Game machine

JP2025033871A5Pending Publication Date: 2026-08-03SANSEI R&D KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2023-08-30
Publication Date
2026-08-03

AI Technical Summary

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 increase the interest of a game.SOLUTION: In a game machine having operating means capable of operating a specific operation and shooting means for shooting game balls, the shooting means does not shoot game balls into a predetermined area when a specific operation is performed on the operating means.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] Conventionally, there is known a gaming machine that can warn a player when a game different from a recommended game is being played (for example, see Patent Document 1). In such a gaming machine, the remaining number of fluctuations in the time-saving game may decrease by shifting from the time-saving state A to the time-saving state C.

[0003] In such gaming machines, a sensor for detecting gaming balls is provided at a specified ball entrance, and the above-mentioned warning is issued based on the sensor's detection of a gaming ball. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2020-014891 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, there is still room for improvement in such gaming machines in order to increase 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] An operation means capable of performing a specific operation; A gaming machine including a launching means for launching a gaming ball, The launching means does not launch the game ball to a predetermined area when the specific operation is performed by the operating means. A gaming machine characterized by: [Application example 2] The gaming machine according to Application Example 1, the launching means launches a game ball to the predetermined area when the specific operation is performed by the operating means while a specific condition is satisfied; A gaming machine characterized by: [Application example 3] The gaming machine according to Application Example 1, further comprising: a game state setting means for setting a game state to one of a plurality of game states including a first game state and a second game state; The launching means includes: When the gaming machine is in the first gaming state, if the specific operation is performed on the operation means, the gaming ball is not shot toward the predetermined area, launching a gaming ball into the predetermined area when the specific operation is performed on the operation means while the gaming machine is in the second gaming state; 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 hit determination table. [Figure 7] An explanatory diagram of a jackpot 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] 4 is a flowchart of a main control process. [Figure 11] 13 is a flowchart of a main-side timer interrupt process. [Figure 12] 13 is a flowchart of a special action process. [Figure 13] 13 is a flowchart of a special symbol waiting process. [Figure 14] 13 is a flowchart of a hit determination process. [Figure 15] 13 is a flowchart of a special symbol determination process. [Figure 16] 13 is a flowchart of a game status management process. [Figure 17] This is a flowchart of special electric device processing (jackpot). [Figure 18] 13 is a flowchart of a game status setting process. [Figure 19] This is a flowchart for processing special electric gimmicks (small wins). [Figure 20] 13 is a flowchart of a sub-control main process. [Figure 21] 13 is a flowchart of a sub-side timer interrupt process. [Figure 22] 13 is a flowchart of a received command analysis process. [Diagram 23] 13 is a flowchart of the variable performance start processing. [Figure 24] 4 is a flowchart of a launch control process. [Diagram 25] 13 is a diagram for explaining the operation of the firing operation unit 112. FIG. [Figure 26] 13 is a diagram for explaining the relationship between the operation of the launch operation unit 112 and the launch of the game ball. FIG. [Figure 27] 13A and 13B are diagrams for explaining display examples 1 and 2 when launch is forcibly stopped and resumed. 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 right hit button 117, 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 and the right hit button 117 are collectively referred to as the firing operation unit 112. The handle 60 is disposed at the lower end of the right side of the front frame 53, and fires the game ball with a firing strength according to the rotation angle. The handle 60 also includes a firing stop button 115, and when the firing stop button is pressed, the firing of the game ball can be stopped even if the handle 60 is rotated. When the right hit button 117 is pressed and turned ON while the handle 60 is rotated even slightly, the game ball is hit to the right regardless of the rotation angle of the handle 60. The "right hit" will be described later.

[0016] The ball supply tray (upper tray) 61 is provided below the front frame 53 and stores game balls. The surplus ball receiving tray (lower tray) 62 is provided below the ball supply tray (upper tray) 61 and stores game balls that cannot be accommodated in the ball supply tray (upper tray) 61.

[0017] 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.

[0018] 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.

[0019] The game board 2 comprises a game area 3, a rail member 4, a board lamp 5, an image display device 7, a center decorative body 10, a fixed winning device (center) 19, a normal variable winning device (electric chute) 22, a gate (through chucker) 28, a first large winning device (first attacker) 31, a second large winning device (second attacker) 36, a general winning port 27 (normal winning port 27), an outlet 16, and a display 40.

[0020] 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.

[0021] The image display device 7 is provided near the center of the game area 3 and has a display screen 7a. The image display device 7 may be a liquid crystal display device, or may be another image display device such as an organic EL display device, a plasma display, a projector, or a dot matrix. The display screen 7a of the image display device 7 has a performance pattern display area in which performance patterns (decorative patterns) 8L, 8C, and 8R are displayed in a variable manner, a reserved image display area in which reserved images 9A and 9B are displayed, and a reserved digestion image display area in which a reserved digestion image 9C is displayed. The reserved images 9A and 9B are images that represent a reservation, and are also called reserved icons 9A and 9B. The reserved digestion image 9C is an image that corresponds to the variation, and is also called the variable image 9C or the variable icon 9C. Note that the reserved digestion image 9C is an image that corresponds to the variation, and does not indicate a reservation, but the reserved images 9A and 9B and the reserved digestion image 9C are collectively called reserved images for convenience.

[0022] 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".

[0023] 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.

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

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

[0029] The gate (through chucker) 28 is disposed above the first big prize device (first attacker) 31 in the game area 3, and is configured to allow the game ball to pass through. The passage of the game ball through the gate 28 triggers a normal symbol lottery that determines whether or not the electric chute 22 will open. In other words, the passage of the game ball through the gate 28 triggers the acquisition of a normal symbol random number and a win determination, etc.

[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 it is a jackpot by comparing the acquired random number with a value corresponding to a predetermined "jackpot". The lottery result of this "jackpot" is not immediately notified to the player, but the display 40 displays a variable special symbol, and when a predetermined variable time has elapsed, the special symbol corresponding to the lottery result is displayed stationary (determined display), and the lottery result is notified to the player. The image display device 7 plays a symbol matching game in which the performance symbols are displayed variably in synchronization with the variable display of the special symbols, and the lottery result of the jackpot is more effectively notified to the player by this symbol matching game.

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

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

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

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

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

[0037] The second large prize winning device (second attacker) 36 is disposed above and to the right of the first large prize winning opening 30 in the game area 3, and is provided with a second large prize winning opening 35. The second large prize winning opening 35 is provided with an opening / closing member 37 that inhibits or allows the reception of game balls by swinging open and closed. The opening / closing member 37 is driven by a second large prize winning opening solenoid 38 (Fig. 3). When the opening / closing member 37 is in the open state, game balls can enter the second large prize winning opening 35. Winning of the second large prize winning opening 35 is detected by a second large prize winning opening sensor 35a. The second large prize winning device 36 of this embodiment further includes a second large prize winning device discharge sensor 36a (Fig. 3) that counts the number of game balls discharged from the second large prize winning device 36.

[0038] The general winning opening 27 is provided at the bottom of the game area 3. The outlet 16 is provided at the bottom of the game area 3, and discharges game balls that do not win in any of the winning openings out of the game area 3. The display 40 is located near the center of the right side of the game board 2.

[0039] The game area 3 has a left game area 3A on the left side of the center in the left-right direction, and a right game area 3B on the right side. A hitting style in which the game ball is shot so that it flows down the left game area 3A is called a "left hit". On the other hand, a hitting style in which the game ball is shot so that it flows down the right game area 3B is called a "right hit". The game machine 1 is configured so that a left hit can aim for winning at the first start gate 20. On the other hand, a right hit can aim for passing through the gate 28 and winning at the second start gate 21, the first large winning gate 30, and the second large winning gate 35.

[0040] In the gaming machine 1, when a game ball enters the first start hole 20 or the second start hole 21, the values ​​(numerical information) of various random numbers such as winning random numbers acquired for the winning are temporarily stored in the special chart reservation memory area 84e (FIG. 5). Specifically, if the game ball enters the first start hole 20, it is stored in the first special chart reservation memory area (FIG. 5) as the first special chart reservation, and if the game ball enters the second start hole 21, it is stored in the second special chart reservation memory area (FIG. 5) as the second special chart reservation. There is an upper limit to the number of special chart reservations that can be stored in each special chart reservation memory area 84e, and the upper limit in this embodiment is four for both the first special chart reservation memory area and the second special chart reservation memory area. The special chart reservation stored in the special chart reservation memory area 84e is consumed when the special pattern based on the special chart reservation becomes variable displayable. "Use of reserved special symbols" refers to judging the winning random number etc. corresponding to the reserved special symbols and executing the variable display of the special symbols to show the judgment result. Therefore, in the gaming machine 1, even if the variable display of the special symbols based on the winning of the game ball into the first start hole 20 or the second start hole 21 cannot be performed immediately after the winning, that is, even if the winning occurs during the variable display of the special symbols or during the execution of the special game, the right to the big win lottery for the winning can be reserved up to a predetermined number.

[0041] 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.

[0042] 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 131 (Figure 2).

[0043] 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.

[0044] The main control board 80 includes a game control microcomputer 81 and an input / output circuit 87. The game control microcomputer 81 is a one-chip microcomputer mounted on the main control board 80, and controls the progress of the game on the gaming machine 1 according to a program. The game control microcomputer 81 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.

[0045] A sensor solenoid 44 is connected to the main control board 80 via an input / output circuit 87. The sensor solenoid 44 is a general term for various sensors and solenoids. As the sensors, as shown in Fig. 3, the first start hole sensor 20a, the second start hole sensor 21a, the gate sensor 28a, the first large prize opening sensor 30a, the second large prize opening sensor 35a, the V area sensor 39a, the non-V area sensor 70a, the normal prize opening sensor 27a, the first large prize device ejection sensor 31a, and the second large prize device ejection sensor 36a are exemplified.

[0046] The first start hole sensor 20a is provided inside the first start hole 20 and detects a game ball that has entered the first start hole 20. The second start hole sensor 21a is provided inside the second start hole 21 and detects a game ball that has entered the second start hole 21. The gate sensor 28a is provided inside the gate 28 and detects a game ball that has passed through the gate 28. The first large prize hole sensor 30a is provided inside the first large prize hole 30 and detects a game ball that has entered the first large prize hole 30. The second large prize hole sensor 35a is provided inside the second large prize hole 35 and detects a game ball that has entered the second large prize hole 35. The V area sensor 39a is provided in the V area 39 and detects a game ball that has passed through the V area 39. The non-V area sensor 70a is provided in the non-V area 70 and detects a game ball that has passed through the non-V area 70. The normal winning opening sensor 27a is provided inside the normal winning opening 27, and detects game balls that have won in the normal winning opening 27. The first large winning device discharge sensor 31a detects game balls discharged from the first large winning device 31. The second large winning device discharge sensor 36a detects game balls discharged from the second large winning device 36.

[0047] As the solenoids, as shown in FIG. 3, the electric chute solenoid 24, the first large prize opening solenoid 33, the second large prize opening solenoid 38, and the V-shaped opening / closing member solenoid 73 are exemplified. The electric chute solenoid 24 drives the movable member 23 of the electric chute 22. The first large prize opening solenoid 33 drives the opening / closing member 32 of the first large prize device 31. The second large prize opening solenoid 38 drives the opening / closing member 37 of the second large prize device 36. The V opening / closing member solenoid 73 drives the V opening / closing member 71.

[0048] 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.

[0049] 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.

[0050] A power supply board 131 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 operates on power supplied from the power supply board 131, and distributes the power to other boards (not shown). In addition, the launch operation unit 112 is connected via the power supply board 131.

[0051] The launch operation unit 112 includes a handle 60 (FIG. 1), a launch motor 113, a touch switch 114, a launch stop button 115, a launch volume 116, and a right hit button 117. When the player operates the handle 60, the launch device 112 detects contact with the handle 60 by the touch switch 114, and detects the angle by which the handle 60 has been rotated by the launch volume 116. When the launch stop button 115 is not operated, the launch motor 113 is driven so that the game ball is launched with a strength according to the magnitude of the detection signal of the launch volume 115. Other operations will be described later.

[0052] 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.

[0053] 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.

[0054] 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.

[0055] 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.

[0056] The lamp control board 107 is connected to the frame lamp 66 and the panel lamp 5 and controls them.

[0057] 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.

[0058] 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.

[0059] 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.

[0060] The main ROM 83 (FIG. 5(A)) is provided with a table storage area 83a. This table storage area 83a stores a big win determination table, a reach determination table, a normal symbol winning determination table, a normal symbol variation pattern determination table, a big win type determination table, a variation pattern determination table, an electric chute opening pattern determination table, a big prize opening pattern determination table, and the like. These determination tables are referred to by the game control microcomputer 81 in the main control main process (described later) executed by the game control microcomputer 81.

[0061] The main RAM 84 (Figure 5 (B)) has a command set area 84a, a flag set area 84b, a counter set area 84c, a special operation status set area 84d, a special map reserved memory area 84e, and a normal map reserved memory area 84f.

[0062] The command set area 84a is an area (output buffer) where commands output from the main control unit to the sub-control unit during the main control main processing (described later) are set, and pre-determination commands, reserved ball number commands, fluctuation start commands, fluctuation stop commands, opening commands, round designation commands, ending commands, game state designation commands, etc. are set.

[0063] 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.

[0064] The counter set area 84c is an area in which counters used in the main control process (described later) are set, such as a random number counter, a round counter, and a time-saving counter.

[0065] The special action status set area 84d is an area in which a status in a special action process, which will be described later, is set.

[0066] The special symbol reserved memory area 84e includes a first special symbol reserved memory area in which the first special symbol reserved is stored, and a second special symbol reserved memory area in which the second special symbol reserved is stored. The first special symbol reserved memory area is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) such as random numbers for special symbols corresponding to the first, second, third, and fourth symbols of the first special symbol reserved. The second special symbol reserved memory area is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) corresponding to the first, second, third, and fourth symbols of the second special symbol reserved.

[0067] 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.

[0068] 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.

[0069] 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, a time-saving point storage area 94d, and a work area 94e. The command storage area 94a is an area (input buffer) in which commands input from the main control unit side in the sub-control main process (described later) are stored, and a pre-determination command, a reserved ball number command, a fluctuation start command, a fluctuation stop command, an opening command, a round designation command, an ending command, a game state designation command, and the like are stored. The performance command set area 94b is an area (output buffer) in which commands output from the sub-control board 90 to the image control board 100, the sound control board 106, the lamp control board 107, and the relay board 108 in the sub-control main process (described later) are set, and a fluctuation performance start command, a pre-fluctuation end command, a fluctuation performance end command, an opening performance start command, a round performance start command, an ending performance start command, and the like are set. The counter set area 94c is an area where counters used in the sub-control main process (described later) are set, and a random number counter, a first special chart reserved effect counter, a second special chart reserved effect counter, a normal chart reserved effect counter, a time-saving effect counter, etc. are set. The time-saving point memory area 94d is an area (input buffer) where time-saving points corresponding to time-saving point commands input from the main control unit are stored, and the time-saving point commands are stored and the time-saving point counter is set. The work area 94e is a work area that realizes temporary storage for calculations, etc. Note that the other areas except the work area 94e 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.

[0070] Here, various random numbers acquired by the game control microcomputer 81 in the game machine 1 will be explained. The game control microcomputer 81 is configured to acquire the "winning random number", the "big winning type random number", the "reach random number", the "variable pattern random number", and the "normal pattern random number" at the timings described below. The "winning random number" is a random number used in the lottery to determine whether or not a jackpot has been won (jackpot determination), and takes a value in the range of 0 to 65535. The "jackpot type random number" is a random number used to determine the type of jackpot won (judging the type of jackpot), and takes a value in the range of 0 to 127. The "reach random number" is a random number used to determine whether or not a reach occurs in the performance pattern variation performance that indicates the result when the jackpot judgment is a miss, and takes a value in the range of 0 to 127. A reach is a state in which there is only one performance pattern remaining among multiple performance patterns (decorative patterns) that is being displayed in a variable manner, and depending on which of the performance patterns that are being displayed in a variable manner are displayed as stopped, a combination of performance patterns that indicates a jackpot win (for example, a "7↓7" state). Note that the performance pattern that is displayed in a stopped state in the reach state may be displayed as if it is swaying on the display screen 7a.

[0071] The "fluctuation pattern random number" is a random number used to determine a fluctuation pattern including a fluctuation time, and takes a value in the range of 0 to 127. The "normal symbol random number" is used in a lottery (normal symbol lottery) to determine whether or not to play the auxiliary game that opens the electric chute 22. The normal symbol random number has a value in the range of 0 to 255. The "winning random number," "jackpot type random number," "reach random number," and "variation pattern random number" are obtained based on the ball entering the starting hole (first starting hole 20 or second starting hole 21). The random value group obtained based on the ball entering the first starting hole 20 is stored in the first special symbol reserve memory area, and the random value group obtained based on the ball entering the second starting hole 21 is stored in the second special symbol reserve memory area. The "normal symbol random number (winning random number)" is obtained based on the passage through gate 28. The obtained normal symbol random number value is stored in the normal symbol reserve memory area 84f.

[0072] 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".

[0073] 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.

[0074] 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.

[0075] 4. Explanation of various tables FIG. 6 is a diagram for explaining the hit determination table. The hit determination table is a table that the game control microcontroller 81 refers to during the main control processing (described later) to determine whether the obtained hit random number value (any value between 0 and 65535) corresponds to a "big hit," a "small hit," or a "miss."

[0076] For the first special symbol, 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".

[0077] For the second special pattern, if the winning random number is "0 to 204", it is determined to be a "big win", if the winning random number is "500 to 2699", it is determined to be a "small win", and if the winning random number is "a number other than 0 to 204 or 500 to 2699", it is determined to be a "miss".

[0078] 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".

[0079] 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 255) 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 2", it is determined to be a "win", and if the normal symbol random number value is "a number other than 0 to 2 (3 to 255)", it is determined to be a "lose". Also, in the "time-saving state", if the normal symbol random number value is "0 to 254", it is determined to be a "win", and if the normal symbol random number value is "a number other than 0 to 254 (255)", it is determined to be a "lose".

[0080] The normal symbol variation 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 how many seconds the normal symbol variation time is depending on the game state (non-time-saving state or time-saving state). In this embodiment, in the "non-time-saving state", the normal symbol variation time is determined to be "30 seconds", and in the "time-saving state", the normal symbol variation time is determined to be "1 second".

[0081] 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).

[0082] When the first special pattern (Special Pattern 1) is selected, it will be judged as a "4R Type 1 jackpot" regardless of the jackpot type random number value. When the second special pattern (special pattern 2) is drawn, regardless of the random number value of the jackpot type, if it is a type 1 jackpot, it will be judged as a "10R type 1 jackpot". If it is a type 2 jackpot, if the random number value of the jackpot type is "0-114", it will be judged as a "10R type 2 jackpot", and if the random number value of the jackpot type is "115-127", it will be judged as a "4R type 2 jackpot".

[0083] A type 1 jackpot is a jackpot that is determined to be a jackpot in the jackpot determination process, and a type 2 jackpot is a jackpot that is determined to be a small jackpot in the jackpot determination process and then becomes a jackpot by passing through the V area 39 inside the first large prize winning device 31.

[0084] 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).

[0085] It is shown that when the ball enters the first starting hole 20 in the non-time-saving state, the jackpot is judged as a "miss" in the jackpot judgment table, the reach judgment table judges as a "reach", the number of reserved balls is "1 to 2", and the fluctuation pattern random number value is "0 to 60", the fluctuation pattern is judged as "P4".

[0086] 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.

[0087] As shown in Figures 8 and 9, once the fluctuation pattern is determined, the fluctuation time is also determined. In addition, when a reach occurs, it is also determined whether the reach will be a normal reach or a super reach (SP reach). A super reach is a reach performance in which the fluctuation time after the reach is longer than that of a normal reach. Three types of super reaches (SP1, SP2, SP3) with different fluctuation times are set here. SP1 to 3 are executed in a progressive manner after a normal reach. The difference between SP1 to 3 may be, for example, the presence or absence of a pseudo consecutive win.

[0088] 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). In this embodiment, in the "non-time-saving state", the opening pattern of the electric chute 22 is determined to be "opening pattern 11", and in the "time-saving state", the opening pattern is determined to be "opening pattern 12". In opening pattern 11, the electric chute 22 is opened once and for an opening time of 0.2 seconds. In opening pattern 12, the electric chute 22 is opened three times, with an opening time of 2.0 seconds per time, and with an interval (opening interval) of 1.0 seconds. However, if a predetermined number of game balls have won (a prescribed number of winning balls, up to 10 balls), the electric chute 22 is closed even if the opening time remains.

[0089] The large prize opening pattern determination table is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine the opening pattern of the first large prize opening 30 and the second large prize opening 35.

[0090] In the case of a "4R type 1 jackpot", the second large prize winning port 35 is opened once for a long time of 29.5 seconds in the 1st to 4th rounds. In the case of a "10R type 1 jackpot", the second large prize winning port 35 is opened once for a long time of 29.5 seconds in the 1st to 10th rounds. In the case of a "10R two-type jackpot," the first large prize opening 30 is opened five times in the first round with an opening time of 0.3 seconds, and the second large prize opening 35 is opened once in the second through tenth rounds with a long opening time of 29.5 seconds. In the case of a "4R type two jackpot," the first large prize opening 30 is opened 5 times in the 1st round with an opening time of 0.3 seconds, and the second large prize opening 35 is opened once in the 2nd to 4th rounds with a long opening time of 29.5 seconds. However, if a predetermined number of game balls are won (the prescribed number of winning balls, maximum 10), the facility will be closed even if there is still time remaining.

[0091] 5. Explanation of the jackpot etc. In the gaming machine 1, there are two types of jackpots: a first type jackpot and a second type jackpot. A first type jackpot occurs when the acquired random winning number corresponds to a "jackpot." On the other hand, a second type jackpot occurs when the acquired random winning number corresponds to a "small jackpot" and then the game ball passes through the V area 39 in the first big prize winning device 31, resulting in a jackpot.

[0092] 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.

[0093] 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 reserved special charts becomes faster, and effective winnings (winnings that can be stored as reserved special charts) in the starting hole become more likely to occur. This allows you to aim for a jackpot while playing smoothly.

[0094] 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.

[0095] The game control microcomputer 81 performs a hit judgment (determination of a normal pattern) using a normal pattern hit judgment table in which the number of normal pattern random numbers (win random numbers) judged as a hit is greater in the time-saving state than in the non-time-saving state, as the probability fluctuation control of the normal pattern. Therefore, in the time-saving state, the hit probability is higher than in the normal probability state of the normal pattern. In other words, when the game control microcomputer 81 executes the probability fluctuation control for the normal pattern, the probability that the display result (stop pattern) of the variable display of the normal pattern by the display unit 40 will be a winning pattern is higher than when the probability fluctuation control is not executed.

[0096] In the time-saving state, the time for which the normal symbols change is shorter than in the non-time-saving state. Here, the time for which the normal symbols change is 30 seconds in the non-time-saving state, but 1 second in the time-saving state. Furthermore, in the time-saving state, the time for which the electric chute 22 is open in the auxiliary game is longer than in the non-time-saving state. That is, the game control microcomputer 81 executes an open-time extension control for the electric chute 22. In addition, in the time-saving state, the number of times the electric chute 22 is opened in the auxiliary game is greater than in the non-time-saving state. That is, the game control microcomputer 81 executes an open-number increase control for the electric chute 22.

[0097] When the game control microcomputer 81 is executing the probability fluctuation control and the fluctuation time shortening control for the normal symbols on the display 40, and the opening time extension control and the opening count increase control for the electric chute 22, the electric chute 22 opens more frequently and game balls enter the second starting hole 21 more frequently than when these controls are not executed. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, the state in which these controls are executed is called a "high base state," and the state in which they are not executed is called a "low base state." In the high base state, you can aim for a big win without significantly reducing the number of game balls you have. The high base state is a state in which the so-called electric support control (control that supports the electric chute 22 to enter the second starting hole 21) is executed.

[0098] 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.

[0099] In the high base state, the game can be played more advantageously by hitting the ball to the right to enter the right game area 3B (FIG. 1). This is because the electric support control makes it easier for the electric chute 22 to open than in the low base state, making it easier to win in the second start hole 21 than in the first start hole 20. For this reason, in the high base state, the ball is hit to the right to enter the second start hole 21 while passing through the gate 28, which is the trigger for the normal pattern lottery. This allows more start wins (wins in the start hole) to be obtained than by hitting to the left. In the gaming machine 1, the game is played by hitting to the right even during a jackpot game.

[0100] On the other hand, in the low base state, it is more advantageous to play by hitting the game ball from the left to enter the left game area 3A (FIG. 1). Because the electric support control is not being executed, the electric chute 22 is less likely to open than in the high base state, and it is easier to win the first start hole 20 than the second start hole 21. For this reason, in the low base state, the game ball is hit from the left to make the game ball enter the first start hole 20. This allows more start wins to be obtained than by hitting from the right.

[0101] 7. Operation of the gaming control microcomputer 81 The operation of the game control microcomputer 81 provided on the main control board 80 (FIG. 2) will be described with reference to Figures 10 to 19. 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.

[0102] [Main control main processing] 10 is a flowchart of the main control process. When the power supply of the gaming machine 1 is turned on, the gaming control microcomputer 81 reads out a program for executing the main control process from the main ROM 83. In the main control process, the gaming control microcomputer 81 first performs an initialization process (step S001). In the initialization process, for example, various flags, statuses, counters, etc. are reset. The initial value of the flag is "0" or "OFF", the initial value of the status is "1", and the initial value of the counter is "0". The initialization process is executed only once after the power supply is turned on, and is not executed thereafter.

[0103] 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.

[0104] 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.

[0105] [Main timer interrupt processing] FIG. 11 is a flowchart of the main timer interrupt process (FIG. 10: step S005). In the main timer interrupt process, the game control microcomputer 81 first performs a random number update process (step S101). Specifically, the game control microcomputer 81 updates various random number counter values. This random number update process is the same as the normal symbol / special symbol main random number update process performed in the main control main process (FIG. 10) described above. In other words, the update process of various random number counter values ​​is performed both during the execution period of the main timer interrupt process and during other periods (the period from the end of the main timer interrupt process to the start of the next main timer interrupt process).

[0106] After the random number update process, the game control microcomputer 81 performs input processing (step S102). In the input processing, the game control microcomputer 81 reads detection signals detected by various sensors attached to the gaming machine 1, and sets payout data for paying out prize balls according to the type of winning hole in the output buffer of the main RAM 84. The various sensors are, for example, the first start hole sensor 20a, the second start hole sensor 21a, the first large winning hole sensor 30a, the second large winning hole sensor 35a, and the normal winning hole sensor 27a (FIG. 3).

[0107] After the input process, the game control microcomputer 81 performs a start hole sensor detection process (step S103). In the start hole sensor detection process, the game control microcomputer 81 judges the passage of the game ball through the gate 28, acquires the value of the normal symbol random number counter, and stores the acquired random number value in a memory area corresponding to the current number of normal symbol reserved balls among the first to fourth memory areas of the normal symbol reserved memory area 84f of the main RAM 84. In addition, the game control microcomputer 81 judges the entry of the game ball into the first start hole 20, and acquires the value of the win random number counter, the value of the big win type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the acquired random number group in a memory area corresponding to the current number of special symbol 1 reserved balls among the first to fourth memory areas of the first special symbol reserved memory area. Furthermore, the game control microcomputer 81 judges the entry of a game ball into the second starting hole 21, and obtains the value of the winning random number counter, the value of the big win type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the obtained random number group in a memory area corresponding to the current number of reserved balls for special chart 2 among the first to fourth memory areas of the second special chart reservation memory area.

[0108] 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.

[0109] Next, the game control microcomputer 81 performs normal operation processing (step S104). In the normal operation processing, the game control microcomputer 81 controls the operation of the electric chute 22. Specifically, the game control microcomputer 81 judges whether the number of reserved balls of the normal pattern is "0" or not, and if the number of reserved balls is 1 or more, judges whether there is a win by referring to the normal pattern winning judgment table. Next, the game control microcomputer 81 selects a variation pattern by referring to the normal pattern variation pattern judgment table. The game control microcomputer 81 sets the selected normal pattern variation pattern to start the variation display of the normal pattern. After that, it stops the variation display, and in the case of a "win", it sets the electric chute opening pattern by referring to the electric chute opening pattern judgment table, and operates the electric chute 22.

[0110] 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.

[0111] Next, the game control microcomputer 81 performs reserved ball count processing (step S107). The game control microcomputer 81 first reads out the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols stored in the main RAM 84. Next, the game control microcomputer 81 sets a reserved ball count command in the command set area (output buffer) 84a of the main RAM 84. The reserved ball count command is a command for notifying the sub-control board 90 of the reserved ball count, and includes information on the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols.

[0112] After the reserved ball count processing, the game control microcomputer 81 performs output processing (step S108). In the output processing, the game control microcomputer 81 outputs the commands and the like set in the command set area 84a of the main RAM 84 in each of the above-mentioned processes to the sub-control board 90. After the output processing, the game control microcomputer 81 performs other processing (step S109). In other processing, for example, based on the reserved ball count of special chart 2 described below, the display unit 40 is controlled to a display mode showing the number, and based on the reserved ball count of special chart 1, the display unit 40 is controlled to a display mode showing the number.

[0113] [Special Action Processing] Fig. 12 is a flow chart of the special operation process (Fig. 12: step S105). Here, the process related to the display 40 and the big prize device (first big prize device 31 and second big prize device 36) is divided into four stages, and each stage is called "special operation status" "1", "2", "3", "4", and "5", respectively. When the "special operation status" is "1" (step S1301: YES), the game control microcomputer 81 performs special symbol standby process (step S1302). In the special symbol standby process, a big win determination, a variation pattern selection, and the like are performed.

[0114] When the "special operation status" is "2" (step S1301: NO, step S1303: YES), special symbol changing process is performed (step S1304). In the special symbol changing process, a change stop command is output after the change time has elapsed. Specifically, the game control microcomputer 81 first determines whether the change time of the special symbol has elapsed and ended, and if the change time has elapsed, sets a change stop command and sets the special operation status to "3".

[0115] When the "special action status" is "3" (steps S1301, S1303: NO, step S1305: YES), a special symbol determination process is performed (step S1306). The special symbol determination process will be described in detail later.

[0116] When the "special operation status" is "4" (steps S1301, S1303, S1305: NO, S1307: YES), a special electric device process (jackpot) is performed (step S1308). In the special electric device process (jackpot), a jackpot game is executed. The special electric device process (jackpot) will be described in detail later.

[0117] When the "special operation status" is "5" (steps S1301, S1303, S1305: NO, S1307: NO), a special electric device process (small win) is performed (step S1309). In the special electric device process (small win), a small win game is executed. The special electric device process (small win) will be described in detail later.

[0118] [Special pattern waiting process] FIG. 13 is a flowchart of the special symbol waiting process (FIG. 12: step S1302). In the special symbol waiting process, the game control microcomputer 81 first judges whether the number of reserved balls of the special symbol 2 is "0" or not (step S1401). If the number of reserved balls of the special symbol 2 is "0" (step S1401: YES), that is, if the random number group obtained due to winning in the second starting hole 21 is not stored in the second special symbol reservation memory area, the process proceeds to step S1407. If the number of reserved balls of the special symbol 2 is "1" or more (step S1401: NO), the game control microcomputer 81 executes the hit determination process (step S1402). The details of the hit determination process will be described later.

[0119] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1403). In the variation pattern selection process, the variation pattern is selected based on the game state (time-saving state or non-time-saving state) of the gaming machine 1, the result of the hit determination process (step S1402), and the number of reserved balls, with reference to the variation pattern determination table (FIGS. 8 and 9). After the variation pattern selection process, the number of reserved balls for the special chart 2 is decremented (step S1404).

[0120] Next, the game control microcomputer 81 shifts the storage location of reserved information (various random number values) stored in the first to fourth storage areas of the second special chart reserved storage area from the current position to the side to be read, and clears the reserved information stored in the farthest place from the side to be read in the second special chart reserved storage area (step S1405). For example, when reserved information is stored in the first to third storage areas, the reserved information stored in the third storage area is cleared, and when reserved information is stored in the first to fourth storage areas, the reserved information stored in the fourth storage area is cleared. By the above steps, the reserved second special charts are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9B (the reserved image 9B at the left end of the four reserved images 9B) corresponding to the first storage area of ​​the second special chart reserved storage area is shifted to the reserved consumption image display area side and is displayed as the reserved consumption image 9C. In addition, the reserved images 9B corresponding to the second to fourth storage areas of the second special chart reserved storage area (the second, third, and fourth reserved images 9B from the left among the four reserved images 9B) are shifted one to the left (FIG. 1). This allows the player to recognize that one second special chart reservation has been consumed.

[0121] 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).

[0122] 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.

[0123] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1409). In the variation pattern selection process, the variation pattern is selected based on the game state (time-saving state or non-time-saving state) of the gaming machine 1, the result of the hit determination process (step S1408), and the number of reserved balls, with reference to the variation pattern determination table (FIGS. 8 and 9). After the variation pattern selection process, the number of reserved balls for the special game chart 1 is decremented (step S1410).

[0124] 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.

[0125] 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).

[0126] In step S1407, if the number of reserved balls for special chart 1 is "0" (step S1407: YES), the game control microcomputer 81 judges whether the display screen 7a of the image display device 7 is a standby screen or not (step S1413). The standby screen is a demo screen for waiting for customers. The game control microcomputer 81 may judge, for example, by the ON / OFF of a demo screen display flag for waiting for customers. If it is a standby screen (step S1413: YES), this process is terminated. If it is not a standby screen (step S1413: NO), the game control microcomputer 81 waits for a predetermined standby time to elapse, sets a customer waiting standby command for displaying a standby screen in the command set area 84a of the main RAM 84 (step S1414), resets the time-saving point counter (step S1415), and terminates this process. As described above, according to the special symbol waiting 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". In other words, the consumption of the second special symbol reservation is executed in priority to the consumption of the first special symbol reservation. Also, according to the jackpot type determination table of this embodiment, the lottery based on the second special symbol reservation is designed 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 symbol reservation.

[0127] [Collision detection processing] 14 is a flowchart of the hit determination process (FIG. 13: steps S1402 and S1408). The hit determination process for special drawing 2 (step S1402) and the hit determination process for special drawing 1 (step S1408) have similar processing flows, so they will be described together.

[0128] In the winning determination process, first, the game control microcomputer 81 performs winning determination (step S1501). The winning determination is performed by referring to the big winning determination table (FIG. 6).

[0129] Next, the game control microcomputer 81 judges whether or not it is a jackpot (step S1502). If it is judged to be a jackpot (step S1502: YES), the game control microcomputer 81 turns on the jackpot flag (step S1503) and proceeds to step S1506. On the other hand, if it is judged not to be a jackpot (step S1502: NO), the game control microcomputer 81 proceeds to step S1504.

[0130] In step S1504, the game control microcomputer 81 judges whether or not it is a small win. If it is judged to be a small win (step S1504: YES), the small win flag is turned ON (step S1505) and the process proceeds to step S1506. On the other hand, if it is judged not to be a small win (step S1504: NO), the process proceeds to step S1507.

[0131] In step S1506, the game control microcomputer 81 determines the type of the jackpot. In the jackpot type determination, one of the following is determined: "4R type 1 jackpot", "10R type 1 jackpot", "10R type 2 jackpot", or "4R type 2 jackpot". In the case of a type 2 jackpot, a small jackpot game is played before a jackpot game, and the first large prize opening 30 is opened in the small jackpot game, and the second large prize opening 35 is opened in the subsequent jackpot game.

[0132] In step S1507, the game control microcomputer 81 judges whether or not the game is suddenly shortened. If it is judged that the game is suddenly shortened (step S1507: YES), the game control microcomputer 81 turns on the sudden time-shortening flag (step S1508) and ends the winning judgment process.

[0133] [Special design confirmation process] FIG. 15 is a flowchart of the special symbol determination process (FIG. 12: step S1306).

[0134] 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 process proceeds to step S1840. 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 special symbol 1 big win flag is ON (step S1822).

[0135] 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.

[0136] After setting the opening pattern, if the time-saving flag is ON (step S1824: YES), the game control microcomputer 81 switches it to OFF (step S1825). This results in a non-time-saving state during execution of the type 1 jackpot game. After that, in order to start the type 1 jackpot game, an opening command for the type 1 jackpot game is set (step S1826), and the opening of the jackpot game is started. After that, the special operation status is set to "4" (step S1827), and the process proceeds to step S1840. By setting the special operation status to "4", the process proceeds to special electric device processing (jackpot) (FIG. 18).

[0137] 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.

[0138] After the opening pattern is set, the game control microcomputer 81 switches the V opening / closing member operation flag to ON (step S1832). The V opening / closing member operation flag is a flag indicating that it is a period in which the V opening / closing member 71 is operated. When the V opening / closing member operation flag is ON, the V opening / closing member 71 is operated in a predetermined operation pattern. After that, in order to start the small win game, a small win opening command is set (step S1833), and the opening of the small win game is started. After that, the special chart 1 operation status is set to "5" (step S1835), and the process proceeds to step S1840. By setting the special chart 1 operation status to "5", the process proceeds to the special electric device processing (small win) (Figure 20).

[0139] In step S1830, if the small win flag is OFF (step S1830: NO), the game control microcomputer 81 judges whether the sudden time-saving flag is ON or not (step S1840). If the sudden time-saving flag is ON (step S1840: YES), the game control microcomputer 81 executes the time-saving state setting process (step S1841), sets the special operation status to 1 (step S1842), and proceeds to step S1840. The details of the time-saving state setting process will be described later. On the other hand, if the sudden time-saving flag is OFF (step S1840: NO), the game control microcomputer 81 skips step S1841, sets the special operation status to 1 (step S1842), and proceeds to step S1840.

[0140] In step S1840, the game control microcomputer 81 judges whether the time-saving flag is OFF or not. If it is OFF (step S1840: YES), the time-saving status is set to 1 (step S1841) and this process ends. If the time-saving flag is ON (step S1840: NO), step S1841 is skipped and this process ends.

[0141] [Game status management process] FIG. 16 is a flow chart of the game state management process (FIG. 15: step S1810). The game control microcomputer 81 first judges whether the time-saving flag is ON or not (step S1811). If the time-saving flag is OFF (step S1811: NO), that is, in the non-time-saving state, the process skips to step S1815. If the time-saving flag is ON (step S1811: YES), that is, in the time-saving state, the game control microcomputer 81 decrements the value of the time-saving counter by 1 (step S1812). The time-saving counter counts the number of times the special symbols have changed during the time-saving state (the sum of the number of times the first special symbols have changed and the number of times the second special symbols have changed).

[0142] The game control microcomputer 81 judges whether the value of the time-saving counter has become "0" as a result of step S1812 (step S1813). If the value of the time-saving counter is not "0" (step S1813: NO), the process skips to step S1815. If the value of the time-saving counter is "0" (step S1813: YES), the time-saving flag is switched to OFF (step S1814). This switches the game state from the time-saving state to the non-time-saving state.

[0143] In step S1815, the game control microcomputer 81 sets the game state designation command in the command set area 84a of the main RAM 84, and ends the game state management process. The game state designation command includes information about the currently set game state (whether or not it is in the time-saving state, the value of the time-saving counter, etc.).

[0144] [Special electric feature processing (jackpot)] FIG. 17 is a flow chart of the special electric device process 1 (FIG. 12: step S1308). The game control microcomputer 81 first judges whether the big win end flag is ON or not (step S2200). The "big win end flag" is a flag indicating that the opening of the first big winning device 31 based on the opening pattern has all ended in the currently executed big win game. If the big win end flag is ON (step S2200: YES), the process proceeds to step S2230. If the big win end flag is OFF (step S2200: NO), the game control microcomputer 81 judges whether the first big winning port 30 is open or not (step S2202). If it is open (step S2202: YES), the process proceeds to step S2210.

[0145] If the first large prize opening 30 is not open (step S2202: NO), the game control microcomputer 81 judges whether it is time (timing) to open the first large prize opening 30 (step S2203). The time (timing) to open the first large prize opening 30 includes, for example, when the opening time of the large prize game has passed and it is time to start opening in the first round game, and when the interval time (closing time) until the first large prize opening 30 that was temporarily closed after opening has passed and it is time to start opening again. If it is not time (timing) to open the first large prize opening 30 (step S2203: NO), the process proceeds to step S2220.

[0146] If it is time (timing) to open the first large prize opening 30 (step S2203: YES), the game control microcomputer 81 executes the large prize opening opening process (step S2207). In the large prize opening opening process, the game control microcomputer 81 opens the first large prize opening 30 according to an opening pattern corresponding to the winning type (large prize type or small prize type). After the large prize opening opening process, the game control microcomputer 81 sets a round designation command (step S2208). The round designation command includes information regarding the number of rounds of the special game (small prize game and large prize game) being executed, and the game control microcomputer 81 sets the round designation command in the command set area 84a of the main RAM 84. This makes it possible to notify the sub-control board 90 of the number of rounds of the special game. In this embodiment, the first large prize opening 30 is not opened multiple times during one round game. However, in another embodiment, when the first large prize opening 30 is opened multiple times during one round of play, the game control microcomputer 81 may determine whether the opening of the first large prize opening 30 is the first opening in one round or not, and set the round designation command only if it is the first opening. After setting the round designation command, this process ends.

[0147] In the above-mentioned step S2202, if the first large prize opening 30 is open (step S2202: YES), the game control microcomputer 81 judges whether or not the closing condition of the first large prize opening 30 is satisfied (step S2210). The closing condition here is that either the number of winnings in the first large prize opening 30 in the round game has reached a prescribed maximum number of winnings (e.g., 9 winnings per round) or the time to close the first large prize opening 30 has arrived (i.e., a predetermined opening time (e.g., 29.5 seconds) has elapsed since the first large prize opening 30 was opened) is satisfied. If the closing condition of the first large prize opening 30 is not satisfied (step S2210: NO), the game control microcomputer 81 ends the special electric device processing (big win). On the other hand, if the condition for closing the first large prize opening 30 is met (step S2210: YES), the game control microcomputer 81 closes (blocks) the first large prize opening 30 (step S2211) and ends the special electric device processing (large win).

[0148] In the above-mentioned step S2203, if it is not the time (timing) to open the first large prize opening 30, the game control microcomputer 81 judges whether the round play has ended (step S2220). Here, one round ends after a predetermined time (for example, 2 seconds) has elapsed since the first large prize opening 30 was closed. As described above, this is because the time (interval time) for closing the first large prize opening 30 between round games is included in the open round game before the closing. The game control microcomputer 81 judges whether the round play has ended depending on whether a predetermined interval time has elapsed since the first large prize opening 30 was closed. If the round play has not ended (step S2220: NO), the game control microcomputer 81 ends the special electric device processing (jackpot).

[0149] 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.

[0150] In the above-mentioned step S2200, if the big win end flag is ON (step S2200: YES), the control microcomputer 81 judges whether the ending time of the big win has elapsed (step S2230). If the ending time has not elapsed (step S2230: NO), the game control microcomputer 81 ends the special electric device processing (big win). On the other hand, if the ending time has elapsed (step S2230: YES), the game control microcomputer 81 turns off the big win end flag (step S2231) and turns off the big win flag (step S2232). Next, the game control microcomputer 81 sets the special operation status to "1" (step S2233), executes the game state setting process (step S2234) described later, and ends this process. The game state setting process (FIG. 19) is a process for setting the game state (time-saving state) after a big win, and for setting the time-saving counter to 100 as the initial value (time-saving count) regardless of the type of win.

[0151] [Game status setting process] Fig. 18 is a flow chart of the game status setting process (Fig. 18: step S2234). The game control microcomputer 81 turns on the time-saving flag (step S2301), sets the time-saving counter to 100 (step S2302), sets a game status designation command (step S2303), and ends the game status setting process. The game status designation command includes information about the currently set game status (such as the value of the time-saving counter).

[0152] [Special electric feature processing (small win)] FIG. 19 is a flowchart of the special electric role processing (small win) (FIG. 12: step S1309).

[0153] The game control microcomputer 81 judges whether the closing condition of the first large prize opening 30 is satisfied (step S1601). The closing condition is satisfied when either a specified number (9 balls) of game balls enter the game opening or the opening time (for example, 1.5 seconds (5 x 0.3 seconds)) has elapsed. If it is judged that the closing condition of the first large prize opening 30 is satisfied (step S1601: YES), the first large prize opening 30 is closed (step S1602) and the process proceeds to step S1604. On the other hand, if it is judged that the closing condition of the first large prize opening 30 is not satisfied (step S1601: NO), the first large prize opening 30 is opened (step S1603) and the process proceeds to step S1605. Note that if the first large prize opening 30 is already open, it is kept open.

[0154] In step S1604, the game control microcomputer 81 judges whether or not game balls have been discharged from the first large prize winning device 31. This judgement is to judge whether or not all game balls judged to have won by the first large prize winning opening sensor 30a have been discharged. This process is a process to judge whether or not all game balls that have won in the first large prize winning opening 30 have been discharged from the first large prize winning device 31 based on a signal from the first large prize winning device discharge sensor 31a. If it is judged here that all game balls have been discharged (step S1604: YES), the process proceeds to step S1605. On the other hand, while there are game balls that have not been discharged (step S1604: NO), the special electric device process (small win) is terminated without executing the subsequent process.

[0155] In step S1605, the game control microcomputer 81 judges whether the game ball has passed through the V region 39. This judgment is made by whether the V flag in the flag set region 84b of the main RAM 84 is ON. If it is judged that the game ball has passed through the V region (step S1605: YES), a V passing command and a big win opening command are set, the special operation status is set to "4" (step S1606), and the special electric device processing (small win) is terminated. On the other hand, if it is judged that the game ball has not passed through the V region (step S1605: NO), the operation status is set to "1" (step S1608), and the special electric device processing (small win) is terminated.

[0156] 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 20 to 24. 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.

[0157] [Sub-control main processing] 20 is a flow chart showing the sub-control main processing. When the power supply of the gaming machine 1 is turned on, the performance control microcomputer 91 reads out a program for executing the sub-control main processing from the sub ROM 93. In the sub-control main processing, the performance control microcomputer 91 first performs an initialization processing (step S4000). In the initialization processing, for example, the sub CPU 92 is set, and various flags, statuses, counters, etc. are reset. The initial value of the flag is "0" or "OFF", the initial value of the status is "1", and the initial value of the counter is "0". Note that the initialization processing is executed only once after the power supply is turned on, and is not executed thereafter.

[0158] 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.

[0159] 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.

[0160] [Sub-side timer interrupt processing] FIG. 21 is a flow chart of the sub-side timer interrupt process (FIG. 16: step S4004). The performance control microcomputer 91 first performs a received command analysis process (step S4100). The received command analysis process will be described later in detail. After the received command analysis process, the performance control microcomputer 91 performs a variable performance process (step S4110). The variable performance process will be described later. After the variable performance process, the performance control microcomputer 91 performs a switch process (step S4120). After the switch process, a launch control process is performed (step S4130). In the launch control process, the game state stored in the main RAM 84 and the operation performed on the launch operation unit 112 are referenced, and a process for suppressing the launch of game balls that may lead to an illegal game is executed. The launch control process will be described later in detail. After the launch control process, the performance control microcomputer 91 performs a command transmission process (step S4140). In the command transmission process, the performance control microcomputer 91 transmits various commands set in the performance command set area 94b (output buffer) of the sub-RAM 94 in the received command analysis process and the like to the image control board 100, the audio control board 106, the lamp control board 107, and the relay board 108. The image control board 100, which has received various commands, executes a display performance according to the received command using the image display device 7. The audio control board 106, which has received various commands, executes an audio performance of outputting audio from the speaker 67 according to the received command. The lamp control board 107, which has received various commands, executes a lamp performance of controlling the light emission of the board lamp 5 and the frame lamp 66 according to the received command. After the command transmission process, the performance control microcomputer 91 performs other processes (step S4150) and ends this process. In other processes, random number update processes and the like are performed.

[0161] [Received command analysis process] Fig. 22 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 it 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 it has not been received (step S4180: NO), the above-mentioned look-ahead performance determination process is skipped.

[0162] 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.

[0163] 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.

[0164] 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.

[0165] Next, the performance control microcomputer 91 judges whether or not a win-related command has been received from the main control board 80 (step S4260). The win-related commands include a big win opening command, a round designation command, an ending command, a small win opening command, a round designation command, and an ending command. If a win-related command has been received (step S4260: YES), a win-related performance pattern determination process corresponding to each command is performed (step S4270). For example, if a big win opening command has been received, a performance pattern of an opening performance preset in accordance with the big win type is selected, and an opening performance start command for starting the selected opening performance is set in the performance command set area 94b of the sub-RAM 94. When the opening performance start command set in the performance command set area 94b is transmitted to the image control board 100 in the command transmission process (step S4130 in FIG. 22), the image control board 100 reads out a predetermined opening performance image and displays it on the display screen 7a of the image display device 7. The same applies to other commands. On the other hand, if not received (step S4260: NO), the process skips step S4270.

[0166] Next, the performance control microcomputer 91 determines whether or not a differential performance command has been received (step S4270). If a differential performance command has been received (step S4270: YES), the performance control microcomputer 91 executes a differential performance execution process (step S4280) and proceeds to step S4290. On the other hand, if a differential performance command has not been received (step S4270: NO), step S4280 is skipped and the process proceeds to step S4290. Next, the performance control microcomputer 91 executes other processes (step S4290) and ends the received command analysis process.

[0167] [Variable performance start processing] FIG. 23 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.

[0168] 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.

[0169] 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.

[0170] 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.

[0171] 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.

[0172] [Launch control processing] FIG. 24 is a flowchart of the launch control process (FIG. 21: step S4130). As described above, the launch control process refers to the game state stored in the main RAM 84 and the operation performed on the launch operation unit 112, and performs a process to suppress the launch of game balls that may lead to an illegal game. In the launch control process, the performance control microcomputer 91 first determines whether the launch stop flag is ON or not (step S4501). If the launch stop flag is ON (step S4501: YES), the process proceeds to step S4507. On the other hand, if the launch stop flag is OFF (step S4501: NO), the performance control microcomputer 91 determines whether the time-saving flag is ON or not (step S4502). This determination is made by determining whether the time-saving flag is ON or not in the flag set area 84b of the main RAM 84. When the time-saving flag is ON (step S4502: YES), the performance control microcomputer 91 ends the firing control process. On the other hand, when the time-saving flag is OFF (step S4502: NO), the performance control microcomputer 91 judges whether the right-hit button 117 is ON or not (step S4503). When the right-hit button 117 is ON (step S4503: YES), the process proceeds to step S4505. On the other hand, when the right-hit button 117 is OFF (step S4503: NO), it judges whether the firing volume is 7 or more. The state where the firing volume is 7 will be described later. When the firing volume is less than 7 (step S4504: NO), the performance control microcomputer 91 ends the firing control process. On the other hand, when the firing volume is 7 or more (step S4504: YES), the process proceeds to step S4505.

[0173] In step S4505, the microcomputer 91 for controlling the performance turns on the launch stop flag. After that, the microcomputer 91 performs a forced launch stop process (step S4506). In the forced launch stop process, a command to stop the drive of the launch motor 113, as well as a command to perform a performance to inform the player that the launch has been stopped, are set.

[0174] In step S4507, the performance control microcomputer 91 judges whether the right hit button 117 is OFF or not. If the right hit button 117 is ON (step S4507: NO), the performance control microcomputer 91 ends the firing control process. On the other hand, if the right hit button 117 is OFF (step S4507: YES), the performance control microcomputer 91 judges whether the firing volume is less than 7 or not (step S4508). If the firing volume is 7 or more (step S4508: NO), the performance control microcomputer 91 ends the firing control process. On the other hand, if the firing volume is less than 7 (step S4508: YES), the performance control microcomputer 91 turns off the firing stop flag (step S4509), performs firing restart processing (step S4510), and ends the firing control process. In the firing restart process, a command to start driving the firing motor 113, as well as a command to perform a presentation to inform the player that firing has resumed, are set.

[0175] 9. Operation of the launch operation unit 112 and launch of game balls in this embodiment The operation of the launch operation unit 112 and the launch of game balls in this embodiment will be described below. First, the operation of the launch operation unit 112 will be described with reference to Fig. 25. Second, the relationship between the game state and the launch of game balls will be described.

[0176] [Operation of launch control unit 112] Fig. 25 is a diagram for explaining the operation of the firing operation unit 112. Fig. 25(A) is an enlarged view of the firing operation unit 112. Fig. 25(B) is a diagram for explaining the relationship between the rotation angle of the handle 60 and the firing volume. Fig. 25(C) is a diagram for explaining the state of the firing operation unit 112 when shot with the left hand. Fig. 25(D) is a diagram for explaining the state of the firing operation unit 112 when shot with the right hand.

[0177] First, the parts of the launch operation unit 112 that can be seen from the outside will be described with reference to Figure 25(A). This figure is an enlarged view of the lower right part of the gaming machine 1 shown in Figure 1. The handle 60 is provided with a launch stop button 115. In addition, a right hit button 117 is provided near the handle 60.

[0178] Next, the relationship between the rotation angle of the handle 60 and the firing volume will be described with reference to FIG. 25(B). The reference line LC is used as the reference for the rotation angle of the handle 60, and the line that overlaps with the reference line LC of the handle 60 when the handle 60 is not rotated at all (not operated) is the initial position line LS, and the line that overlaps with the reference line LC of the handle 60 when the handle 60 is operated to the maximum angle is the maximum position line LM. The angle between the initial position line LS and the maximum position line LM is divided into approximately eight equal parts, and the firing volume is set to be "1" to "9" from the range close to the initial position line LS. In addition, the state where the firing volume is "0" is the state where the reference line LC overlaps with the initial position line LS, that is, the state where the handle 60 is not rotated at all. Furthermore, the state where the firing volume is "10" is the state where the reference line LC overlaps with the maximum position line LM, that is, the state where the handle 60 is rotated to the maximum.

[0179] When the launch volume is "7" or more, almost all game balls are launched with an intensity that reaches the right game area 3B. In other words, when the launch volume is "7" or more, a right-handed shot is performed. When the launch volume is less than "7", almost all game balls are launched with an intensity that reaches the left game area 3A. In other words, when the launch volume is less than "7", a left-handed shot is performed. The line that overlaps with the reference line LC of the handle 60 when the launch volume is "7" is defined as the right-handed shot reference line LB7, and the angle between the initial position line LS and the right-handed shot reference line LB7 is defined as the right-handed shot reference angle K7.

[0180] From the above, the state of the firing operation unit 112 when a left hit is being performed is as shown in Figure 25 (C), where the angle by which the handle 60 is rotated is greater than 0 degrees and less than the right hit reference angle K7 (range RM in Figure 25 (C)), and the right hit button 117 is OFF.

[0181] In addition, the state of the firing operation unit 112 when a right hit is performed is as shown in the left diagram of Figure 25(D), where the angle by which the handle 60 is rotated is greater than 0 degrees and less than the right hit reference angle K7 (range RH of Figure 25(D)) and the right hit button 117 is OFF, or as shown in the right diagram of Figure 25(D), where the angle by which the handle 60 is rotated is greater than 0 degrees and the right hit button 117 is ON.

[0182] [Relationship between game state and ball launch] Fig. 26 is a diagram for explaining the relationship between the game state and the launch of the game ball. In this diagram, the process executed by the performance control microcomputer 91 in the launch control process (Fig. 24) is compared with the state of the launch operation unit 112 shown in Fig. 25.

[0183] When the game state is not in the time-saving state, if the state of the firing operation unit 112 is such that the firing volume is less than 7 and the right-hand shot button 117 is OFF, that is, an operation to perform a left-hand shot is being performed, the game ball is shot to the left.

[0184] When the game state is not in the time-saving state, if the state of the launch operation unit 112 is such that the launch volume is less than 7 and the right hit button 117 is ON, or the launch volume is 7 or more and the right hit button 117 is OFF, that is, if an operation to perform a right hit is being performed, the game ball will not be launched.

[0185] When the game state is in the time-saving state, if the state of the firing operation unit 112 is such that the firing volume is less than 7 and the right-hand shot button 117 is OFF, that is, an operation to perform a left-hand shot is being performed, the game ball is shot to the left.

[0186] When the game state is in the time-saving state, if the state of the firing operation unit 112 is such that the firing volume is less than 7 and the right-hit button 117 is ON, or the firing volume is 7 or more and the right-hit button 117 is OFF, that is, if an operation to perform a right-hit is being performed, the game ball is shot to the right.

[0187] As described above, in the gaming machine 1 of this embodiment, when the gaming state is in a non-time-saving state in which left-handed play is recommended, if an operation to play right-handed is performed, the gaming ball is not shot. This configuration makes it possible to prevent illegal play.

[0188] 10. Example of the performance of this embodiment Examples of effects in this embodiment will be described below. In particular, examples of displays when ball launch is forcibly stopped and when ball launch is resumed will be described.

[0189] [Display example 1 when launch is forcibly stopped and restarted] 27(A)-(C) are diagrams for explaining display example 1 when launch is forcibly stopped and when it is restarted. In the gaming machine 1 of this embodiment, when the gaming state is a non-time-saving state in which left-handed shots are recommended, if an operation to shoot to the right is performed, the gaming ball is not launched. Display example 1 when launch is forcibly stopped and when it is restarted is a display example when the handle 60 is operated so that the launch volume is 7 or more.

[0190] First, as shown in FIG. 27(A), a change performance is being performed. The change performance is a performance in which the performance symbols 8L, 8C, and 8R change on the display screen 7a. Here, the performance symbols 8L, 8C, and 8R change at high speed. Here, the game state at this time is a non-time-saving state, and an operation to shoot to the left is performed on the firing operation unit 112. After this, the explanation will continue assuming that the handle 60 is operated so that the firing volume is 7 or more.

[0191] Next, as shown in FIG. 27(B), when the time-saving state is not in effect, the launch operation unit 112 is operated to shoot to the right, so that the launch of the game ball is forcibly stopped and a message image HM saying "The launch of the game ball has been stopped. Please shoot to the left" is displayed. The variation performance continues, and here, the decorative pattern representing "6" is temporarily stopped and displayed in the left decorative pattern 8L, and the central decorative pattern 8C and the right decorative pattern 8R continue to display high-speed variation. After this, the explanation will be continued assuming that the handle 60 is operated so that the launch volume is less than 7.

[0192] Next, as shown in FIG. 27(C), when the time-saving state is not in effect, the operation of shooting to the left is resumed in the shooting operation unit 112, and the shooting of the game ball is resumed, and a message image HR saying "The shooting of the game ball will be resumed" is displayed. Note that the variable performance continues, and here, the decorative pattern representing "6" is temporarily stopped and displayed in the left decorative pattern 8L and the right decorative pattern 8R, and the high-speed variable display continues in the center decorative pattern 8C. The above is display example 1 when the shooting is forcibly stopped and resumed.

[0193] [Display example 2 when launch is forcibly stopped and restarted] 27(D)-(F) are diagrams for explaining display example 2 when shot is forcibly stopped and when it is restarted. In the gaming machine 1 of this embodiment, when the gaming state is a non-time-saving state in which left shot is recommended, if an operation to shoot to the right is performed, the gaming ball is not shot. Display example 2 when shot is forcibly stopped and when it is restarted is a display example when the right shot button 117 is operated to ON.

[0194] First, as shown in FIG. 27(D), a change performance is being performed. The change performance is a performance in which the performance symbols 8L, 8C, and 8R change on the display screen 7a. Here, the performance symbols 8L, 8C, and 8R change at high speed. Here, the game state at this time is a non-time-saving state, and an operation to perform a left shot is performed on the firing operation unit 112. After this, the explanation will be continued assuming that the right shot button 117 is operated to ON.

[0195] Next, as shown in FIG. 27(E), when the time-saving state is not in effect, the right-hit operation is performed on the shooting operation unit 112, so that the shooting of the game ball is forcibly stopped and a message image BO is displayed saying "The shooting of the game ball has been stopped. Please turn off the right-hit button." The variation performance continues, and here, the decorative pattern representing "6" is temporarily stopped and displayed on the left decorative pattern 8L, and the central decorative pattern 8C and the right decorative pattern 8R continue to be displayed at high speed. After this, the explanation will be continued assuming that the right-hit button 117 is turned off.

[0196] Next, as shown in FIG. 27(F), when the time-saving state is not in effect, the operation of shooting to the left is resumed in the shooting operation unit 112, and the shooting of the game ball is resumed, and a message image HR saying "The shooting of the game ball will be resumed" is displayed. Note that the variable performance continues, and here, the decorative pattern representing "6" is temporarily stopped and displayed in the left decorative pattern 8L and the right decorative pattern 8R, and the high-speed variable display continues in the center decorative pattern 8C. The above is display example 2 when the shooting is forcibly stopped and resumed.

[0197] By displaying displays such as display examples 1 and 2 when the above-mentioned launch is forcibly stopped and when it is resumed, the player can understand that an operation is being performed to launch a game ball that could lead to fraudulent play, and the probability that the recommended play will be performed increases, i.e., the probability that the player will be able to enjoy the game to the fullest increases, making it possible to increase the player's interest in the game.

[0198] 11. Examples of Effects, Modifications, and Aspects of the Present Embodiment [Example of effect] The following are examples of the effects of this embodiment. [Effect 1] The gaming machine 1 of this embodiment includes a launching operation unit 112 including a launching stop button 115 and a right hit button 117 that can be pressed, and also includes a launching motor 113 and a launching volume 116 for launching game balls, and is configured so that when the launching stop button 115 is pressed, the game balls are not launched. Also, when the right hit button 117 is operated to be ON in a non-time-saving state, the game balls are not launched. According to this configuration, the player can launch game balls at any timing by operating the launching stop button 115, and the launching of game balls that may lead to illegal play can be stopped by turning the right hit button 117 ON in a non-time-saving state, so that the player is more likely to play a recommended game, and the interest of the game can be improved. The shooting stop button 115 and the right hit button 117 correspond to the "operation means", and the launching operation unit 112 corresponds to the "launching means". Also, as described in the following modified example 1, in the case where the right-fire button 117 is not provided, the handle 60 and the firing stop button 115 correspond to the "operating means."

[0199] [Effect 2] In the gaming machine 1 of this embodiment, when the right hit button 117 is operated to be ON in the time-saving state, the gaming ball can be shot to the right gaming area 3B regardless of the angle to which the handle 60 is rotated. Therefore, when the right hit button 117 is operated to be ON in the non-time-saving state in which shooting of the gaming ball to the left gaming area 3A is recommended, the shooting of the gaming ball is stopped. With this configuration, the shooting of the gaming ball that may lead to an illegal game can be stopped, so that the possibility that the player will play the recommended game increases, and the interest of the game can be improved. The time-saving state corresponds to the "specific condition", and the right gaming area 3B corresponds to the "predetermined area".

[0200] [Effect 3] The gaming machine 1 of this embodiment is equipped with a gaming control microcomputer 81 that can set the gaming state to either a time-saving state or a non-time-saving state. In the non-time-saving state, when the right-hit button 117 is operated to be ON, the launch of gaming balls is stopped, and in the time-saving state, when the right-hit button 117 is operated to be ON, the launch of gaming balls is started. With this configuration, the launch of gaming balls that may lead to fraudulent play can be stopped, so that the player is more likely to play the recommended game, and the interest of the game can be improved. The gaming control microcomputer 81 corresponds to a "game state setting means", the non-time-saving state corresponds to a "first gaming state", and the time-saving state corresponds to a "second gaming state".

[0201] [Variations] A modified example of this embodiment is shown. [Variation 1] In this embodiment, the configuration is provided with a right-hit button 117 that, when turned ON, hits the ball to the right regardless of the amount of operation of the handle 60. In contrast, the configuration may be such that the right-hit button 117 is not provided and the launch strength of the game ball is adjusted only by the operation of the handle 60. In this case, in a non-time-saving state in which left-hitting is recommended, if the amount of operation of the handle 60 is the amount of operation that hits the ball to the right, the launch of the game ball is stopped.

[0202] [Variation 2] The gaming machine 1 of this embodiment is configured such that no probability variation is performed, and a non-time-saving state and a time-saving state are set as the gaming state. In contrast, the gaming machine 1 may be a probability-changing machine. In this case, for example, in the probability-changing time-saving state and the non-probability-changing time-saving state, when an operation of hitting to the right is performed in the shooting operation unit 112, a gaming ball is shot, and in the probability-changing non-time-saving state (latent probability-changing state) and the non-probability-changing non-time-saving state (normal state), when an operation of hitting to the right is performed in the shooting operation unit 112, the shooting of the gaming ball is stopped.

[0203] [Variation 3] In this embodiment, the configuration includes a handle 60 and a right hit button 117 as operating means for launching the game ball. In contrast, for example, a configuration may be provided with a left hit button and a right hit button, and no operating means such as a handle for linearly changing the launch strength of the game ball may be provided.

[0204] [Variation 4] In this embodiment, when the game state is one in which left hitting is recommended, if an operation to hit right is performed, the game ball is not shot. In addition to this, or instead, when the game state is one in which right hitting is recommended, if an operation to hit left is performed, the game ball may not be shot. In this case, for example, on the display screen 7a, etc., a performance is performed as if the game state is not in a time-saving state, but by notifying the fact that the game ball is not shot and this fact, a performance may be performed that suggests that the game state has been switched to one in which right hitting is recommended, such as a time-saving state.

[0205] [Example of the situation] In the gaming machine of this embodiment, the following aspects can be realized. [Aspect 1] An operation means capable of performing a specific operation; A gaming machine including a launching means for launching a gaming ball, The launching means does not launch the game ball to a predetermined area when the specific operation is performed by the operating means. A gaming machine characterized by:

[0206] [Aspect 2] 2. The gaming machine according to claim 1, the launching means launches a game ball to the predetermined area when the specific operation is performed by the operating means while a specific condition is satisfied; A gaming machine characterized by:

[0207] [Aspect 3] The gaming machine according to aspect 1, further comprising: a game state setting means for setting a game state to one of a plurality of game states including a first game state and a second game state; The launching means includes: When the gaming machine is in the first gaming state, if the specific operation is performed on the operation means, the gaming ball is not shot toward the predetermined area, launching a gaming ball into the predetermined area when the specific operation is performed on the operation means while the gaming machine is in the second gaming state; A gaming machine characterized by:

[0208] [Other variations] The various display effects described above may not include some of the effects, or may include effects other than those described above.

[0209] The gaming machine 1 of the above embodiment has been described as a pachinko gaming machine, but is not limited to this. For example, instead of a pachinko gaming machine, the present invention may be applied to a reel-type gaming machine such as a slot machine, an arrange ball gaming machine, or a mahjong ball gaming machine. When the gaming machine 1 is a slot machine, the gaming medium may be changed from a gaming ball to a gaming medal.

[0210] The gaming machine 1 of the above embodiment is a gaming machine equipped with a payout device for paying out balls, but is not limited to this. For example, instead of the gaming machine 1, the present invention may be applied to a gaming machine that does not have a payout device, such as a so-called enclosed gaming machine.

[0211] In addition, two or more of the above-mentioned multiple performance examples and / or modified examples may be combined. Furthermore, the gaming machine 1 may be provided with a sub-display device in addition to the image display device 7. In this case, the above-mentioned display performance may be executed on the sub-display device.

[0212] 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]

[0213] 1. Gaming machine 3. Gaming area 7...Image display device 7a…Display screen 60…Handle 81...Game control microcomputer 91...Performance control microcomputer 112…Launch control unit 113...Launch motor 115…Fire stop button 116…Fire volume 117…Right hit button

Claims

1. Operating means capable of performing specific operations, A gaming machine comprising a launching means for launching game balls, The launching means does not launch game balls into a predetermined area when the specific operation is performed by the operating means. A gaming machine characterized by the following features.

2. A gaming machine according to claim 1, The launching means launches a game ball into the predetermined area when certain conditions are met and the specific operation is performed in the operating means. A gaming machine characterized by the following features.