the fluctuation pattern information “P72” and “P73” are the first to third pieces as the preliminary judgment results corresponding to the first to third pieces of special drawing 2 pending. A state is shown in which the data is stored in a storage area, and the preliminary determination result corresponding to the variation is stored in the area. FIG. 39(B) shows that special drawing 2 has been won in the state of FIG. A state in which the data is stored in the corresponding fourth storage area is shown. Here, jackpot judgment information "jackpot", jackpot type information "21H", and fluctuation pattern information "P61" are stored as advance judgment information. In addition, "Pattern A" is set as look-ahead performance pattern information in the 1st to 4th storage areas corresponding to the 1st to 4th special drawings 2 pending and the area corresponding to the fluctuation. has been done. FIG. 39(C) shows a state in which the variation has ended from the state in FIG. 39(B) and the advance determination information shift process has been executed. Specifically, the advance determination information stored in the first storage area is shifted to the corresponding area, the advance determination information stored in the second to fourth storage areas is shifted to the first to third storage areas, and the advance determination information stored in the second to fourth storage areas is shifted to the first to third storage areas. 4Pre-judgment information in the storage area is cleared. The advance determination information shift process is executed in the variation effect end process (FIG. 37: Step S4470).

[0163] Returning to FIG. 38, subsequently, the performance control microcomputer 91 determines whether or not pre-read performance pattern information is stored in the advance determination information storage area 94c (step S4602). Specifically, the performance control microcomputer 91 determines whether or not pre-read performance pattern information is stored in the corresponding area of ​​the advance determination information storage area 94c, or any of the first to fourth storage areas. If the prefetch effect pattern information is stored (step S4602: YES), this process ends. That is, if the pre-read effect pattern information is stored in the corresponding area of ​​the pre-judgment information storage area 94c, or any of the first to fourth storage areas, the pre-read effect pattern information is not newly selected and stored. On the other hand, if the pre-read performance pattern information is not stored in the pre-determination information storage area 94c (step S4602: NO), the performance control microcomputer 91 determines that the pre-determination result included in the received pre-determination command is a "jackpot". Alternatively, it is determined whether or not there is a "reach with reach" (step S4603). Whether it is a "big hit" or "a hit with reach" can be determined based on, for example, the preliminary determination result of the variation pattern (variation pattern information). If the preliminary determination result included in the received preliminary determination command is "no reach loss" (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, if the pre-determination result included in the received pre-judgment command is "Jackpot" or "Lose with reach" (step S4603: YES), a pre-read performance execution determination to determine whether or not to execute the pre-read performance; Then, a prefetch effect pattern selection is performed (step S4604). Specifically, the performance control microcomputer 91 acquires the value of the pre-read performance random number counter, and performs the pre-read performance by referring to the acquired random value and the pre-read performance pattern determination table T51 stored in the sub-ROM 93. Whether or not this is the case is determined, as well as the prefetch effect pattern when performing the prefetch effect.

[0164] FIG. 40 is a diagram for explaining the look-ahead effect pattern determination table T51. In Figure 40, if the pre-judgment result is "Jackpot" and the pre-read effect random number is "0~55", the pre-read effect will be "none", and if the pre-read effect random value is "56-67", the pre-read effect will be If "Pattern A" is selected and the pre-read effect random value is "68 to 127", "Pattern B" is selected as the pre-read effect. In addition, if the pre-judgment result is "reach and loss" and the pre-reading effect random value is "0~107", the pre-reading effect will be "none", and if the pre-reading effect random value is "108-114", the pre-reading effect will be If "Pattern A" is selected and the pre-read effect random value is "115 to 127", "Pattern B" is selected as the pre-read effect. Note that the type and content of the look-ahead effect pattern and the range of random numbers to be selected can be set arbitrarily.

[0165] Returning to FIG. 38, in step S4604, if it is determined that the pre-read effect is to be executed (step S4605: YES), the selected pre-read effect pattern is stored in the advance determination information storage area 94c (step S4606). Here, when storing the pre-read effect pattern in the pre-judgment information storage area 94c, not only the storage area corresponding to the received pre-judgment command among the first to fourth storage areas but also the storage area before the corresponding storage area are stored. A prefetch effect pattern is stored in the area and also in the area. Specifically, as shown in FIG. 39(B), "pattern A" is not only set in the fourth storage area corresponding to the received advance determination command, but also in the first to third storage areas and the corresponding area. Set "Pattern A" to "Pattern A". As a result, the look-ahead effect pattern A is executed even in the variable effects that are executed before the variable effects corresponding to the 4th storage area (variable effects corresponding to this area and the 1st to 3rd storage areas). . Note that whether or not the look-ahead effect is executed in the variable effect corresponding to the area depends on the progress of the variable effect. That is, in the variable performance, if the timing to execute the pre-read effect has already passed, the pre-read effect will not be executed, but if it is before the timing to execute the pre-read effect, it will be executed at that timing. This will be discussed later. In step S4604, if it is determined that the prefetch effect will not be executed (step S4605: NO), the process ends.

[0166] [Fluctuation effect start processing] FIG. 41 is a flowchart of the variable performance start process (FIG. 37: Step S4460). The production control microcomputer 91 first analyzes the fluctuation start command (step S5000). Here, the performance control microcomputer 91 sets the information regarding the special figure stop symbol data included in the fluctuation start command and the information regarding the fluctuation pattern in the sub-RAM 94. The set information includes game state information that indicates the current gaming state, symbol information that indicates the symbol as a determination result of the hit determination process of special symbol 1 or special symbol 2, and the like. The gaming state information and symbol information acquired here can be appropriately referred to by the performance control microcomputer 91.

[0167] Subsequently, the performance control microcomputer 91 performs basic performance pattern determination processing (step S5010). The core performance pattern determination process determines the basic configuration of the variable performance (for example, the display and switching of background images on the image display device 7, the display of predetermined characters and their movements, and the output of melodies and sound effects using the speaker 67). , lighting control of lamps, etc.). The variable performance is completed by superimposing additional performances such as chance-up production and look-ahead production on top of this basic production. The performance control microcomputer 91 determines the basic performance pattern by referring to the basic performance pattern determination table T52 stored in the sub ROM93.

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

[0169] Returning to FIG. 41, after determining the basic performance pattern, the performance control microcomputer 91 performs a chance-up performance pattern determination process (step S5015). The chance-up effect pattern determination process is a process for determining an additional effect to be superimposed on the variable effect. The 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 ROM93.

[0170] FIG. 43 is a diagram for explaining the chance-up effect pattern determination table T53. Here, only the portion of the chance up performance pattern determination table T53 that determines the variable performance pattern of the special figure 1 in the non-time saving state is shown. That is, FIG. 43 shows the chance-up effect pattern that is executed when the variation patterns included in the variation start command are "P1" to "P16". In addition, the chance-up performance pattern determination table T53 is the part that determines the chance-up performance pattern to be executed when the variation pattern is "P21" ~ "P33" "P41" ~ "P56" "61" ~ "73". You may or may not be prepared.

[0171] In Figure 43, the chance-up production patterns are "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” are set. These chance effect patterns correspond to various chance-up effects described later.

[0172] Returning to FIG. 41, after determining the chance up performance pattern, the performance control microcomputer 91 performs a count performance pattern determination process (step S5016). Here, the count performance pattern determination process includes the remaining number of fluctuations (number of games) in the case of probability change, the remaining number of fluctuations in time saving, the remaining number of fluctuations until reaching the ceiling, the number of fluctuations from the time the power is turned on, and the number of fluctuations after the jackpot game. This is a process for displaying the number of fluctuations, etc. on the display screen 7a. The production control microcomputer 91 displays the remaining number of probability variations on the display screen 7a based on the value of the probability variation production counter at the time of probability variation. In addition, the performance control microcomputer 91 displays the remaining number of probability changes based on the value of the time-saving performance counter when time is shortened.

[0173] Furthermore, the performance control microcomputer 91 can execute various performances based on the value of the ceiling performance counter and the value of the evening performance counter. The ceiling effect counter stores the number of changes remaining until the ceiling is reached, and the overnight effect counter records the number of changes since the power is turned on. For example, the performance control microcomputer 91 can set the number of fluctuations since the power is turned on by incrementing the overnight performance counter each time it receives a fluctuating performance end command from the main control board 80. The performance control microcomputer 91 determines whether the value of the ceiling performance counter is less than or equal to TH2 (for example, TH2=200) when the value of the evening performance counter is TH1 (for example, TH1=10). If the value of the ceiling effect counter is TH2 or less, a predetermined chance image is displayed. If the value of the ceiling effect counter is greater than TH2, the chance image is not displayed. Thereby, the player who sees the chance image can recognize that the gaming machine 1 has inherited the number of games from the previous day and that the ram has not been cleared. Furthermore, the performance control microcomputer 91 may display the value of the ceiling performance counter when the value of the evening performance counter is TH3 (for example, TH3=50). Further, the performance control microcomputer 91 may erase the display and chance image representing the value of the ceiling performance counter when the value of the evening performance counter is TH4 (for example, TH4=100). Furthermore, the performance control microcomputer 91 may display again the value of the ceiling performance counter when the value of the evening performance counter is TH5 (for example, TH5=200). The production control microcomputer 91 may decide whether or not to display the value of the ceiling production counter based on the value of the evening production counter as described above, or may decide based on the value of the ceiling production counter. Good too. For example, the production control microcomputer 91 displays the value of the ceiling production counter when the value of the ceiling production counter is TH6 (for example, TH6=100), and displays the value of the ceiling production counter when the value of the ceiling production counter is TH7 (for example, TH6=100). , TH7=70), the value of the ceiling effect counter may be hidden, and when the value of the ceiling effect counter is TH8 (for example, TH8=50), the value of the ceiling effect counter may be displayed again. .

[0174] After the count performance pattern determination process, the combination of performance symbols 8L, 8C, and 8R to be stopped and displayed may be determined by referring to the performance control microcomputer 91, the random number value, and the stop symbol pattern determination table T54. Based on these, it is determined what kind of performance will be performed as a variable performance.

[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 steps S5010 to S5016 is realized. Step S5020). When the variable effect start command set in the effect command set area 94b of the sub RAM 94 is sent to the image control board 100 in the command transmission process (FIG. 36: step S4315), the CPU 102 of the image control board 100 starts the variable effect image. It is read from the ROM 103 and displayed on the display screen 7a of the image display device 7.

[0176] Subsequently, the production control microcomputer 91 sets a variable production timer (step S5030) and ends this process. A variation time (FIG. 42) corresponding to the variation pattern included in the variation start command is set in the variation production timer. For example, when the variation pattern is "P1", the variation effect timer is set to "40 seconds".

[0177] [Processing during variable performance] FIG. 44 is a flowchart of the process during fluctuation performance (FIG. 36: Step S4305). The performance control microcomputer 91 determines whether or not a variable performance is being performed (step S4701). Whether or not the variable performance is in progress can be determined, for example, by whether or not the variable performance timer has reached zero. If the variable performance is not in progress (step SS4701: NO), this process ends. On the other hand, if the variable production is in progress (step SS4701: YES), the production control microcomputer 91 determines whether or not it is the timing to set the pre-variation end command in the production command set area 94b of the sub-RAM 94 (step S4702). The pre-variation end command is a command that the production control microcomputer 91 notifies the image control board 100 etc. that it is a specific timing during the variation production, and the image control board 100 receives the pre-variation end command. According to the information included in the pre-variation end command, the content of the presentation is switched, a specific image is displayed, etc.

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

[0179] 8.Operation of image control microcomputer 101 The operation of the image control microcomputer 101 provided in the image control board 100 (FIG. 4) will be described based on FIG. 45. Buffers and the like that appear in the explanation of the operation of the image control microcomputer 101 are provided in the RAM 104. FIG. 45 is a flowchart of display control processing. When the gaming machine 1 is powered on, the image control microcomputer 101 reads a program from the ROM 103, and after CPU initialization processing, display control processing is repeatedly executed. In the display control process, first, the image control microcomputer 101 determines whether or not a variable effect start command has been received from the sub-control board 90 (step S5001). If it has been received (step S5001: YES), the image control microcomputer 101 starts variable effect display (step S5002). Specifically, the image control microcomputer 101 analyzes the received variable effect start command, reads out a predetermined variable effect image instructed in the variable effect 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-mentioned process is skipped.

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

[0181] Subsequently, the image control microcomputer 101 determines whether or not a variable effect 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 the image in which the variable effect is stopped and displayed from the ROM 103, and displays the variable effect stop display 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 processing.

[0182] Subsequently, the image control microcomputer 101 performs other processing (step S5007). In other processing, the image control microcomputer 101 reads from the ROM 103 a predetermined image instructed by various commands in addition to the commands described above, and causes the image display device 7 to display the read out predetermined images. For example, when the image control microcomputer 101 receives an opening performance start command, it reads a predetermined opening performance image instructed in the opening performance start command from the ROM 103 and displays it on the image display device 7. Further, when receiving the round performance start command, a predetermined round performance image instructed in the round performance start command is read from the ROM 103 and displayed on the image display device 7. Further, when the ending effect start command is received, the predetermined ending effect image specified in the ending effect start command is read out from the ROM 103 and displayed on the image display device 7, and this process is ended.

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

[0184] FIG. 46 is an explanatory diagram illustrating the movement mode of the first movable accessory 14. FIG. 47 is an explanatory diagram illustrating a second aspect of the first movable accessory 14. The first movable accessory 14 is a vertically long rod-shaped member, and its upper end is located near the upper end of the image display device 7, and its lower end 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 (front surface). As shown in FIG. 1, the first movable accessory 14 can stand still at a retracted position (home position) on the left side of the image display device 7 (first mode). In the retracted position, the first movable accessory 14 may be partially retracted so that the remaining part is visible, or the entire first movable accessory 14 may be retracted so that it is difficult to see. As shown in FIG. 46, the first movable accessory 14 is configured to be movable in the left-right direction in front of the image display device 7. It is configured to be able to move (advance) from the retracted position toward the right end of the display screen 7a and move in the left-right direction in front of the display screen 7a. Also, it can stand still at any advance position in front of the display screen 7a. The movement mode of the first movable accessory 14 can be set arbitrarily. Furthermore, as shown in FIG. 47, the first movable accessory 14 can move to the right end of the display screen 7a and stand still at that position (second mode). The first movable accessory 14 may have a decorative portion formed on at least a portion thereof, or may have transparency.

[0185] FIG. 48 is an explanatory diagram illustrating a second aspect of the second movable accessory 15. The second movable accessory 15 includes a rectangular decorative part with "OARO" written on it, and is configured to be movable up and down. As shown in FIG. 1, the second movable accessory 15 can stand still at a retracted position (home position) above the display screen 7a (first mode). At this time, a part of the second movable accessory 15 becomes difficult to see. The second movable accessory 15 can move downward from the state shown in FIG. 1 toward the center of the display screen 7a and come to rest at the advanced position (deployed position) shown in FIG. 48 (second mode) . In this second aspect, the decoration part stops at the front (front surface) of the image display device 7 so as to cover the vicinity of the center of the display screen 7a. The second movable accessory 15 can be moved upward (retracted) from the advanced position shown in FIG. 48 to the retracted position shown in FIG. 1, and can come to rest there.

[0186] FIG. 49 is an explanatory diagram illustrating a second aspect of the frame movable accessory 69. The frame movable accessory 69 is constituted by a pair of flat members arranged on both the left and right sides of the handle 60, and each is configured to be movable in the left and right direction. The two members are made of flexible members and are configured such that one main surface of each member moves toward or away from the handle 60. As shown in FIG. 1, the two members of the frame movable accessory 69 are normally stationary at retracted positions (home positions) far from the handle 60 on the left and right sides of the handle 60, respectively (first embodiment) . As shown in FIG. 49, the two members of the frame movable accessory 69 each move (advance) from the retracted position in a direction approaching the handle 60, that is, move close to each other, and each move toward the handle 60. It can stand still at the position where it is touched (second mode). When the movable frame accessory 69 is in the advanced position, it touches the handle 60 or the right hand of the player who is operating the handle 60. The frame movable accessory 69 can move in the direction in which the two members move away from each other so that the second mode changes to the first mode.

[0187] FIG. 50 is an explanatory diagram illustrating the display effect of the sub-display screen 64 (right sub-display screen 64R, left sub-display screen 64L, and 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 independently display images. Further, it is possible to perform effects linked to the image on the display screen 7a.

[0188] 10. Production examples, effect examples, modifications, and mode examples of this embodiment Below, each production example (display production example, role object movable production example) of this embodiment will be explained. Furthermore, examples of effects, modifications, and aspects of the production example will also be explained. As mentioned above, the performance to be explained from now on is based on the various information (jackpot determination information, jackpot type information, fluctuation pattern information, preliminary determination information, etc.) transmitted from the game control microcomputer 81, and is based on the performance control microcomputer 91 ( This is a performance realized by the image control microcomputer 101). Note that the following display effect example is executed on the display screen 7a of the image display device 7, etc. Further, in the display performance example, the hold display (hold icon) may be omitted.

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

[0190] [Result screen display effect] FIG. 51 is a first diagram for explaining the result screen display performance. FIG. 52 is a second diagram for explaining the result screen display effect. The result screen display performance is a performance in which a result screen is displayed during execution of a winning game consisting of a plurality of round games even before the round game ends. The result screen is a screen that reports the results of games played during a specific period. The specific period is, for example, the playing period from the first win to the time-saving state and winning repeatedly until returning to the normal state (low-probability non-time-saving state), and the result of the game is the period during which the game is won. These include the number of balls acquired (number of balls played) and the number of consecutive attempts. Usually, the result screen is displayed at the end of a jackpot game (ending time) or at the end of a time-saving game just before the normal game starts. On the other hand, in the result screen midway display effect A, the result screen is displayed even in the middle of the jackpot game.

[0191] In Fig. 51(A), after the special figure 1 variation in the low-accuracy non-time-saving state, the left decorative pattern 8L, medium decorative pattern 8C, and right decorative pattern 8R are fixed and stopped in the form of a hit of "666". This is illustrated on the display screen 7a. An image of the words "Win!" is displayed below the decorative pattern to notify you of a jackpot. Here, the description will be made assuming that the winning is a 10R normal jackpot or a 10R certain variable jackpot. If the jackpot type is 10R normal jackpot (shifts to low probability non-time saving after 10R), the performance progresses in the order of FIGS. 51(A) to (L) and 52(A) to (B). If the jackpot type is a 10R probability variable jackpot (shifts to high probability time saving after 10R), the performance progresses in the order of Figures 51(A) to (E) and 52(C) to (L).

[0192] As shown in FIG. 51(B), when a jackpot is won, an image "Jackpot mode starts!!!" is displayed to inform that the jackpot game will be entered into "jackpot mode". In addition, a right-handed image is displayed that suggests to the player that he or she should play right-handed. The right-handed image is an image that urges the player to shoot the game ball to the right, and includes a text image of "right-handed" and an image of a right arrow.

[0193] FIG. 51(C) exemplifies the display screen 7a during a jackpot game (during a round game). Here, a state in which 1R of a 10R jackpot (10R definite jackpot or 10R normal jackpot) is being executed is shown, and it is assumed that 100 balls can be obtained per round. The display screen 7a displays a round image, an acquired pitches image, a mode image, and a right-handed ball image. The round image is an image representing the number of remaining round games in the winning game, and is composed of round images arranged in a horizontal line. Here, the round image consists of 10 round images, and each round image represents one round. White circles indicate rounds that are being executed or have been executed, and black circles indicate rounds that have not been executed. In FIG. 51(C), one white circle and nine black circles indicate that the first round is being executed. The number of balls acquired 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 here indicates that a jackpot game is being executed as "jackpot mode."

[0194] In FIG. 51(D), a state in which the jackpot game has progressed is illustrated. In the round image, four white circles and six black circles indicate that the fourth round is being executed. The number of pitches acquired image shows "321 pitches".

[0195] In FIG. 51(E), an extended battle effect is illustrated. At a specific timing during a round game (for example, during the 4th round), a production in which an ally character CRA and an enemy character CRB fight is started. This extended battle performance is to notify whether or not the time saving state will be extended.Here, when the ally character CRA wins, it will be announced that the jackpot type is 10R probability variable jackpot, and after the jackpot game, the time saving state will be extended. become a state. On the other hand, when the ally character CRA is defeated, it is announced that the jackpot type is 10R normal jackpot, and after the jackpot game, the game enters a low probability non-time saving state. In the round image, four white circles and six black circles indicate that the fourth round is being executed. The number of pitches acquired image shows "353 pitches".

[0196] Figures 51(F) to (L), 52(A), and (B) illustrate the case of a 10R normal jackpot. FIG. 51(F) shows a state in which the ally character CRA is defeated in the extended battle performance of FIG. 51(E). In the round image, six white circles and four black circles indicate that the sixth round is being executed. The number of pitches acquired image shows "512 pitches".

[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 defeat in an extended battle performance), a firing direction suggesting image erasing performance in which the display of the firing direction suggesting image disappears is executed. Here, in addition to the right-handed hit image (shooting direction suggestion image), the display of the acquired pitches image also disappears. By disappearing the right-handed hit image and the display of the number of pitches won, the extended battle performance can give the player a sense of loss after defeat. In addition, the display of the right-handed hit image and the number of balls acquired suggests that even if a round game is in progress, there will be no consecutive wins after this. In the round image, seven white circles and three black circles indicate that the seventh round is being executed. The defeated ally character CRA remains displayed.

[0198] In FIG. 51(H), the result screen is displayed. Here, at a specific timing during the round game (for example, after the image disappearing effect), the 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 is a "result" image showing the result screen, an image of the number of pitches acquired, an image of the number of consecutive attempts, and a mode that indicates the end of the jackpot mode. The final image and are displayed. The number of balls acquired image "635 balls" on the 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 numerical value increases linearly as the jackpot game (round game) progresses. The consecutive winning number image is a 10R normal jackpot this time, and since there will be no consecutive winnings after that, the result at the end of the specific period is displayed. A round image is displayed overlapping this result screen. In the round image, seven white circles and three black circles indicate that the seventh round is being executed.

[0199] In FIG. 51(I), a state in which a jackpot game (round game) is in progress is shown with the display of the result screen maintained. During the 7th round, which is the same as in FIG. 51(H), the number of acquired balls image increases to "693 balls". The numerical value may increase linearly, or may be displayed so as to increase by a predetermined unit when the number of balls released reaches a predetermined unit (for example, 10 balls).

[0200] In FIG. 51(J), a state in which a jackpot game (round game) is in progress is shown with the display of the result screen maintained. In the round image, eight white circles and two black circles indicate that the 8th round is being executed. As described above, the acquired ball number image "753 balls" displays the number of acquired balls at the time of display, and the value further increases as the jackpot game (round game) progresses.

[0201] In FIG. 51(K), a state in which a jackpot game (round game) is in progress is shown with the display of the result screen maintained. In the round image, all 10 are white circles, indicating that the 10th round is being executed. Further, the acquired ball number image "962 balls" on the result screen displays the number of acquired balls at the time of display, and the value increases as the jackpot game (round game) progresses.

[0202] After that, as shown in FIG. 51(L), the number of balls acquired becomes 1000 balls, and the final round (10th round) has ended. Then, the round image display disappears. As a result, the round game ends and the ending begins.

[0203] When the ending starts, as shown in FIG. 52(A), a text image "Transfer to normal mode" is displayed overlapping the result screen. After that, after a predetermined period of time has elapsed, as shown in FIG. 52(B), the special symbol 1 fluctuation is started in a low probability non-time saving state (left-handed game). On the display screen 7a, a character image of "Normal mode start", a left-handed image, and decorative patterns 8L, 8C, and 8R displayed in a variable manner are displayed.

[0204] FIGS. 52(C) to (L) illustrate the case of a 10R probability variable jackpot. FIG. 52(C) shows a state in which the ally character CRA has won in the extended battle performance of FIG. 51(E). In the round image, six white circles and four black circles indicate that the sixth round is being executed. The number of pitches acquired image shows "512 pitches".

[0205] In FIG. 52(D), as the jackpot game (round game) progresses, the number of balls acquired reaches 1000 balls, and the final round (10th round) has ended. Here, unlike FIGS. 51(H) to (K), the result screen is not displayed during the round game. This is because this time, it is a 10R variable jackpot, and there is a possibility that the consecutive winnings 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 starts.

[0206] When the ending starts, as shown in FIG. 52(E), a text image "Transfer to advantageous mode" is displayed overlapping the round image. After that, after a predetermined period of time has elapsed, as shown in FIG. 52(F), the special figure 2 fluctuation is started in a highly accurate time saving state (right-handed game). On the display screen 7a, a text image of "advantageous mode started", a right-handed hit image, decorative symbols 8L, 8C, and 8R displayed in a variable manner, and an acquired pitches image "1000 pitches acquired" are displayed.

[0207] In Figure 52 (G), in the "advantageous mode" in the high accuracy time saving state, after the special pattern 2 change, the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R are in the form of a jackpot of "222". The example shows a state of definite stop. An image of the words "Win!" is displayed below the decorative pattern to notify you of a jackpot. In addition, the character image "Second Time" informs that this is the second time in a row. Here, the explanation will be based on the assumption that you won the 10R regular jackpot.

[0208] As shown in FIG. 52(H), when a jackpot is won, an image "Jackpot mode starts!!!" is displayed to inform that the player will enter "jackpot mode" in which a jackpot game is executed. In addition, a right-handed image is displayed that suggests to the player that he or she should play right-handed.

[0209] In FIG. 52(I), as the jackpot game (round game) progresses, the number of balls acquired reaches 2000 balls, and the final round (10th round) has ended. Here, unlike FIGS. 51(C) to (L) and 52(A) to (E), the extended battle effect is not executed during the round game. Also, despite the 10R normal jackpot, the result screen is not displayed during round play. In this way, there are cases in which an extended battle effect is not displayed during a jackpot game or a result screen is not displayed during a round game. Whether or not to display an extended battle effect or a result screen during a round game may be determined by random numbers when a jackpot is won. Alternatively, the winning pattern may be determined. 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 game is finished and the ending is reached. The result screen is surrounded by a rectangular frame image, and inside is a "result" image showing the result screen, an image of the number of pitches acquired, an image of the number of consecutive attempts, and a mode that indicates the end of the jackpot mode. The final image and are displayed. The acquired ball count image "2000 balls" on the result screen is a 10R normal jackpot this time, and since the round game has ended, the result at the end of the specific period is displayed. As for the image of the number of consecutive chances, this time it was a 10R normal jackpot, and there will be no consecutive chances after that, so the results at the end of the specific period are displayed.

[0211] In FIG. 52(K), a text image "Transfer to normal mode" is displayed overlapping the result screen. After that, after a predetermined period of time has elapsed, as shown in FIG. 52(L), the special symbol 1 fluctuation is started in a low probability non-time saving state (left-handed game). On the display screen 7a, a character image of "Normal mode start", a left-handed image, and decorative patterns 8L, 8C, and 8R displayed in a variable manner are displayed.

[0212] [Effect example] An example of the effect of the results screen display effect is shown below. [Effect 1-1] In the gaming machine 1 of the above embodiment, as shown in FIGS. 51(H) to 51(K), the result screen is displayed during execution of a winning game consisting of multiple round games even before the round game ends. be done. Normally, the result image is displayed after all the round games are completed, so displaying it before the round games are completed can surprise the players and improve their interest. [Effect 1-2] In the gaming machine 1 of the above embodiment, as shown in FIGS. 51(H) to 51(K), the number of remaining round games in the winning game is displayed when the result screen is displayed. A round image is displayed. Normally, the result image is displayed after all round games are completed, so the round image and the result screen are not displayed in parallel. Therefore, it is possible to surprise the player with this effect, and it is possible to improve the player's interest. [Effect 1-3] In the gaming machine 1 of the above embodiment, as shown in FIGS. 51(H) to 51(K), the result screen includes an acquired ball number image representing the acquired number of balls including the balls acquired in the winning game. The number of balls acquired changes after the results screen is displayed. Normally, the acquired pitch count image on the result screen shows the result of the number of pitches acquired during 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 Zaruto screen, so it is possible to surprise the player and improve interest. [Effect 2-1] In the gaming machine 1 of the above embodiment, as shown in FIGS. 51(B) to 51(E), a suggestive image suggesting the firing direction of the game ball during a winning game consisting of a plurality of round games (during a 10R normal jackpot game) (Right-handed As shown in Figures 51(G) to (K), after the first performance, and before the end of the round game, a suggestive image (right-handed image) is displayed. You can perform the second effect of disappearing. Normally, the display of the suggestion image disappears after the round game ends, so by disappearing the display before the round game ends, various suggestions can be made to the player, thereby improving interest. I can do it. [Effect 2-2] In the gaming machine 1 of the above embodiment, as shown in FIGS. 52(C) to (F), after the first performance (FIGS. 51(B) to (E)), the second performance (FIG. 51(G) )~(K)) is not executed and the winning game ends. When the third effect is executed, the mode shifts to a mode that is relatively more advantageous after the winning game ends than when the second effect is executed (Figure 52(F) is a more advantageous mode than Fig. 52(B)). Thereby, various suggestions can be made to the player depending on whether or not the display of the suggestion image disappears before the round game ends, thereby increasing the player's interest. [Effect 2-3] In the gaming machine 1 of the embodiment described above, as shown in FIG. The image of the number of pitches acquired will also disappear. As a result, various suggestions can be made to the player depending on whether or not the acquired pitches image disappears, thereby increasing the player's interest in the game. [Effect 3-1] In the gaming machine 1 of the above embodiment, as shown in FIGS. 51(H) to (L), a result screen is displayed that includes an acquired ball number image representing the acquired ball number including the balls acquired in the winning game. A first performance and a second performance in which, after the first performance, the numerical value represented by the number of pitches acquired image included in the result screen changes can be executed. Normally, the acquired pitch count image on the results screen shows the result of the number of pitches acquired during a specific period, so the numerical value does not change. On the other hand, here, the number of balls changes even though it is an image of the number of balls acquired on the result screen, so it is possible to surprise the player and improve interest. [Effect 3-2] In the gaming machine 1 of the above embodiment, as shown in FIG. 52(J), after the first effect, the second effect is not executed and the numerical value represented by the number of balls acquired image included in the result screen changes. A third effect that does not occur may be performed. Since the numerical value of the acquired ball count image on the result screen may or may not change, it is possible to thrill the player and improve his / her interest. [Effect 3-3] In the gaming machine 1 of the above embodiment, as shown in FIGS. 51(H) to 51(K), in the first performance, during the execution of a winning game consisting of a plurality of round games, even before the round game ends. The results screen is displayed regardless. Normally, the result image is displayed after all the round games are completed, so displaying it before the round games are completed can surprise the players and improve their interest.

[0213] The result screen midway display effects A and B will be explained below using FIGS. 53 and 54. This result screen midway display effect is executed during a jackpot game or the like. That is, the image control microcomputer 101 analyzes the command received from the sub-control board 90, and if it contains an instruction to execute the display effect on the result screen, it reads the corresponding image data from the ROM 103 and displays it on the image display device 7. The image is displayed on the display screen 7a and the sub display screen 64.

[0214] [Results screen display effect A] FIG. 53 is a diagram for explaining display performance A in the middle of the result screen. 53(A) to 53(F) are examples of display performance A during the result screen, and FIGS. 53(G) to 53(L) are other examples of display performance A during the result screen. The result screen midway display performance is a performance in which a result screen is displayed during execution of a winning game consisting of a plurality of round games even before the round game ends. The result screen is a screen that reports the results of games played during a specific period. The specific period is, for example, the playing period from the first win to the time-saving state and winning repeatedly until returning to the normal state (low-probability non-time-saving state), and the result of the game is the period during which the game is won. These include the number of balls acquired (number of balls played) and the number of consecutive attempts. Usually, the result screen is displayed at the end of a jackpot game (ending time) or at the end of a time-saving game just before the normal game starts. On the other hand, in the result screen midway display effect A, the result screen is displayed even in the middle of the jackpot game.

[0215] An example of display performance A in the middle of the result screen is shown using FIGS. 53(A) to 53(F). In FIG. 53(A), the display screen 7a during a jackpot game (during a round game) is illustrated. Here, the state in which 1R of 10R normal jackpot (shifts to low probability non-time saving after 10R) is being executed is shown, and it is assumed that 100 balls can be obtained per round. The display screen 7a displays a round image, a number of pitches acquired image, a mode image, and a right-handed ball image. The round image is an image representing the number of remaining round games in the winning game, and is composed of round images arranged in a horizontal line. Here, the round image consists of 10 round images, and each round image represents one round. White circles indicate rounds that are being executed or have been executed, and black circles indicate rounds that have not been executed. In FIG. 53(A), one white circle and nine black circles indicate that the first round is being executed. The number of balls acquired 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 here indicates that a jackpot game is being executed as "jackpot mode." The right-handed image is an image that urges the player to shoot the game ball to the right, and includes a text image of "right-handed" and an image of a right arrow.

[0216] In FIG. 53(B), the result screen (first time) is displayed. Here, at a specific timing during a round game (for example, at the start of 2R), a result screen is suddenly displayed even though a jackpot game is being executed. The result screen is surrounded by a rectangular frame image, and inside is a "result" image showing the result screen, an image of the number of pitches acquired, an image of the number of consecutive attempts, and a mode that indicates the end of the jackpot mode. The end image and the text image of "1st prediction" are displayed. This result screen is a predicted result screen at the time of display, and displays a predicted result at the end of a specific period. The numerical value of the number of acquired balls image and the predicted numerical value of the number of consecutive chances image are determined according to the jackpot type of the jackpot being executed. A round image is displayed overlapping this result screen. In the round image, two white circles and eight black circles indicate that the second round is being executed. The result screen display disappears at a predetermined timing (for example, at the end of 2R).

[0217] After that, as shown in FIG. 53(C), the display of the result screen disappears and the round game progresses. In the round image, four white circles and six black circles indicate that the fourth round is being executed.

[0218] After that, the result screen (second time) is displayed as shown in FIG. 53(D). Here, at a specific timing during the round game (for example, at the start of 7R), the second result screen is suddenly displayed even though the jackpot game is in progress. The result screen is surrounded by a rectangular frame image, and inside is a "result" image showing the result screen, an image of the number of pitches acquired, an image of the number of consecutive attempts, and a mode that indicates the end of the jackpot mode. The end image and the text image of "2nd prediction" are displayed. This result screen is a predicted result screen at the time of display, and displays a predicted result at the end of a specific period. The numerical value of the number of acquired balls image and the predicted numerical value of the number of consecutive chances image are determined according to the jackpot type of the jackpot being executed. Here, a different result is displayed than the result screen for the first prediction. A round image is displayed overlapping this result screen. In the round image, seven white circles and three black circles indicate that the seventh round is being executed. The result screen display disappears at a predetermined timing (for example, at the end of 7R).

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

[0220] After that, a result screen is displayed as shown in FIG. 53(F). Here, since it is a 10R normal jackpot (shifts to low probability non-time saving after 10R), after the jackpot game, it switches to the normal state. Therefore, the result screen is displayed at the timing when the final round of the jackpot game ends immediately before the normal game starts.

[0221] Another example of display performance A in the middle of the result screen will be shown using FIGS. 53(G) to (L). In FIG. 53(G), the display screen 7a during a jackpot game (during a round game) is illustrated. Here, after the first hit, the second jackpot is shown and 5R of 10R normal jackpot (shifts to low probability non-time saving after 10R) is shown, and it is assumed that 100 balls can be obtained per round. The display screen 7a displays a round image, a number of pitches acquired image, a mode image, a right-handed ball image, and a number of consecutive shots image. The round image consists of 10 round images, and each round image represents one round. White circles indicate rounds that are being executed or have been executed, and black circles indicate rounds that have not been executed. Here, 5 are white circles and 5 are black circles, indicating that the 5th round is being executed. The number of balls acquired image shows the number of balls (1456 balls in this case) obtained in a jackpot game played during a specific period. The mode image indicates the name of the mode currently being executed, and here indicates that a jackpot game is being executed. The consecutive winning number image shows the number of jackpots that were made in a specific period, and here it is displayed that it is the second jackpot.

[0222] In FIG. 53(H), six round images are displayed as white circles and four are displayed as black circles, indicating that the sixth round is being executed. During the 6th round game, a text image "1500 balls achieved!" is displayed to notify that the number of balls acquired during a specific period has reached 1500 balls. Here, when the number of balls acquired exceeds a preset number (1500 balls in this case), a result screen is displayed. Note that the number of balls acquired on which the result screen is displayed is not limited to 1,500 balls, and any number of balls acquired can be set.

[0223] In FIG. 53(I), a result screen is displayed. Here, when the number of balls acquired exceeds a preset number (1500 balls in this case), a result screen is suddenly displayed even though the jackpot game is in progress. The result screen is surrounded by a rectangular frame image, and inside is a "result" image showing the result screen, an image of the number of pitches acquired, an image of the number of consecutive attempts, and a mode that indicates the end of the jackpot mode. The final image and are displayed. The number of balls acquired image "1671 balls" on the 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 numerical value increases linearly as the jackpot game (round game) progresses. The number of consecutive attempts image also displays the current number of consecutive attempts, and does not display the result at the end of a specific period. A round image is displayed overlapping this result screen. In the round image, seven white circles and three black circles indicate that the seventh round is being executed.

[0224] In FIG. 53(J), a state in which a jackpot game (round game) is in progress is shown with the display of the result screen maintained. In the round image, nine white circles and one black circle indicate that the 9th round is being executed. In addition, the acquired ball number image "1869 balls" on the result screen displays the number of acquired balls at the time of display, and the value increases as the jackpot game (round game) progresses.

[0225] In FIG. 53(K), a state in which a jackpot game (round game) is in progress is shown while the display of the result screen is maintained. In the round image, all 10 are white circles, indicating that the 10th round is being executed. In addition, the acquired ball number image "1945 balls" on the result screen displays the number of acquired balls at the time of display, and the value increases as the jackpot game (round game) progresses.

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

[0227] [Results screen display effect B] FIG. 54 is a diagram for explaining display performance B in the middle of the result screen. 54(A) to 54(F) are examples of display performance B during the result screen, and FIGS. 54(G) to 54(L) are other examples of display performance B during the result screen. The result screen midway display performance is a performance in which a result screen is displayed during execution of a winning game consisting of a plurality of round games even before the round game ends. The result screen is a screen that reports the results of games played during a specific period. The specific period is, for example, the playing period from the first win to the time-saving state and winning repeatedly until returning to the normal state (low-probability non-time-saving state), and the result of the game is the period during which the game is won. These include the number of balls acquired (number of balls played) and the number of consecutive attempts. Usually, the result screen is displayed at the end of a jackpot game (ending time) or at the end of a time-saving game just before the normal game starts. On the other hand, in result screen midway display effect B, the result screen is displayed even in the middle of the jackpot game.

[0228] An example of the display performance B in the middle of the result screen will be explained using FIGS. 54(A) to 54(F). In FIG. 54(A), the display screen 7a during a jackpot game (during a round game) is illustrated. Here, the state in which 1R of 10R normal jackpot (shifts to low probability non-time saving after 10R) is being executed is shown, and it is assumed that 100 balls can be obtained per round. On the display screen 7a, a round image, an acquired pitches image, a mode image, and a right-handed ball image are displayed. The round image is an image representing the number of remaining round games in the winning game, and is composed of round images arranged in a horizontal row. Here, the round image consists of 10 round images, and each round image represents one round. White circles indicate rounds that are being executed or have been executed, and black circles indicate rounds that have not been executed. In FIG. 54(A), one white circle and nine black circles indicate that the first round is being executed. The number of balls acquired 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 here indicates that a jackpot game is being executed as "jackpot mode."

[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), a result screen is suddenly displayed even though a jackpot game is in progress. The result screen is surrounded by a rectangular frame image, and inside is a "result" image showing the result screen, an image of the number of pitches acquired, an image of the number of consecutive attempts, and a mode that indicates the end of the jackpot mode. The end image and remaining round number image are displayed. The number of balls acquired image "62 balls" on the 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 numerical value increases linearly as the jackpot game (round game) progresses. The number of consecutive attempts image also displays the current number of consecutive attempts, and does not display the result at the end of a specific period. A round image is displayed at the bottom of this result screen. In the round image, one white circle and nine black circles indicate that the first round is continuing.

[0230] In FIG. 54(C), a state in which a jackpot game (round game) is in progress is shown with the display of the result screen maintained. In the round image, nine white circles and one black circle indicate that the 9th round is being executed. In addition, the acquired ball number image "871 balls" on the result screen displays the number of acquired balls at the time of display, and the value increases as the jackpot game (round game) progresses. The acquired pitches image is also displayed outside the results screen.

[0231] In FIG. 54(D), a state in which a jackpot game (round game) is in progress is shown with the display of the result screen maintained. In the round image, all 10 are white circles, indicating that the 10th round is being executed. In addition, the acquired ball number image "952 balls" on the result screen displays the number of acquired balls at the time of display, and the value increases as the jackpot game (round game) progresses.

[0232] After that, as shown in FIG. 54(E), the number of balls acquired becomes 1000 balls, and the final round (10th round) has ended. At this time, when the final round ends, the results screen that was displayed will disappear.

[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 is a "result" image showing the result screen, an image of the number of pitches acquired, an image of the number of consecutive attempts, and a mode that indicates the end of the jackpot mode. The final image and are displayed. The number of balls acquired image "1000 balls" on the result screen displays the result at the end of a specific period. Meanwhile, the round image display disappears.

[0234] Another example of the display performance B in the middle of the result screen will be explained using FIGS. 54(G) to (L). In FIG. 54(G), the display screen 7a during a jackpot game (during a round game) is illustrated. Here, the state in which 1R of 10R normal jackpot (shifts to low probability non-time saving after 10R) is being executed is shown, and it is assumed that 100 balls can be obtained per round. The display screen 7a displays a round image, a number of pitches acquired image, a mode image, and a right-handed ball image. The round image consists of 10 round images arranged horizontally, and each round image represents one round. White circles indicate rounds that are being executed or have been executed, and black circles indicate rounds that have not been executed. Here, one white circle and nine black circles indicate that the first round is being executed. The number of balls acquired 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 here indicates that a jackpot game is being executed as "jackpot mode."

[0235] In FIG. 54(H), a result screen is displayed. Here, at a specific timing during a round game (for example, when 60 balls are acquired), a part of the result screen is suddenly displayed even though the jackpot game is in progress. Here, a portion of the upper left of the result screen is displayed in a rectangular area of ​​a portion of the upper left of the display screen 7a. Specifically, the image including the mode image that was displayed in a rectangular area in the upper left corner of the display screen 7a that is divided into four parts disappears, and a part of the upper left corner of the result screen is exposed from the back side. executed.

[0236] After that, as shown in FIG. 54(I), at another timing during the round game (for example, when 400 balls are acquired), a portion of the bottom left of the result screen is displayed in a rectangular area at the bottom left of the display screen 7a. be done. Specifically, the image including the round image that was displayed in a rectangular area at the bottom left of the display screen 7a divided into four parts disappears, and a part of the bottom left of the results screen is exposed from the back side. executed. 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 of the result screen is displayed in a rectangular area in the upper right of the display screen 7a. be done. Specifically, the image including the right-handed image that was displayed in a rectangular area in the upper right corner of the display screen 7a divided into four parts disappears, and a part of the upper right corner of the results screen is exposed from the back side. is executed. This makes the left half of the result image as well as the upper right portion visible. Here, the acquired pitch count image becomes visible. The number of pitches acquired image displays the number of pitches acquired at the time of display, and does not display the result at the end of a specific period. Therefore, the numerical 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 game (for example, when 1000 balls are acquired), a part of the bottom right of the result screen is displayed in a rectangular area in the bottom right of the display screen 7a. is displayed. Specifically, the image including the acquired pitches image that was displayed in a rectangular area at the bottom right of the four-quarter divided display screen 7a disappears, and a portion of the bottom right of the result screen is exposed from the back side. A similar performance is performed. This makes the entire result image visible. In Figure 54(K), after the jackpot game (round game) progresses while the result screen remains displayed, the number of balls acquired reaches 1000 balls and the final round (10th round) has ended. are. Then, as shown in FIG. 54(L), the display of the round image disappears.

[0239] [Effect example] Below, an example of the effect of displaying the result screen midway is shown. [Effect 1] In the gaming machine 1 of the above embodiment, as shown in FIGS. 53(B), (D), (I) to (K), 54(B) to (D), and (H) to (K), During execution of a winning game consisting of a round game, a result screen is displayed even before the round game ends. Normally, the result image is displayed after all the round games are completed, so displaying it before the round games are completed can surprise the players and improve their interest. [Effect 2] In the gaming machine 1 of the above embodiment, the result screen is displayed as shown in FIGS. In the state where is displayed, a round image representing the number of remaining round games in the winning game is displayed. Normally, the result image is displayed after all round games are completed, so the round image and the result screen are not displayed in parallel. Therefore, it is possible to surprise the player with this effect, and it is possible to improve the player's interest. [Effect 3] In the gaming machine 1 of the above embodiment, as shown in FIGS. A number of acquired balls image representing the number of acquired balls, including balls that have been played, is included, and the numerical value representing the number of acquired balls changes after the result screen is displayed. Normally, the acquired pitch count image on the results screen shows the result of the number of pitches acquired during a specific period, so the numerical value does not change. On the other hand, here, the number of balls increases despite the number of balls acquired image on the result screen, so it is possible to surprise the player and improve interest.

[0240] [Modified example] Below, a modified example of the mid-way display effect of the result screen will be shown. [Variation 1] In the result screen intermediate display effect A shown in Figures 53(A) to (F), the result screen in Figure 53(B) (first time) and the result screen in Figure 53(D) (second time) are displayed. It is a result screen of predictions at a certain point in time, and is a screen that predicts and displays the results at the end of a specific period. However, instead of the prediction, the current number of pitches acquired or the number of consecutive attempts may be displayed.

[0241] [Variation 2] In the result screen intermediate display effect A shown in FIGS. 53(G) to (L), the number of balls acquired in the number of balls acquired image in the result screen of FIGS. 53(I) to (K) is ) is assumed to increase linearly as the value progresses. However, instead of increasing linearly, the number may be displayed so as to increase by a predetermined unit when the number of balls released reaches a predetermined unit (for example, 10 balls). The same applies to FIG.

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

[0243] [Example] The gaming machine of this embodiment can realize the following aspects. ◇[Aspect A1-1] A gaming machine equipped with 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 the winning game, During execution of the winning game consisting of a plurality of round games, it is possible to execute an effect in which the result screen is displayed even before the round game ends. A gaming machine characterized by: ◇[Aspect A1-2] The gaming machine according to aspect A1-1, In the performance, an image representing the number of remaining round games in the winning game is displayed in a state where the result screen is displayed. A gaming machine characterized by: ◇[Aspect A1-3] The gaming machine according to aspect A1-1 or aspect A1-2, The result screen includes an acquired ball number image representing the acquired number of balls including balls acquired in the winning game, In the production, the numerical value represented by the number of acquired balls changes after the result screen is displayed. A gaming machine characterized by:

[0244] The firing direction suggestion image erasing effects A and B will be explained below using FIGS. 55 and 56. This firing direction suggestion image erasing effect is executed during a jackpot game or the like. That is, the image control microcomputer 101 analyzes the command received from the sub-control board 90, and if it contains an instruction to execute the firing direction suggestion image deletion effect, reads the corresponding image data from the ROM 103 and displays it on the image display device 7. The image is displayed on the display screen 7a and the sub display screen 64.

[0245] [Fire direction suggestion image deletion effect A] FIG. 55 is a diagram for explaining firing direction suggestion image erasure effect A. The firing direction suggestion image erasing effect is the display of a suggestive image (for example, a right-handed image) that suggests the firing direction of a game ball even before the round game ends during the execution of a winning game consisting of multiple round games. It is a performance in which the character disappears. The suggestion image that suggests the shooting direction of the game ball is an image that urges the player to shoot the game ball in a specific direction, such as a right-handed image or a left-handed image, for example. Normally, during a jackpot game, the right-handed image is continuously displayed. On the other hand, in the firing direction suggestion image erasing performance, the display of the right-handed image disappears even in the middle of a jackpot game.

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

[0247] Using FIGS. 55(A) to 55(F), an example in which a firing direction suggestion image erasing effect is executed during a jackpot game is shown. In FIG. 55(A), the display screen 7a during a jackpot game (during a round game) is illustrated. Here, the state in which 1R of 6R normal jackpot (shifts to low-probability non-time saving after 6R) is being executed is shown, and it is assumed that 100 balls can be obtained per round. On the display screen 7a, a round image, an acquired pitches image, a mode image, and a right-handed ball image are displayed. The round image is an image representing the number of remaining round games in the winning game, and is composed of round images arranged in a horizontal line. The round image consists of 10 round images, and each round image represents one round. Here, 10 circle images are displayed despite the 6R jackpot. This is because 4 of the 10 round images are dummy, but the player is not informed at this point, and the player thinks that he has won a 10R jackpot. There is. White circles indicate rounds that are being executed or have been executed, and black circles indicate rounds that have not been executed. In FIG. 55(A), one white circle and nine black circles indicate that the first round is being executed. The number of balls acquired 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 here indicates that a jackpot game is being executed as "jackpot mode." The right-handed image is an image that urges the player to shoot the game ball to the right, and includes a text image of "right-handed" and an image of a right arrow.

[0248] In FIG. 55(B), an extended battle effect is illustrated. At a specific timing during the round game (for example, during the 4th round), a production in which the ally character CRA and the enemy character CRB fight is started. This extended battle performance is to notify whether or not the time saving state will be extended.Here, when the ally character CRA wins, it will be announced that the jackpot type is 10R probability variable jackpot, and after the jackpot game, the time saving state will be extended. become a state. On the other hand, when the ally character CRA is defeated, it is announced that the jackpot type is 6R normal jackpot, and after the jackpot game, the game enters a low probability non-time saving state. In the round image, ...

Claims

[Claim 1] A gaming machine comprising: a game control means capable of controlling the game; and a performance control means that displays various images using a display means based on a command from the game control means, In the aforementioned game control means, When the first game stop condition is met due to a change in the contents of a predetermined register, the game control means is reset without outputting a command to the performance control means that displays the first reason for stopping, which indicates a transition from a playable state to a stopped state, as an image on the display means to notify the player. The difference in the number of balls is calculated based on the number of safe balls dispensed when game balls launched toward the game area enter the prize pocket and the number of out balls, which is the number of game balls launched toward the game area. When the second game stop condition is met, which is when the predetermined upper limit is reached, a command is output to the performance control means to notify the player by displaying the second reason for stopping, which is that the predetermined upper limit has been reached and the game has entered a stopped state, as an image on the display means, and the game is stopped without resetting the game control means. In the aforementioned performance control means, When the first game stop condition is met due to a change in the contents of the predetermined register and the game control means is reset, the ongoing performance can be continued until a RAM clear command is received. A gaming machine characterized by the following features.