Game machine

JP2025020735APending Publication Date: 2025-02-13SANSEI R&D KK
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Patent Information

Application Number
JP2023124285
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-31
Publication Date
2025-02-13

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Benefits of technology

【0009】 本発明によれば、遊技の興趣を向上させることができる。

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Abstract

To improve the amusement of a game.SOLUTION: A game machine includes game state setting means which sets one game state of multiple types of game states, first lottery means which executes a first drawing pattern lottery, and second lottery means which executes a second drawing pattern lottery. The game state set by the game state setting means after a result of the first drawing pattern lottery is a winning may be varied depending on whether or not a result of the second drawing pattern lottery is a specific result when the first drawing pattern lottery is carried out.SELECTED DRAWING: Figure 26
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Description

[Technical field]

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

[0002] 2. Description of the Related Art Conventionally, a type 1 / type 2 mixed type gaming machine has been known (see, for example, Patent Document 1).

[0003] In such gaming machines, the time-saving state that is executed after the end of a jackpot game may be set again if a jackpot is won in a special drawing. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2022-94812 A Summary of the Invention [Problem to be solved by the invention]

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

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

[0007] The present invention has been made to solve at least a part of the above-mentioned problems, and can be realized as the following application examples.

[0008] [Application example 1] a game state setting means for setting one game state from among a plurality of game states; A first lottery means for executing a first symbol lottery; A gaming machine including a second lottery means for executing a second symbol lottery, When the first symbol lottery is being performed, the game state set by the game state setting means after the first symbol lottery is a winning result may be different depending on whether the result of the second symbol lottery is a specific result or not. A gaming machine characterized by: [Application example 2] The gaming machine according to Application Example 1, While one first symbol drawing is being performed, a plurality of second symbol drawing are performed. A gaming machine characterized by: [Application example 3] The gaming machine according to Application Example 1 or Application Example 2, further comprising: A switching means is provided for switching between a state in which it is relatively easy to insert a game ball into a predetermined ball entry hole and a state in which it is relatively difficult to insert a game ball into the predetermined ball entry hole, The second symbol lottery is a lottery as to whether the switching device switches from the difficult state to the easy state. A gaming machine characterized by: [Application example 4] a game state setting means for setting one game state from among a plurality of game states; A first lottery means for executing a first symbol lottery; A gaming machine including a second lottery means for executing a second symbol lottery, When one first symbol lottery is being performed, the game state set by the game state setting means after the first symbol lottery is a winning one may differ between a case where a predetermined number of second symbol lotteries have been performed and a case where no second symbol lotteries have been performed. A gaming machine characterized by: [Application example 5] The gaming machine according to Application Example 4, The first symbol lottery has a plurality of winning types, The predetermined number of times varies depending on the winning type. A gaming machine characterized by: Effect of the Invention

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

[0010] [Figure 1] FIG. [Diagram 2] FIG. 4 is a block diagram showing the electrical configuration of the main control board. [Diagram 3] FIG. 2 is a diagram for explaining a sensor solenoid. [Figure 4] FIG. 4 is a block diagram showing the electrical configuration of the sub-control board. [Diagram 5] A diagram to explain the memory areas of a game control microcomputer and a performance control microcomputer. [Figure 6] FIG. 13 is an explanatory diagram of a special symbol winning determination table. [Figure 7] FIG. 13 is an explanatory diagram of a special pattern winning type determination table. [Figure 8] An explanatory diagram of a fluctuation pattern determination table when the time-saving mode is not in effect. [Figure 9] An explanatory diagram of a fluctuation pattern determination table during time-saving mode. [Figure 10] This is an explanatory diagram of the normal pattern hit determination table, the electric chute opening pattern determination table, the electric chute opening pattern details, and the normal pattern change pattern determination table. [Figure 11] 4 is a flowchart of a main control process. [Figure 12] 13 is a flowchart of a main-side timer interrupt process. [Figure 13] 13 is a flowchart of a normal operation process. [Figure 14] 13 is a flowchart of a special action process. [Figure 15] 13 is a flowchart of a special symbol waiting process. [Figure 16] 13 is a flowchart of a hit determination process. [Figure 17] 13 is a flowchart of a special symbol determination process. [Figure 18] 13 is a flowchart of a game status management process. [Figure 19] This is a flowchart of special electric device processing (jackpot). [Figure 20] 13 is a flowchart of a game status setting process. [Figure 21] This is a flowchart for processing special electric gimmicks (small wins). [Figure 22] 13 is a flowchart of a sub-control main process. [Diagram 23] 13 is a flowchart of a sub-side timer interrupt process. [Figure 24] 13 is a flowchart of a received command analysis process. [Diagram 25] 13 is a flowchart of the variable performance start processing. [Figure 26] FIG. 1 is an explanatory diagram of a game flow. [Figure 27] FIG. 13 is a diagram for explaining display example 1 in the time-saving state. [Figure 28] FIG. 11 is a diagram for explaining display example 2 in the time-saving state. [Figure 29] FIG. 13 is a diagram for explaining display example 3 in the time-saving state. [Diagram 30] FIG. 13 is a diagram for explaining the special symbol winning type determination table A in the second embodiment. [Diagram 31] This is a special pattern change pattern determination table A during the time-saving state in the second embodiment. [Diagram 32] This is an explanatory diagram of the normal pattern hit determination table A, electric chute opening pattern determination table A, electric chute opening pattern details A, and normal pattern change pattern determination table A of the second embodiment. [Diagram 33] 13 is a flowchart of a normal operation process A in the second embodiment. [Diagram 34] 13 is a flowchart of a special symbol determination process A in the second embodiment. [Diagram 35] 13 is a flowchart of the general counter value setting process in the second embodiment. [Diagram 36]FIG. 11 is a diagram for explaining a game flow A of the second embodiment. [Figure 37] FIG. 13 is a diagram for explaining a first display example in a time-saving state in the second embodiment. [Figure 38] FIG. 13 is a diagram for explaining a second display example in the time-saving state of the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

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

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

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

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

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

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

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

[0018] The game board 2 comprises a game area 3, a rail member 4, a board lamp 5, an image display device 7, a center decorative body 10, a fixed winning device (center) 19, a second winning device 22, a normal variable winning device (electric chute) 17, a gate (through chucker) 28, a big winning device (attacker) 31, a general winning port 27 (normal winning port 27), an outlet 85, and a display 40.

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

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

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

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

[0023] In addition, in the three pattern display areas of the "left", "middle" and "right" of the performance pattern display area, normal patterns may be displayed instead of special patterns. In the left pattern display area, a left decorative pattern HL is displayed. In the middle pattern display area, a middle decorative pattern HC is displayed. In the right pattern display area, a right decorative pattern HR is displayed. The performance patterns HL, HC and HR are composed of a plurality of patterns representing numbers from "ichi" to "ku", for example. The variable display of the performance patterns HL, HC and HR is synchronized with the variable display of the normal patterns described later. The image display device 7 can display the result of the variable display of the normal patterns (the result of the big win lottery) to the player in an easy-to-understand manner by the combination of the decorative patterns displayed in the left, middle and right pattern display areas.

[0024] The image display device 7 can display on the display screen 7a not only the performance symbol change performance, but also a big win performance performed in parallel with a big win game (one example of a special game), a demo performance for waiting for customers, and the like. In the performance symbol change performance, in addition to the performance symbols, performance images such as background images and character images may also be displayed. Furthermore, the image display device 7 may display on the display screen 7a, in addition to the performance symbols, an identification display (fourth symbol, not shown) that can suggest that a special symbol is changing or the result of a lottery for a special symbol. The identification display (fourth symbol) may be displayed by a light-emitting device such as an LED provided in the game area 3.

[0025] The reserved image display area includes a first reserved display area that displays reserved images 9A according to the number of reserved first special symbols, which will be described later. By displaying the reserved images 9A, the number of reserved first special symbols can be displayed in an easy-to-understand manner to the player. The reserved consumption image display area includes a reserved consumption display area that displays a reserved consumption image 9C. The reserved consumption image 9C corresponds to the effect pattern (effect patterns 8L, 8C, 8R) currently changing on the display screen 7a, and by displaying the reserved consumption image 9C, it is possible to easily display to the player that the reserved first special symbol is being consumed ("reserved special symbol consumption" described later).

[0026] The center decorative body 10 is disposed near the center of the play area 3 and in front of the image display device 7. A stage section 11 is formed at the bottom of the center decorative body 10. The stage section 11 has a shape that can guide game balls rolling on the upper surface of the stage section 11 to a first starting hole 20 described below. A warp section 12 is provided at the bottom left of the center decorative body 10. The warp section 12 has an entrance section through which game balls flow and an exit section through which the game balls flow out, and causes the game balls that flow in from the entrance section to flow out from the exit section to the stage section 11.

[0027] The fixed winning device (center) 19 is disposed below the image display device 7 in the game area 3, and is equipped with a first starting hole 20 that does not change the ease with which a game ball can enter. The entry of a game ball into the first starting hole 20 triggers the drawing of a lottery for a first special symbol (a big win lottery). In other words, the entry of a game ball into the first starting hole 20 triggers the acquisition of a winning random number and the determination of a big win.

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

[0029] The normal variable winning device (electric chute) 22 is disposed below the gate 28 in the game area 3 and includes the second start hole 21. The winning of the game ball into the second start hole 21 triggers the drawing of the lottery for the second special symbol (the big win lottery). The electric chute 22 includes a movable member 23 in front of the second start hole 21, and the second start hole 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chute solenoid 24 (FIG. 3). The second start hole 21 is capable of receiving a game ball when the movable member 23 is in an open state. Note that the electric chute 22 may be capable of receiving a game ball into the second start hole 21 when the movable member 23 is in an open state, as long as it is easier to receive a game ball into the second start hole 21 than when the movable member 23 is in a closed state. Note that in this embodiment, the board configuration (position of nails, etc.) is such that the game ball that passes through the gate 28 will almost certainly enter the second start hole 21.

[0030] Here, the "lottery for special symbols" refers to a process of acquiring a random number for determining a special symbol when a game ball enters the first starting hole 20 or the second starting hole 21, and judging whether or not a jackpot has been won by comparing the acquired random number with a value corresponding to a predetermined "jackpot". The lottery result of this "jackpot" is not immediately notified to the player, but the display 40 displays a variable special symbol, and when a predetermined variable time has elapsed, the special symbol corresponding to the lottery result is displayed stationary (determined display), and the lottery result is notified to the player. The image display device 7 plays a symbol matching game in which a performance symbol is displayed variably in synchronization with the variable display of the special symbol, and the lottery result of the jackpot is more effectively notified to the player by this symbol matching game.

[0031] Also, "drawing a normal symbol" refers to a process in which a random number for determining a normal symbol is acquired when a gaming ball passes through gate 28, and this acquired random number is compared with a value corresponding to a predetermined "win" to determine whether or not the winning symbol has been obtained. The lottery result for this normal symbol is also not immediately notified when the gaming ball passes through gate 28, but a fluctuating display of the normal symbol is performed on display 40, and after a predetermined fluctuating time has elapsed, the normal symbol corresponding to the lottery result is displayed as a confirmed result (lighted or unlit), and the lottery result is notified to the player.

[0032] The big prize device (attacker) 31 is disposed above and to the right of the gate 28 in the game area 3, and includes a big prize opening 30, a V area 39, a non-V area 70, and a V-shaped opening / closing member 71. The big prize opening 30 includes an opening / closing member 32 that allows or prevents the reception of game balls by swinging open / close action. The opening / closing member 32 is driven by a big prize opening solenoid 33 (Fig. 3). Game balls can enter the big prize opening 30 when the opening / closing member 32 is in the open state.

[0033] The large prize device 31 internally has a V area (specific area) 39, a V area sensor 39a (Figure 3), a non-V area (non-specific area) 70, a non-V area sensor 70a (Figure 3), a large prize opening sensor 30a (Figure 3), a V opening / closing member 71, and a V opening / closing member solenoid 73 (Figure 3).

[0034] The V area (specific area) 39 and the non-V area (non-specific area) 70 are configured as areas within the large prize winning device 31 through which a gaming ball that has passed through the large prize opening 30 can pass. The large prize opening sensor 30a is disposed upstream of the V area 39 and the non-V area 70, and detects the entry of a gaming ball into the large prize opening 30. The V area sensor 39a is disposed in the V area 39, and detects the passage of a gaming ball into the V area 39. The non-V area sensor 70a is disposed in the non-V area 70, and detects the passage of a gaming ball into the non-V area 70.

[0035] The V opening / closing member 71 distributes the game balls that have passed through the big prize opening 30 to either the V region 39 or the non-V region 70. The V opening / closing member solenoid 73 drives the V opening / closing member 71. The V opening / closing member 71 is configured to rotate (clockwise and counterclockwise with respect to the game board 2), and when the V opening / closing member solenoid 73 is energized, it rotates counterclockwise from the origin position to distribute the game balls to the V region 39 in a first state (rotating state), and when the V opening / closing member solenoid 73 is not energized, it is located at the origin and distributes the game balls to the non-V region 70 in a second state (stopped state). Note that the V opening / closing member 71 is not limited to rotational movement, and may be configured to move in the forward and backward directions with respect to the game board 2, for example, as long as it has the function of distributing the game balls that have passed through the big prize opening 30 to either the V region 39 or the non-V region 70. In other words, when the V opening / closing member solenoid 73 is energized, it is in a retracted state (first state) in which the game ball is distributed to the V region 39, and when the V opening / closing member solenoid 73 is not energized, it is in an advanced state (second state) in which the game ball is distributed to the non-V region 70.

[0036] The special prize device 31 of this embodiment further includes a special prize device discharge sensor 31a (FIG. 3) that counts the number of game balls discharged from the special prize device 31. The special prize device discharge sensor 31a is provided at the point where the V area 39 and the non-V area 70 join downstream, and counts the number of game balls that have passed through the V area sensor 39a or the non-V area sensor 70a.

[0037] The general winning opening 27 is provided at the bottom of the game area 3. The outlet 85 is provided at the bottom of the game area 3, and discharges game balls that do not win in any of the winning openings out of the game area 3. The display 40 is disposed near the center of the right side of the game board 2.

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

[0039] In the gaming machine 1, when a game ball enters the first start hole 20 or the second start hole 21, the values ​​(numerical information) of various random numbers such as winning random numbers acquired for the winning are temporarily stored in the command set area 84a or the special symbol reservation memory area 84e (FIG. 5). Specifically, if the game ball enters the first start hole, it is stored in the first special symbol reservation memory area (FIG. 5) as the first special symbol reservation, and if the game ball enters the second start hole 21, the second start hole ball entry command is stored in the command set area 84a. There is an upper limit to the number of special symbol reservations that can be stored in the special symbol reservation memory area 84e, and the upper limit in this embodiment is four. The special symbol reservations stored in the special symbol reservation memory area 84e are consumed when the variable display of the special symbol based on the special symbol reservation becomes possible. "Consumption of the special symbol reservation" refers to determining the winning random number, etc. corresponding to the special symbol reservation and executing the variable display of the special symbol to show the determination result. Therefore, in the gaming machine 1, even if the variable display of the special pattern based on the winning of the gaming ball into the first start hole or the second start hole 21 cannot be performed immediately after the winning, that is, even if the winning occurs while the variable display of the special pattern is being executed or while a special game is being executed, the right to a jackpot lottery for that winning can be reserved up to a specified number.

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

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

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

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

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

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

[0046] As the solenoids, as shown in FIG. 3, the electric chute solenoid 24, the big prize opening solenoid 33, and the V-shaped opening / closing member solenoid 73 are exemplified. The electric chute solenoid 24 drives the first opening / closing member 18 of the electric chute 22. The special prize opening solenoid 33 drives the opening / closing member 32 of the special prize device 31. The V opening / closing member solenoid 73 drives the V opening / closing member 71.

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

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

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

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

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

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

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

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

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

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

[0057] 3. Data structure of gaming machines The data configuration of the gaming machine 1 will be described with reference to Fig. 5. Fig. 5(A) is a diagram for explaining a table stored in the main ROM 83 of the gaming control microcomputer 81. Fig. 5(B) is a diagram for explaining a storage area provided in the main RAM 84 of the gaming control microcomputer 81. Fig. 5(C) is a diagram for explaining a table stored in the sub ROM 93 of the performance control microcomputer 91. Fig. 5(D) is a diagram for explaining a storage area provided in the sub RAM 94 of the performance control microcomputer 91.

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

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

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

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

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

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

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

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

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

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

[0068] Here, various random numbers acquired by the game control microcomputer 81 in the game machine 1 will be explained. The game control microcomputer 81 is configured to obtain the "special pattern hit random number", the "special pattern hit type random number", the "reach random number", the "variable pattern random number", the "normal pattern hit random number", the "normal pattern hit type random number", and the "large prize opening random number" at the timings described below.

[0069] The "special pattern winning random number" is a random number used to determine whether or not there is a big win and whether or not there is a small win (big win determination), and takes a value in the range of 0 to 65535.

[0070] The "special pattern winning type random number" is a random number used to draw the type of the big win (big win type determination) and the type of the small win (small win type determination), and takes a value in the range of 0 to 127.

[0071] The "reach random number" is a random number used to determine whether or not a reach occurs in the performance pattern variation performance that indicates the result when the jackpot judgment is a miss, and takes a value in the range of 0 to 127. A reach is a state in which there is only one performance pattern remaining among multiple performance patterns (decorative patterns) that is being displayed in a variable manner, and depending on which of the performance patterns that are being displayed in a variable manner are displayed as stopped, a combination of performance patterns that indicates a jackpot win (for example, a "7↓7" state). Note that the performance pattern that is displayed in a stopped state in the reach state may be displayed as if it is swaying on the display screen 7a.

[0072] The "fluctuation pattern random number" is a random number used to determine a fluctuation pattern including a fluctuation time, and takes a value in the range of 0 to 127.

[0073] The "normal symbol winning random number" is used in a lottery (normal symbol lottery) to determine whether or not to play the auxiliary game that opens the electric chute 22. The normal symbol random number has a value in the range of 0 to 255.

[0074] The "normal symbol winning type random number" is a random number used to select the opening pattern of the electric chute 22 as an auxiliary game, and takes a value in the range of 0 to 127.

[0075] The "large prize opening random number" is used in a lottery (large prize opening lottery) to determine whether or not to play an auxiliary game that opens the large prize opening 30. The large prize opening random number has a value in the range of 0 to 65535.

[0076] The "random number for special symbol", "random number for special symbol type", "reach random number", and "variable pattern random number" are obtained based on the ball entering the start port (first start port 20 or second start port 21). The random value group obtained based on the ball entering the first start port 20 is stored in the first special symbol reserve memory area, and the random value group obtained based on the ball entering the second start port 21 is stored in the command set area 84a. The "random number for normal symbol" and "random number for normal symbol type" are obtained based on the passage through gate 28. The obtained normal symbol random number value is stored in the normal symbol reserve memory area 84f.

[0077] Next, various random numbers acquired by the performance control microcomputer 91 in the gaming machine 1 will be described. The performance control microcomputer 91 is configured to acquire a "pre-read performance random number", a "chance-up random number", and a "performance random number".

[0078] The "look-ahead performance random number" is obtained as the value of the look-ahead performance counter set in the counter set area 94c, and is a random number used to determine the look-ahead performance during variable performance, and takes a value in the range of 0 to 127. The "look-ahead performance random number" is obtained based on the output of a pre-determination command from the main control unit to the sub control unit.

[0079] The "chance up random number" is a random number used to determine the chance up effect during the fluctuation effect, and takes a value in the range of 0 to 127. The "chance up random number" is acquired based on the output of a fluctuation start command from the main control unit to the sub control unit. The acquired random number value is stored in the sub RAM 94.

[0080] 4. Explanation of various tables FIG. 6 is a diagram for explaining the special symbol winning determination table. The special pattern hit determination table is a table that is referenced by the game control microcontroller 81 during the main control processing (described later) to determine whether the obtained hit random number value (any value between 0 and 65535) corresponds to a "big hit," a "small hit," or a "miss."

[0081] For the first special pattern, if the winning random number is "0 to 204", it is determined to be a "jackpot", and if the winning random number is "a number other than 0 to 204", it is determined to be a "miss". In other words, the probability of winning the jackpot with the first special symbol is 1 in 319.7.

[0082] For the second special symbol, if the winning random number value is "0 to 204", it is determined to be a "big win", and if it is "a number other than 0 to 204", it is determined to be a "small win". In other words, for the second special symbol, the probability of a big win is 1 / 319.7, and the probability of a small win is 1 / 1.00.

[0083] The reach determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired reach random number value (any of 0 to 127) corresponds to "reach" or "not reach". The reach determination in the reach determination table is made based on the game state of the gaming machine 1. In this embodiment, in the "non-time-saving state", if the reach random number value is "0 to 13", it is determined to be "reach", and if the reach random number value is "a number other than 0 to 13 (14 to 127)", it is determined to be "not reach". Also, in the "time-saving state", if the reach random number value is "0 to 5", it is determined to be "reach", and if the reach random number value is "a number other than 0 to 5 (6 to 127)", it is determined to be "not reach".

[0084] 7 is a diagram for explaining the jackpot type determination table. The jackpot type determination table is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine the "type of jackpot" according to the acquired jackpot type random number value (any of 0 to 127).

[0085] When the first special pattern (Special Pattern 1) is selected, it will be judged as a "10R Type 1 jackpot" regardless of the jackpot type random number value.

[0086] If the second special pattern (Special Pattern 2) is selected, then if it is a Type 1 jackpot, it will be judged as a "10R Type 1 jackpot" regardless of the jackpot type random number value, and if it is a Type 2 jackpot, it will be judged as a "10R Type 2 jackpot" regardless of the jackpot type random number value.

[0087] In addition, a type 1 jackpot is a jackpot that is determined to be a jackpot in the jackpot determination process, and a type 2 jackpot is a jackpot that becomes a jackpot by passing through the V area 39 inside the large prize winning device 31 after being determined to be a small jackpot in the jackpot determination process.

[0088] Fig. 8 is a diagram for explaining the fluctuation pattern determination table in the non-time-saving state. Fig. 9 is a diagram for explaining the fluctuation pattern determination table in the time-saving state. The fluctuation pattern determination table is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine the fluctuation pattern according to the acquired fluctuation pattern random number value (0 to 127).

[0089] In the non-time-saving state, when the first starting hole 20 is won, the special pattern hit determination table determines it as a "miss", the reach determination table determines it as a "reach", the number of reserved balls is "1 to 2", and the fluctuation pattern random number value is "0 to 60", the fluctuation pattern is determined as "P4".

[0090] In the time-saving state, the fluctuation pattern determination table (time-saving fluctuation) is used (Figure 9). In the time-saving state, the fluctuation pattern is selected regardless of the fluctuation pattern random number value and the number of reserved balls.

[0091] As shown in FIG. 8 and FIG. 9, if the fluctuation pattern is determined, the fluctuation time is also determined. In addition, when a reach occurs, it is also determined whether the reach will be a normal reach or a super reach (SP reach). A super reach is a reach performance in which the fluctuation time after the reach is longer than that of a normal reach. Here, three types of super reaches (SP1, SP2, SP3) with different fluctuation times are set. SP1 to 3 are executed in a progressive manner after a normal reach. The difference between SP1 to 3 may be, for example, the presence or absence of a pseudo consecutive. In addition, the core performance pattern includes a "long fluctuation" with an extremely long fluctuation time. Furthermore, a special fluctuation with a fluctuation time of always 30 seconds is configured to be selected in the special chart 2 fluctuation during the time-saving state.

[0092] FIG. 10A is a diagram for explaining the normal symbol winning determination table. The normal symbol hit determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired normal symbol random number value (any of 0 to 65535) corresponds to a "win" or a "lose". The determination in the normal symbol hit determination table is made based on the game state of the gaming machine 1. In this embodiment, in the "non-time-saving state", if the normal symbol random number value is "0 to 3", it is determined to be a "win", and if the normal symbol random number value is "a number other than 0 to 3 (4 to 65535)", it is determined to be a "lose". Also, in the "time-saving state", if the normal symbol random number value is "0 to 65533", it is determined to be a "win", and if the normal symbol random number value is "a number other than 0 to 65533 (65534 to 655345)", it is determined to be a "lose".

[0093] Fig. 10(B) is an explanatory diagram of the electric chute opening pattern determination table. Fig. 10(C) is a table showing details of the electric chute opening pattern. Fig. 10(D) is an explanatory diagram of the normal symbol variation pattern determination table.

[0094] The electric chute opening pattern determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine the opening pattern of the electric chute 22 depending on the game state (non-time-saving state or time-saving state). When a normal symbol wins in the "non-time-saving state", the opening pattern is determined to be "H11" regardless of the normal symbol winning type random number value. Also, when a normal symbol wins in the "time-saving state", if the normal symbol winning type random number value is "0 to 60535", the normal symbol winning type is determined to be "win A" and the opening pattern is determined to be "H12", and if the normal symbol winning type random number value is "60536 to 65535", the normal symbol winning type is determined to be "win B" and the opening pattern is determined to be "H12". That is, in the non-time-saving state, the opening pattern is always determined to be "H11", and in the time-saving state, the opening pattern is always determined to be "H12".

[0095] As shown in Figure 10 (C), in opening pattern H11, the electric chute 22 is opened once for an opening time of 0.2 seconds. In opening pattern H12, the electric chute 22 is opened twice, with an opening time of 1.4 seconds per opening, and an interval (opening interval) of 0.2 seconds. Therefore, if opening pattern H11 is determined, it is difficult to win at the second starting hole 21, and if opening pattern H12 is determined, it is easy to win at the second starting hole 21. However, if a predetermined number of game balls have won (prescribed winning number, maximum 1 ball), the electric chute 22 is closed even if there is remaining opening time.

[0096] The normal symbol fluctuation pattern determination table (FIG. 10(D)) is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine how many seconds the normal symbol fluctuation time is depending on the game state (non-time-saving state or time-saving state). In this embodiment, for example, in the "non-time-saving state", when the judgment result is "win", the fluctuation pattern is determined to be "P81" and the normal symbol fluctuation time is determined to be "180 seconds". Also, for example, when the judgment result is "win" in the "time-saving state", the fluctuation pattern is determined to be "P91" and the normal symbol fluctuation time is determined to be "3 seconds". In the non-time-saving state, the normal symbol fluctuation time is always 180 seconds, and in the time-saving state, it is always 3 seconds.

[0097] The special prize opening pattern determination table is a table that is referred to by the game control microcomputer 81 in order to determine the opening pattern of the special prize opening 30 during the main control main process (described later).

[0098] In the case of a "10R type one jackpot," the large prize winning slot 30 is opened once for a long time of 29.5 seconds in the 1st to 10th rounds. In the case of a "10R two-type jackpot," the large prize slot 30 is opened 5 times in the first round for a duration of 0.3 seconds, and in the second through tenth rounds, the large prize slot 30 is opened once for a duration of 29.5 seconds. However, if a predetermined number of game balls enter the winning slot (a prescribed number of winning balls, a maximum of 10 balls), the slot will be closed even if there is still time left to open the slot. Note that if one ball enters the big winning slot 30, the number of winning balls will be 15.

[0099] 5. Explanation of the jackpot etc. In the gaming machine 1, there are two types of jackpots: a first type jackpot and a second type jackpot. A first type jackpot occurs when the acquired random winning number corresponds to a "jackpot." On the other hand, a second type jackpot occurs when the acquired random winning number corresponds to a "small jackpot" and then the game ball passes through the V area 39 in the big prize device 31, resulting in a jackpot.

[0100] When a jackpot is hit, a "jackpot game" is played. The jackpot game is an example of a special game. The jackpot game includes multiple round games (unit open games), an opening (OP) before the first round game starts, and an ending (ED) after the final round game ends. Each round game starts with the end of the opening or the end of the previous round game, and ends with the start of the next round game. The time (interval time) for closing the jackpot opening between round games is included in the open round game before that closure.

[0101] 6. Description of game status The gaming state of the gaming machine 1 will be described. The gaming control microcomputer 81 can execute "variation time shortening control" for the special symbols displayed on the display 40. The state in which the gaming control microcomputer 81 executes the variation time shortening control for the special symbols on the display 40 is called the "time shortening state", and the state in which the variation time shortening control is not executed is called the "non-time shortening state (normal state)". In the time shortening state, the variation time of the special symbols (the time from the start of the variation display to the derivation and display of the display result) is shorter than in the non-time shortening state. In the time shortening state, the gaming control microcomputer 81 executes the variation pattern determination table (FIGS. 8 and 9) that is determined so that a variation pattern with a short variation time is selected more often than in the non-time shortening state. In other words, when the gaming control microcomputer 81 executes the variation time shortening control for the special symbols, a short variation time is more likely to be selected as the variation time of the variable display of the special symbols than when the variation time shortening control is not executed. As a result, in the time-saving state, the pace of consumption of the special reserved figures becomes faster, and effective winnings (winnings that can be stored as special reserved figures) in the starting hole become more likely to occur. This allows you to aim for a jackpot while playing smoothly.

[0102] The game control microcomputer 81 executes the probability variation control and the variation time shortening control for the normal symbols in parallel with the variation time shortening control for the special symbols. That is, the game control microcomputer 81 executes the probability variation control and the variation time shortening control for the normal symbols in the time shortening state, but does not execute them in the non-time shortening state.

[0103] The game control microcomputer 81 performs a hit judgment (determination of a normal pattern) using a normal pattern hit judgment table (FIG. 10(A)) in which the number of normal pattern hit random numbers judged as a hit is greater in the time-saving state than in the non-time-saving state, as the probability fluctuation control of the normal pattern. Therefore, in the time-saving state, the hit probability is higher than in the normal probability state of the normal pattern. In other words, when the game control microcomputer 81 is executing the probability fluctuation control for the normal pattern, the probability that the display result (stop pattern) of the variable display of the normal pattern by the display unit 40 will be a winning pattern is higher than when the probability fluctuation control is not executed.

[0104] In the time-saving state, the variation time of the special symbol 2 is always 30 seconds. The variation time of the normal symbol is always 3 seconds, and the opening pattern of the electric chute 22 is always H12. The second starting hole 21 is structured so that the game ball that passes through the gate 28 will almost certainly win, so the base, which is the ratio of the number of winning balls to the number of shot balls, is high. The state in which these controls are executed is called the "high base state," and the state in which they are not executed is called the "low base state." In the high base state, you can aim for a jackpot without significantly reducing the number of game balls you have. The high base state is a state in which the so-called electric support control (control that shortens the variation time of the special symbol 2, which is triggered by the entry of the ball into the second starting hole 21 by the electric chute 22) is executed.

[0105] The high base state (electric support control state) does not have to execute all of the above controls. In other words, by executing one or more of the following controls, it is sufficient that the electric chute 22 is more likely to open than when the control is not executed: probability fluctuation control for the normal symbols on the display 40, fluctuation time reduction control for the normal symbols on the display 40, opening time extension control for the electric chute 22, and opening count increase control for the electric chute 22. Also, the high base state (electric support control state) may be controlled independently without being associated with the time-saving state.

[0106] In the high base state, the game can be played more advantageously by hitting the ball to the right game area 3B (Fig. 1) with a right hit. The time to change the special chart 2 is shorter than that in the low base state due to the time-changing control, and it is more advantageous to win the second start gate 21 than to win the first start gate 20. For this reason, in the high base state, the ball is hit to the right in order to make the ball enter the second start gate 21 while passing through the gate 28, which is the trigger for the normal pattern lottery. This allows more start wins (wins at the start gate) to be obtained than by hitting to the left. In the gaming machine 1, the game is played by hitting to the right even during a jackpot game.

[0107] On the other hand, in the low base state, the game can be played more advantageously by hitting the game ball to the left game area 3A (Fig. 1) by hitting from the left. Because the fluctuation time shortening control is not executed, the fluctuation time of the special chart 2 is longer than that in the high base state, and it is more advantageous to win the first start hole 20 than to win the second start hole 21. For this reason, in the low base state, the game ball is hit from the left in order to win the first start hole 20. This allows more start wins to be obtained than by hitting from the right.

[0108] 7. Operation of the gaming control microcomputer 81 The operation of the game control microcomputer 81 provided on the main control board 80 (FIG. 2) will be described with reference to Figures 11 to 21. Counters, flags, statuses, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the main RAM 84.

[0109] [Main control main processing] FIG. 11 is a flowchart of the main control process. When the power supply of the gaming machine 1 is turned on, the gaming control microcomputer 81 reads out a program for executing the main control process from the main ROM 83. In the main control process, the gaming control microcomputer 81 first performs an initialization process (step S001). In the initialization process, for example, various flags, statuses, counters, etc. are reset. The initial value of the flag is "0" or "OFF", the initial value of the status is "1", and the initial value of the counter is "0". Note that the initialization process is executed only once after the power supply is turned on, and is not executed thereafter.

[0110] After the initialization process, the game control microcomputer 81 prohibits interrupts from the interrupt process (step S002) and performs a normal / special symbol main random number update process (step S003). In this normal / special symbol main random number update process, the game control microcomputer 81 updates various random number counter values ​​(win random number value, big win type random number value, reach random number value, variable pattern random number value, normal symbol random number value) by adding 1. When each random number counter value reaches a set upper limit value, it returns to "0" and is added again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, each random number may be a so-called hardware random number generated by using a known random number generation circuit consisting of a counter IC or the like.

[0111] After the normal and special symbol main random number update process, the game control microcomputer 81 allows the interrupt process to be interrupted (step S004). While the interrupt is allowed, the main timer interrupt process (step S005) can be executed. The main timer interrupt process is executed based on an interrupt pulse that is repeatedly input at a predetermined cycle (for example, every 4 msec). That is, the main timer interrupt process is executed at a predetermined cycle (for example, every 4 msec). Then, from the end of the main timer interrupt process to the start of the next main timer interrupt process, the update process of various counter values ​​by the normal and special symbol main random number update process is repeatedly executed. Note that if an interrupt pulse is input when the interrupt is prohibited, the main timer interrupt process does not start immediately, but starts after the interrupt is allowed.

[0112] [Main timer interrupt processing] FIG. 12 is a flowchart of the main timer interrupt process (FIG. 11: step S005). In the main timer interrupt process, the game control microcomputer 81 first performs a random number update process (step S101). Specifically, the game control microcomputer 81 updates various random number counter values. This random number update process is the same as the normal symbol / special symbol main random number update process performed in the main control main process (FIG. 10) described above. In other words, the update process of various random number counter values ​​is performed both during the execution period of the main timer interrupt process and during other periods (the period from the end of the main timer interrupt process to the start of the next main timer interrupt process).

[0113] After the random number update process, the game control microcomputer 81 performs input processing (step S102). In the input processing, the game control microcomputer 81 reads detection signals detected by various sensors attached to the gaming machine 1, and sets payout data for paying out prize balls according to the type of winning hole in the output buffer of the main RAM 84. The various sensors are, for example, the first start hole sensor 20a, the second start hole sensor 21a, the big winning hole sensor 30a, the big winning hole opening chucker sensor 16a, and the normal winning hole sensor 27a (FIG. 3).

[0114] After the input process, the game control microcomputer 81 performs a start hole sensor detection process (step S103). In the start hole sensor detection process, the game control microcomputer 81 judges the passage of the game ball through the gate 28, acquires the value of the normal symbol random number counter, and stores the acquired random number value in a memory area corresponding to the current number of normal symbol reserved balls among the first to fourth memory areas of the normal symbol reserved memory area 84f of the main RAM 84. In addition, the game control microcomputer 81 judges the entry of the game ball into the first start hole 20, and acquires the value of the winning random number counter, the value of the big win type random number counter, the value of the small win type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the acquired random number group in a memory area corresponding to the current number of special symbol 1 reserved balls among the first to fourth memory areas of the first special symbol reserved memory area. Furthermore, the game control microcomputer 81 determines whether a game ball has entered the second starting hole 21, and obtains the value of the win 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.

[0115] The game control microcomputer 81 performs a pre-judgment of a jackpot in the start hole sensor detection process. Based on the random number group described above, it judges in advance whether or not a jackpot has been generated, and if so, the jackpot type and fluctuation pattern. Then, it creates a pre-judgment command from the pre-judgment result and sets it in the command set area 84a of the main RAM 84.

[0116] Next, the game control microcomputer 81 performs a normal operation process (step S104). In the normal operation process, the game control microcomputer 81 controls the operation of the electric chute 22. Details will be described later.

[0117] Next, the game control microcomputer 81 performs a special action process (step S105). This special action process will be described later. Next, the game control microcomputer 81 performs a V-area sensor detection process (step S106). In the V-area sensor detection process, the game control microcomputer 81 first determines whether or not a game ball has been detected by the V-area sensor 39a, and if the game ball has been detected, determines whether or not the V-effective period is in progress. If the game ball is detected in the V-effective period, the game control microcomputer 81 turns on the V flag and sets a V-pass command.

[0118] Next, the game control microcomputer 81 performs reserved ball count processing (step S107). The game control microcomputer 81 first reads the number of reserved balls for special symbol 1 and the number of reserved balls for normal symbols stored in the main RAM 84. Next, the game control microcomputer 81 sets a reserved ball count command in the command set area (output buffer) 84a of the main RAM 84. The reserved ball count command is a command for notifying the sub-control board 90 of the reserved ball count, and includes information regarding the number of reserved balls for special symbol 1 and the number of reserved balls for normal symbols.

[0119] After the reserved ball count process, the game control microcomputer 81 performs output processing (step S108). In the output processing, the game control microcomputer 81 outputs the commands and the like set in the command set area 84a of the main RAM 84 in each of the above-mentioned processes to the sub-control board 90. After the output processing, the game control microcomputer 81 performs other processing (step S109). In other processing, for example, the display 40 is controlled to a display mode showing the number of reserved balls in special chart 1 based on the number of the reserved balls.

[0120] [Normal operation process] FIG. 13 is a flowchart of the normal operation process (FIG. 12: step S104). In the normal operation process, the game control microcomputer 81 controls the operation of the electric chute 22. Specifically, in the normal operation process, the game control microcomputer 81 first determines whether the electric chute 22 is in operation (step S501). If the electric chute 22 is in operation (step S501: YES), the process proceeds to step S508. On the other hand, if the electric chute 22 is not in operation (step S501: NO), the game control microcomputer determines whether the normal map is changing (step S502). This determination is made based on whether the change time timer set according to the normal map change pattern is 0 at the start of the change of the normal map.

[0121] If the normal figure is fluctuating (step S502: YES), the process proceeds to step S513. On the other hand, if the normal figure is not fluctuating (step S502: NO), the game control microcomputer 81 judges whether the number of normal figure reserved balls is 0 or not (step S503). If the number of normal figure reserved balls is 0 (step S503: YES), the game control microcomputer 81 ends the normal operation process. On the other hand, if the number of normal figure reserved balls is not 0 (step S503: NO), the game control microcomputer 81 decrements the number of normal figure reserved balls by 1 (step S504), executes a normal figure hit determination process (step S505), executes a normal figure fluctuation pattern determination process (step S506), executes a fluctuation start process (step S507), and the process proceeds to step S513. In the normal figure hit determination process, the game control microcomputer 81 judges whether or not there is a hit based on the normal figure hit determination table shown in FIG. 10(A). In addition, in the normal pattern fluctuation pattern determination process, the game control microcomputer 81 refers to the normal pattern fluctuation pattern determination table shown in Figure 10 (B) and determines the normal pattern fluctuation pattern based on the game state (whether it is a time-saving state or a non-time-saving state) and the result of the win / loss determination in step S505.

[0122] In step S508, the game control microcomputer 81 judges whether the condition for closing the electric chute 22 is satisfied. This condition is judged by whether the operation of the electric chute 22 based on the opening pattern has ended, or whether one game ball has entered the electric chute 22 and the second starting hole 21 while the electric chute 22 is open. If the condition for closing the electric chute 22 is not satisfied (step S513: NO), the game control microcomputer 81 ends the normal operation process. On the other hand, if the condition for closing the electric chute 22 is satisfied (step S513: YES), the game control microcomputer 81 executes the electric chute operation stop process (step S514), and the process proceeds to step S510. In the electric chute operation stop process, the electric chute 22 is set to a closed state and maintained in that state.

[0123] In step S510, the game control microcomputer 81 judges whether the time-saving flag is ON or not. If it is OFF (step S510: NO), the game control microcomputer 81 ends the normal operation process. On the other hand, if the time-saving flag is ON, the game control microcomputer 81 judges whether the release of the electric chute 22 that was performed until just before was triggered by a hit B in the normal map fluctuation (step S511). If it is not triggered by a hit B (step S511: NO), the game control microcomputer 81 ends the normal operation process. On the other hand, if it is triggered by a hit B (step S511: YES), the game control microcomputer 81 turns the time-saving flag OFF (step S512) and ends the normal operation process.

[0124] In step S513, the game control microcomputer 81 judges whether the normal symbol variation time has elapsed. If the variation time has not elapsed (step S513: NO), the game control microcomputer 81 ends the normal operation process. On the other hand, if the variation time has elapsed (step S513: YES), the game control microcomputer 81 executes variation stop processing (step S514), and the process proceeds to step S515. In the variation stop processing, the normal symbol is stopped at a winning symbol or a losing symbol based on the judgment of whether or not it was a winning symbol in the normal symbol winning judgment processing (step S505).

[0125] In step S515, the game control microcomputer 81 judges whether the result of the normal symbol variation stopped in step S514 was a win or not. If it is not a win (step S515: NO), that is, if it is a miss, the game control microcomputer 81 ends the normal operation process. On the other hand, if it is a win (step S515: YES), the game control microcomputer 81 executes the opening pattern determination process (step S516), executes the electric chute operation process (step S517), and ends the normal operation process. In the opening pattern determination process, the opening pattern is determined based on the game state (time-saving state or non-time-saving state), the time-saving status value, and the normal symbol winning type determination random number value by referring to the opening pattern determination table shown in FIG. 10(B). In the electric chute operation process, a command to operate the electric chute 22 is sent to the input / output circuit 87 based on the opening pattern determined in the opening pattern determination process.

[0126] [Special Action Processing] FIG. 14 is a flow chart of the special operation process (FIG. 12: step S106). Here, the process related to the first special symbol display 41a and the big prize device 31 is divided into five stages, and each stage is called "1", "2", "3", "4", and "5" of the "special symbol 1 operation status". In addition, the process related to the second special symbol display 41b and the big prize device 31 is divided into five stages, and each stage is called "1", "2", "3", "4", and "5" of the "special symbol 2 operation status". The initial setting of the "special symbol 1 operation status" and the "special symbol 2 operation status" is "1". The game control microcomputer 81 first judges whether either the "special symbol 1 operation status" or the "special symbol 2 operation status" is "4" or "5" (steps S1301 and S1303). When either the "special chart 1 operation status" or the "special chart 2 operation status" is "4" (step S1301: YES), a special electric device process (jackpot) is performed (step S1320). In the special electric device process (jackpot), a jackpot game (a second type special game) is executed. Specifically, when the special chart 1 operation status is "4", a first type jackpot game due to a jackpot on the special chart 1 or a second type jackpot game due to a small jackpot on the special chart 1 is executed. When the special chart 2 operation status is "4", a first type jackpot game due to a jackpot on the special chart 2 or a second type jackpot game due to a small jackpot on the special chart 2 is executed. When either the "special chart 1 operation status" or the "special chart 2 operation status" is "5" (step S1301: NO, step S1303: YES), a special electric device process (small jackpot) is executed (step S1321). In the special electric role processing (small win), a small win game (first type special game) is executed. Specifically, when the special chart 1 operation status is "5", a small win game by the small win of the special chart 1 is executed, and when the special chart 2 operation status is "5", a small win game by the small win of the special chart 2 is executed.

[0127] If neither the "special chart 1 operation status" nor the "special chart 2 operation status" is "4" or "5" (steps S1301, S1303: NO), the game control microcomputer 81 judges whether the "special chart 1 operation status" is "1", "2", or "3" (steps S1305, S1307). When the "special chart 1 operation status" is "1" (step S1305: YES), the special chart 1 standby process is performed (step S1306). In the special chart 1 standby process, hit determination and change pattern selection of the special chart 1 are performed. When the "special chart 1 operation status" is "2" (step S1305: NO, step S1307: YES), the special chart 1 change process is performed (step S1308). In the special chart 1 change process, output of a change stop command is performed after the change time of the special chart 1 has elapsed. When the "Special Chart 1 Operation Status" is "3" (steps S1305, S1307: NO), the special chart 1 determination process is performed (step S1309). In the special chart 1 determination process, an opening command is output when a big win or small win occurs in the special chart 1 lottery. Details of each of the above processes will be described later.

[0128] After determining whether the "special chart 1 operation status" is "1", "2", or "3", the game control microcomputer 81 determines whether the "special chart 2 operation status" is "1", "2", or "3" (steps S1315, S1317). When the "special chart 2 operation status" is "1" (step S1315: YES), special chart 2 standby processing is performed (step S1316). In the special chart 2 standby processing, hit determination and change pattern selection of the special chart 2 are performed. When the "special chart 2 operation status" is "2" (step S1315: NO, step S1317: YES), special chart 2 change processing is performed (step S1318). In the special chart 2 change processing, output of a change stop command is performed after the change time of the special chart 2 has elapsed. When the "special chart 2 operation status" is "3" (step S1315, S1317: NO), the special chart 2 determination process is performed (step S1319). In the special chart 2 determination process, an opening command is output when a big win or small win occurs in the special chart 2 lottery. Details of each of the above processes will be described later. As described above, according to the special operation process of this embodiment, the waiting process, during-change process, and determination process of special chart 1 and the waiting process, during-change process, and determination process of special chart 2 are executed in parallel. On the other hand, during a big win game or a small win game ball, the waiting process, during-change process, and determination process of special chart 1 and special chart 2 are executed in priority.

[0129] [Special pattern waiting process] FIG. 15 is a flowchart of the special symbol waiting process (FIG. 14: step S1302). In the special symbol waiting process, the game control microcomputer 81 first judges whether the number of reserved balls of the special symbol 2 is "0" or not (step S1401). If the number of reserved balls of the special symbol 2 is "0" (step S1401: YES), that is, if the random number group obtained due to winning the second starting hole 21 is not stored in the second special symbol reservation memory area, the process proceeds to step S1407. If the number of reserved balls of the special symbol 2 is "1" or more (step S1401: NO), the game control microcomputer 81 executes the hit determination process (step S1402). The details of the hit determination process will be described later.

[0130] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1403). In the variation pattern selection process, the variation pattern is selected based on the game state (time-saving state or non-time-saving state) of the gaming machine 1, the result of the win determination process (step S1402), and the value of the big win counter, with reference to the variation pattern determination table (FIGS. 8 and 9).

[0131] Next, the game control microcomputer 81 performs special symbol 2 variation start processing (step S1406). In the special symbol 2 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, the variation display of the second special symbol is started, and a variation time timer is set. In the variation time timer, a variation time determined according to the variation pattern selected in the variation pattern selection processing is set. In addition, the game control microcomputer 81 sets the special operation status to "2". Note that the variation start command (special symbol 2 variation start command) set in the special symbol 2 variation start processing includes information on the special symbol stop pattern data set in the hit determination processing (step S1402) and information on the variation pattern set in the variation pattern selection processing (step S1403) (including information on the variation time).

[0132] In step S1401, if the number of reserved balls of the special chart 2 is "0" (step S1401: YES), the game control microcomputer 81 judges whether the number of reserved balls of the special chart 1 is "0" or not (step S1407). If the number of reserved balls of the special chart 1 is "0" (step S1407: YES), that is, if the first special chart reserved memory area does not store a random number group acquired due to winning the first starting hole 20, the process proceeds to step S1413. If the number of reserved balls of the special chart 1 is "1" or more (step S1407: NO), the game control microcomputer 81 executes a hit determination process (step S1408). Details of the hit determination process will be described later.

[0133] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1409). In the variation pattern selection process, the variation pattern is selected based on the game state of the gaming machine 1 (time-saving state or non-time-saving state), the result of the hit determination process (step S1408), the value of the big win counter, and the number of reserved balls, with reference to the variation pattern determination table (FIGS. 8 and 9). After the variation pattern selection process, the number of reserved balls for the special drawing 1 is decremented (step S1410).

[0134] Next, the game control microcomputer 81 shifts the storage location of various random numbers stored in the first to fourth storage areas of the first special chart reservation storage area by one from the current position to the side to be read, and clears the reserved information stored in the farthest location from the side to be read in the first special chart reservation storage area (step S1411). The above steps consume the first special chart reservation in the order in which it was reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9A (the reserved image 9A at the right end of the four reserved images 9A) corresponding to the first storage area of ​​the first special chart reservation storage area is shifted to the reserved consumption image display area side and displayed as a reserved consumption image 9C. Also, the reserved images 9A (the second, third, and fourth reserved images 9A from the right of the four reserved images 9A) corresponding to the second to fourth storage areas of the first special chart reservation storage area are each shifted by one to the right (FIG. 1). This allows the player to recognize that one first special chart reservation has been consumed.

[0135] Next, the game control microcomputer 81 performs special symbol 1 variation start processing (step S1412). In the special symbol 1 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, the variation display of the first special symbol is started, and a variation time timer is set. A variation time determined according to the variation pattern selected in the variation pattern selection processing is set in the variation time timer. In addition, the game control microcomputer 81 sets the special operation status to "2" (step S1412). Note that the variation start command (special symbol 1 variation start command) set in the special symbol 1 variation start processing includes information on the special symbol stop pattern data set in the hit determination processing (step S1408) and information on the variation pattern set in the variation pattern selection processing (step S1409) (including information on the variation time).

[0136] In step S1407, if the number of reserved balls for the special symbol 1 is "0" (step S1407: YES), the game control microcomputer 81 judges whether the display screen 7a of the image display device 7 is a standby screen or not (step S1413). The standby screen is a demo screen for waiting for customers. The game control microcomputer 81 may judge, for example, by the ON / OFF of a demo screen display flag for waiting for customers. If it is a standby screen (step S1413: YES), this process is terminated. If it is not a standby screen (step S1413: NO), the game control microcomputer 81 waits for a predetermined standby time to elapse, sets a customer waiting standby command for displaying the standby screen in the command set area 84a of the main RAM 84 (step S1414), and terminates this process. As described above, according to the special symbol standby process of this embodiment, the variable display of the special symbol based on the first special symbol reservation is executed only when the second special symbol reservation is "0". That is, the consumption of the second special chart reservation is executed in priority to the consumption of the first special chart reservation. Also, according to the jackpot type determination table of this embodiment, the lottery based on the second special chart reservation is more likely to win a jackpot (a jackpot scheduled to pass V) that is more profitable for the player than the lottery based on the first special chart reservation.

[0137] [Collision detection processing] 16 is a flowchart of the hit determination process (FIG. 15: steps S1402 and S1408). The hit determination process for special drawing 2 (step S1402) and the hit determination process for special drawing 1 (step S1408) have similar processing flows, so they will be described together.

[0138] In the winning determination process, first, the game control microcomputer 81 performs winning determination (step S1501). The winning determination is executed by referring to the special symbol winning determination table (FIG. 6).

[0139] Next, the game control microcomputer 81 judges whether or not it is a big win (step S1502). If it is judged to be a big win (step S1502: YES), the game control microcomputer 81 turns on the big win flag (step S1503), judges the big win type (step S1506), and ends the win judgment process. The big win type judgment is performed by referring to the big win type judgment table (FIG. 7). On the other hand, if it is judged not to be a big win (step S1503: NO), the game control microcomputer 81 judges whether or not it is a small win (step S1504). If it is not a small win (step S1504: NO), the game control microcomputer 81 ends the win judgment process. On the other hand, if it is a small win (step S1504: YES), the game control microcomputer 81 turns on the small win flag (step S1505), judges the big win type (step S1506), and ends the win judgment process.

[0140] [Special design confirmation process] FIG. 17 is a flowchart of the special symbol determination process (FIG. 14: step S1306).

[0141] In the special symbol determination process, the game control microcomputer 81 first judges whether the stop time of the special symbol has ended (step S1800). If the stop time has not elapsed (step S1800: NO), the special symbol determination process is terminated. On the other hand, if the stop time has elapsed (step S1800: YES), the game control microcomputer 81 executes a game state management process (step S1810). The game state management process is a process for switching the game state according to the number of times the special symbol has changed during the time-saving state, and the details will be described later. After the game state management process, it is judged whether the jackpot flag is ON (step S1822).

[0142] When the jackpot flag is ON (step S1822: YES), the game control microcomputer 81 sets the opening pattern of the jackpot opening according to the type of jackpot won (step S1823). Specifically, the game control microcomputer 81 refers to the jackpot opening pattern determination table, determines the opening pattern of the jackpot opening from the special stop pattern data, and sets the determined opening pattern. In addition, together with the setting of the opening pattern of the jackpot opening, the round counter value is set to the number of rounds according to the type of jackpot won. The round counter counts the number of unit opening games (round games) executed during the jackpot game.

[0143] After the opening pattern is set, if the time-saving flag is ON (step S1824: YES), the game control microcomputer 81 switches it to OFF (step S1825). This results in a non-time-saving state during the execution of the type 1 jackpot game. Next, the time-saving limit counter is set to 2 (step S1826), and then, in order to start the type 1 jackpot game, an opening command for the type 1 jackpot game is set (step S1827), and the opening of the jackpot game is started. After that, the special operation status is set to "4" (step S1828), and the special symbol determination process is terminated. By setting the special operation status to "4", the process shifts to the special electric device process (jackpot) (Fig. 19).

[0144] In step S1822, if the big win flag is OFF (step S1822: NO), the game control microcomputer 81 judges whether the small win flag is ON or not (step S1830). If the small win flag is ON (step S1830: YES), the game control microcomputer 81 sets the opening pattern of the big win opening according to the type of the small win that has been won (step S1831). Specifically, the game control microcomputer 81, like the above-mentioned step S1823, refers to the big win opening opening pattern judgment table, determines the opening pattern of the big win opening from the special chart stop pattern data, and sets the determined opening pattern. In addition, together with the setting of the opening pattern of the big win opening, the value of the round counter is set to the number of rounds according to the type of the small win that has been won.

[0145] After the opening pattern is set, the game control microcomputer 81 switches the V opening / closing member operation flag to ON (step S1832). The V opening / closing member operation flag is a flag indicating that it is a period in which the V opening / closing member 71 is operated. When the V opening / closing member operation flag is ON, the V opening / closing member 71 is operated in a predetermined operation pattern. After that, in order to start the small win game, the opening command for the small win is set (step S1833), and the opening of the small win game is started. After that, the special chart 1 operation status is set to "5" (step S1835), and the process proceeds to step S1835. By setting the special chart 1 operation status to "5", the process proceeds to the special electric role processing (small win) (Figure 20). In step S1835, it is determined whether the time-saving flag is ON, and if it is ON, the time-saving flag is turned OFF (step S1836). As a result, when a small win is won, the time-saving state ends and the state becomes non-time-saving state.

[0146] In step S1830, if the small win flag is OFF (step S1830: NO), the game control microcomputer 81 sets the special operation status to 1 (step S1840), and ends the special symbol determination process.

[0147] [Game status management process] FIG. 18 is a flow chart of the game state management process (FIG. 17: step S1602). The game control microcomputer 81 first judges whether the time-saving flag is ON or not (step S1901). If the time-saving flag is OFF (step S1901: NO), that is, in the non-time-saving state, the process skips to step S1906. If the time-saving flag is ON (step S1901: YES), that is, in the time-saving state, the game control microcomputer 81 decrements the value of the time-saving counter by 1 (step S1902). The time-saving counter counts the number of times the special symbols have changed during the time-saving state (the total number of times the first special symbols have changed and the number of times the second special symbols have changed).

[0148] The game control microcomputer 81 determines whether the value of the time-saving counter has become "0" as a result of step S1902 (step S1903). If the value of the time-saving counter is not "0" (step S1903: NO), the process skips to step S1906. If the value of the time-saving counter is "0" (step S1903: YES), the time-saving flag is switched to OFF (step S1904), and the value of the time-saving limit counter is decremented by 1 (step S1905). The game state is switched from the time-saving state to the non-time-saving state by step S1904.

[0149] In step S1906, the game control microcomputer 81 sets the game state designation command in the command set area 84a of the main RAM 84, and ends the game state management process. The game state designation command includes information about the currently set game state (whether or not it is in the time-saving state, the value of the time-saving counter, etc.).

[0150] [Special electric feature processing (jackpot)] FIG. 19 is a flow chart of the special electric device process (jackpot) (FIG. 14: step S1308). The game control microcomputer 81 first judges whether the jackpot end flag is ON or not (step S2200). The "jackpot end flag" is a flag indicating that all openings of the first big prize winning device 31 based on the opening pattern have been completed in the currently executed jackpot game. If the jackpot end flag is ON (step S2200: YES), the process proceeds to step S2230. If the jackpot end flag is OFF (step S2200: NO), the game control microcomputer 81 judges whether the big prize winning port 30 is open or not (step S2202). If it is open (step S2202: YES), the process proceeds to step S2210.

[0151] If the large prize opening 30 is not open (step S2202: NO), the game control microcomputer 81 judges whether it is time (timing) to open the large prize opening 30 (step S2203). The time (timing) to open the large prize opening 30 includes, for example, when the opening time of the large prize game has passed and it is time to start opening in the first round of play, and when the interval time (closing time) until the large prize opening 30 that was temporarily closed after opening has passed and it is time to start opening again. If it is not time (timing) to open the large prize opening 30 (step S2203: NO), the process proceeds to step S2220.

[0152] If it is time (timing) to open the large prize opening 30 (step S2203: YES), the game control microcomputer 81 executes the large prize opening opening process (step S2207). In the large prize opening opening process, the game control microcomputer 81 opens the large prize opening 30 according to an opening pattern corresponding to the winning type (large prize type or small prize type). After the large prize opening opening process, the game control microcomputer 81 sets a round designation command (step S2208). The round designation command includes information regarding the number of rounds of the special game (small prize game and large prize game) being executed, and the game control microcomputer 81 sets the round designation command in the command set area 84a of the main RAM 84. This makes it possible to notify the sub-control board 90 of the number of rounds of the special game. After setting the round designation command, this process ends.

[0153] In the above-mentioned step S2202, if the big prize opening 30 is open (step S2202: YES), the game control microcomputer 81 judges whether or not the closing condition of the big prize opening 30 is satisfied (step S2210). The closing condition here is that either the number of winnings in the big prize opening 30 in that round game has reached a prescribed maximum number of winnings (e.g., 9 winnings per round) or the time to close the big prize opening 30 has arrived (i.e., a predetermined opening time (e.g., 29.5 seconds) has elapsed since the big prize opening 30 was opened) is satisfied. If the closing condition of the big prize opening 30 is not satisfied (step S2210: NO), the game control microcomputer 81 ends the special electric device processing (big win). On the other hand, if the closing condition for the big prize opening 30 is met (step S2210: YES), the game control microcomputer 81 closes (blocks) the big prize opening 30 (step S2211) and ends the special electric device processing (big win).

[0154] In the above-mentioned step S2203, if it is not the time (timing) to open the big prize opening 30, the game control microcomputer 81 judges whether the round play has ended (step S2220). Here, one round ends after a predetermined time (for example, 2 seconds) has elapsed since the first big prize opening 30 was closed. As described above, this is because the time (interval time) for closing the first big prize opening 30 between round plays is included in the open round play before the closing. The game control microcomputer 81 judges whether the round play has ended depending on whether a predetermined interval time has elapsed since the first big prize opening 30 was closed. If the round play has not ended (step S2220: NO), the game control microcomputer 81 ends the special electric device processing (big win).

[0155] If the round play is over (step S2220: YES), the game control microcomputer 81 decrements the round counter value by 1 (step S2221) and judges whether the round counter value has become "0" (step S2226). If the round counter value is not "0" (step S2226: NO), that is, if the specified number of rounds has not been played yet, the special electric device processing (jackpot) is terminated. On the other hand, if the round counter value is "0" (step S2226: YES), as a jackpot end processing for ending the jackpot game, an ending command for the jackpot game is set in the command set area 84a of the main RAM 84 (step S2227), a jackpot end flag is set to ON (step S2228), and the special electric device processing (jackpot) is terminated. The ending command includes information regarding the special symbol stop pattern data.

[0156] In the above-mentioned step S2200, if the jackpot end flag is ON (step S2200: YES), the control microcomputer 81 judges whether the jackpot ending time has elapsed (step S2230). If the ending time has not elapsed (step S2230: NO), the game control microcomputer 81 ends the special electric device processing (jackpot). 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) and turns OFF the flags that are ON among the special chart 1 jackpot flag and the special chart 2 jackpot flag (step S2232). Next, the game control microcomputer 81 sets the status that is "4" among the special chart 1 operation status and the special chart 2 operation status to "1" (step S2233), executes the game state setting process (step S2234) described later, and ends this process. The game state setting process (FIG. 20) is a process for setting the game state (time-saving state) after a big win game, and setting an initial value (number of time-saving times) in the time-saving counter.

[0157] [Game status setting process] FIG. 20 is a flowchart of the game status setting process (FIG. 19: step S2234). The game control microcomputer 81 first judges whether the value of the time-saving limit counter is "0" or not (step S2301). If it is "0" (step S2301: NO), the process proceeds to step S2305. On the other hand, if the value of the time-saving limit counter is not "0" (step S2301: NO), the game control microcomputer 81 turns on the time-saving flag (step S2302), sets the time-saving counter to 10000 (step S2303), decrements the value of the time-saving limit counter by 1 (step S2304), and proceeds to step S2305. In step S2305, the game control microcomputer 81 sets a game status designation command and ends the game status setting process. The game state designation command includes information regarding the currently set game state (whether or not the game is in a time-saving state, the value of the time-saving counter, etc.).

[0158] [Special electric feature processing (small win)] FIG. 21 is a flowchart of the special electric accessory process (small win) (FIG. 14: step S1309).

[0159] The game control microcomputer 81 judges whether or not the closing condition of the large prize opening 30 is satisfied (step S1601). The closing condition is satisfied when either a specified number (10 balls) of game balls enter the large prize opening 30 or the opening time (for example, 1.5 seconds (5 x 0.3 seconds)) has elapsed. If it is judged that the closing condition of the large prize opening 30 is satisfied (step S1601: YES), the large prize opening 30 is closed (step S1602) and the process proceeds to step S1604. On the other hand, if it is judged that the closing condition of the large prize opening 30 is not satisfied (step S1601: NO), the large prize opening 30 is opened (step S1603) and the process proceeds to step S1604. If the large prize opening 30 is already open, the opening is maintained.

[0160] In step S1604, the game control microcomputer 81 judges whether or not game balls have been discharged from the special prize device 31. This judgement is to judge whether or not all game balls judged to have won by the special prize opening sensor 30a have been discharged. This process is a process to judge whether or not all game balls that have won in the special prize opening 30 have been discharged from the special prize device 31 based on a signal from the special prize device discharge sensor 31a. If it is judged here that all game balls have been discharged (step S1604: YES), the process proceeds to step S1605. On the other hand, while there are game balls that have not been discharged (step S1604: NO), the process is terminated without executing the subsequent processes.

[0161] In step S1605, the game control microcomputer 81 judges whether the game ball has passed through the V region 39. This judgment is made by whether the V flag in the flag set region 84b of the main RAM 84 is ON. If it is judged that the game ball has passed through the V region (step S1605: YES), a V passing command is set (step S1606), a big win opening command is set (step S1607), the special action status is set to "4" (step S1608), and the process proceeds to step S1609. On the other hand, if it is judged that the game ball has not passed through the V region (step S1605: NO), the special action status is set to 1 (step S1612), and the process ends.

[0162] In step S1609, the game control microcomputer 81 judges whether the time-saving flag is ON or not. If it is ON (step S1609: YES), the game control microcomputer 81 turns the time-saving flag OFF (step S1610) and ends this process. On the other hand, if it is OFF (step S1609: NO), the game control microcomputer 81 sets the time-saving limit counter to 2 (step S1611) and ends this process.

[0163] 8. Operation of the performance control microcomputer 91 The operation of the performance control microcomputer 91 provided on the sub-control board 90 (FIG. 4) will be described with reference to Figures 22 to 25. Counters, flags, status, buffers, etc. that appear in the description of the operation of the performance control microcomputer 91 are provided in the sub-RAM 94.

[0164] [Sub-control main processing] 22 is a flowchart showing the sub-control main processing. When the power supply of the gaming machine 1 is turned on, the performance control microcomputer 91 reads out a program for executing the sub-control main processing from the sub ROM 93. In the sub-control main processing, the performance control microcomputer 91 first performs an initialization processing (step S4000). In the initialization processing, for example, the sub CPU 92 is set, and various flags, statuses, counters, etc. are reset. The initial value of the flag is "0" or "OFF", the initial value of the status is "1", and the initial value of the counter is "0". Note that the initialization processing is executed only once after the power supply is turned on, and is not executed thereafter.

[0165] After the initialization process, the performance control microcomputer 91 prohibits interrupts from the interrupt process (step S4001) and performs a random number update process (step S4002). In this random number update process, the performance control microcomputer 91 updates the random number counter value shown in FIG. 6(B) by incrementing it by 1. When each random number counter value reaches a set upper limit value, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, the random number value may be incremented by 2 or more instead of incrementing by 1. Each random number may be a so-called hardware random number.

[0166] After the random number update process, the performance control microcomputer 91 permits the interruption of the interrupt process (step S4003). While the interrupt is permitted, it becomes possible to execute the sub-side timer interrupt process (step S4004). The sub-side timer interrupt process is executed based on an interrupt pulse repeatedly input to the sub-CPU 92 at a predetermined cycle. In other words, the sub-side timer interrupt process is executed at every predetermined cycle. Then, the random number update process is repeatedly executed between the end of the sub-side timer interrupt process and the start of the next sub-side timer interrupt process.

[0167] [Sub-side timer interrupt processing] FIG. 23 is a flow chart of the sub-side timer interrupt process (FIG. 21: step S4004). The performance control microcomputer 91 first performs a received command analysis process (step S4100). The received command analysis process will be described later in detail. After the received command analysis process, the performance control microcomputer 91 performs a variable performance process (step S4110). The variable performance process will be described later. After the variable performance process, the performance control microcomputer 91 performs a switch process (step S4120). After the switch process, the performance control microcomputer 91 performs a command transmission process (step S4130). In the command transmission process, the performance control microcomputer 91 transmits various commands set in the performance command set area 94b (output buffer) of the sub-RAM 94 by the received command analysis process, etc., to the image control board 100, the sound control board 106, the lamp control board 107, and the relay board 108. The image control board 100, which has received the various commands, uses the image display device 7 to execute a display effect according to the received commands. The audio control board 106, which has received the various commands, also executes an audio effect of outputting audio from the speaker 67 according to the received commands. The lamp control board 107, which has received the various commands, executes a lamp effect of controlling the illumination of the panel lamp 5 and frame lamp 66 according to the received commands. After the command transmission process, the performance control microcomputer 91 executes other processes (step S4140) and ends this process. Other processes include random number update processing.

[0168] [Received command analysis process] Fig. 24 is a flowchart of the received command analysis process (Fig. 22: step S4100). The performance control microcomputer 91 first determines whether or not a pre-determination command has been received from the main control board 80 (step S4180). If a pre-determination command has been received (step S4180: YES), a look-ahead process is performed (step S4190). In the look-ahead process, information included in the pre-determination command (determination result) is stored in the determination result storage area 94d of the sub-RAM 94. On the other hand, if a pre-determination command has not been received (step S4180: NO), the above-mentioned look-ahead performance determination process is skipped.

[0169] Next, the performance control microcomputer 91 judges whether or not a reserved ball number command has been received from the main control board 80 (step S4200). If it has been received (step S4200: YES), a reserved display process is performed (step S4210). In the reserved display process, the values ​​of the first special pattern reserved performance counter, the second special pattern reserved performance counter, and the normal pattern reserved performance counter provided in the counter set area 94c of the sub-RAM 94 are updated based on the information on the number of reserved balls of the special pattern 1, the number of reserved balls of the special pattern 2, and the number of reserved balls of the normal pattern included in the reserved ball number command. This allows the information on the number of reserved balls to be held not only on the main control board 80 side but also on the sub-control board 90 side. In addition, the performance control microcomputer 91 updates the reserved images 9A and 9B displayed on the display screen 7a based on the values ​​of the first special pattern reserved performance counter, the second special pattern reserved performance counter, and the normal pattern reserved performance counter. On the other hand, if the reserved ball count command has not been received (step S4200: NO), the reserved ball display process described above is skipped.

[0170] Next, the performance control microcomputer 91 determines whether or not a fluctuation start command has been received from the main control board 80 (step S4220). If a fluctuation start command has been received (step S4220: YES), a fluctuation performance start process is performed (step S4230). The "fluctuation performance start process" is a process for selecting a fluctuation performance pattern (contents) to be executed during the fluctuation of the special symbol. The details of the fluctuation performance start process will be described later. On the other hand, if a fluctuation start command has not been received (step S4220: NO), the above-mentioned fluctuation performance start process is skipped.

[0171] Next, the performance control microcomputer 91 judges whether or not a change stop command has been received from the main control board 80 (step S4240). If it has been received (step S4240: YES), a change performance end process is performed (step S4250). The "change performance end process" is a process for stopping the change performance executed during the change of the special pattern. In the change performance end process, the performance control microcomputer 91 sets a counter based on the analysis result of the change stop command, and sets a change performance end command for ending the change performance. As a result, the performance pattern corresponding to the special pattern 1 or special pattern 2 that is changing is stopped and displayed. If the change stop command has not been received (step S4240: NO), the change performance end process described above is skipped.

[0172] Next, the performance control microcomputer 91 judges whether or not a win-related command has been received from the main control board 80 (step S4260). The win-related commands include a big win opening command, a round designation command, an ending command, a small win opening command, a round designation command, and an ending command. If a win-related command has been received (step S4260: YES), a win-related performance pattern determination process corresponding to each command is performed (step S4270). For example, if a big win opening command has been received, a performance pattern of an opening performance preset in accordance with the big win type is selected, and an opening performance start command for starting the selected opening performance is set in the performance command set area 94b of the sub-RAM 94. When the opening performance start command set in the performance command set area 94b is transmitted to the image control board 100 in the command transmission process (step S4130 in FIG. 22), the image control board 100 reads out a predetermined opening performance image and displays it on the display screen 7a of the image display device 7. The same applies to other commands. On the other hand, if not received (step S4260: NO), the process of step S4270 is skipped. Next, the performance control microcomputer 91 executes other processing (step S4280) and terminates the received command analysis processing.

[0173] [Variable performance start processing] FIG. 25 is a flow chart of the variable performance start process (FIG. 23: step S4230). The performance control microcomputer 91 first analyzes the variable start command (step S4401). Here, the performance control microcomputer 91 sets information on the special symbol stop pattern data included in the variable start command and information on the variable pattern in the sub-RAM 94. The set information includes game status information indicating the current game status, and pattern information indicating the pattern as the judgment result of the hit judgment process of special symbol 1 or special symbol 2. The game status information and pattern information acquired here can be referred to by the performance control microcomputer 91 as appropriate.

[0174] Next, the performance control microcomputer 91 performs a core performance pattern determination process (step S4402). The core performance pattern determination process is a process for determining the basic configuration of the variable performance using a performance pattern table. The basic configuration of the variable performance includes, for example, the display and switching of background images on the image display device 7, the display and movement of predetermined characters, the output of melodies and sound effects using the speaker 67, and the lighting control of lamps. The variable performance is completed by superimposing additional performances such as chance-up performances on this core performance.

[0175] The performance control microcomputer 91 determines the basic performance pattern by referring to the performance pattern table stored in the sub-ROM 93. After determining the basic performance pattern, the performance control microcomputer 91 performs chance-up performance pattern determination processing (step S4403). The chance-up performance pattern determination processing is processing for determining additional performance to be superimposed on the variable performance. The performance control microcomputer 91 acquires the value of the chance-up random number counter, and determines the chance-up performance pattern by referring to the acquired random number value and the chance-up performance pattern determination table stored in the sub-ROM 93. After determining the chance-up performance pattern, the performance control microcomputer 91 may further determine a combination of performance patterns 8L, 8C, 8R to be stopped and displayed by referring to the random number value and the stop pattern pattern determination table.

[0176] The performance control microcomputer 91 sets a variable performance start command in the performance command set area 94b (output buffer) of the sub-RAM 94 so that a variable performance based on the variable performance pattern determined in the above steps S4401 to S4403 is realized (step S4404). When the variable performance start command set in the performance command set area 94b of the sub-RAM 94 is transmitted to the image control board 100 in the command transmission process (FIG. 22: step S4130), the image control board 100 reads out the variable performance image and displays it on the display screen 7a of the image display device 7.

[0177] Next, the performance control microcomputer 91 sets the variable performance timer (step S4405) and ends the variable performance start process. The variable performance timer is set with a variable time according to the variable pattern included in the variable start command.

[0178] 9. Flow of the game in the gaming machine 1 of the first embodiment The flow of a game in the gaming machine 1 of this embodiment will be described below.

[0179] [Game Flow] FIG. 26 is a diagram for explaining the game flow in the gaming machine 1. For convenience of explanation, the game state (FIG. 26(A)) in which a player hits the ball from the left side to aim for the ball to enter the first starting hole 20 in order to obtain a lottery opportunity for the special chart 1 will be called the "normal state", the state (FIG. 26(B)) after winning a jackpot in the special chart 1 variation in the normal state will be called the "after first win", and the state (FIG. 26(C)) in which the result of the normal chart variation in the time-saving state after the first win is a win B at least once will be called the "after winning a normal chart B win". Note that the game in each state will be described below assuming that the game recommended in each state has been executed.

[0180] In the normal state shown in FIG. 26(A), as described above, the time of the special pattern 2 change is extremely long, and the probability of winning the normal pattern is extremely low. Therefore, winning the first starting hole 20 by hitting from the left and winning the first type jackpot on the special pattern 1 are the recommended games in the "normal state". The "normal state" continues until the jackpot is won. In the "normal state", if the first type jackpot is won in the special pattern 1 lottery, the game moves to "after the first win" shown in FIG. 26(B) after the jackpot game. After winning the first type jackpot, the time-saving limit counter is set to 2 in the special pattern determination process. This time-saving limit counter is configured so that at the start of the time-saving state after the jackpot game, the value of the time-saving limit counter is decremented by 1 in the game state setting process, and if the value of the time-saving limit counter is 0, the game does not move to the time-saving state. In addition, when the player hits the right hand in the time-saving state, the probability of winning the normal drawing and the probability of H12 being selected as the opening pattern are extremely high, making it easy to win the second starting hole 21. Furthermore, if the special drawing 2 does not result in a type 1 jackpot, it will always result in a small jackpot, which will be the trigger for a type 2 jackpot. In other words, the jackpot probability in the special drawing 2 is 100%. Therefore, when playing the game recommended for the gaming machine 1 of this embodiment, transitioning to the time-saving state is roughly synonymous with winning a jackpot. From the above, if a jackpot is won in the special drawing 1, it is possible to win two jackpots afterwards. In other words, if one wins a Type 1 jackpot in the special chart 1 lottery, it is possible to win the jackpot three times, and since the jackpot game is played for 10 rounds regardless of the triggering win, it is possible to win at least 4,500 prize balls (because the closing condition for the jackpot opening 30 in each round is 10 counts, and the number of prize balls when the jackpot opening 30 opens is 15).

[0181] The state of "after the first win" shown in FIG. 26(B) is the state after winning the first type jackpot in the special chart 1 variation in the "normal state" as described above. In the time-saving state of "after the first win", the probability of winning the normal chart lottery and the probability of H12 being selected as the opening pattern are extremely high in the time-saving 1 state, so it is easy to win the second starting hole 21. Therefore, the recommended play in the time-saving state is to hit the right and win the gate 28 and the second starting hole 21. This applies to all time-saving states. Also, as described above, the game ball that passes through the gate 28 is almost sure to win the second starting hole 21. Furthermore, if the special chart 2 lottery does not result in a first type jackpot, it will always be a small win that will trigger a second type jackpot. In other words, the probability of winning the jackpot in the special chart 2 lottery is 100%. In addition, the fluctuation time of the special chart 2 variation is always 30 seconds. Therefore, when one game ball enters the second starting hole 21, a 30-second special chart 2 variation is started, which results in a big win. During these 30 seconds, you can continue hitting the right button and receive a normal chart lottery up to 10 times, but if you win "win B" in this normal chart lottery, the time-saving flag is turned OFF in the normal operation processing (step S512 in FIG. 13), so after it is announced that the result of the special chart 2 lottery is a small win, the time-saving limit counter is reset to 2 in the special electric device processing (small win) (step S1611 in FIG. 21), and after the big win game is consumed, the result of the normal chart variation in the time-saving state of "after the first win" shown in FIG. 26 (C) becomes the state when the result of the normal chart variation becomes a win B once or more times. That is, in a state where it was confirmed that three jackpots could be won by winning a type 1 jackpot in the special drawing 1 lottery, the value of the time-saving limit counter was overwritten, and the state was overwritten to a state where three jackpots could be won after winning "win B" in the normal drawing lottery. On the other hand, if "win B" is not won, the value of the time-saving limit counter is decremented by 1 in the game state setting process (step S2304 in FIG. 20). Therefore, if "win B" is not won during the two time-saving states "after the first win", the value of the time-saving limit counter is 0 at the end of the third jackpot game, so the time-saving state does not start and the state transitions to the normal state.By winning "Win B" in such a regular lottery, the value of the time-saving limit counter is overwritten, and the state in which a jackpot can be won continues.

[0182] The state of "after winning normal map B" shown in FIG. 26(C) is the state when the result of normal map fluctuation in the time-saving state of "after first win" is a win B at least once, as described above. When this state is reached, it is confirmed that it is possible to win the jackpot three times, and other than that, it is the same as the state of "after first win" (FIG. 26(B)). This concludes the explanation of the game flow of the gaming machine 1 of the first embodiment.

[0183] 10. Example of the first embodiment Examples of presentations in this embodiment will be described below with reference to Figs. 27 to 29. In particular, since the gaming machine 1 of this embodiment is characterized by games in the time-saving state, display examples in the time-saving state will be described. Fig. 27 is a diagram for explaining display example 1 in the time-saving state. Fig. 28 is a diagram for explaining display example 2 in the time-saving state. Fig. 29 is a diagram for explaining display example 3 in the time-saving state. In the following display examples, it is assumed that the player has performed the games recommended at each point in time.

[0184] In explaining the display example of the variable performance, the decorative pattern will be explained first. The decorative patterns 8L, 8C, and 8R are a set of patterns including the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R, and the variable display of the set of patterns represents the variable display of the special pattern (special pattern variation), and the stop display of the set of patterns notifies the result of the special pattern lottery. The special pattern here may be either the first special pattern or the second special pattern. The left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R are displayed from the top to the bottom of the display screen 7a, respectively, and during deceleration variation, they are displayed vertically side by side and move so that two or more patterns are visible at the same time on the display screen 7a. During high-speed variation, the content of the pattern is displayed so that it is difficult to see. During stop display, one pattern is displayed so that it is visible on the display screen 7a, but multiple patterns may be visible at the same time. Also, if the result of the special drawing is a win, the set of three symbols lined up in a straight line will stop in a winning state. The three symbols lined up in a straight line here include those lined up in a roughly straight line. Here, the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R are arranged in the order of "123456789" from the bottom to the top of the display screen 7a.

[0185] In addition, since the variation performance of the normal drawing is also executed, the decorative patterns HL, HC, and HR used in the normal drawing variation will also be described. The decorative patterns HL, HC, and HR are a set of patterns including the left decorative pattern HL, the middle decorative pattern HC, and the right decorative pattern HR, and the variable display of the set of patterns represents the variable display of the normal pattern (normal drawing variation), and the stationary display of the set of patterns notifies the result of the normal drawing. The left decorative pattern HL, the middle decorative pattern HC, and the right decorative pattern HR are displayed from the top to the bottom of the display screen 7a, respectively, and during deceleration variation, they are displayed vertically side by side and move so that two or more patterns can be seen at the same time on the display screen 7a. During high-speed variation, the contents of the patterns are displayed so that they are difficult to see. During stationary display, one pattern is displayed so that it is visible on the display screen 7a, but multiple patterns may be visible at the same time. Also, if the result of the normal drawing is a winning B, the set of three symbols lined up in a straight line will stop in a winning state. If the result of the normal drawing is a winning A, the set of three symbols lined up in a straight line will stop in a losing state. Here, three symbols lined up in a straight line include those lined up in a roughly straight line. Here, the arrangement of the left decorative pattern HL, the center decorative pattern HC, and the right decorative pattern HR is arranged in the order of "ichi ni san shi go roku urushi hakku" from the bottom to the top of the display screen 7a.

[0186] [Display example 1 in time-saving mode] 27(A) to (J) are diagrams for explaining display example 1 in the time-saving state. In this example, in the time-saving state, the variable performance of the special drawing 2 is represented by the decorative symbols 8L, 8C, and 8R, and the variable performance of the normal drawing is represented by the decorative symbols HL, HC, and HR.

[0187] First, as shown in Fig. 27(A), in the ending performance of the big win game, it is announced that the game will start in the time-saving state after this. Here, a message image JS saying "Time-saving start!!!" is displayed. After this, the right hit is continued, and the explanation will continue assuming that the game ball enters the second starting hole 21.

[0188] Next, as shown in FIG. 27(B), the special chart 2 variation effect starts. Here, the decorative patterns 8L, 8C, and 8R vary at high speed, making it difficult to see the contents of each. The reserved icon 9A and the variation icon 9C are not displayed, but may be displayed. Also, a right-hit image MU is displayed to encourage the player to hit the right. The right-hit image MU is always displayed during the time-saving state, so a description will be omitted below.

[0189] Next, as shown in FIG. 27(C), a message image HA is displayed saying, "Win with a normal map before you hit special 2!!!," to instruct the player to draw a normal map while the special map 2 variation is being performed. Note that the performance for instructing the player to draw a normal map may be executed from the time when the time-saving state is started so that the player can draw a normal map as many times as possible during the 30-second special map 2 variation. After this, the explanation will be continued assuming that the game ball passes through the gate 28 and the normal map variation has started.

[0190] Next, as shown in FIG. 27(D), the variation performance of the normal drawing starts in parallel with the variation performance of the special drawing 2. Here, the decorative patterns 8L, 8C, and 8R representing the variation performance of the special drawing 2 are displayed in the upper left corner of the display screen 7a, and the decorative patterns HL, HC, and HR representing the variation performance of the normal drawing are displayed in the center of the display screen 7a. Note that since the variation time of the special drawing 2 is 30 seconds and the variation time of the normal drawing is 3 seconds, it is possible to receive about 10 normal drawing variations during one special drawing 2 variation.

[0191] Next, as shown in Fig. 27(E), the variation performance of the normal drawing ends and the drawing is stopped in a losing mode. Here, the decorative symbols HL, HC, and HR are displayed as "4", "1", and "5", respectively. The variation performance of the special drawing 2 continues, and the decorative symbol representing "6" is temporarily displayed on the left decorative symbol 8L, while the central decorative symbol 8C and the right decorative symbol 8R maintain their high-speed variation display.

[0192] Next, as shown in FIG. 27(F), the following variable display of the general drawing lottery also starts. Here, the decorative symbols HL, HC, and HR are being displayed with high-speed variation. Note that the variable display of the special drawing 2 lottery continues, and among the left decorative symbol 8L, the decorative symbol representing "6" is temporarily stopped and displayed, while the middle decorative symbol 8C and the right decorative symbol 8R maintain the high-speed variation display.

[0193] Next, as shown in FIG. 27(G), the variable display of the general drawing lottery ends and is stopped and displayed in a losing mode. Here, the decorative symbols HL, HC, and HR are stopped and displayed, representing "san", "urushi", and "hachi" respectively. Note that the variable display of the special drawing 2 lottery continues, and among the left decorative symbol 8L, the decorative symbol representing "6" is temporarily stopped and displayed, while the middle decorative symbol 8C and the right decorative symbol 8R maintain the high-speed variation display.

[0194] Next, as shown in FIG. 27(H), the following variable display of the general drawing lottery also starts. Here, the decorative symbols HL, HC, and HR are being displayed with high-speed variation. Note that the variable display of the special drawing 2 lottery continues, and among the left decorative symbol 8L and the right decorative symbol 8R, the decorative symbol representing "6" is temporarily stopped and displayed, while the middle decorative symbol 8C maintains the high-speed variation display.

[0195] Next, as shown in FIG. 27(I), the variable display of the general drawing lottery ends and is stopped and displayed in a winning mode. Here, all of the decorative symbols HL, HC, and HR are stopped and displayed, representing "ni". That is, the result of the general drawing lottery is "Winning B". Note that the variable display of the special drawing 2 lottery continues, and among the left decorative symbol 8L and the right decorative symbol 8R, the decorative symbol representing "6" is temporarily stopped and displayed, while the middle decorative symbol 8C maintains the high-speed variation display.

[0196] Next, as shown in FIG. 27(J), the message image KH "Success!!!" is displayed to indicate that the value of the time-saving limit counter is overwritten and the number of jackpots that can be obtained becomes 3 due to the winning of "Win B" in the normal drawing. After this, the variable presentation of the special drawing 2 also ends, and after the winning state is confirmed and stopped, the jackpot game based on the type 2 jackpot begins. The above is display example 1 in the time-saving state.

[0197] [Display example 2 in time-saving mode] 28 is a diagram for explaining display example 2 in the time-saving state. In this example, in the time-saving state, the variation performance of the special drawing 2 lottery is represented by the decorative patterns 8L, 8C, and 8R, and as the variation performance of the normal drawing, a challenge to align the orientation of two character images is performed.

[0198] First, as shown in Fig. 28(A), in the ending performance of the big win game, it is announced that the game will start in the time-saving state after this. Here, a message image JS saying "Time-saving start!!!" is displayed. After this, the right hit is continued, and the explanation will continue assuming that the game ball enters the second starting hole 21.

[0199] Next, as shown in FIG. 28(B), the special chart 2 variation effect starts. Here, the decorative patterns 8L, 8C, and 8R vary at high speed, making it difficult to see the contents of each. The reserved icon 9A and the variation icon 9C are not displayed, but may be displayed. Also, a right-hit image MU is displayed to encourage the player to hit the right. The right-hit image MU is always displayed during the time-saving state, so a description will be omitted below.

[0200] Next, as shown in FIG. 28(C), a message image KS is displayed saying, "Align the character's orientation before you get the special 2!!!," to instruct the player to draw the normal map while the special map 2 variation is being performed. Note that the performance to instruct the player to draw the normal map may be executed from the time when the time-saving state starts so that the player can draw the normal map as many times as possible during the 30-second special map 2 variation. After this, the explanation will continue assuming that the game ball passes through the gate 28 and the normal map variation has started.

[0201] Next, as shown in FIG. 28(D), in parallel with the variation performance of the special drawing 2 lottery, a challenge performance representing the variation performance of the normal drawing lottery is also started. Here, the decorative patterns 8L, 8C, and 8R representing the variation performance of the special drawing 2 lottery are displayed in the upper left corner of the display screen 7a, and the challenge performance is displayed in the center of the display screen 7a. In the challenge performance, one character image C1 in the correct orientation and a rotating frame DR in which another character image C1 is displayed inside are displayed, and the rotating frame DR is displayed in a rotated state. Since the variation time of the special drawing 2 lottery is 30 seconds and the variation time of the normal drawing lottery is 3 seconds, it is possible to receive about 10 normal drawing variations during one special drawing 2 variation. In the challenge performance, the orientation of the character image C1 displayed inside the rotating frame DR is stopped and displayed in the same orientation as the character image C1 displayed in the correct orientation, which represents the winning of "Win B" in the normal drawing lottery.

[0202] Next, as shown in FIG. 28(E), the rotating frame DR that was rotating is displayed in a stopped state to notify that the first normal map change has ended. Since the result of the normal map lottery that triggered this challenge performance was not "Win B", the character image C1 displayed inside the rotating frame DR is displayed in a stopped state with a different orientation from the character image C1 displayed in the correct orientation. Also, a message image FH saying "Failed" is displayed to notify that the result of the normal map lottery was not "Win B". After this, the challenge performance that represents the next normal map change is started. Note that the change performance of the special map 2 lottery continues, and the decorative pattern representing "6" is temporarily displayed in the left decorative pattern 8L, and the center decorative pattern 8C and the right decorative pattern 8R maintain the high-speed change display.

[0203] Next, as shown in FIG. 28(F), the next challenge performance also starts. Here, the rotating frame DR is displayed rotating. The variable performance of the special chart 2 lottery continues, and the decorative pattern representing "6" is temporarily stopped and displayed on the left decorative pattern 8L, while the central decorative pattern 8C and the right decorative pattern 8R maintain the high-speed variable display.

[0204] Next, as shown in FIG. 28(G), the rotating frame DR that was rotating is stopped because the normal drawing has ended. Here, the character image C1 displayed inside the stopped rotating frame DR is stopped in a different orientation from the character image C1 displayed in the correct orientation. Also, a message image FH saying "Failed" is displayed to inform the player that the normal drawing was not a "Win B". The special drawing 2 drawing continues, and the left decorative pattern 8L is temporarily stopped with a decorative pattern representing "6", while the center decorative pattern 8C and the right decorative pattern 8R maintain their high-speed variable display.

[0205] Next, as shown in FIG. 28(H), the next challenge performance also starts. Here, the rotating frame DR is displayed rotating. The variable performance of the special drawing 2 continues, and the left decorative pattern 8L and the right decorative pattern 8R are displayed with the decorative pattern representing "6" temporarily stopped, and the center decorative pattern 8C maintains the high-speed variable display.

[0206] Next, as shown in FIG. 28(I), the rotating frame DR that was rotating is displayed as still because the variable performance of the normal drawing has ended. Here, the character image C1 displayed inside the stopped rotating frame DR is displayed as still in the same orientation as the character image C1 displayed in the correct orientation. In other words, the result of the normal drawing is "Win B". The variable performance of the special drawing 2 continues, and the decorative pattern representing "6" is temporarily displayed in the left decorative pattern 8L and the right decorative pattern 8R, and the center decorative pattern 8C maintains the high-speed variable display.

[0207] Next, as shown in FIG. 28(J), the message image KH "Success!!!" is displayed to indicate that the value of the time-saving limit counter is overwritten and the number of jackpots that can be obtained becomes 3 due to the winning of "Win B" in the normal drawing. After this, the variable presentation of the special drawing 2 also ends, and after the winning state is confirmed and stopped, the jackpot game based on the type 2 jackpot begins. The above is display example 2 in the time-saving state.

[0208] [Display example 3 in time-saving mode] 29 is a diagram for explaining display example 3 in the time-saving state. In this example, in the time-saving state, a timer display showing the variation of the special drawing 2 is displayed, and the variation performance of the normal drawing is represented by the decorative patterns HL, HC, and HR.

[0209] First, as shown in Fig. 29(A), in the ending performance of the big win game, it is announced that the game will start in the time-saving state after this. Here, a message image JS saying "Time-saving start!!!" is displayed. After this, the right hit is continued, and the explanation will continue assuming that the game ball enters the second starting hole 21.

[0210] Next, as shown in FIG. 29(B), the special chart 2 variation effect starts. Here, the decorative patterns 8L, 8C, and 8R vary at high speed, making it difficult to see the contents of each. The reserved icon 9A and the variation icon 9C are not displayed, but may be displayed. Also, a right-hit image MU is displayed to encourage the player to hit the right. The right-hit image MU is always displayed during the time-saving state, so a description will be omitted below.

[0211] Next, as shown in FIG. 29(C), a message image JA is displayed saying, "Win with a normal map before the time runs out!!!," to instruct the player to draw a normal map while the special map 2 variation is being performed. Note that the performance for instructing the player to draw a normal map may be executed from the time when the time-saving state starts so that the player can draw a normal map as many times as possible during the 30-second special map 2 variation. After this, the explanation will be continued assuming that the game ball passes through the gate 28 and the normal map variation has started.

[0212] Next, as shown in FIG. 29(D), the variation performance of the normal drawing is also started. Here, the decorative patterns HL, HC, and HR, which represent the variation performance of the normal drawing, are displayed in the center of the display screen 7a. Also, a timer display NJ, which represents the variation time of the special drawing 2, is displayed. Note that since the variation time of the special drawing 2 is 30 seconds and the variation time of the normal drawing is 3 seconds, it is possible to receive about 10 normal drawing variations during one special drawing 2 variation.

[0213] Next, as shown in FIG. 29(E), the variation display of the general drawing lottery ends and is stopped and displayed in a losing mode. Here, the decorative symbols HL, HC, and HR are respectively stopped and displayed representing "Si", "Yi", and "Wu". Note that the variation display of the special drawing 2 lottery continues, and the timer display NJ continues to be displayed.

[0214] Next, as shown in FIG. 29(F), the variation display of the next general drawing lottery also starts. Here, the decorative symbols HL, HC, and HR are displayed with high-speed variation. Note that the variation display of the special drawing 2 lottery continues, and the timer display NJ continues to be displayed.

[0215] Next, as shown in FIG. 29(G), the variation display of the general drawing lottery ends and is stopped and displayed in a losing mode. Here, the decorative symbols HL, HC, and HR are respectively stopped and displayed representing "Can", "Ba", and "Liu". Note that the variation display of the special drawing 2 lottery continues, and the timer display NJ continues to be displayed.

[0216] Next, as shown in FIG. 29(H), the variation display of the next general drawing lottery also starts. Here, the decorative symbols HL, HC, and HR are displayed with high-speed variation. Note that the variation display of the special drawing 2 lottery continues, and the timer display NJ continues to be displayed.

[0217] Next, as shown in FIG. 29(I), the variation display of the general drawing lottery ends and is stopped and displayed in a winning mode. Here, all of the decorative symbols HL, HC, and HR are stopped and displayed representing "Er". That is, the result of the general drawing lottery is "Winning B". Note that the variation display of the special drawing 2 lottery continues, and the timer display NJ continues to be displayed.

[0218] Next, as shown in FIG. 29(J), the message image KH "Success!!!" is displayed to indicate that the value of the time-saving limit counter is overwritten and the number of jackpots that can be obtained becomes 3 due to the winning of "Win B" in the normal drawing. After this, the variable presentation of the special drawing 2 also ends, and after the winning state is confirmed and stopped, the jackpot game based on the type 2 jackpot starts. The above is display example 3 in the time-saving state.

[0219] 11. Effects, Modifications, and Examples of the First Embodiment [Example of Effect A] An effect example A of the first embodiment will be shown below.

[0220] [Effect A-1] In the gaming machine 1 of the above embodiment, the gaming control microcomputer 81 can execute the special drawing 2 lottery and the normal drawing lottery, and when the special drawing 2 lottery is being performed, the game control microcomputer 81 may set the game state to the time-saving state or the normal state depending on the value of the time-saving limit counter after the special drawing 2 lottery is a win, depending on whether the result of the normal drawing lottery is "win B" or not. This configuration makes it possible to provide players with a novel game that has never been played before, and to increase the interest in the game.

[0221] In addition, the special chart 2 lottery corresponds to the "first pattern lottery", the regular chart lottery corresponds to the "second pattern lottery", and the game control microcomputer 81 corresponds to the "game status setting means".

[0222] [Effect A-2] In the gaming machine 1 of the above embodiment, in the time-saving state, multiple regular drawing lots are performed while one special drawing 2 drawing is performed. With this configuration, it is possible to provide the player with a novel game that has never been played before, and to improve the interest of the game.

[0223] [Effect A-3] The gaming machine 1 of the above embodiment is equipped with an electric chute 22 that can be switched between an open state, in which it is relatively easy to insert a gaming ball into the second starting hole 21, and a closed state, in which it is relatively difficult, and the normal drawing is a drawing as to whether or not the electric chute 22 should be switched from the closed state to the open state. With this construction, it is possible to provide the player with an unprecedented and novel game, and to increase the interest of the game.

[0224] [Variation A] 1 shows a modified example A of the first embodiment. [Variation A-1] In the first embodiment, the jackpot games for the first type jackpot on the special chart 1, the first type jackpot on the special chart 2, and the second type jackpot were all configured to be 10 rounds. However, the number of rounds may be changed arbitrarily.

[0225] [Modification A-2] The configuration may be such that the variation performance based on the special drawing 1 lottery and the variation performance based on the special drawing 2 lottery can be consumed simultaneously, and during the variation of one, the player can aim for a win in the other lottery. For example, the winning hole that triggers the special drawing 1 lottery and the winning hole that triggers the special drawing 2 lottery may be located in a position where a win can be won by hitting the right side, and if the player wins a small win in the special drawing 2 lottery during the variation when the special drawing 1 lottery is a hit, the configuration may be such that it is more advantageous for the player.

[0226] [Modification A-3] In the first embodiment, when the result of the normal drawing lottery is a win B during the execution of the special drawing 2 variation resulting in a type 2 jackpot, the limit value of the number of jackpots that can be obtained is overwritten. In contrast, when the result of the normal drawing lottery is a predetermined result during the execution of the special drawing variation resulting in a win, the win type may be more advantageous. For example, in a probability variable machine, when the result of the normal drawing lottery is a predetermined result during the execution of the special drawing variation resulting in a win, the game state after the winning game may be a probability variable state. Also, when the result of the normal drawing lottery is a predetermined result during the execution of the special drawing variation resulting in a win, the number of rounds of the winning game may be increased.

[0227] [Modification A-4] In the first embodiment, when the result of the normal drawing lottery is a win B during the execution of the special drawing 2 variation resulting in a type 2 jackpot, the limit value of the number of jackpots that can be obtained is overwritten. In contrast, when the result of the normal drawing lottery is a win different from the win B during the execution of the special drawing 2 variation resulting in a type 2 jackpot, the state may be changed to a state different from the state when the result of the normal drawing lottery is a win B. For example, when the result of the normal drawing lottery is a win A during the execution of the special drawing 2 variation resulting in a type 2 jackpot, the limit value of the number of jackpots that can be obtained may be overwritten to a larger value.

[0228] [Modification A-5] In the first embodiment, the variation time of the special chart 2 variation in the time-saving state was configured to be 30 seconds in all variation patterns. In contrast, multiple patterns of variation time may be set. In addition, the variation time of the normal drawing is not limited to 3 seconds, and multiple patterns of variation time may be set.

[0229] [Modification A-6] In the gaming machine 1 of the first embodiment, the performance used in the second embodiment described later may be applied as a performance in the time-saving state. For example, the fluctuation time of the special chart 2 fluctuation may be displayed using a meter display.

[0230] [Modification A-7] In the first embodiment, the results of the special drawing 2 lottery were only "big win" and "small win", and the result was always a "first-class big win" or a "second-class big win". In contrast, it may be configured to be a "miss" that does not result in a "small win" (a miss where the big prize opening 30 is not opened at all).

[0231] [Example A] In the gaming machine 1 of the first embodiment, the following mode A can be realized. [Aspect A-1] a game state setting means for setting one game state from among a plurality of game states; A first lottery means for executing a first symbol lottery; A gaming machine including a second lottery means for executing a second symbol lottery, When the first symbol lottery is being performed, the game state set by the game state setting means after the first symbol lottery is a winning result may be different depending on whether the result of the second symbol lottery is a specific result or not. A gaming machine characterized by:

[0232] [Aspect A-2] The gaming machine according to aspect A-1, While one first symbol drawing is being performed, a plurality of second symbol drawing are performed. A gaming machine characterized by:

[0233] [Aspect A-3] A gaming machine according to aspect A-1 or A-2, A switching means is provided for switching between a state in which it is relatively easy to insert a game ball into a predetermined ball entry hole and a state in which it is relatively difficult to insert a game ball into the predetermined ball entry hole, The second symbol lottery is a lottery as to whether the switching device switches from the difficult state to the easy state. A gaming machine characterized by: <Second embodiment>

[0234] 30 to 38, the differences between the gaming machine 1A of the second embodiment and the gaming machine 1 of the first embodiment will be described. Note that the configurations other than those described below are generally similar to those of the gaming machine 1 of the first embodiment. 12. Differences in Data Structure

[0235] The tables stored in the main ROM 83 of the gaming control microcomputer 81 of the gaming machine 1 include a special symbol winning type determination table, a special symbol change pattern determination table (time-saving change), a normal symbol winning determination table, an electric chute opening pattern determination table, and a normal symbol change pattern determination table. In contrast, the main ROM 83A of the gaming control microcomputer 81A in the gaming machine 1A stores a special symbol winning type determination table A, a special symbol change pattern determination table A (time-saving change), a normal symbol winning determination table A, an electric chute opening pattern determination table A, and a normal symbol change pattern determination table A. The above various tables will be explained below.

[0236] First, the special symbol winning type determination table A will be described. Fig. 30 is a diagram for explaining the special symbol winning type determination table A. The big win type determination table A is a table that is referred to by the game control microcomputer 81A in the main control main process A (described later) to determine the "type of big win" according to the acquired big win type random number value (any of 0 to 127).

[0237] When a jackpot is won in the Special Chart 1 lottery, if the jackpot type random number value is "0-31", it will be determined as a "10R Type 1 Jackpot A", if the jackpot type random number value is "32-63", it will be determined as a "10R Type 1 Jackpot B", if the jackpot type random number value is "64-95", it will be determined as a "10R Type 1 Jackpot C", and if the jackpot type random number value is "96-127", it will be determined as a "10R Type 1 Jackpot D".

[0238] When a jackpot is won in the special drawing 2, it is determined to be a "10R type 1 jackpot A" regardless of the jackpot type random number. Also, when a type 2 jackpot is won, if the jackpot type random number is "0-31", it is determined to be a "10R type 2 jackpot A", if the jackpot type random number is "32-63", it is determined to be a "10R type 2 jackpot B", if the jackpot type random number is "64-95", it is determined to be a "10R type 2 jackpot C", and if the jackpot type random number is "96-127", it is determined to be a "10R type 2 jackpot D".

[0239] Next, the special symbol fluctuation pattern determination table A (time-saving fluctuation) will be explained. The fluctuation pattern determination table A (time-saving fluctuation) is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine the fluctuation pattern in the time-saving state according to the acquired fluctuation pattern random number value (0 to 127).

[0240] The variation pattern of special pattern 1 is the same as that of the special pattern variation pattern determination table (time-saving variation) of gaming machine 1.

[0241] The Special Chart 2 fluctuation pattern is structured so that regardless of whether the result of the Special Chart 2 lottery is a "big win" or a "small win," one of the three fluctuation patterns will be selected for the fluctuation time: 10 seconds (Special Fluctuation 1), 20 seconds (Special Fluctuation 2), or 30 seconds (Special Fluctuation 3).

[0242] Next, we will explain the normal pattern winning determination table A, the electric chute opening pattern determination table A, and the normal pattern change pattern determination table A.

[0243] FIG. 32(A) is an explanatory diagram of the normal symbol winning judgment table A. The normal symbol winning judgment table A is a table that the game control microcomputer 81A refers to in the main control main process A (described later) to judge whether the acquired normal symbol random number value (any of 0 to 65535) corresponds to a "win" or a "lose". The judgment in the normal symbol winning judgment table A is made based on the game state of the gaming machine 1A. In the second embodiment, in the "non-time-saving state", if the normal symbol random number value is "0 to 3", it is judged as a "win", and if the normal symbol random number value is "a number other than 0 to 3 (4 to 65535)", it is judged as a "lose". In addition, in the "time-saving state", if the normal pattern random number value is "0 to 65533", it is judged as a "win", and if the normal pattern random number value is "a number other than 0 to 65533 (65534 to 655345)", it is judged as a "miss".

[0244] Fig. 32(B) is an explanatory diagram of the electric chute opening pattern determination table A. Fig. 32(C) is a table showing the electric chute opening pattern details A. Fig. 32(D) is an explanatory diagram of the normal symbol variation pattern determination table A.

[0245] The electric chute opening pattern determination table A is a table that the game control microcomputer 81A refers to in the main control main process A (described later) to determine the opening pattern of the electric chute 22 depending on the game state (non-time-saving state or time-saving state). When a normal symbol wins in the "non-time-saving state", the opening pattern is determined to be "H11" regardless of the normal symbol winning type random number value. Also, when a normal symbol wins in the "time-saving state", if the normal symbol winning type random number value is "0 to 1", the opening pattern is determined to be "H11", and if the normal symbol winning type random number value is "2 to 65535", the opening pattern is determined to be "H13". In other words, in the non-time-saving state, the opening pattern is always determined to be "H11", and in the time-saving state, the opening pattern is selected from "H11" and "H13". In the gaming machine 1, when the opening pattern is "H12", the normal winning type may be different, but in the gaming machine 1A of the second embodiment, the normal winning type is linked only to the opening pattern.

[0246] As shown in Figure 32 (C), in opening pattern H11, the electric chute 22 is opened once and for an opening time of 0.2 seconds. In opening pattern H13, the electric chute 22 is opened once and for an opening time of 1.5 seconds. Therefore, if opening pattern H11 is determined, it is difficult to win at the second starting hole 21, and if opening pattern H13 is determined, it is easy to win at the second starting hole 21. However, if a predetermined number of game balls have won (prescribed winning number, maximum 1 ball), the electric chute 22 will be closed even if there is still opening time remaining.

[0247] The normal symbol fluctuation pattern determination table A (FIG. 32(D)) is a table that the game control microcomputer 81A refers to in the main control main process A (described later) to determine how many seconds the normal symbol fluctuation time is depending on the game state (non-time-saving state or time-saving state). In the second embodiment, for example, in the "non-time-saving state", when the determination result is "win", the fluctuation pattern is determined to be "P81" and the normal symbol fluctuation time is determined to be "180 seconds". Also, for example, when the determination result is "win" in the "time-saving state", the fluctuation pattern is determined to be "P93" and the normal symbol fluctuation time is determined to be "1.5 seconds". In the non-time-saving state, the normal symbol fluctuation time is always 180 seconds, and in the time-saving state, it is always 1.5 seconds. The above is the difference between the data configuration of the gaming machine 1A and that of the gaming machine 1. 13. Differences in gaming control microcomputers

[0248] 33 to 35, differences between the processing performed by the game control microcomputer 81A of the gaming machine 1A and the processing performed by the game control microcomputer 81 of the gaming machine 1 will be described. The game control microcomputer 81A performs a main control main processing A instead of the main control main processing.

[0249] In the main control main processing A, instead of the main side timer interrupt processing (step S005), a main side timer interrupt processing A (step S005A) is performed. The other processing is similar to that of the main control main processing.

[0250] In the main-side timer interrupt process A, the normal operation process (step S104) is replaced by a normal operation process A (step S104A), and the special operation process (step S105) is replaced by a special operation process A (step S105A). The other processes are the same as those in the main-side timer interrupt process (step S005).

[0251] In the special operation process A, the special symbol determination process A (step S130A) is performed instead of the special symbol determination process (step S1306). The other processes are the same as those in the special operation process (step S105).

[0252] That is, the processing performed by the game control microcomputer 81A of the gaming machine 1A differs from that of the game control microcomputer 81 of the gaming machine 1 of the first embodiment in two points: normal operation processing A and special symbol determination processing A. These two will be described below.

[0253] [Normal Operation Process A] 33 is a flowchart of the normal action process A (step S104A). The normal action process A differs from the normal action process of the first embodiment in that steps S518A, S519A, and S520A are performed instead of steps S511 and S512.

[0254] If it is determined in step S510 that the time-saving flag is ON, the game control microcomputer 81A decrements the value of the normal counter by 1 in step S518, and determines whether the value of the normal counter is 0 or not in step S519A. If it is not 0 (step S519A: NO), the game control microcomputer 81A ends the normal operation process A. On the other hand, if the value of the normal counter is 0 (step S519A: YES), the game control microcomputer 81A turns the time-saving flag OFF in step S520A, and ends the normal operation process A. The above is the difference between the normal operation process A and the normal operation process of the first embodiment.

[0255] [Special design confirmation process A] 34 is a flowchart of the special symbol determination process A (step S1306A). The special symbol determination process A differs from the special symbol determination process of the first embodiment in that step S1841A is processed at two points in time: after step S1826 and before step S1827, and after step S1832 and before step S1833. The other processes are the same as the special symbol determination process of the first embodiment.

[0256] [General counter value setting process] FIG. 35 is a flowchart of the normal counter value setting process (step S1841A). In the normal counter value setting process, the game control microcomputer 81A first judges whether the winning type is "10R type 1 jackpot A" or "10R type 2 jackpot A" (step S1701). If it is "10R type 1 jackpot A" or "10R type 2 jackpot A" (step S1701: YES), the game control microcomputer 81A sets the normal counter to 5 (step S1702) and ends the normal counter value setting process. If it is neither "10R type 1 jackpot A" nor "10R type 2 jackpot A" (step S1701: NO), the process proceeds to step S1703.

[0257] In step S1703, the game control microcomputer 81A judges whether the winning type is "10R type 1 jackpot B" or "10R type 2 jackpot B". If it is "10R type 1 jackpot B" or "10R type 2 jackpot B" (step S1703: YES), the game control microcomputer 81A sets the normal counter to 10 (step S1704) and ends the normal counter value setting process. If it is neither "10R type 1 jackpot B" nor "10R type 2 jackpot B" (step S1703: NO), the process proceeds to step S1705.

[0258] In step S1705, the game control microcomputer 81A judges whether the winning type is "10R type 1 jackpot C" or "10R type 2 jackpot C". If it is "10R type 1 jackpot C" or "10R type 2 jackpot C" (step S1705: YES), the game control microcomputer 81A sets the normal counter to 15 (step S1706) and ends the normal counter value setting process. If it is neither "10R type 1 jackpot C" nor "10R type 2 jackpot C" (step S1705: NO), that is, if it is "10R type 1 jackpot D" or "10R type 2 jackpot D", the game control microcomputer 81A sets the normal counter to 20 (step S1707) and ends the normal counter value setting process. The above is the difference between the processing performed by the game control microcomputer 81A of the gaming machine 1A and the processing performed by the game control microcomputer 81 of the gaming machine 1. 14. Flow of game in gaming machine 1A of the second embodiment The flow of a game in the gaming machine 1 of this embodiment will be described below.

[0259] [Game Flow A] FIG. 36 is a diagram for explaining the game flow A in the gaming machine 1A. For convenience of explanation, the game state (FIG. 36(A)) in which a player hits the ball from the left side to aim for the ball to enter the first starting hole 20 in order to acquire a lottery opportunity for the special chart 1 will be called the "normal state", the state (FIG. 36(B)) after acquiring a first-class jackpot in the special chart 1 variation in the normal state will be called the "after first win", and the state (FIG. 36(C)) when the normal chart counter = 0 is achieved in the time-saving state after the first win will be called the "after achieving normal chart counter = 0". Note that the game in each state will be described below assuming that the game recommended in each state has been executed.

[0260] In the normal state shown in FIG. 36(A), as described above, the time of the special pattern 2 change is extremely long, and the probability of winning the normal pattern is extremely low. Therefore, winning the first starting hole 20 by hitting from the left and winning the first type jackpot on the special pattern 1 are the recommended games in the "normal state". The "normal state" continues until the jackpot is won. In the "normal state", if the first type jackpot is won in the special pattern 1 lottery, the game moves to "after the first win" shown in FIG. 36(B) after the jackpot game. After winning the first type jackpot, the time-saving limit counter is set to 2 in the special pattern determination process A, and the normal pattern counter value is set according to the type of win. This time-saving limit counter is configured such that at the start of the time-saving state after the jackpot game, the value of the time-saving limit counter is decremented by 1 in the game state setting process, and if the value of the time-saving limit counter is 0, the game does not move to the time-saving state. In addition, when the player hits the right hand in the time-saving state, the probability of winning the normal drawing and the probability of H12 being selected as the opening pattern are extremely high, making it easy to win the second starting hole 21. Furthermore, if the special drawing 2 does not result in a type 1 jackpot, it will always result in a small jackpot, which will be the trigger for a type 2 jackpot. In other words, the jackpot probability in the special drawing 2 is 100%. Therefore, when playing the game recommended for the gaming machine 1 of this embodiment, transitioning to the time-saving state is roughly synonymous with winning a jackpot. From the above, if a jackpot is won in the special drawing 1, it is possible to win two jackpots afterwards. In other words, if one wins a Type 1 jackpot in the special chart 1 lottery, it is possible to win the jackpot three times, and since the jackpot game is played for 10 rounds regardless of the triggering win, it is possible to win at least 4,500 prize balls (because the closing condition for the jackpot opening 30 in each round is 10 counts, and the number of prize balls when the jackpot opening 30 opens is 15).

[0261] The state of "after the first win" shown in FIG. 36(B) is the state after winning a type 1 jackpot in the special chart 1 variation in the "normal state" as described above. In the time-saving state of "after the first win", the probability of winning the normal chart lottery and the probability of H12 being selected as the opening pattern are extremely high in the time-saving 1 state, so it is easy to enter the second starting hole 21. Therefore, the recommended play in the time-saving state is to hit the right and enter the gate 28 and the second starting hole 21. This applies to all time-saving states. Also, as described above, the game ball that passes through the gate 28 is almost sure to enter the second starting hole 21. Furthermore, if the special chart 2 lottery does not result in a type 1 jackpot, it will always be a small win that will be the trigger for a type 2 jackpot. In other words, the probability of winning a jackpot in the special chart 2 lottery is 100%. When one game ball enters the second starting hole 21, the special chart 2 variation, which results in a jackpot, begins. During this variable performance, it is possible to continue hitting the right hand and receive a normal drawing, but when the value of the normal drawing counter, which counts the number of normal drawing, becomes 0, the time-saving flag is turned OFF in the normal operation processing (step S520A in FIG. 33), so after the result of the special drawing 2 drawing is notified as a small win, the time-saving limit counter is reset to 2 in the special electric device processing (small win) (step S1611 in FIG. 21), and after the big win game is consumed, the state is when the normal drawing counter = 0 is achieved in the time-saving state of "after the first win" shown in FIG. 36 (C). In other words, in a state where it was confirmed that it was possible to win three big wins by winning a type 1 big win in the special drawing 1 drawing, the value of the time-saving limit counter is overwritten, and after the value of the normal drawing counter becomes 0, it is overwritten to a state where it is possible to win three big wins. On the other hand, if the value of the normal counter does not become 0, the value of the time-saving limit counter is decremented by 1 in the game state setting process (step S2304 in FIG. 20). Therefore, if the value of the normal counter does not become 0 during the two time-saving states "after the first win", the time-saving state will not start and the game will transition to the normal state because the value of the time-saving limit counter is 0 after the end of the third big win game.By setting the value of the normal counter to 0, the value of the time-saving limit counter is overwritten, continuing the state in which a jackpot can be won.

[0262] The state of "after the normal counter reaches 0" shown in Figure 36(C) is the state when the normal counter reaches 0 in the time-saving state of "after the first win" as described above. At the time of this state, it is confirmed that it is possible to win 3 big wins, and other than that, it is the same as the state of "after the first win" (Figure 36(B)).

[0263] In addition, the variable time of the special drawing 2 lottery in the time-saving state is selected from 10 seconds, 20 seconds, and 30 seconds, and further, the value set in the normal drawing counter is different depending on the winning type in the special drawing 2 lottery. Figure 36 (D) shows a table showing whether the normal drawing counter = 0 can be achieved from the variable time and the value set in the normal drawing counter. The above is the description of the game flow A of the gaming machine 1A of the second embodiment. 15. Example of the second embodiment Below, examples of presentations in the second embodiment will be described with reference to Figs. 37 and 38. In particular, since the gaming machine 1A in the second embodiment is characterized by games played in the time-shortened state, examples of display in the time-shortened state will be described. Fig. 37 is a diagram for explaining display example 1 in the time-shortened state in the second embodiment. Figs. 38(A)-(F) are diagrams for explaining display example 2 in the time-shortened state in the second embodiment. Figs. 38(G)-(J) are diagrams for explaining display example 3 in the time-shortened state in the second embodiment. In the following display examples, it is assumed that the player has performed the game recommended at each point in time.

[0264] [Display example 1 in the time-saving state of the second embodiment] 37 is a diagram for explaining display example 1 in the time-saving state of the second embodiment. In this example, in the time-saving state, the variable performance of the special drawing 2 lottery is represented by the decorative patterns 8L, 8C, and 8R, and the variable performance of the normal drawing is represented by the decorative patterns HL, HC, and HR.

[0265] First, as shown in FIG. 37(A), in the ending performance of the jackpot game, it is announced that the game will start in the time-saving state after this. Here, a message image JS saying "Time-saving start!!!" is displayed. It is assumed that this jackpot game was triggered by winning the "10R two-type jackpot A". After this, the right hit is continued, and the explanation will continue assuming that the game ball enters the second starting hole 21.

[0266] Next, as shown in FIG. 37(B), the special chart 2 variation effect starts. Here, the decorative patterns 8L, 8C, and 8R vary at high speed, making it difficult to see the contents of each. The reserved icon 9A and the variation icon 9C are not displayed, but may be displayed. Also, a right-hit image MU is displayed to encourage the player to hit the right. The right-hit image MU is always displayed in the time-saving state, so an explanation is omitted below. The explanation will continue assuming that the variation time of this special chart 2 variation is 20 seconds.

[0267] Next, as shown in FIG. 37(C), a message image HH is displayed saying, "Change the normal map 5 times before you hit the special 2!!!," to instruct the player to draw the normal map while the special map 2 is being changed. Note that the performance for instructing the player to draw the normal map may be executed from the time when the time-saving state starts so that the player can draw the normal map during the special map 2 change. After this, the explanation will be continued assuming that the game ball passes through the gate 28 and the normal map change has started.

[0268] Next, as shown in FIG. 37(D), the variation performance of the normal drawing is started in parallel with the variation performance of the special drawing 2. Here, the decorative patterns 8L, 8C, and 8R representing the variation performance of the special drawing 2 are displayed in the upper left corner of the display screen 7a, and the decorative patterns HL, HC, and HR representing the variation performance of the normal drawing are displayed in the center of the display screen 7a. In addition, the variation count display HK indicating the number of variations of the normal drawing is also displayed. Note that since the variation time of this special drawing 2 is 20 seconds, the variation time of the normal drawing is 1.5 seconds, and the target number of times of the normal drawing (the setting value of the normal drawing counter) is 5, it is possible to set the normal drawing counter value to 0 during this special drawing 2 variation.

[0269] Next, as shown in FIG. 37(E), the variation performance of the first regular drawing ends, and the display stops in a losing mode. Here, the decorative symbols HL, HC, and HR are displayed as "4", "1", and "5", respectively. Also, the content of the variation count display HK, which indicates the number of variations of the regular drawing, changes from "0" to "1". The variation performance of the special drawing 2 continues, and the decorative symbol representing "6" is temporarily displayed on the left decorative symbol 8L, while the center decorative symbol 8C and the right decorative symbol 8R maintain their high-speed variation display.

[0270] Next, as shown in Figure 37(F), the variation performance of the second regular drawing begins. Here, the decorative symbols HL, HC, and HR are displayed changing at high speed. Also, the number of changes indicator HK, which indicates the number of times the regular drawing has changed, is displayed. The variation performance of the special drawing 2 continues, and the decorative symbol representing "6" is temporarily stopped and displayed on the left decorative symbol 8L, while the center decorative symbol 8C and the right decorative symbol 8R maintain their high speed change display.

[0271] Next, as shown in FIG. 37(G), the variable effect of the second general drawing lottery ends, and it stops and is displayed in a losing mode. Here, the decorative symbols HL, HC, and HR are respectively stopped and displayed representing "San", "Urushi", and "Hachi". Also, the content of the variable count display HK representing the number of times of general drawing variation changes from "1" to "2". Note that the variable effect of the special drawing 2 lottery continues, and a decorative symbol representing "6" is temporarily stopped and displayed in the left decorative symbol 8L, while the middle decorative symbol 8C and the right decorative symbol 8R maintain the high-speed variable display. After this, it is assumed that two general drawing variations have occurred, that is, the explanation continues assuming that the total number of general drawing variations has become 4.

[0272] Next, as shown in FIG. 37(H), the variable effect of the fifth general drawing lottery starts. Here, the decorative symbols HL, HC, and HR are displayed with high-speed variation. Also, the variable count display HK representing the number of times of general drawing variation is also displayed. Note that the variable effect of the special drawing 2 lottery continues, and a decorative symbol representing "6" is temporarily stopped and displayed in the left decorative symbol 8L and the right decorative symbol 8R, while the middle decorative symbol 8C maintains the high-speed variable display.

[0273] Next, as shown in FIG. 37(I), the variable effect of the fifth general drawing lottery ends, and it stops and is displayed in a losing mode. Here, the decorative symbols HL, HC, and HR are respectively stopped and displayed representing "Ni", "Kyu", and "Roku". Note that the variable effect of the special drawing 2 lottery continues, and a decorative symbol representing "6" is temporarily stopped and displayed in the left decorative symbol 8L and the right decorative symbol 8R, while the middle decorative symbol 8C maintains the high-speed variable display.

[0274] Next, as shown in FIG. 37(J), in order to suggest that the value of the time-saving limit counter is overwritten and the number of available jackpots becomes 3 due to the fifth general drawing lottery being conducted, a message image KH saying "Success!!!" is displayed. After this, the variable effect of the special drawing 2 lottery also ends. After it stops and is determined in a winning mode, a jackpot game based on the two types of jackpots starts. The above is Display Example 1 in the time-saving state of the second embodiment.

[0275] [Display example 2 in time-saving state of the second embodiment] 38(A) to (F) are diagrams for explaining display example 2 in the time-saving state of the second embodiment. In this example, in the time-saving state, the variable performance of the special drawing 2 is not displayed, and the number of variable performances of the normal drawing is displayed by a meter display.

[0276] First, as shown in FIG. 38(A), in the ending performance of the jackpot game, it is announced that the game will start in the time-saving state after this. Here, a message image JS saying "Time-saving start!!!" is displayed. It is assumed that this jackpot game was triggered by winning the "10R two-type jackpot A". After this, the right hit is continued, and the explanation will continue assuming that the game ball enters the second starting hole 21.

[0277] Next, as shown in FIG. 37(B), the special chart 2 variation effect starts. Here, the decorative patterns 8L, 8C, and 8R vary at high speed, making it difficult to see the contents of each. The reserved icon 9A and the variation icon 9C are not displayed, but may be displayed. Also, a right-hit image MU is displayed to encourage the player to hit the right. The right-hit image MU is always displayed in the time-saving state, so an explanation is omitted below. The explanation will continue assuming that the variation time of this special chart 2 variation is 20 seconds.

[0278] Next, as shown in FIG. 38(C), a message image MT is displayed saying, "Keep hitting to the right until the meter is full!!!," to instruct the player to draw a normal map while the special map 2 variation is being performed. Note that the performance for instructing the player to draw a normal map may be performed from the time when the time-saving state is started so that the player can draw a normal map during the special map 2 variation. After this, the explanation will be continued assuming that the game ball passes through the gate 28 and the normal map variation has started.

[0279] Next, as shown in FIG. 38(D), as the normal map change starts, the meter display HM, which indicates the number of changes in the normal map lottery, is displayed. Since the first normal map change is in progress, the charge of the meter display HM is less than one-fifth. Also, a message image RT saying "Keep hitting to the right!!!" is displayed. After this, the normal map change ends, and the explanation will continue assuming that four more normal map changes have been completed.

[0280] Next, as shown in Fig. 38(E), five normal changes are made, and the charge amount of the meter display HM becomes full. Also, a message image RT saying "Keep hitting to the right!!!" is displayed.

[0281] Next, as shown in FIG. 38(F), the message image KH "Success!!!" is displayed to indicate that the value of the time-saving limit counter has been overwritten and the number of jackpots that can be obtained is now 3, due to the five regular drawing lots. After this, the variable presentation of the special drawing 2 also ends, and after the winning state is confirmed and stopped, the jackpot game based on the two-type jackpot begins. The above is the display example 2 in the time-saving state of the second embodiment.

[0282] [Display example 3 in time-saving state of the second embodiment] 38(G)-(L) are diagrams for explaining display example 3 in the time-saving state of the second embodiment. In this example, in the time-saving state, only the variable time of the special drawing 2 lottery is displayed by a timer display, and the number of character images increases each time the variable performance of the normal drawing is consumed.

[0283] First, as shown in FIG. 38(G), in the ending performance of the jackpot game, it is announced that the game will start in the time-saving state after this. Here, a message image JS saying "Time-saving start!!!" is displayed. It is assumed that this jackpot game was triggered by winning the "10R two-type jackpot A". After this, the right hit is continued, and the explanation will continue assuming that the game ball enters the second starting hole 21.

[0284] Next, as shown in FIG. 37(H), the special chart 2 variation effect starts. Here, the decorative patterns 8L, 8C, and 8R vary at high speed, making it difficult to see the contents of each. The reserved icon 9A and the variation icon 9C are not displayed, but may be displayed. Also, a right-hit image MU is displayed to encourage the player to hit the right. The right-hit image MU is always displayed in the time-saving state, so an explanation is omitted below. The explanation will continue assuming that the variation time of this special chart 2 variation is 20 seconds.

[0285] Next, as shown in FIG. 38(I), a message image MC is displayed saying, "Collect 5 characters before the time runs out!!!," to instruct the player to draw a normal map while the special map 2 variation is being performed. Note that the performance for instructing the player to draw a normal map may be performed from the time when the time-saving state starts so that the player can draw a normal map during the special map 2 variation. After this, the explanation will be continued assuming that the game ball passes through the gate 28 and the normal map variation has started.

[0286] Next, as shown in FIG. 38(J), as the normal map change starts, five frames CW are displayed in which character images are displayed each time a normal map lottery change is completed. Since the first normal map change is in progress, no character images are displayed inside the five frames CW. In addition, a timer display NJ is displayed, which shows the change time of the special map 2 change. After this, the normal map change ends, and the explanation will continue assuming that four more normal map changes have been completed.

[0287] Next, as shown in Fig. 38(K), five character images are displayed inside the five frames CW due to five regular changes. From the leftmost frame CW on the display screen 7a, character image C2, character image C2, character image C1, character image C3, and character image C2 are displayed in order. In addition, a timer display NJ showing the change time of special image 2 change is displayed.

[0288] Next, as shown in FIG. 38(L), the message image KH "Success!!!" is displayed to indicate that the value of the time-saving limit counter has been overwritten and the number of jackpots that can be obtained is now 3, due to the five regular drawing lots. After this, the variable presentation of the special drawing 2 also ends, and after the winning state is confirmed and stopped, the jackpot game based on the two-type jackpot begins. The above is display example 3 in the time-saving state of the second embodiment.

[0289] 16. Examples of Effects, Modifications, and Aspects of the Second Embodiment [Example of Effect A] An effect example B of the second embodiment will be described below.

[0290] [Effect B-1] In the gaming machine 1A of the second embodiment, the gaming control microcomputer 81 can execute the special drawing 2 lottery and the normal drawing lottery, and when the special drawing 2 lottery is being performed, the gaming control microcomputer 81 may set the game state to the time-saving state or the normal state depending on the value of the time-saving limit counter after the special drawing 2 lottery is a hit, depending on whether the normal drawing is performed a predetermined number of times or not. This configuration allows players to enjoy a new and innovative game, which can improve the interest of the game.

[0291] In addition, the special chart 2 lottery corresponds to the "first pattern lottery", the regular chart lottery corresponds to the "second pattern lottery", and the game control microcomputer 81 corresponds to the "game status setting means".

[0292] [Effect B-2] In the gaming machine 1 of the above embodiment, in the time-saving state, the types of the two-type jackpots in the special chart 2 lottery are "10R two-type jackpot A", "10R two-type jackpot B", "10R two-type jackpot C", and "10R two-type jackpot D", and the value set in the normal chart counter is different for each type. With this configuration, it is possible to provide players with a novel game that has never been played before, and to increase the interest of the game.

[0293] [Variation B] 13 shows a modified example B of the second embodiment. [Variation B-1] In the second embodiment, the jackpot games for the first type jackpot on the special chart 1, the first type jackpot on the special chart 2, and the second type jackpot were all configured to be 10 rounds. However, the number of rounds may be changed arbitrarily.

[0294] [Variation B-2] The configuration may be such that the variation performance based on the special drawing 1 lottery and the variation performance based on the special drawing 2 lottery can be consumed simultaneously, and the other lottery can be consumed a predetermined number of times during the variation of one of them. For example, the winning hole that triggers the special drawing 1 lottery and the winning hole that triggers the special drawing 2 lottery may be located in a position where a prize can be won by hitting from the right, and if the special drawing 2 lottery is consumed a predetermined number of times during the variation when the special drawing 1 lottery is a hit, it may be configured to be more advantageous for the player.

[0295] [Variation B-3] In the Bth embodiment, when a predetermined number of normal drawing lots are performed during the execution of a special pattern 2 variation that results in a type 2 jackpot, the limit value of the number of jackpots that can be obtained is overwritten. In contrast, when a predetermined number of normal drawing lots are performed during the execution of a special pattern variation that results in a win, the winning type may be more advantageous. For example, in a probability variable machine, when a predetermined number of normal drawing lots are performed during the execution of a special pattern variation that results in a win, the game state after the winning game may be a probability variable state. Also, when a predetermined number of normal drawing lots are performed during the execution of a special pattern variation that results in a win, the number of rounds of the winning game may be increased.

[0296] [Variation B-4] In the second embodiment, when the first predetermined number of regular drawing is performed during the execution of the special drawing 2 variation resulting in a type 2 jackpot, the limit value of the number of jackpots that can be obtained is overwritten. In contrast, when the second predetermined number of regular drawing is performed, which is greater than the first predetermined number, during the execution of the special drawing 2 variation resulting in a type 2 jackpot, the state may be changed to a state different from the state when the first predetermined number of regular drawing is performed. For example, when the special drawing 25 times is performed during the execution of the special drawing 2 variation resulting in a type 10 jackpot D, the limit value of the number of jackpots that can be obtained may be overwritten to a larger value.

[0297] [Variation B-5] In the second embodiment, the variable time of the normal drawing in the time-saving state was always 1.5 seconds. However, multiple patterns of variable time may be set.

[0298] [Variation B-6] In the second embodiment, the results of the special drawing 2 lottery are only "big win" and "small win", and the result is always a "first-class big win" or a "second-class big win". In contrast, it may be configured to be a "miss" that does not result in a "small win" (miss where the big prize opening 30 is not opened at all).

[0299] [Example B] In the gaming machine 1A of the second embodiment, the following mode B can be realized. [Aspect B-1] a game state setting means for setting one game state from among a plurality of game states; A first lottery means for executing a first symbol lottery; A gaming machine including a second lottery means for executing a second symbol lottery, When one first symbol lottery is being performed, the game state set by the game state setting means after the first symbol lottery is a winning one may differ between a case where a predetermined number of second symbol lotteries have been performed and a case where no second symbol lotteries have been performed. A gaming machine characterized by:

[0300] [Aspect B-2] The gaming machine according to aspect B-1, The first symbol lottery has a plurality of winning types, The predetermined number of times varies depending on the winning type. A gaming machine characterized by:

[0301] [Other variations] The various display effects described above may not include some of the effects, or may include effects other than those described above.

[0302] The gaming machine 1 and the gaming machine 1A described above are described as pachinko gaming machines, but are not limited thereto. For example, instead of pachinko gaming machines, the present invention may be applied to reel-type gaming machines such as slot machines, arrange ball gaming machines, or mahjong ball gaming machines. When the gaming machine 1 is a slot machine, the gaming medium may be changed from gaming balls to gaming medals.

[0303] The gaming machine 1 and the gaming machine 1A in the above embodiment are gaming machines equipped with a payout device for paying out balls, but are not limited to this. For example, instead of the gaming machine 1 and the gaming machine 1A, the present invention may be applied to a gaming machine that does not have a payout device, such as a so-called enclosed type gaming machine.

[0304] In addition, two or more of the above-mentioned multiple performance examples and / or modified examples may be combined. Furthermore, the gaming machine 1 and the gaming machine 1A may include a sub-display device in addition to the image display device 7. In this case, the above-mentioned display performance may be executed on the sub-display device.

[0305] Although the present aspect has been described above based on the embodiment and modified examples, the embodiment of the above-mentioned aspect is intended to facilitate understanding of the present aspect and does not limit the present aspect. The present aspect may be modified or improved without departing from the spirit and scope of the claims, and equivalents thereof are included in the present aspect. [Explanation of symbols]

[0306] 1. Gaming machine 3. Gaming area 3B…Right gaming area 7...Image display device 7a…Display screen 21…Second starting hole 21 22... Electric Chu 28…Gate 30…Grand Prize Winner 31...Big prize device 81...Game control microcomputer 91...Performance control microcomputer

Claims

1. a game state setting means for setting one game state from among a plurality of game states; A first lottery means for executing a first symbol lottery; A gaming machine including a second lottery means for executing a second symbol lottery, When the first symbol lottery is being performed, the game state set by the game state setting means after the first symbol lottery is a winning result may be different depending on whether the result of the second symbol lottery is a specific result or not. A gaming machine characterized by:

2. 2. The gaming machine according to claim 1, While one first symbol lottery is being performed, a plurality of second symbol lotteries are performed. A gaming machine characterized by:

3. 3. The gaming machine according to claim 1 or 2, further comprising: A switching means is provided for switching between a state in which it is relatively easy to insert a game ball into a predetermined ball entry hole and a state in which it is relatively difficult to insert a game ball into the predetermined ball entry hole, The second symbol lottery is a lottery as to whether the switching device switches from the difficult state to the easy state. A gaming machine characterized by:

4. a game state setting means for setting one game state from among a plurality of game states; A first lottery means for executing a first symbol lottery; A gaming machine including a second lottery means for executing a second symbol lottery, When one first symbol lottery is being performed, the game state set by the game state setting means after the first symbol lottery is a winning one may differ between a case where a predetermined number of second symbol lotteries have been performed and a case where no second symbol lotteries have been performed. A gaming machine characterized by:

5. 5. The gaming machine according to claim 4, The first symbol lottery has a plurality of winning types, The predetermined number of times varies depending on the winning type. A gaming machine characterized by:

Citation Information

Patent Citations

  • Game machine

    JP2022094812A