Game machine

By introducing configurations of reward judgment, game value granting, game stop status control and performance control in the game console, the problem of users' difficulty in understanding how to start the game media is solved, and the user experience is improved.

JP2025060103AInactive Publication Date: 2025-04-10KYORAKU IND CO LTD
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Patent Information

Application Number
JP2023170626
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-29
Publication Date
2025-04-10
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

When traditional gaming consoles decide whether to play special games, users have difficulty understanding how to start the game medium.

Method used

A gaming console configuration is adopted that includes reward judgment, game value award, game stop status control and performance control. This configuration helps the user understand and perform the steps to start the game media through specific mechanical and electronic components, including a start button, a display screen and a lighting system.

Benefits of technology

Make it easier for users to understand and perform steps to start the game media, improving the user experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025060103000001_ABST
    Figure 2025060103000001_ABST
Patent Text Reader

Abstract

To provide a game machine in which a shooting method of game media is easy to understand.SOLUTION: A game machine 1 can execute a character display of "Rightward shooting", voice output of "Shoot rightward", and the like as a performance for notifying a player of rightward shooting of game balls. The game machine 1 allows a difference number counter to count numbers from the number of game media shot from a player after power of the game machine 1 turned on, and the number of game media put out after power of the game machine 1 is turned on. When a value of the difference number counter reaches a threshold during a small win game or during a big win game, shooting-stop control is performed after completion of the big win game. The performance is not executed after execution of the shooting-stop control.SELECTED DRAWING: Figure 56
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Description

[Technical field]

[0001] The present invention relates to a gaming machine that determines whether or not to execute a special game and executes an effect based on the result of the determination. [Background technology]

[0002] In conventional gaming machines, when it is determined whether or not to execute a special game, the special symbol is displayed variably on the special symbol display device, and then the special symbol is displayed stationary in a manner showing the result of the determination. In the gaming machine described in Patent Document 1, in a predetermined image display device, decorative symbols are displayed variably in association with the start of the display of the variably special symbols, and as the special symbols are displayed stationary, decorative symbols are displayed stationary in a manner showing the result of the determination. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2014-183903 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, since conventional gaming machines are provided with multiple winning slots, it may be difficult to understand how to shoot out gaming media.

[0005] Therefore, an object of the present invention is to provide a gaming machine in which the method of shooting out gaming media is easy to understand. [Means for solving the problem]

[0006] In order to solve the above problems, the present invention employs the following configuration. The gaming machine of the present invention comprises a winning determination means for determining whether a gaming medium has won in a predetermined area including a starting area, an awarding control means for awarding a gaming value based on the winning of a gaming medium in the predetermined area, a calculation means for calculating a calculated information value based on the number of gaming media used in a game and the gaming value awarded by the awarding control means, a gaming stop state control means for controlling a gaming function to a gaming stop state in response to the calculated information value reaching a threshold value, and a presentation control means for controlling presentation, wherein when the calculated information value reaches a threshold value during the execution of a special game advantageous to a player, the gaming stop state control means controls the gaming function to the gaming stop state after the special game ends, and the presentation control means is capable of executing an instruction notification for notifying a player of a method for shooting out gaming media, and a game stop suggestion notification based on the calculated information value reaching the threshold value during the execution of the special game, and does not execute the instruction notification after executing the game stop suggestion notification. Effect of the Invention

[0007] According to this invention, it is possible to make the method of shooting out game media easier to understand. [Brief description of the drawings]

[0008] [Figure 1] Schematic front view of the gaming machine 1 [Diagram 2] FIG. 13 is an explanatory diagram for explaining an example of a performance button 26. [Diagram 3] An enlarged view of the display 4 in FIG. 1. [Figure 4] A block diagram showing an example of the configuration of a control device provided in the gaming machine 1. [Diagram 5] A block diagram showing an example of the configuration of the main RAM 100c and various information stored in the main RAM 100c. [Figure 6] FIG. 13 is an explanatory diagram for explaining an example of a result of a special pattern determination. [Figure 7] FIG. 13 is an explanatory diagram for explaining a transition of a game state; [Figure 8]An explanatory diagram for explaining the time-saving end conditions for the big win symbol and the small win symbol, which are set based on the game state at the time of the stop display and the winning result, when the time-saving state (or the micro-time-saving state) immediately after the big win game ends. [Figure 9] An explanatory diagram for explaining the time-saving end conditions for the end of the time-saving state (or the micro-time-saving state) set based on the game state at the time of the stop display and the winning result for a losing symbol. [Figure 10] An explanatory diagram for explaining the timing of subtracting the number of times that the probability of determining that the second starting hole 12 is opened in the normal pattern determination is in the time-saving state. [Figure 11] An explanatory diagram for explaining the deduction of the remaining number of time-saving times of normal patterns when the normal pattern starts to change and the normal pattern is in a low-probability non-time-saving state. [Figure 12] FIG. 13 is an explanatory diagram for explaining the conditions under which the aim effect that encourages the player to shoot the game ball aimed at the first starting hole 11 can be executed. [Figure 13] FIG. 11 is an explanatory diagram for explaining an example of a performance mode when a target performance is executed in the case of transitioning from a low-probability time-saving state to a low-probability non-time-saving state; [Figure 14] An explanatory diagram for explaining one of the modified examples of the performance mode when the target performance is executed in the case where the probability of determining that the second starting hole 12 is long-opened in the normal pattern determination is 1 / 76 and the state is shifted from the low probability time-saving state to the low probability non-time-saving state. [Figure 15] FIG. 11 is an explanatory diagram for explaining one of the modified examples of the performance mode when the target performance is executed in the case of transitioning from a low-probability time-saving state to a low-probability non-time-saving state. [Figure 16] FIG. 13(E) is an explanatory diagram for explaining an example of a presentation mode when a rematch challenge is executed following the aim presentation of FIG. [Figure 17] FIG. 16(C) is an explanatory diagram for explaining an example of a presentation mode following the mode selection screen of FIG. [Figure 18] FIG. 16(D) is an explanatory diagram for explaining an example of a presentation mode following the mode selection screen of FIG. [Figure 19]An explanatory diagram for explaining an example of a performance mode when the target performance is executed in a case where the probability of determining that the second starting hole 12 is opened in a normal pattern determination is 1 / 350 and the game transitions from a low probability time-saving state to a low probability non-time-saving state. [Figure 20] FIG. 11 is an explanatory diagram for explaining the state when the gaming machine 1 is turned from the power "OFF" state to the power "ON" state while the target performance is being executed. [Figure 21] An explanatory diagram for explaining the state when the game transitions to the weak state immediately after the end of the big win game, and when there are two valid winnings in the second starting port 12, the winning result of the first valid winning is a miss and the winning result of the second valid winning is a miss. [Figure 22] FIG. 1 is an explanatory diagram for explaining an example of a performance executed in the gaming machine 1. [Diagram 23] An explanatory diagram for explaining the state when the game transitions to a weak state immediately after the end of a big win game, the long open pattern is stopped and displayed as a result of the final change in the normal pattern, and there are two valid winnings in the second starting port 12, the winning result of the first valid winning is a miss and the winning result of the second valid winning is a miss. [Figure 24] An explanatory diagram for explaining the state when the game transitions to a weak state immediately after the end of a jackpot game, a valid winning result that results in a jackpot during the display of the final fluctuation of the normal pattern is in the first start port 11, and a long opening pattern is stopped and displayed as a result of the final fluctuation of the normal pattern, but the game ball does not enter the second start port 12. [Diagram 25] FIG. 1 is an explanatory diagram for explaining an example of a performance executed in the gaming machine 1. [Figure 26] An explanatory diagram for explaining the state when the game transitions to a weak state immediately after the end of the jackpot game, the valid winning result of the winning / losing result is a jackpot in the first starting port 11 during the display of the final fluctuation of the normal pattern, the long opening pattern is stopped and displayed as a result of the final fluctuation of the normal pattern, and the valid winning result of the winning / losing result is a jackpot in the second starting port 12 [Figure 27]An explanatory diagram for explaining the state when the game transitions to a weak state immediately after the end of a big win game, and even though the long opening pattern is stopped and displayed as a result of the final fluctuation of the normal pattern, the game ball does not enter the second start hole 12, and during that time, the game ball does not enter the first start hole 11 either. [Figure 28] An explanatory diagram for explaining the state when the game transitions to the weak state immediately after the end of the big win game, and when there are two valid wins in the second starting port 12, the result of the first valid win is a miss and the result of the second valid win is a small win. [Figure 29] An explanatory diagram for explaining the state when the game transitions to the weak state immediately after the end of the big win game, and when there are two valid wins in the second start port 12, the result of the first valid win is a small win and the result of the second valid win is a small win. [Diagram 30] An explanatory diagram for explaining the state when the game transitions to the weak state immediately after the end of the big win game, and when there are two valid wins in the second start port 12, the result of the first valid win is a small win and the result of the second valid win is a miss. [Diagram 31] An explanatory diagram for explaining the state when the game transitions to a strong state immediately after the end of the jackpot game related to the jackpot pattern OB-OD, and there are two valid winnings in the second starting port 12, the result of the first valid winning is a miss, and the result of the second valid winning is a miss. [Diagram 32] An explanatory diagram for explaining the state when the game transitions to a strong state immediately after the end of the jackpot game, the long open pattern is stopped and displayed as a result of the final change in the normal pattern, and there are two valid winnings in the second starting port 12, the result of the first valid winning is a miss and the result of the second valid winning is a miss. [Diagram 33]An explanatory diagram for explaining the state when the game moves to the strong state immediately after the end of the jackpot game, or when the game moves to the strong state as the losing symbol HA stops and displays in the non-time-saving state, and when the effective winning result is a jackpot during the display of the final fluctuation of the normal symbol, there is a valid winning in the first starting hole 11, and the long opening symbol stops and displays as a result of the final fluctuation of the normal symbol, but the game ball does not enter the second starting hole 12. [Diagram 34] FIG. 25 is an explanatory diagram for explaining a state in which the strong state is entered immediately after the end of the big win game, or the strong state is entered when the losing symbol HA is stopped and displayed in the non-time-saving state, and a valid winning result that results in a big win is in the first start port 11 during the display of the final fluctuation of the normal symbol, and a long opening symbol is stopped and displayed as a result of the final fluctuation of the normal symbol, and a valid winning result that results in a big win is in the second start port 12. FIG. 25 is an explanatory diagram for explaining an example of the performance executed in the gaming machine 1. [Diagram 35] An explanatory diagram for explaining the state when the game moves to the strong state immediately after the end of the big win game, or when the game moves to the strong state as the losing pattern HA is stopped and displayed in the non-time shortening state, and the game ball does not enter the second start hole 12 even though the long opening pattern is stopped and displayed as a result of the final fluctuation of the normal pattern, and during that time, the game ball does not enter the first start hole 11 either. [Diagram 36] An explanatory diagram for explaining the state when the game transitions to a strong state immediately after the end of a jackpot game related to the jackpot pattern OB-OD, and there are two valid winnings in the second starting port 12, the result of the first valid winning is a miss and the result of the second valid winning is a small win. [Figure 37] An explanatory diagram for explaining the state when the winning result of the first valid winning is a small win and the winning result of the second valid winning is a small win when the winning state transitions to a strong state immediately after the winning game related to the winning symbol OB-OD ends, or when the winning state transitions to a strong state as the losing symbol HA stops and is displayed in a non-time-saving state, and there are two valid winnings in the second starting port 12. [Figure 38]An explanatory diagram for explaining the state when the state transitions to a strong state immediately after the end of a jackpot game related to the jackpot pattern OB-OD, or when the state transitions to a strong state as the losing pattern HA is stopped and displayed in a non-time-saving state, and when there are two valid winnings in the second starting port 12, the winning result of the first valid winning is a small winning and the winning result of the second valid winning is a losing. [Figure 39] An explanatory diagram for explaining the state when the game transitions to a strong state immediately after the end of a big win game related to the big win symbol OF or the small win symbol K, and there are two valid wins in the second starting port 12, the result of the first valid win is a miss, and the result of the second valid win is a miss. [Diagram 40] An explanatory diagram for explaining the state when the game transitions to a strong state immediately after the end of a big win game related to the big win symbol OF or the small win symbol K, and there are two valid wins in the second starting port 12, the result of the first valid win is a miss and the result of the second valid win is a small win. [Diagram 41] An explanatory diagram for explaining the state when the game transitions to a strong state immediately after the end of a big win game related to the big win symbol OF or the small win symbol K, and there are two valid wins in the second starting port 12, the result of the first valid win is a small win and the result of the second valid win is a small win. [Diagram 42] An explanatory diagram for explaining the state when the game transitions to a strong state immediately after the end of a big win game related to the big win symbol OF or the small win symbol K, and there are two valid wins in the second starting port 12, the result of the first valid win is a small win and the result of the second valid win is a miss. [Diagram 43] An explanatory diagram for explaining the state when the next winning state is determined immediately after the end of the jackpot game related to the jackpot pattern OA (or the next winning state is determined immediately after the stop display of the losing pattern HC) and there are two valid winnings in the second starting port 12, the winning result of the first valid winning is a losing result and the winning result of the second valid winning is a losing result. [Diagram 44]An explanatory diagram for explaining the state when the next winning state is determined immediately after the end of the big win game related to the big win pattern OA (or the next winning state is determined immediately after the stop display of the losing pattern HC) and there are two valid winnings in the second starting port 12, the winning result of the first valid winning is a losing result and the winning result of the second valid winning is a small winning result. [Diagram 45] An explanatory diagram for explaining the state when the next winning state is determined immediately after the end of the big win game related to the big win pattern OA (or the next winning state is determined immediately after the stop display of the losing pattern HC) and there are two valid winnings in the second starting port 12, the winning result of the first valid winning is a small winning and the winning result of the second valid winning is a small winning. [Figure 46] An explanatory diagram for explaining the state when the next winning state is determined immediately after the end of the big win game related to the big win pattern OA (or the next winning state is determined immediately after the stop display of the losing pattern HC) and there are two valid winnings in the second starting port 12, the winning result of the first valid winning is a small winning and the winning result of the second valid winning is a losing. [Figure 47] FIG. 11 is an explanatory diagram for explaining information displayed on a performance display device 113. [Figure 48] FIG. 1 is an explanatory diagram for explaining a setting change mode, a setting confirmation mode, and a RAM clear mode. [Figure 49] FIG. 1 is an explanatory diagram for explaining an overview of the stop control in the gaming machine 1 of the present embodiment. [Figure 50] FIG. 13 is an explanatory diagram for explaining a state in which stop control is performed during the operation of the plate 17. [Figure 51] An explanatory diagram for explaining the calculation and display of the base value when the difference counter value reaches 95,000. [Figure 52] FIG. 1 is an explanatory diagram for explaining the operation advance notice display SY1. [Diagram 53] FIG. 13 is an explanatory diagram for explaining a modified example of the display mode of the operation advance notice display; [Figure 54] FIG. 1 is an explanatory diagram for explaining the arrival indication TH. [Figure 55]FIG. 13 is an explanatory diagram for explaining how to handle various reserves when a stop control is performed during a big win game. [Figure 56] FIG. 13 is an explanatory diagram for explaining a stop display. [Figure 57] An explanatory diagram for explaining how to handle various reserves when stop control is performed during the variable display of special patterns. [Figure 58] A flowchart showing an example of a main process executed in the game control board 100. [Figure 59] A flowchart showing an example of a timer interrupt process executed in the game control board 100. [Figure 60] Detailed flow chart of the switch process in step S2A of FIG. 59. [Figure 61] Detailed flowchart of the first start port switch processing in step S21 of FIG. [Figure 62] Detailed flowchart of the second start port switch processing in step S22 of FIG. [Figure 63] Detailed flowchart of special chart processing in step S3A of FIG. 59 [Figure 64] Detailed flow chart of the process during stop in step S319 of FIG. 63 [Figure 65] Detailed flow chart of the general map processing in step S4A of FIG. [Figure 66] Detailed flowchart of the big win determination process in step S308 of FIG. 63 [Figure 67] Detailed flow chart of the fluctuation pattern determination process in step S309 of FIG. 63 [Figure 68] Detailed flowchart of the small prize opening control process in step S5A of FIG. 59 [Figure 69] Detailed flow chart of the big prize opening control process in step S6A of FIG. 59 [Figure 70] A flowchart showing an example of a timer interrupt process executed in the performance control board 130. [Figure 71] Detailed flow chart of command reception processing in step S10 of FIG. 70 [Figure 72] Detailed flowchart of game status update processing in step S13 of FIG. [Figure 73] Detailed flow chart of fluctuation start command reception processing in step S14 of FIG. 71 [Figure 74] Detailed flow chart of customer waiting process in step S19 of FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] Hereinafter, a gaming machine 1 according to one embodiment of the present invention will be described with reference to the drawings as needed.

[0010] [Example of schematic configuration of gaming machine 1] First, a schematic configuration of the gaming machine 1 will be described with reference to Figures 1 to 5. Figure 1 is a schematic front view of the gaming machine 1. A sealed circulation type gaming machine 1, which is an example of a gaming machine, is installed in each gaming island (not shown) that is installed in a gaming facility.

[0011] The gaming machine 1 is filled with a gaming ball, which is an example of a gaming medium. As illustrated in FIG. 1, the gaming machine 1 includes a gaming board 2 on which a role-playing device related to winning and judgment is provided, and a frame member 3 for supporting and fixing the gaming board 2. The frame member 3 supports a transparent glass plate arranged parallel to the gaming board 2 at a predetermined interval, and the glass plate and the gaming board 2 form a gaming area 10 in which the gaming balls can flow down. The gaming machine 1 is configured so that when a player holds the handle 20 and rotates the lever 21 clockwise, the launching device 96 is driven to launch the gaming balls one by one into the gaming area 10, and the player can play a game. In the gaming machine 1, the balls are launched into the gaming area 10 with a hitting force according to the rotation angle of the handle 20. An inner rail and an outer rail facing the inner rail are arranged at the left end of the gaming area 10, and a passage for the gaming balls is formed between the inner rail and the outer rail. The passage leads the game balls launched by the launching device 96 to the top of the game area 10, allowing the game balls to flow down from the top of the game area 10. Game pegs, windmills, etc. (not shown) are provided in the game area 10, and the launched game balls change their direction of movement as they come into contact with the game pegs, windmills, etc., and fall along the game board 2. The launch of the game balls can be temporarily stopped by the player operating the stop button 22.

[0012] The frame member 3 is connected to the outer frame at one end (e.g., the left side) in the left-right direction via a hinge mechanism (not shown), and can rotate in a direction that opens the other end (e.g., the right side) in the left-right direction from the outer frame, with the hinge mechanism as a fulcrum. The inner part of the outer frame including the game board 2 can be opened by rotating the frame member 3 like a door, with the hinge mechanism part (not shown) as a fulcrum. The other end of the frame member 3 is provided with a lock mechanism (not shown) that fixes the other end of the frame member 3 to the outer frame. The fixation by the lock mechanism can be released with a dedicated key. The frame member 3 is provided with a door open detection sensor 59a that detects whether the frame member 3 is released from the outer frame (FIG. 4). When the door open detection sensor 59a is turned ON, the game machine 1 determines that the frame member 3 is released from the outer frame, and outputs a door open error.

[0013] When the player keeps the handle 20 rotated at a relatively small angle, the game ball is hit with a relatively weak hitting force and flows down the left side area of ​​the game area 10 as illustrated by the arrow 31. In the following description, hitting the game ball into the left side area of ​​the game area 10 is referred to as a "left hit."

[0014] When the player maintains the state in which the handle 20 is rotated at a relatively large rotation angle, the game ball is hit with a relatively strong hitting force and flows down the right side area of ​​the game area 10 as illustrated by the arrow 32. In the following description, hitting the game ball into the right side area of ​​the game area 10 is referred to as a "right hit."

[0015] A first start hole 11 and two general winning holes 14 are provided on the flow path (passage path) of the game balls flowing down the left area of ​​the game area 10 as accessories related to winning and judgment. A second start hole 12, a big winning hole 13, a general winning hole 14, a plate 17, and a small winning hole 19 are provided on the flow path (passage path) of the game balls flowing down the right area of ​​the game area 10 as accessories related to winning and judgment. If the player hits from the left, the game ball will not win in the second start hole 12, and if the player hits from the right, the game ball will not win in the first start hole 11. In the following description, the first start hole 11 and the second start hole 12 are collectively referred to as "start holes."

[0016] As the gaming ball flows down along the gaming board 2, it either wins in one of the winning slots or is discharged from the gaming area 10 through the discharge port 18 without winning in any of the winning slots. When the gaming ball wins in one of the winning slots, a gaming value corresponding to the winning slot is awarded to the player. In this embodiment, the gaming value is awarded by adding the number of gaming balls (hereinafter referred to as "prize balls") corresponding to the winning slot into which the gaming ball won, to the number of gaming balls that can be shot by the gaming machine 1.

[0017] When a game ball is discharged from the discharge port 18, a prize ball is not awarded to the player. Therefore, the player shoots the game ball aiming at one of the winning ports. The game ball that has entered one of the winning ports and the game ball discharged from the discharge port 18 return to the game ball launching position through the collection path inside the gaming machine 1 again. The game ball at the game ball launching position is launched again into the game area 10 by the player operating the handle 20.

[0018] The gaming machine 1 shown in FIG. 1 is a so-called type 1 / type 2 pachinko gaming machine, and a display 4 is provided at the bottom left of the gaming area 10. The display 4 can variably display multiple types of symbols (identification information), and starts variably displaying the corresponding symbols based on the detection signal of the winning ball that has entered the first start hole 11 and the second start hole 12. When the result of the variably display is a specific symbol, a big win game is executed, and the big win hole 13, which is usually closed, is opened. The big win hole 13 is closed when a predetermined number of game balls (10 in this embodiment) enter the hole, or when a predetermined time (29.5 seconds in this embodiment) has passed. When the round game of opening and closing the big win hole 13 is repeated a predetermined number of times (10 times or 4 times in this embodiment), the big win hole 13 is closed and the big win game ends. The opening time of the big prize opening 13 during one round of play (hereinafter referred to as "1R") is a time sufficient for a player to win 10 game balls in the big prize opening 13. Since game balls can easily enter the big prize opening 13 in a big win game, a player can obtain a large number of game balls according to the game balls entering the big prize opening 13. Note that the opening time of the big prize opening 13 during 1R is not limited to the above-mentioned time, and may be any predetermined time (specifically, a time equal to or less than 29.5 seconds and more than 1.8 seconds).

[0019] In this embodiment, the following configuration is adopted to prevent a new decision (and its reservation) of whether or not to open the second start hole 12 during a big win game. In this embodiment, there are multiple protrusions (not shown) on the plate that closes the big win hole 13, and the game balls are likely to remain on the plate by colliding with the protrusions. For this reason, in this embodiment, game balls that are shot out while the big win hole 13 is closed during a big win game can be collected on the plate that closes the big win hole 13. The collected game balls enter the big win hole 13 when the big win hole 13 is opened. In this embodiment, a general win hole 14 is provided below the big win hole 13, and this general win hole 14 functions as a role that determines whether or not to open the second start hole 12 by the game ball entering the general win hole 14. In the following description, the decision of whether or not to open the second start hole 12 is called "normal symbol decision". As described above, during a jackpot game, game balls are collected in the large prize opening 13, and game balls do not enter the general prize opening 14 provided below the large prize opening 13. In this manner, in this embodiment, game balls do not enter the general prize opening 14 during a jackpot game, so that a new decision (and a reservation thereof) as to whether or not to open the second start opening 12 during a jackpot game does not occur. Note that a configuration may be made in which a new decision (and a reservation thereof) as to whether or not to open the second start opening 12 during a jackpot game occurs by arranging the large prize opening 13 and the general prize opening 14 so that game balls enter the general prize opening 14 provided below the large prize opening 13 during a jackpot game.

[0020] In the following description, the judgment executed on the condition that the game ball enters the first starting hole 11 is called the "first special symbol judgment", and the judgment executed on the condition that the game ball enters the second starting hole 12 is called the "second special symbol judgment". In addition, these judgments are collectively called "special symbol judgment". When the first special symbol judgment is performed, the first special symbol is displayed variably on the first special symbol display 41 (see FIG. 3), and then the first special symbol indicating the judgment result is displayed stationary. When the second special symbol judgment is performed, the second special symbol is displayed variably on the second special symbol display 42 (see FIG. 3), and then the second special symbol indicating the judgment result is displayed stationary. In this embodiment, the second special symbol judgment is more likely to result in a jackpot game than the first special symbol judgment. This makes it possible to increase the player's desire to have the game ball enter the second starting hole 12 rather than the first starting hole 11.

[0021] The first starting hole 11 is a starting hole that is always open. The second starting hole 12 is a starting hole that is opened only when a plate 17 (which may be a pair of blade members) serving as a normal electric device is in operation. The plate 17 is a member that can move in the front-rear direction and has an upper surface that slopes downward in the left-right direction when not in operation, thereby forming a path for the game ball. The second starting hole 12 opens upward directly below the plate 17, and when the plate 17 is in operation (when in a closed position), it is covered by the plate 17 and the game ball cannot enter. When the plate 17 is operated backward (when in an open position), the second starting hole 12 is opened, and the game ball can enter the second starting hole 12. Instead of the plate 17, an electric tulip is arranged close to the second starting hole 12 and is composed of a pair of blade members. The electric tulip is configured to be capable of changing its position between a closed position in which the pair of blade members closes the second starting hole 12 and an open position in which the pair of blade members open the second starting hole 12. When the electric tulip is in the open position, it gathers game balls hit from the right toward the second starting hole 12.

[0022] The second starting hole 12 is normally blocked by a plate 17 in a closed position. When the game ball enters the general winning hole 14 provided in the right area of ​​the game area 10 (or the general winning hole 14 provided in the upper left area of ​​the game area 10), a normal pattern determination is performed. When the normal pattern determination is performed, the normal pattern is displayed variably on the normal pattern display 45 (see FIG. 3), and then a normal pattern indicating the result of the normal pattern determination is displayed stationary. The normal patterns indicating the result of the normal pattern determination include a long opening pattern indicating that the second starting hole 12 is to be long opened, and a short opening pattern indicating that the second starting hole 12 is not to be opened.

[0023] In this embodiment, the long opening symbol is a symbol that allows the ball to easily enter the second starting hole 12 as long as the player hits the ball to the right side of the electric tulip, since the total opening time of the electric tulip is long (for example, 5.8 seconds). When the long opening symbol is displayed, the plate 17 maintains the open position for a specified time in a predetermined manner according to the type of the long opening symbol, and then returns to the closed position a specified number of times (for example, once or twice).

[0024] The short opening pattern in this embodiment is a pattern in which the total opening time of the electric tulip is very short, and even if the player hits it to the right, the game ball basically cannot enter the second starting hole 12 (for example, the total opening time is 0.05 seconds). When the short opening pattern is stopped and displayed, the plate 17 maintains the open position for a specified time in a predetermined manner according to the type of the short opening pattern, and then returns to the closed position a specified number of times (for example, once). In this embodiment, when the second starting hole 12 is closed, the plate 17 is inclined downward toward the left and right, so that the game ball passing over the plate 17 is less likely to remain on the plate 17. Therefore, in the short opening, the game ball basically cannot enter the second starting hole 12. In this way, when there is a short opening pattern, the game ball basically cannot enter the second starting hole 12, so in the following explanation and the notation of the drawings, the "short opening pattern" may be called a "miss" or a "missing pattern" for the purpose of making it easier to understand that the game ball cannot enter the second starting hole 12. In addition, in order to make it easier to understand that the game ball can enter the second starting hole 12, the "long opening pattern" is sometimes called a "win" or a "win pattern."

[0025] In this embodiment, the probability that the second starting hole 12 is determined to be long-opened in the normal pattern determination includes a non-time-saving state, a slight time-saving state, and a time-saving state. The non-time-saving state is a state in which the probability of a short opening pattern is 1 / 1 when a normal pattern determination is performed, and the probability of a long opening pattern is 0. The slight time-saving state is a state in which the probability of a short opening pattern is 65448 / 65449 when a normal pattern determination is performed, and the probability of a long opening pattern is 1 / 65449. The time-saving state of this embodiment includes a weak state, a strong state, and a next-time confirmation state. The weak state is a state in which the probability of a short opening pattern is 349 / 350 when a normal pattern determination is performed, and the probability of a long opening pattern is 1 / 350. The strong state is a state in which the probability of a short opening pattern is 75 / 76 when a normal pattern determination is performed, and the probability of a long opening pattern is 1 / 76. The next confirmation state is a state in which the probability of a short opening pattern when a normal pattern determination is performed is 0, and the probability of a long opening pattern is 1 / 1. In this way, the higher the probability that the second starting hole 12 is determined to be long opened in the normal pattern determination, the more advantageous it is for the player. Therefore, in terms of the probability of long opening of the second starting hole 12, the time-saving state (specifically, the weak state, strong state, and next confirmation state) is a more advantageous state for the player than the non-time-saving state and the slight time-saving state. Also, in the time-saving state, the weak state, the strong state, and the next confirmation state are more advantageous states for the player in that order.

[0026] Here, in this embodiment, the probability of long-opening the second starting hole 12 is almost the same in the non-time-saving state and the minute time-saving state. The non-time-saving state in this embodiment can be shifted to the time-saving state by a big win, and can also be shifted to the strong state by the winning pattern HA. In contrast, the minute time-saving state in this embodiment can only be shifted to the time-saving state by a big win. Therefore, in this embodiment, the non-time-saving state is more advantageous to the player than the minute time-saving state.

[0027] The above ratio is merely an example, and the probability of determining that the second start hole 12 will be opened for a long time may be any predetermined probability, and may be any probability as long as it is higher in the weak state, the strong state, and the next fixed state than in the non-time-saving state and the slight time-saving state. Also, for example, if a configuration is adopted in which the fluctuation time of the normal pattern (described later) is shorter in the slight time-saving state than in the non-time-saving state, the probability of determining that the second start hole 12 will be opened for a long time may be the same in the non-time-saving state and the slight time-saving state (for example, the probability of a long opening pattern may be 0).

[0028] In addition, in the drawings, in order to make the drawings easier to read, the "probability of a long opening pattern when a normal pattern determination is made" is expressed as the "normal pattern probability."

[0029] In this embodiment, the probability of a jackpot being determined by the special symbol determination is set to a low probability state (1 / 350). Therefore, the gaming states of the gaming machine 1 include a low probability non-time-saving state, a low probability slight time-saving state, and a low probability time-saving state (specifically, a low probability weak state, a low probability strong state, and a low probability next-time confirmed state). The gaming machine 1 is initially controlled to the low probability non-time-saving state. In the following description, the low probability non-time-saving state, the low probability slight time-saving state, the low probability weak state, the low probability strong state, and the low probability next-time confirmed state are simply referred to as the non-time-saving state, the slight time-saving state, the weak state, the strong state, and the next-time confirmed state, respectively.

[0030] The above probabilities are merely examples, and the probability of a jackpot being determined by a special symbol determination may be any predetermined probability. The gaming machine 1 may also have a "high probability state" in addition to a "low probability state" as a probability of winning a jackpot by a special symbol determination. The "high probability state" is a predetermined arbitrary probability in which the probability of winning a jackpot by a special symbol determination is 10 times or less than the low probability state. The transition from the low probability state to the high probability state occurs after the jackpot game ends.

[0031] In this embodiment, the normal symbol fluctuation time is 2.4 seconds in the non-time-saving state, 2.4 seconds in the micro-time-saving state, 1.4 seconds in the weak state, 1.2 seconds in the strong state, and 0.2 seconds in the next-time-determined state. Thus, the normal symbol fluctuation time is relatively shorter the more advantageous the state is for the player, and is relatively shorter in the time-saving state than in the non-time-saving state. The normal symbol fluctuation time is not limited to the above and may be any time, and may be the same regardless of the state (for example, 1 second).

[0032] A game ball number display 23 for displaying the number of game balls that can be shot in the game machine 1 is provided at the lower left position of the game area 10 in the game machine 1. The game ball number display 23 is composed of six 7-segment LED displays, and is controlled by a frame control board 120 (described later). The game ball number display 23 basically always displays the number of game balls that can be shot in the game machine 1 when the game machine 1 is playable. Note that the game ball number display 23 displays the type of error that has occurred instead of the number of game balls from when an error occurs in the game machine 1 until the error is resolved. Note that the number of 7-segment LED displays that the game ball number display 23 has is not limited to six, and may be any number (for example, seven). Also, the game ball number display 23 is not limited to a 7-segment LED display, and may be configured with a liquid crystal display device, an EL display device, or other display device.

[0033] A count button 28 is provided at the lower right of the game ball count display 23 of the game machine 1 for adding (counting process) data on the number of game balls that can be shot by the game machine 1 to the "number of game balls in hand." The "number of game balls in hand" is the number of game balls that the player has acquired by playing the game that day. In the following explanation, the data on the number of game balls that can be shot by the game machine 1 is simply referred to as the number of game balls.

[0034] When the number of game balls that can be released by the gaming machine 1 is counted into the number of balls held, the number of game balls that can be released by the gaming machine 1 is reduced by the amount added to the number of balls held. In this embodiment, the counting process is repeatedly performed on the counting button 28 according to the operation time (pressing time). Regardless of the operation time of the counting button 28, a predetermined number of game balls (for example, 100) may be counted into the number of balls held in response to one operation of the counting button 28. Alternatively, regardless of the operation time of the counting button 28, all game balls used in the game may be counted into the number of balls held in response to one operation of the counting button 28. Since the player can perform the counting process without touching the game balls at all, the player can play comfortably without getting his / her fingers dirty by directly touching the game balls or dropping the game balls on the floor of the game arcade.

[0035] Here, the card unit (not shown) in this embodiment will be described. In this embodiment, the card unit is installed in one-to-one correspondence with the gaming machine 1 at a lateral position on the left (or right) side of the gaming machine 1. The card unit accepts gaming storage media issued on the day of play to players who are not members of the gaming establishment, and gaming storage media issued in advance to members of the gaming establishment. In this embodiment, the gaming storage medium is a prepaid card, but the gaming storage medium may be a coin incorporating an IC or the like. It is to be noted that, in addition to the card unit, a call lamp device that is connected to the gaming machine 1 and collects gaming information such as a jackpot and an error may be set in one-to-one correspondence with the gaming machine 1.

[0036] The card unit that accepts the prepaid card converts the gaming value owned by the player, specified by the stored information of the card (specifically, the prepaid balance, the number of balls owned, and the number of saved balls), into data on the number of gaming balls that can be fired by the gaming machine 1. The "number of saved balls" is the number of gaming balls that the player has acquired by playing the game up to the previous day and deposited in the gaming parlor. The gaming machine 1 is capable of playing with the number of gaming balls equivalent to the number of gaming balls specified by the above data.

[0037] The front of the card unit is provided with a bill insertion slot for inserting bills, a card insertion slot for inserting a prepaid card, a replay button, a ball loan button, and a return button for returning the prepaid card to the player. When the replay button is operated while the number of possessed balls and the number of stored balls are stored in the prepaid card inserted in the card unit, the card unit converts a part (or all) of the total number of possessed balls and the number of stored balls into data on the number of game balls that can be fired by the gaming machine 1. The number of possessed balls is converted into the number of game balls with priority over the number of stored balls.

[0038] When the replay button is operated when the prepaid card inserted into the card unit does not store the number of balls held but stores the number of balls stored, the card unit converts some (or all) of the stored number of balls into data on the number of game balls that can be fired by the gaming machine 1. When the number of balls held or the number of stored balls is converted into data on the number of game balls that can be fired by the gaming machine 1, the number of game balls that can be fired by the gaming machine 1 increases by the converted amount. Note that even if the replay button is operated when the prepaid card inserted into the card unit does not store the number of balls held or the number of stored balls, the card unit does not perform any processing.

[0039] When the ball loan button is operated while a prepaid balance is stored in the inserted prepaid card, the card unit converts a part (or all) of the prepaid balance into data on the number of gaming balls that can be fired by the gaming machine 1.

[0040] In this embodiment, the number of balls is not stored directly in the prepaid card, but is stored in a server (not shown) installed in the gaming facility in association with the membership card number. In contrast, the number of balls held and the prepaid balance are stored directly in the prepaid card. The number of balls held, the number of balls held, and the prepaid balance may not be stored directly in the prepaid card, but may be stored in association with the card number in the server. The number of balls held, the number of balls held, and the prepaid balance may also be stored directly in the prepaid card. The timing at which the number of balls held is stored in the prepaid card (or the server) is when the counting button 28 is operated and the counting process is performed. The timing at which the number of balls held is stored in the prepaid card (or the server) is not limited to the above, and may be stored at regular intervals (for example, every minute), or may be stored when the card is returned to the player.

[0041] In addition, the ball lending button and the return button are not limited to being provided on the card unit, and the ball lending button and the return button may be provided on the frame member 3 of the gaming machine 1.

[0042] The gaming machine 1 may have an upper tray for storing the gaming balls and prize balls supplied to the launching device 96. Also, a lower tray for storing prize balls may be provided below the upper tray. However, when an upper tray or a lower tray is used, it becomes difficult for a player to hear the sounds output from the gaming machine 1 due to the sounds of the gaming balls hitting each other, compared to the present embodiment in which the upper tray and the lower tray are not used.

[0043] In a configuration that employs a lower tray, a removal button 23 is disposed adjacent to the lower tray, and when a player operates the removal button 23, a portion of the underside of the lower tray opens and the game balls accumulated in the lower tray fall below the lower tray. A lower tray full detection sensor 60a (not shown) that is arranged to be able to detect game balls is provided near the outlet through which the game balls are discharged into the lower tray. The lower tray full detection sensor 60a is a sensor that can detect when the lower tray is full of game balls. When the lower tray full detection sensor 60a is turned ON, the gaming machine 1 determines that the lower tray is full, and outputs a lower tray full error.

[0044] [Example of the configuration of the presentation means of the gaming machine 1] As illustrated in FIG. 1, the gaming machine 1 is provided with a liquid crystal display device 5, a performance device 7, a speaker 24, a board lighting device 74, a performance button 26, and a frame lighting device 10 to provide various performances.

[0045] The display screen (hereinafter referred to as "liquid crystal screen 5") of the liquid crystal display device 5 (which may be an EL display device or the like) is an image display device that displays various presentation images. The liquid crystal display device 5 is provided on the rear side (i.e., rearward side) of the gaming machine 1 relative to the gaming board 2, and can be viewed through an opening formed in the gaming board 2. As shown in FIG. 1, the liquid crystal screen 5 is provided in a position that is easily visible to the player. Presentation images displayed on the liquid crystal screen 5 include decorative symbols 55, fourth symbols 57 and 59 (not shown), a system display unit 60 that displays the number of game balls synchronized with the number of game balls on the game ball count indicator 23, and CG or animation characters.

[0046] The decorative pattern 55 is a pattern that represents any one of the numbers 1 to 9. The decorative pattern 55 of this embodiment notifies either the result of the special pattern determination or the result of the normal pattern determination according to the game state. Specifically, in the case of the non-time-saving state and the minute time-saving state, the decorative pattern 55 of this embodiment starts to display three decorative patterns 55 side by side in a variable manner with the start of the variable display of the special pattern, and displays the three decorative patterns 55 side by side in a stopped manner with the start of the stopped display of the special pattern (referred to as "main stop"). Then, the result of the special pattern determination is notified by the combination of the three numbers.

[0047] On the other hand, in the time-saving state (specifically, the weak state, strong state, and next-time determination state), the three decorative patterns 55 start to be displayed side by side as the normal pattern starts to be displayed, and the three decorative patterns 55 stop side by side as the normal pattern starts to be displayed. Then, the result of the normal pattern determination is notified by the combination of the three numbers. Thus, in this embodiment, in the non-time-saving state and in the slight time-saving state, the decorative pattern 55 and the normal pattern are controlled asynchronously with each other. In contrast, in the time-saving state, the decorative pattern 55 may be displayed synchronously with the normal pattern and then stopped at the same time as the normal pattern. As a result, the result of the normal pattern determination in the time-saving state can be easily notified to the player by the decorative pattern 55.

[0048] In addition, the decorative pattern 55 may be displayed variably in synchronization with the special pattern regardless of the game state, and then displayed stationary at the same time as the special pattern to notify the result of the special pattern determination.

[0049] The fourth symbols 57 and 59 are expressed by colors, and after being displayed variably in synchronization with the special symbols regardless of the game state, the result of the special symbol determination is notified by displaying them stationary at the same time as the special symbols. The fourth symbol 57 is synchronized with the first special symbol, and the fourth symbol 59 is synchronized with the second special symbol. The fourth symbols 57 and 59 are displayed variably by repeatedly displaying the fourth symbols "red", "blue", "green", "yellow", and "white" in the same order at the same position for a certain period of time (for example, 0.2 seconds). The variable display of the fourth symbols 57 and 59 may be realized by switching the fourth symbol of a predetermined color (for example, blue) between display and non-display at certain intervals (for example, every 0.2 seconds) and flashing them.

[0050] In this embodiment, the color of the stopped fourth symbol 57 is predetermined to be different for each special symbol. This allows the same content as that indicated by the stopped special symbol to be announced by the color of the stopped fourth symbol 57.

[0051] The fourth symbols 57 and 59 are images displayed small at the edge of the liquid crystal screen 5, and are images that are less noticeable than the decorative symbol 55. Therefore, even if the type of special symbol is announced by the combination of the decorative symbol 55 and the fourth symbols 57 and 59, it is difficult for the player to notice. The fourth symbols 57 and 59 may be realized by a light-emitting element (for example, a full-color LED) provided near the right side of the liquid crystal screen 5. This light-emitting element may be used as the fourth symbols 57 and 59 by lighting it in a predetermined color at the same time as the decorative symbol 55 is displayed as stopped, to unambiguously announce the result of the special symbol judgment.

[0052] The fourth symbols 57 and 59 are always displayed in front of other images in a position that is not hidden by the performance device 7 during the playable period, except during a jackpot game. Therefore, the fourth symbols 57 and 59 do not become invisible or lose visibility when the special symbols are displayed in a variable manner. In contrast, the decorative symbol 55 is often displayed behind other images and becomes invisible, or is hidden by the performance device 7. Also, the decorative symbol 55 may be partially or completely hidden regardless of whether the special symbol or the normal symbol is displayed in a variable manner.

[0053] The performance part 7 is provided between the front of the game board 2 and the glass plate, and is arranged in the upper center of the liquid crystal screen 5. When the performance part 7 is not in operation, it is arranged in an initial position above the liquid crystal screen 5. When it is time to operate the performance part 7, the performance part 7 moves downward while rotating from the initial position toward the center of the liquid crystal screen 5 by the driving force of the performance part motor 71, and is arranged in front of the liquid crystal screen 5. The performance part 7 is used for various performances by operating it between the initial position and the advanced position. In addition, the performance part 7 is provided with a performance part initial position sensor 7a for detecting that the performance part 7 is located at the initial position, and a performance part advanced position sensor 7b for detecting that the performance part 7 is located at the advanced position. The gaming machine 1 outputs an abnormal operation error of the movable body when it is determined that the performance part 7 is not located at the appropriate position based on the information from the performance part initial position sensor 7a and the performance part advanced position sensor 7b.

[0054] The performance prop 7 is made of a translucent synthetic resin material. The performance prop 7 is used for various performances by emitting multiple built-in light-emitting elements (a type of board lighting device 74) in multiple colors or a single color. For example, the light-emitting elements built into the performance prop 7 are simultaneously emitting seven colors (specifically, red, orange, yellow, green, light blue, blue, and purple) to emit light in the rainbow as a whole. The performance prop 7 is visible to the player regardless of its position. Therefore, the decorations applied to the performance prop 7 and the light emitted by the performance prop 7 can enhance the performance effect regardless of whether or not the prop 7 is moving.

[0055] The performance element 7 may be provided, for example, between the game board 2 and the liquid crystal screen 5, and may be difficult for the player to see in the initial position. The performance element 7 may be movable up and down and left and right, and may be vibrating.

[0056] The speaker 24 outputs music, voice, sound effects, etc., either synchronously with or asynchronously with the performance of displaying images on the liquid crystal screen 5, to perform sound-based performance.

[0057] The board lighting device 74 is a collective term for multiple light-emitting elements (e.g., full-color LEDs) provided on the game board 2. The frame lighting device 10 is a collective term for multiple light-emitting elements (e.g., full-color LEDs) provided on the frame member 3. The frame lighting device 10 is composed of, for example, a left side lamp provided on the left side of the frame member 3, a right side lamp provided on the right side of the frame member 3, a center lamp provided between the two speakers 24, and a button lamp built into the performance button 26 (see FIG. 2) that can be operated by the player.

[0058] FIG. 2 is an explanatory diagram for explaining an example of the effect button 26. The effect button 26 is provided on the frame member 3, and the player can input operation information by operating (for example, pressing) the effect button 26. In the gaming machine 1, an effect may be performed according to the operation of the effect button 26. The effect button 26 is configured so that its height can be controlled to change between a normal state in which its upper surface is at substantially the same height as the upper surface of the frame member 3, and a protruding state in which its upper surface protrudes upward by a predetermined height (for example, 10 cm) from the upper surface of the frame member 3. The effect button 26 can be operated regardless of the height controlled to any value between the normal state and the protruding state.

[0059] The frame member 3 is also provided with effect keys 27 for the player to perform selection operations or cursor movement (see FIG. 2). The effect keys 27 are so-called cross keys, and are configured with up, down, left, and right keys. The effect keys 27 are used to adjust the light intensity of the liquid crystal screen 5, board lighting device 74, and frame lighting device 10, and to adjust the volume of the speaker 24.

[0060] [Display 4 configuration example] FIG. 3 is an enlarged view of the display 4 in FIG. 1. The display 4 mainly displays information about special symbol determination and normal symbol determination, and as illustrated in FIG. 3, has a first special symbol display 41, a second special symbol display 42, a first special symbol reserved display 43, a second special symbol reserved display 44, a normal symbol display 45, a normal symbol reserved display 46, a game status display 47, a round display 48, and a right hit lamp 49 that prompts a player to hit the right by lighting it. The right hit lamp 49 is basically continuously turned off in a low probability non-time shortening state (i.e., a non-notification state), and is continuously turned on during a big win game, during a small win game in which the small winning hole 19 is opened, and during the period from the start of the long opening of the second starting hole 12 to the closing of the second starting hole 12 (i.e., a notification state). In addition, the right hit lamp 49 is continuously turned on during a low probability time shortening state. The right hit lamp 49 basically remains off during the low probability micro-time-saving state, and remains lit only during the period from when the long opening of the second starting port 12 begins until when it is closed.

[0061] In place of the right hit lamp 49 (or in addition to the right hit lamp 49), an image that becomes a white circle (i.e., a non-notification mode) in the low-probability non-time-saving state and the low-probability micro-time-saving state, and that continues to become a black circle (i.e., a notification mode) during a big win game, during a small win game that opens the small winning hole 19, and during the low-probability time-saving state, may be continuously displayed at the edge of the liquid crystal screen 5. Also, in place of the right hit lamp 49 (or in addition to the right hit lamp 49), a movable role (for example, a movable role imitating a flag) that falls down so that it is difficult for the player to see during the low-probability non-time-saving state (i.e., a non-notification mode) and continues to stand so that the player can see it during a big win game, during a small win game that opens the small winning hole 19, and during the low-probability time-saving state (i.e., a notification mode) may be provided.

[0062] When a first special pattern determination is made, the first special pattern display 41 notifies the result of the first special pattern determination by displaying a variably displayed special pattern and then displaying a static special pattern indicating the result of the first special pattern determination. When a second special pattern determination is made, the second special pattern display 42 notifies the result of the second special pattern determination by displaying a variably displayed special pattern and then displaying a static special pattern indicating the result of the second special pattern determination.

[0063] The first special symbol reserved indicator 43 displays the reserved number of the first special symbol judgment (hereinafter referred to as the "special 1 reserved number"). The second special symbol reserved indicator 44 displays the reserved number of the second special symbol judgment (hereinafter referred to as the "special 2 reserved number").

[0064] In this embodiment, the reserved number is easily understood by the player by displaying the reserved icon 51 that notifies the reserved number that is the same as the display content of the first special symbol reserved indicator 43 on the liquid crystal screen 5 in the low probability micro-time shortening state. The reserved icon 51 corresponding to the first special symbol reserved indicator 43 is displayed in the order of reserved number (for example, maximum 4). Also, the liquid crystal screen 5 displays the reserved icon 51 that notifies the reserved number that is the same as the display content of the normal symbol reserved indicator 46 in the weak state and strong state, so that the player can easily understand the reserved number. The reserved icon 51 corresponding to the normal symbol reserved indicator 46 is displayed in the order of reserved number (for example, maximum 4). The reserved icon 51 corresponding to the normal symbol reserved indicator 46 has a different shape from the reserved icon 51 corresponding to the first special symbol reserved indicator 43, so the player can distinguish between the two. In the following explanation, the reserve icon 51 corresponding to the first special pattern reserve indicator 43 will be referred to simply as the reserve icon 51, and the reserve icon 51 corresponding to the normal pattern reserve indicator 46 will be referred to as the reserve icon 51 (normal) to distinguish between the two.

[0065] The reserved icon 51 and the reserved icon 51 (normal) have different displayable game states. Therefore, when the reserved icon 51 is displayed, the reserved icon 51 (normal) is not displayed, and when the reserved icon 51 (normal) is displayed, the reserved icon 51 is not displayed. Therefore, the player can distinguish and recognize whether the first special symbol determination is on hold or the normal symbol determination is on hold.

[0066] Here, in this embodiment, blue, green, red, and rainbow colors are used as colors suggesting the possibility (hereinafter referred to as "reliability") of a win (including a small win). In this embodiment, the above colors are also used as colors suggesting the possibility of a win in normal pattern determination. Each color is more likely to be used in the case of a win and less likely to be used in the case of a miss, in the order mentioned above. Rainbow colors are used only when the reliability is 100% and the result is a win, and are not used when the result is a miss. In addition, in the case of a win or a miss in which the change time of the special pattern is relatively long, the reserved icon 51 and the reserved icon 51 (normal) are likely to be displayed in one of the colors suggesting the high or low reliability.

[0067] In this embodiment, the system display unit 60 is always displayed at the bottom right corner of the liquid crystal screen 5 during the playable period. In the system display unit 60, the numbers 0 to 4 (hereinafter referred to as the "first reserved number") are displayed in the upper right section in synchronization with the reserved number of the first special symbol reserved indicator 43. In the system display unit 60, the numbers 0 or 1 (hereinafter referred to as the "second reserved number") are displayed in synchronization with the reserved number of the second special symbol reserved indicator 44 in the middle right section. In the system display unit 60, the numbers 0 to 4 (hereinafter referred to as the "normal reserved number") are displayed in synchronization with the reserved number of the normal symbol reserved indicator 46 in the lower right section.

[0068] For example, when the number of reserved balls for the first special symbol determination increases by one, the first reserved number is displayed with a number incremented by one, and when the number of reserved balls for the second special symbol determination increases by one, the second reserved number is displayed with a number incremented by one. Also, when the number of reserved balls for the normal symbol determination increases by one, the normal reserved number is displayed with a number incremented by one. Here, the reserved icon 51 and the reserved icon 51 (normal) are hidden, or hidden by other images, or not displayed, just like the decorative symbol 55. In contrast, during the playable period, the system display unit 60 is displayed in front of other images, so it is not hidden by other images or its visibility is not reduced. This allows the player to grasp the number of reserved balls at any time.

[0069] When a normal pattern determination is made, the normal pattern display 45 notifies the result of the normal pattern determination by displaying a normal pattern in a variable manner and then displaying a normal pattern showing the result of the normal pattern determination in a static manner. The normal pattern reserve display 46 displays the number of reserved normal pattern determinations. The game status display 47 displays the game status at the time the gaming machine 1 is turned on. The round display 48 is basically turned off and displays the number of rounds of the jackpot game from the start of the jackpot game to the end of the jackpot game.

[0070] [Configuration of the control device of the gaming machine 1 and overview of various determinations made by the gaming machine 1] An example of the configuration of the control device included in the gaming machine 1 and an overview of various determinations performed by the gaming machine 1 will be described with reference to Fig. 4. Fig. 4 is a block diagram showing an example of the configuration of the control device included in the gaming machine 1.

[0071] The power supply board 160 generates the main power supply (operating power supply) required for the operation of the gaming machine from a power supply supplied from outside the gaming machine, and supplies the main power supply to the gaming machine 1 (the gaming control board 100, the frame control board 120, the performance control device 130A, and various electronic components).

[0072] The power supply board 160 also has a power switch operable by a store clerk to switch between an ON state for supplying main power to the gaming machine 1 (the gaming control board 100, the frame control board 120, the performance control device 130A, and various electronic components) and an OFF state for stopping the supply, and when the power switch is turned ON, the supply of main power is started and the operation of the gaming machine 1 begins. Note that, in the event of a power outage (blackout), the supply of backup power to the gaming control board 100 is maintained. This means that the stored contents of the main RAM 100c are retained even in the event of a power outage (blackout), and the gaming control state can be restored to the state before the power outage (blackout) after recovery from the power outage (blackout).

[0073] A control device for controlling the operation of the gaming machine 1 is provided on the back side of the gaming board 2. As illustrated in FIG. 4, the control device of the gaming machine 1 is composed of a gaming control board 100 that controls the progress of the game, such as various judgments and command transmissions, a performance control board 130 that controls the progress of the performance based on the reception of a performance control command from the gaming control board 100, an image and sound control board 140 that performs control processing of image display and sound output based on the reception of a performance control command from the performance control board 130, a lamp control board 150 that performs control processing of various light-emitting members (LEDs, etc.) and various driving sources (motors, etc.) based on the reception of a performance control command from the performance control board 130, and a frame control board 120 that controls the payout of game balls. In this embodiment, the performance control board 130, the image and sound control board 140, and the lamp control board 150 are collectively referred to as a performance control device 130A. Note that the configuration of the control device is not limited to this, and for example, the gaming control board 100 and the frame control board 120 may be composed of a single board. Also, for example, the performance control board 130, the image and sound control board 140, and the lamp control board 150 may be configured as a single board.

[0074] The communication between the gaming control board 100 and the frame control board 120 is configured to enable bidirectional transmission and reception of commands. Data corresponding to the gaming machine installation information response (such as the chip ID and product code of the gaming control board 100) and gaming machine information (such as error information detected by the gaming control board 100) is transmitted from the gaming control board 100 to the frame control board 120. Data corresponding to the response to the gaming machine installation information and the response to the gaming machine information is transmitted from the frame control board 120 to the gaming control board 100.

[0075] The communication between the game control board 100 and the performance control device 130A is configured so that commands can be transmitted in only one direction, from the game control board 100 to the performance control device 130A.

[0076] The game control board 100 includes a main CPU 100a for performing arithmetic processing, a main ROM 100b in which a game control program and the like are stored, a main RAM 100c which serves as a work area during arithmetic processing, and input / output ports.

[0077] The input / output ports of the game control board 100 are connected to the general winning hole detection switch 43a, the first starting hole detection switch 45a, the second starting hole detection switch 47a, the second starting hole opening / closing solenoid 48b, the large winning hole detection switch 50a, the large winning hole opening / closing solenoid 51b, the small winning hole detection switch 50c, the small winning hole opening / closing solenoid 51c, the specific area detection switch 52a, the magnetic detection sensor 57a for detecting magnetic anomalies, the radio wave detection sensor 58a for detecting electromagnetic waves, the display 4, the performance display 113, the RWM clear button 111a, and the setting key switch 112a. The specific area detection switch 52a inputs a signal when the game ball passes through a specific area (hereinafter referred to as "V winning") provided inside the small winning hole 19. The RWM clear button 111a inputs a signal for initializing the game control state other than the setting value stored in the main RAM 100c (i.e., initializing the game machine 1 to a low probability non-time shortening state). The initialization performed by operating the RWM clear button 111a is called "RWM clear."

[0078] The setting key switch 112a inputs a signal for changing the setting value or shifting to a state in which the setting value can be changed or confirmed by operation using the setting key. In this embodiment, the setting value is one type of "1", and the probability of winning the jackpot determined by the special symbol is one type of about 1 / 350. Therefore, the setting key switch 112a is not essential for the gaming machine 1 of this embodiment, and the gaming machine 1 may not have the setting key switch 112a. The gaming machine 1 may have a plurality of setting values, for example, six types of setting values ​​from "1" to "6". And, for example, the probability of winning the jackpot determined by the special symbol may be about 1 / 319 when the setting value is "1", about 1 / 280 when the setting value is "2", about 1 / 260 when the setting value is "3", about 1 / 240 when the setting value is "4", about 1 / 220 when the setting value is "5", and about 1 / 200 when the setting value is "6". In this way, the larger the setting value, the higher the probability of winning the jackpot determined by the special symbol (i.e., it is advantageous for the player). In addition, in the gaming machine 1, the smaller the set value, the higher the probability of winning the big win for the special symbol determination (that is, the smaller the set value, the more advantageous it may be for the player).

[0079] The performance display 113 displays performance information and setting values ​​that indicate the performance of the gaming machine 1. Furthermore, the input / output ports of the game control board 100 are connected to a frame control board 120 and a performance control board 130.

[0080] The main CPU 100a reads out the game control program stored in the main ROM 100b, and performs calculation processing related to the game while using the main RAM 100c as a work area. This allows it to perform control processing in response to detection signals from various input devices (detection switches, detection sensors, etc.), control processing for controlling various output devices (solenoids, displays, etc.), control processing for sending and receiving various control commands, etc.

[0081] The memory area of ​​the main ROM 100b is arranged, in order, with a game ROM area in which programs and data relating to the progress of the game are stored, and an information ROM area in which programs and data relating to the performance display of the gaming machine are stored.

[0082] The game ROM area includes a game program area in which a program related to the progress of a game is stored, and a game data area in which data related to the progress of a game is stored.The information ROM area includes an information program area in which a program related to the performance display of a gaming machine is stored, and an information data area in which data related to the performance display of a gaming machine is stored.

[0083] In the memory area of ​​the main RAM 100c, a game RWM area used as a work (work area) when a game program is executed, and an information RWM area used as a work (work area) when an information program is executed are arranged. In the game RWM area, a game work area used as a work by the game program, and a game stack area for temporarily saving data being processed by the game program are arranged.

[0084] The game work area includes a setting value area for storing setting values, a judgment information area for storing judgment information (checksum) for determining abnormalities in the RWM area, and a game data area for storing game data that changes as the game progresses.

[0085] In the information RWM area, there are arranged an information work area used by information programs as work, and an information stack area for temporarily saving data being processed by the information programs.

[0086] In the information work area, a performance information area for storing information related to the performance of the gaming machine 1, and an error information area for storing information related to various error determinations are arranged.

[0087] The frame control board 120 includes a frame control CPU 121a that performs arithmetic processing, a frame control ROM 121b that stores programs and the like for the frame control CPU 121a to operate, a frame control RAM 121c that serves as a work area during arithmetic processing, and input / output ports.

[0088] The input / output port of the frame control board 120 is connected to the game ball number display 23, the count button 28, the ball lifting switch 39a, the foul ball detection switch 39b, the out ball detection switch 39c, the shot ball detection switch 39d, the door open detection sensor 59a for determining that the frame member 3 is open from the outer frame, the game information output terminal board 90 for transmitting "game information" to the outside of the game machine (such as a hall computer), and the shot device 96 for controlling the shot of the game ball. The ball lifting switch 39a detects the shot of the game ball by changing from ON to OFF, and the frame control board 120 subtracts "1" from the number of game balls based on the detection. The foul ball detection switch 39b is a switch that detects a foul ball that has returned without being shot into the game area 10 among the game balls shot by the game machine 1, and is provided in the middle of the foul ball flow path. The out ball detection switch 39c is a switch that detects out balls that have advanced to the discharge port 18, and is provided in the middle of the out ball flow path. The fired ball detection switch 39d is a switch that detects all game balls fired in the gaming machine 1, and is provided in the middle of the collection path that flows all game balls that have entered any of the winning ports, and game balls collected from the foul ball flow path and the out ball flow path. When the number of detections of the ball lifting switch 39a becomes equal to the number of detections of the shot ball detection switch 39d, the frame control board 120 can determine that all of the shot game balls have been collected.

[0089] "Game information" includes a start port entry signal output each time a game ball enters the first start port 11 or the second start port 12, a pattern determination signal output each time the varying display of the first special pattern or the second special pattern ends, a big win signal output throughout big win play, a small win signal output throughout small win play, an opening signal output throughout round play (opening of the big win port), a signal output throughout the time-saving state, and a security signal output when a situation that poses a problem (threat) to the security of the game machine 1 occurs (RWM clear, error, etc.).

[0090] The performance control board 130 includes a sub-CPU 130a for performing arithmetic processing, a sub-ROM 130b in which a performance control program is stored, a sub-RAM 130c which serves as a work area during arithmetic processing, an RTC 130d which keeps time, and an input / output port. The input / output port of the performance control board 130 is connected to a performance button detection switch 17a and a cross key detection switch 19a.

[0091] The sub-CPU 130a reads out the performance control program stored in the sub-ROM 130b, and performs calculation processing related to the performance while utilizing the sub-RAM 130c as a work area. This allows it to perform control processing for determining the mode of the performance accompanying the variable display of the special symbols, control processing for transmitting a performance control command based on the determination result to the image and sound control board 140, control processing according to detection signals from various input devices (detection switches, etc.), control processing for controlling various output devices (lighting devices, motors, etc.), etc.

[0092] The image and sound control board 140 receives commands from the performance control board 130 and controls the display of a specified image on the liquid crystal screen 5 and the output of sounds from the speaker 24 .

[0093] The image and sound control board 140 includes a general CPU 141a that performs general control of image display and sound output based on reception of a performance control command from the performance control board 130, a general ROM 141b in which a general control program is stored, a general RAM 141c that serves as a work area during calculation processing, a VDP 145 that generates an image to be output to the liquid crystal screen 5 based on reception of a display control command (display list) from the general CPU 141a, a CGROM 146 in which image data and the like are stored, an audio control unit 148 (audio LSI) that controls the speaker 24 based on reception of an audio control command from the general CPU 141a, and an audio ROM in which audio data and the like are stored. Note that a configuration in which the VDP 145 is responsible for both drawing management and sound management may be adopted. In this case, it is not necessary to provide a separate audio control unit 148.

[0094] The overall CPU 141a reads out the overall control program stored in the overall ROM 141b, and performs calculation processing related to the performance while utilizing the overall RAM 141c as a work area. This performs control processing for generating a display control command (display list) that indicates the performance image to be displayed on the liquid crystal screen 5 and transmitting it to the VDP 145, and control processing for generating an audio control command that indicates the performance sound to be output from the speaker 24 and transmitting it to the audio control unit 148 (audio LSI), etc.

[0095] Moreover, the image and sound control board 140 is connected to the liquid crystal screen 5 and the speaker 24. The image and sound control board 140 (VDP 145 thereof) generates images at predetermined frame time intervals (for example, 1 / 30 seconds) and outputs the generated images to the liquid crystal screen 5. As a result, an image including, for example, a decorative pattern 55 or the like is displayed on the liquid crystal screen 5. Moreover, an audio signal generated by the image and sound control board 140 (audio control unit 148 thereof) is output to the speaker 24, whereby sound is output.

[0096] In addition, the performance control device 130A is connected to a performance button detection switch 17a and a cross key detection switch 19a. The performance button detection switch 17a detects that the performance button 26 has been operated. The performance key detection switch 19a detects that a performance key has been operated.

[0097] The lamp control board 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp ROM 150b in which a lamp control program is stored, a lamp RAM 150c that serves as a work area during arithmetic processing, and input / output ports.

[0098] The input / output ports of the lamp control board 150 are connected to the frame lighting device 10 (performance button light-emitting LEDs, etc.), the performance props 7, the board lighting device 74, and the performance button drive device 17b (performance button drive motor, performance button vibration motor).

[0099] The lamp CPU 150a reads out the lamp control program stored in the lamp ROM 150b, and performs calculation processing related to the performance while utilizing the lamp RAM 150c as a work area. This controls the frame lighting device 10, the performance button driving device 17b, the performance props 7, and the board lighting device 74.

[0100] In this embodiment, the game control board 100 and the frame control board 120 are supplied with backup power, while the performance control board 130 is not supplied with backup power. However, the performance control board 130 may be supplied with backup power so that the contents stored in the sub-RAM 130c are retained even in the event of a power outage. Also, the frame control board 120 does not need to be supplied with backup power.

[0101] 5 is an explanatory diagram for explaining a configuration example of the main RAM 100c in the game control board 100 and various information stored in the main RAM 100c. As illustrated in FIG. 5, the main RAM 100c is provided with a judgment memory area 1030, a first reserved memory area 1031, a second reserved memory area 1032, a third reserved memory area 1033, a fourth reserved memory area 1034, and a first reserved memory area 1035.

[0102] The determination memory area 1030 is a memory area in which various information used for special symbol determination when the special symbol determination is actually executed is stored. The various information used for special symbol determination includes a jackpot random number, a symbol random number, a variation pattern random number, and a reach random number. The jackpot random number is a random number for determining whether it is a jackpot, a miss, or a small win. The symbol random number is a random number for determining the type of jackpot symbol when it is determined to be a jackpot, for determining the type of small win symbol when it is determined to be a small win, and for determining the type of miss symbol when it is determined to be a miss.

[0103] The fluctuation pattern random number is a random number for determining the fluctuation time (fluctuation pattern) from when the special symbol starts to fluctuate and when it stops and displays in a manner that indicates the result of the special symbol determination. The reach random number is a random number for selecting which fluctuation pattern to determine when determining a fluctuation pattern in the case of a miss, from among a group of fluctuation patterns for misses that exceed a specific number of seconds (for example, 13.5 seconds) and other than the group of fluctuation patterns (i.e., a group of fluctuation patterns for misses that are less than a specific number of seconds).

[0104] In this embodiment, in the low probability non-time shortening state, a fluctuation pattern is selected from a group of fluctuation patterns for failure exceeding a specific number of seconds with a probability of 100%. For example, when "0 to 99" is preset as a judgment value for comparison with the reach random number, "0 to 99" is assigned to the judgment result of determining from a group of fluctuation patterns for failure exceeding a specific number of seconds. Also, no judgment value is assigned to the judgment result of determining from other than the above fluctuation pattern group (i.e., reach rate 100%).

[0105] The gaming machine 1 of this embodiment is characterized in that, upon transition from a low-probability time-saving state to a low-probability non-time-saving state, it executes an "aim effect" that instructs the player to aim at the first starting hole 11 and shoot the gaming ball. The aim effect is an effect that suggests that the first special symbol determination is executed in the non-time-saving state. The aim effect of this embodiment is an effect that is executed in response to the effect control board 130 receiving a normal symbol time-saving end command, and is an effect that is executed when the aim effect flag is in the ON state. The aim effect is an effect that encourages the player to aim at a specific gaming area (the left area in the gaming area 10 in this embodiment) and shoot the gaming ball, and is an effect that clearly suggests that the gaming machine 1 is controlled in a relatively advantageous non-time-saving state.

[0106] In this embodiment, following the aim performance, the player is encouraged to know that there is a chance to transition to a strong state during the display of the first special symbol in the low probability non-time-saving state. For this reason, in order to encourage the player to know that there is a chance to transition to a strong state using sufficient time, a configuration is adopted in which a variation pattern is selected from a group of variation patterns for failure that exceeds a specific number of seconds with a 100% probability in the low probability non-time-saving state. Note that the variation pattern in the low probability non-time-saving state may be determined from either a group of variation patterns for failure that exceeds a specific number of seconds in the low probability non-time-saving state or a group of variation patterns for failure that is equal to or shorter than a specific number of seconds.

[0107] In the low probability minute time-saving state of this embodiment, the ratio of selecting a variation pattern from the group of variation patterns for failure exceeding a specific number of seconds (hereinafter referred to as "reach ratio") is preset so that the greater the number of reserved symbols at the time of executing the special pattern determination, the smaller the ratio becomes. For example, when "0 to 99" is preset as a judgment value for comparison with the reach random number, if the number of reserved symbols for special pattern determination at the time of executing the special pattern determination is 0 to 1 (hereinafter also referred to as "reservation 0 to 1"), "0 to 1" is assigned to the judgment result that the pattern is determined from the group of variation patterns for failure exceeding a specific number of seconds. Also, "2 to 99" is assigned to the judgment result that the pattern is determined from other than the above-mentioned group of variation patterns (i.e., reach ratio 2%). Also, the reach ratio is 1% when the number of reserved symbols for special pattern determination at the time of executing the special pattern determination is 2 or more.

[0108] In the low-probability time-saving state of this embodiment, the reach rate is set to 49% regardless of the number of reserved symbols when the special symbol determination is executed. For example, when "0 to 99" is preset as a determination value for comparison with the reach random number, "0 to 48" is assigned to the determination result that is determined from the group of fluctuation patterns for failure exceeding a specific number of seconds. Also, "49 to 99" is assigned to the determination result that is determined from other than the above-mentioned group of fluctuation patterns. Note that the reach rate may be preset so that the greater the number of reserved symbols when the special symbol determination is executed in the low-probability time-saving state, the smaller the reach rate. Also, the above reach rate is only one example, and the reach rate may be any rate and may be the same regardless of the game state.

[0109] The first reservation memory area 1031 to the fourth reservation memory area 1034 are memory areas in which various information related to the first special symbol determination is stored in order from the first reservation memory area 1031 every time a gaming ball enters the first start hole 11. The first reservation memory area 1035 is a memory area in which various information related to the second special symbol determination is stored when a gaming ball enters the second start hole 12.

[0110] For example, even if a game ball enters the first start hole 11 or the second start hole 12 when a special symbol is displayed in a variable manner or during a big win game (or during a small win game), it is not possible to immediately perform a special symbol judgment or a variable display of the special symbol. Under such circumstances, the main CPU 100a stores various information related to the special symbol judgment in the reserved memory areas 1031 to 1035 as information indicating the reservation of the special symbol judgment. On the other hand, when a special symbol is not displayed in a variable manner, a special symbol judgment is not reserved, and a big win game (or a small win game) is not being played, the main CPU 100a shifts the acquired various random numbers, etc. to the judgment memory area 1030 immediately after storing them in the first reserved memory area (1031 or 1035) corresponding to the start hole where the game ball entered.

[0111] For example, when a game ball enters the first start hole 11 in a state where no information is stored in any of the first reservation memory area 1031 to the fourth reservation memory area 1034, various information related to the first special symbol determination acquired by this winning is stored in the first reservation memory area 1031, which is the top of the empty entries. Also, for example, when a game ball enters the first start hole 11 in a state where information is stored in the first reservation memory area 1031 and the second reservation memory area 1032, various information related to the first special symbol determination acquired by this winning is stored in the third reservation memory area 1033, which is the top of the empty entries.

[0112] In addition, for example, the reserved memory areas 1031 to 1035 also store "pre-judgment information." When a game ball enters a start hole, a pre-judgment is performed to judge whether or not a jackpot has been won, prior to the special symbol judgment, based on the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number. The pre-judgment information is information obtained by the pre-judgment, and includes "winning start hole information," information indicating whether or not a jackpot has been won, information indicating the type of jackpot symbol if a jackpot has been won, information indicating the type of small win symbol if a small win, information indicating the type of miss symbol if a miss, information indicating the variation pattern of the special symbol, information indicating the game state, and the like. The "winning start hole information" is information indicating which of the first start hole 11 and the second start hole 12 each random number stored in the same reserved memory area was acquired as a result of winning the prize in the first start hole 11 or the second start hole 12. The pre-judgment information including these pieces of information is stored in the same reserved memory area as the jackpot random number used in the pre-judgment.

[0113] When the information stored in the first reserved memory area 1031 is shifted to the judgment memory area 1030 when the first special symbol judgment is executed, the information stored in the entry lower than the second reserved memory area 1031 is shifted to the upper entry by one entry. For example, when the information stored in the first reserved memory area 1031 is shifted to the judgment memory area 1030 in a state where information is stored in each of the first reserved memory area 1031 to the third reserved memory area 1033, the information stored in the second reserved memory area 1032 is shifted to the first reserved memory area 1031, and the information stored in the third reserved memory area 1033 is shifted to the second reserved memory area 1032.

[0114] Such information shift processing is also performed in the first reserved memory area 1035 in which information related to the second special symbol determination is stored. In the gaming machine 1, when both the first special symbol determination and the second special symbol determination are reserved, that is, when information is stored in both the first reserved memory area 1031 and the first reserved memory area 1035, the shift processing in the first reserved memory area 1035 is performed preferentially before the shift processing in the first reserved memory area 1031 to the fourth reserved memory area 1034. Therefore, when the second special symbol determination is reserved, various information stored in the first reserved memory area 1035 is shifted to the determination memory area 1030. Also, when the second special symbol determination is not reserved, that is, when only the first special symbol determination is reserved, various information stored in the first reserved memory area 1031 is shifted.

[0115] The number of reserved memory areas in which the second special symbol determination is reserved is not limited to one, but may be four or zero. The number of reserved memory areas in which the first special symbol determination is reserved is not limited to four, but may be three or zero. A configuration in which the first special symbol and the second special symbol can be displayed variably at the same time may be adopted. In such a configuration, two determination memory areas 1030 for the first special symbol determination and the second special symbol determination may be provided. In this case, the shift process in the first reserved memory area 1031 to the fourth reserved memory area 1034 may be performed independently of the shift process in the first reserved memory area 1035.

[0116] FIG. 6 is an explanatory diagram for explaining an example of the result of the special symbol determination. FIG. 7 is an explanatory diagram for explaining the transition of the game state. In this embodiment, as the first special symbol indicating the determination result of the first special symbol determination, the jackpot symbols OA to OE indicating a jackpot, and the loss symbols HA and HB indicating a loss are prepared in advance (see FIG. 6). In the first special symbol determination, the probability of a jackpot is about 1 / 350, and the probability of a loss is about 349 / 350. In the gaming machine 1 of this embodiment, the player hits the first win by the first special symbol determination in the low probability micro time-saving state. The first win refers to the first jackpot game that occurs after the start of the game.

[0117] As the second special symbols indicating the result of the second special symbol determination, the big win symbol OF, the small win symbol K, and the losing symbol HC are prepared in advance (see FIG. 6). In the second special symbol determination, the probability of a big win is about 1 / 350, the probability of a small win is about 174 / 350, and the probability of a losing is about 175 / 350. Thus, while the second special symbol has a small win symbol, the first special symbol does not have a small win symbol (i.e., the small win probability is 0%).

[0118] When any of the jackpot symbols OA to OF indicating a jackpot is displayed on the display 4, the jackpot game is played following this display. The jackpot symbol OA is a 10R jackpot, and after the jackpot game ends, the game is controlled in the next confirmed state (the flow of (A) → (B) → (C) → (D) → (E) → (C) → (D) in FIG. 6).

[0119] The jackpot patterns OB-OD are 4R jackpots, and are controlled in a strong state after the jackpot game ends (see the flow of FIG. 6 (A)→(B)→(C)→(H)). The jackpot pattern OE is a 4R jackpot, and is controlled in a weak state after the jackpot game ends (see the flow of FIG. 6 (A)→(B)→(C)→(F)). In the gaming machine 1 of this embodiment, the determination rate of the jackpot pattern OA is 1 / 100, the determination rate of the jackpot pattern OB is 1 / 100, the determination rate of the jackpot pattern OB is 47 / 100, the determination rate of the jackpot pattern OD is 8 / 100, and the determination rate of the jackpot pattern OE is 43 / 100.

[0120] The jackpot pattern OF is a 10R jackpot, and after the jackpot game ends, it is controlled in a strong state (Figure 6 (K) → (Ke) → (Ku) flow, or (Ka) → (Ki) → (Ku) flow). The determination rate of the jackpot pattern OF is 100 / 100.

[0121] When the small win symbol K is displayed on the display 4, a small win game is executed following this display. In the small win game, a plate that blocks the small win hole 19 is activated. This opens the small win hole 19, which is normally closed.

[0122] The time during which the small winning opening 19 is opened in a small winning game is shorter than one opening period (hereinafter referred to as "1R") of the large winning opening 13 in a large winning game, and is a predetermined arbitrary time (for example, 1.8 seconds) of 1.8 seconds or less. In addition, if the total opening time of the small winning opening 19 during a small winning game is 1.8 seconds or less, the small winning opening 19 may be repeatedly opened and closed multiple times during the small winning game. The number of game balls that can enter the small winning opening 19 during a small winning game is smaller than the number of game balls that can enter the large winning opening 13 during a large winning game (for example, 10 balls on average). In the gaming machine 1 of this embodiment, a player can enter an average of three game balls into the small winning opening 19 during a small winning game, and can obtain about 45 prize balls, for example. This number of prize balls is smaller than the number of prize balls obtained in a 1R large winning game. In other words, the number of prize balls obtained in a small win game is less than the number of prize balls obtained in a 1R big win game.

[0123] The plate blocking the small winning hole 19 has the letter "V" written on it (see FIG. 1). This letter indicates the position of the specific area detection switch 52a provided inside the small winning hole 19. Here, the periphery of the small winning hole 19 is formed of a transparent synthetic resin material. Therefore, the player can see the inside of the small winning hole 19 regardless of whether the small winning hole 19 is open or closed. Specifically, the small winning hole detection switch 50c, the specific area detection switch 52a, the losing winning hole detection switch (not shown), and a plate (not shown) that opens and closes these switches are provided inside the small winning hole 19, and all of them are visible. In this embodiment, when a small winning game is not being played, the specific area detection switch 52a is blocked by the plate so that the game ball cannot pass through, and the losing winning hole detection switch is opened so that the game ball can pass through. A game ball that wins the small winning hole 19 during a small winning game first passes through the small winning hole detection switch 50c. This game ball passes through either the specific area detection switch 52a or the losing prize hole detection switch and is discharged from the game area 10.

[0124] During a small win game, the specific area detection switch 52a is opened by the plate to allow the game ball to pass through, and the loss winning hole switch is closed so that the game ball cannot pass through. In this embodiment, when the specific area detection switch 52a is opened to allow the game ball to pass through, the text "Aim for V!" is displayed on the liquid crystal screen 5, and the voice "Aim for V!" is output from the speaker 24. The text is hidden when the specific area detection switch 52a detects the game ball or when the specific area detection switch 52a is closed so that the game ball cannot pass through. The text display "Aim for V!" and the voice output "Aim for V!" function as a performance that instructs how to launch the game ball into the right area of ​​the game area 10. In this embodiment, the specific area detection switch 52a illuminates a light-emitting element (for example, a full-color LED) provided near the small winning hole 19 from the timing corresponding to the opening to allow the game ball to pass through to the timing corresponding to the blocking to prevent the game ball from passing through. This allows the location of the small winning hole 19 to be emphasized. That is, the above-mentioned illumination functions as a performance suggesting the position of the small winning hole 19. In the gaming machine 1, if the player hits the right side during a small winning game, the game ball easily passes through the specific area detection switch 52a (hereinafter referred to as "V winning"). When a V winning is made, a 9R big winning game that opens the big winning hole 13 is started following the end of the small winning game. After the end of this big winning game, it is controlled in the strong state (the flow of (K) → (K) → (K), the flow of (K) → (K) → (K), or the flow of (K) → (S) → (K) in FIG. 6). In addition, if the V is not won (specifically, if the game ball only passes the missing winning hole detection switch), the big win game will not start following the end of the small win game, and after the end of the small win game, the next special pattern determination will be made in a low-probability non-time-saving state (not shown).

[0125] In addition, in a small winning game, the large winning hole 13 may be opened instead of the small winning hole 19. In this case, inside the large winning hole 13, a specific area detection switch, a loss winning hole detection switch, and a plate for opening and closing these switches are provided.

[0126] When any of the losing symbols HA to HC indicating a loss is displayed on the display 4, no big win game is played after this display. However, in this embodiment, when any of the losing symbols HA to HC is displayed on the display 4 in a predetermined game state, the game state may change after this display. Specifically, when the losing symbol HA is displayed on the display 4 in a low probability non-time-saving state, the strong state is played after this display (flow of FIG. 6 (A) → (B) → (D) → (H)).

[0127] Here, in this embodiment, in the low probability non-time-saving state and the low probability micro-time-saving state, the player basically misses the normal symbol judgment, so the player has no choice but to hit the first starting hole 11 from the left. On the other hand, in the low probability time-saving state, the player is more likely to win the jackpot by making a normal symbol judgment than by aiming at the first starting hole 11. In this embodiment, the general winning hole 14, which generates the right to a normal symbol judgment when the game ball wins, is provided in both the left and right areas of the game area 10. In this embodiment, it is rare to win a general winning hole 14 provided in the left area of ​​the game area 10 even if the game ball is aimed and shot out. In contrast, the general winning hole 14 provided in the right area of ​​the game area 10 can easily win a prize if the game ball is hit from the right. That is, the gaming machine 1 of this embodiment is designed in advance to hit the right aiming at the general winning hole 14 provided in the right area of ​​the game area 10 in the low probability time-saving state. For this reason, the game states in which the losing symbols HA and HB may be displayed as stopped are the low probability non-time-saving state and the low probability minute time-saving state, and in the low probability minute time-saving state, they are basically not displayed as stopped. Also, the game states in which the losing symbols HC may be displayed as stopped are the low probability minute time-saving state, and in the low probability non-time-saving state and the low probability minute time-saving state, they are basically not displayed as stopped.

[0128] When the losing symbol HA is displayed on the display 4 in a state other than the low-probability non-time-saving state, if this stopped display is not a condition for ending the time-saving state, the game state will not change (flow from Figure 6 (E) to (E)). The time-saving end condition is a condition that is predetermined for each type of symbol, and when the condition is met, a transition to the low-probability non-time-saving state will occur. When the losing symbol HA is displayed on the display 4 in a state other than the low-probability non-time-saving state, if this stopped display is a condition for ending the time-saving state, a transition to the low-probability non-time-saving state will occur following this stopped display (flow from Figure 6 (E) to (I)).

[0129] When a losing symbol HB is displayed on the display 4 in a low-probability non-time-saving state, this stopped display is followed by control in a low-probability micro-time-saving state (flow in Fig. 6 (A) → (B) → (D) → (E)). When a losing symbol HB is displayed on the display 4 in a state other than a low-probability non-time-saving state, if this stopped display is not a time-saving end condition, the game state will not change (flow in Fig. 6 (E) → (E)). When a losing symbol HB is displayed on the display 4 in a state other than a low-probability non-time-saving state, if this stopped display is a time-saving end condition, this stopped display will be followed by a transition to a low-probability non-time-saving state (flow in Fig. 6 (E) → (I)).

[0130] When a losing symbol HC is displayed on the display 4 in a strong or weak state, control is performed in the next confirmed state following this stopped display (flow of (K) → (K), (Ka) → (K) in Fig. 6). When a losing symbol HC is displayed on the display 4 in a state other than a strong or weak state, if this stopped display is not a time-saving end condition, the game state will not change (flow of (K) → (K), (K) → (K) in Fig. 6). When a losing symbol HC is displayed on the display 4 in a state other than a strong or weak state, if this stopped display is a time-saving end condition, control is performed in the next confirmed state following this stopped display (flow of (K) → (I) in Fig. 6).

[0131] Fig. 8 is an explanatory diagram for explaining the time-saving end condition for the jackpot pattern and the small jackpot pattern, which is set based on the game state at the time of the stop display and the winning result, when the time-saving state (or the small time-saving state) immediately after the jackpot game ends. The jackpot pattern OA is a jackpot that ends the next confirmed state and transitions to a low-probability non-time-saving state when the total number of changes of the first special pattern and the second special pattern (hereinafter referred to as the "total number of changes of special patterns") reaches 1329, when the number of small jackpots reaches 1, or when the number of jackpots reaches 1.

[0132] "The time-saving state ends when the total number of special symbol changes reaches a predetermined number (for example, 1329 times)" means that when the next fixed state is set at the end of the big win game, and even if the above-mentioned number of special symbol judgments are made, if no small win game or big win game is played, the low probability non-time-saving state is set with the above-mentioned number of special symbol stop displays. However, in the next fixed state of this embodiment, the second start hole 12 is easily opened with a probability of 1 / 1 in the normal symbol judgment, and when the second special symbol judgment is made, the small win game is played with a relatively high probability. For this reason, even if the above-mentioned number of special symbol judgments are made after the next fixed state is set at the end of the big win game, the possibility that no small win game or big win game will be played is very low.

[0133] The jackpot pattern OB~OD is a jackpot that ends the strong state and transitions to a low probability non-time shortening state when the total number of special pattern changes becomes 10, when the number of second special pattern changes becomes 1, when the number of valid winnings in the second starting hole 12 becomes 1, when the number of normal pattern changes becomes 120, when the number of small wins becomes 1, or when the number of jackpots becomes 1. Note that the valid winning in this embodiment is the trigger for the special pattern judgment and the valid winning that is reserved.

[0134] "The time-saving state ends when the number of times the normal symbol changes reaches a predetermined number (for example, 120 times)" means that when the strong state is set at the end of the big win game, if the normal symbol determination is performed the number of times described above but no other time-saving end conditions are met, the low probability non-time-saving state is set with the normal symbol stopped and displayed the number of times described above. In the strong state of this embodiment, the probability that the second start hole 12 will be easily opened in the normal symbol determination is 1 / 76, so it is sometimes the case that the second start hole 12 will not be opened before the number of times the normal symbol changes reaches 120.

[0135] The jackpot pattern OE is a jackpot that ends the time-saving state immediately after the jackpot game under different conditions when it is stopped and displayed in a low-probability non-time-saving state and when it is stopped and displayed in a low-probability micro-time-saving state (and low-probability time-saving state). Specifically, in a low-probability non-time-saving state, the jackpot pattern OE is a jackpot that ends the weak state and transitions to a low-probability non-time-saving state when the total number of special pattern changes becomes 10, when the number of second special pattern changes becomes 1, when the number of effective winnings in the second starting hole 12 becomes 1, when the number of normal pattern changes becomes 554, when the number of small wins becomes 1, or when the number of jackpots becomes 1. In the weak state of this embodiment, the probability that the second starting hole 12 will easily open for winning in the normal pattern judgment is 1 / 350, so the second starting hole 12 often does not open before the number of normal pattern changes becomes 554.

[0136] In addition, when the jackpot pattern OE is displayed in a stopped state in the low probability micro time-saving state (and the low probability time-saving state), it is a jackpot that ends the weak state and transitions to the low probability non-time-saving state when the total number of special pattern changes becomes 10, when the number of second special pattern changes becomes 1, when the number of effective winnings in the second starting hole 12 becomes 1, when the number of normal pattern changes becomes 100, when the number of small wins becomes 1, or when the number of jackpots becomes 1. In the weak state of this embodiment, the probability that the second starting hole 12 will be easily opened for winning in the normal pattern judgment is 1 / 350, so in most cases the second starting hole 12 will not be opened before the number of normal pattern changes becomes 100.

[0137] The jackpot OF is a jackpot that ends the strong state and transitions to a low probability non-time-saving state when the total number of special symbol changes reaches 10, when the number of valid winning balls in the second starting hole 12 reaches 1, when the number of normal symbol changes reaches 120, when the number of small wins reaches 1, or when the number of jackpots reaches 1. The jackpot OF does not become a condition for the time-saving state to end immediately after a jackpot game due to the number of changes in the second special symbol.

[0138] The small win pattern K is a small win that ends the strong state and transitions to a low probability non-time-saving state when the total number of special pattern changes reaches 10, when the number of valid winning balls in the second starting hole 12 reaches 1, when the number of normal pattern changes reaches 120, when the number of small wins reaches 1, or when the number of big wins reaches 1. The small win pattern K does not become a condition for the end of the time-saving state immediately after the big win game following the small win game related to the small win pattern K when the number of changes of the second special pattern reaches 10.

[0139] FIG. 9 is an explanatory diagram for explaining the time-saving end condition for a losing symbol, which is set based on the game state and the winning result at the time of the stop display, and ends the time-saving state (or the minute time-saving state). When the losing symbol HA is stopped and displayed in the low-probability non-time-saving state, the strong state ends and the low-probability non-time-saving state transitions when the total number of special symbol changes becomes 10, when the number of second special symbol changes becomes 1, when the number of effective winnings in the second starting hole 12 becomes 1, when the number of normal symbol changes becomes 120, when the number of small wins becomes 1, or when the number of big wins becomes 1. When the losing symbol HA is stopped and displayed in the low-probability minute time-saving state (and the low-probability time-saving state), a new time-saving is not given (i.e., a new time-saving end condition is not set).

[0140] When the losing symbol HB is stopped and displayed in the low probability non-time-saving state, it is a losing symbol that ends the strong state and transitions to the low probability non-time-saving state when the total number of special symbol changes reaches 1329 times or when the number of changes of the second special symbol reaches 1 time. The losing symbol HB is a symbol that does not satisfy the conditions for the end of the strong state in terms of the number of valid winnings in the second starting hole 12, the number of changes of the normal symbol, the number of small wins, and the number of big wins. When the losing symbol HB is stopped and displayed in the low probability slight time-saving state (and the low probability time-saving state), a new time-saving is not granted (i.e., a new time-saving end condition is not set).

[0141] When a losing symbol HC is displayed in a low-probability non-time-saving state, it is a losing symbol that ends the time-saving state and transitions to a low-probability non-time-saving state when the total number of special symbol changes reaches 1329, when the number of small wins reaches 1, or when the number of big wins reaches 1. A losing symbol HC is a symbol that does not meet the conditions for ending the time-saving state, such as the number of changes of the second special symbol, the number of effective winnings in the second starting hole 12, or the number of changes of the normal symbol. When a losing symbol HC is displayed in a low-probability micro-time-saving state (and a low-probability time-saving state), a new time-saving is not granted (i.e., a new time-saving end condition is not set).

[0142] FIG. 10 is an explanatory diagram for explaining the subtraction timing of the number of times when the probability of determining that the second start hole 12 is opened in the normal pattern determination is in the time-saving state. As exemplified in FIG. 10(A), when the normal pattern that started to be displayed changeably at timing T1 is displayed stopped, the second start hole 12 is opened based on the game state at timing T1 in response to this stopped display. Also, when the normal pattern that started to be displayed changeably at timing T2 is displayed stopped, the second start hole 12 is opened based on the game state at timing T2 in response to this stopped display. That is, the opening pattern of the second start hole 12 refers to the game state at the start of the change of the normal pattern that triggered the opening.

[0143] If the time-saving state is in effect at timing T1, the remaining number of times the normal pattern changes while the time-saving state continues (hereinafter referred to as the "remaining number of times of time-saving") is decremented by "1" in response to the stopped display of the normal pattern. The remaining number of times of time-saving of the normal pattern is updated in response to the stopped display of the normal pattern, with the number of times of time-saving of the normal pattern as the time-saving end condition described with reference to Figs. 8 and 9 as the initial value. In this embodiment, the remaining number of times of time-saving becomes 0 in response to the stopped display of the normal pattern, and the time-saving state ends and transitions to a non-time-saving state. In the following description, the remaining number of times of time-saving of the normal pattern is 1, and the change display of the normal pattern when transitioning to a non-time-saving state in response to the stopped display of the normal pattern is referred to as the "final change of the normal pattern."

[0144] As illustrated in FIG. 10(A), when the remaining number of time-saving times of the normal pattern is α times at timing T1, the remaining number of time-saving times of the normal pattern is updated to α-1 times according to the stop display of the normal pattern that started the variable display at timing T1. Also, when the remaining number of time-saving times of the normal pattern is α-1 times, if the normal pattern that started the variable display is stopped at timing T2, the remaining number of time-saving times of the normal pattern is updated to α-2 times according to this stop display. Also, when the remaining number of time-saving times of the normal pattern is α-2 times at timing T2, the remaining number of time-saving times of the normal pattern is updated to α-3 times according to the stop display of the normal pattern that started the variable display at timing T2. That is, the remaining number of time-saving times of the normal pattern is updated according to the stop display of the normal pattern. In this way, there is a gap between the timing at which the opening pattern of the second start hole 12 is referred to and the timing at which the remaining number of time-saving times of the normal pattern is updated. Therefore, in the gaming machine 1, the second starting hole 12 may be opened in the opening pattern of the time-shortening state in the non-time-shortening state.

[0145] As illustrated in FIG. 10(B), when the remaining number of times of time reduction of the normal pattern is 1 at timing T3 in the time reduction state, the remaining number of times of time reduction of the normal pattern is updated to 0 in response to the stop display of the normal pattern that started to change at timing T3. When the normal pattern that started to change at timing T3 stops and displays as a winning pattern, the second start hole 12 is opened in an opening pattern according to the game state (i.e., the time reduction state) at the time of timing T3 in response to this stop display. In this embodiment, when the remaining number of times of time reduction of the normal pattern is 1 or more, the right hit lamp 49 is turned on (not shown). In this embodiment, from the start of the long opening of the second start hole 12 to the start of its closing, the right hit lamp 49 is kept on and the text "Aim right!" is displayed on the liquid crystal screen 5 to instruct the method of shooting the game ball into the right area of ​​the game area 10 (see FIG. 22(a)).

[0146] On the other hand, when the normal symbol that started to change display at the timing T3 is stopped and displayed as a short opening symbol, the second starting hole 12 is opened in a difficult-to-win manner in response to this stop display. In this embodiment, the right hit lamp 49 is turned off in response to the stop display of the short opening symbol.

[0147] When a long opening symbol is displayed as a normal symbol, control is performed to encourage right hitting. When a short opening symbol is displayed as a normal symbol, control is performed not to encourage right hitting even if the second starting hole 12 is opened for a short time.

[0148] FIG. 11 is an explanatory diagram for explaining the subtraction of the remaining number of time-saving times of the normal pattern when the normal pattern starts to change and is in a low-probability non-time-saving state. In this embodiment, when the normal pattern starts to change and is in a non-time-saving state, the remaining number of time-saving times of the normal pattern is not updated (i.e., is not subtracted). Specifically, as illustrated in FIG. 11, a jackpot game is being played at timing T5. In the gaming machine 1, the game is controlled to a low-probability non-time-saving state during a jackpot game. Therefore, timing T5 is a low-probability non-time-saving state. If the remaining number of time-saving times of the normal pattern is α times at timing T5, the remaining number of time-saving times of the normal pattern is not updated according to the stop display of the normal pattern that started to change at timing T5. If the normal pattern that started to change at timing T5 is stopped and displayed, the second start hole 12 is opened in an opening pattern according to the game state at the time of timing T5 (i.e., low-probability non-time-saving state) according to this stop display. In this embodiment, the right hit lamp 49 is turned on during a jackpot game (not shown). Therefore, in this embodiment, the right hit lamp 49 continues to be lit from the time when the second starting hole 12 starts to open to the time when it starts to close. However, a right hit notification (specifically, a right hit notification in which the text "Aim right!" is displayed on the LCD screen 5) triggered by the opening of the second starting hole 12 is not executed.

[0149] As illustrated in FIG. 11, the jackpot game ends at timing T6. In the gaming machine 1, at the end of the jackpot game, the game state is controlled according to the jackpot pattern (or small win pattern) related to the jackpot game. Therefore, timing T6 is the time-saving state. If the remaining number of times of time-saving for the normal pattern is α times at timing T6, the remaining number of times of time-saving for the normal pattern is updated to α-1 times in response to the stopped display of the normal pattern that started to change at timing T6. If the normal pattern that started to change is stopped at timing T6, the second starting hole 12 is opened in an opening pattern according to the game state (i.e., the time-saving state) at the time of timing T6 in response to this stopped display.

[0150] In this way, the right to determine a normal symbol and its reservation that occurred in the non-time-saving state are valid, while the remaining number of time-saving times for the normal symbol is not updated in the non-time-saving state. By not updating the remaining number of time-saving times for the normal symbol when the non-time-saving state is in effect at the start of the normal symbol fluctuation, the gaming machine 1 can prevent, for example, the remaining number of time-saving times for the normal symbol from being updated to 0 during a jackpot game.

[0151] The above explanation of Figures 10 and 11 describes the time-saving state and the non-time-saving state, but in the gaming machine 1 of this embodiment, even when the time-saving state is replaced by the slight time-saving state, control is performed in the same manner as described above for Figures 10 and 11.

[0152] Next, the targeting effect executed when the low probability time-saving state transitions to the low probability non-time-saving state will be described with reference to Fig. 12. Fig. 12 is an explanatory diagram for explaining the conditions under which the targeting effect that encourages the player to shoot the game ball aimed at the first starting hole 11 can be executed.

[0153] In this embodiment, a target effect flag is provided which indicates that the target effect can be executed. The target effect flag is initially set to OFF, and is also set to OFF in the time-saving state and the minute time-saving state. As illustrated in FIG. 12(A), when the time-saving state transitions from the time-saving state to the non-time-saving state due to the establishment of the time-saving end condition, the target effect flag is set to ON (see FIG. 72). In contrast, as illustrated in FIG. 12(B), when the time-saving state transitions from the minute time-saving state to the non-time-saving state due to the establishment of the time-saving end condition, the target effect flag remains OFF.

[0154] As exemplified in Figures 12(C) and (D), when the aim effect flag is set to ON when transitioning from the time-saving state to the non-time-saving state, and the power supply of the gaming machine 1 is turned OFF immediately after transitioning to the non-time-saving state, the following control is performed. Note that in the drawings, the notation "power ON" means that the power switch of the gaming machine 1 is turned ON, and the notation "power OFF" means that the power switch of the gaming machine 1 is turned OFF. Also, the notation "ON" of the RWM clear button in the drawings means that the RWM clear button 111a is in an operated state. Also, the notation "OFF" of the RWM clear button in the drawings means that the RWM clear button 111a is in an unoperated state.

[0155] As illustrated in FIG. 12(C), when the power switch is turned OFF while the target effect flag is set to ON, and the power switch is turned ON while the RWM clear button 111a is not operated, in this embodiment, the gaming machine 1 starts up with the target effect flag in the ON state. In this case, the effect control board 130 executes the target effect in response to receiving the customer waiting state designation command transmitted from the gaming control board 100. The customer waiting state in this embodiment is a state in which the first special symbol determination pending, the second special symbol determination pending, and the normal symbol determination pending are all 0, and the pattern determination time (for example, 1 second) of the special symbol and the normal symbol has elapsed, except during a big win game and a small win game, and the customer waiting state designation command in this embodiment is a command transmitted from the gaming control board 100 to the effect control board 130 when the customer waiting state continues for 10 seconds.

[0156] If the gaming machine 1 is restarted without being initialized when the aim effect flag is set to ON, there is a high possibility that the gaming machine 1 was restarted due to some malfunction while a player was playing. In such a case, there is a high possibility that the same player will play before and after the restart of the gaming machine 1. Therefore, in this embodiment, the gaming machine 1 is started with the aim effect flag in the ON state so that the player can easily understand that the gaming machine 1 is not in the time-saving state.

[0157] In addition, when the power switch is turned OFF while the aim effect flag is set to ON, and the power switch is turned ON without the RWM clear button 111a being operated, a configuration may be adopted in which the aim effect flag is initialized to the OFF state (i.e., a configuration in which the aim effect is not executed in response to the start-up of the gaming machine 1). In such a configuration, the effect control board 130 does not execute the aim effect in response to receiving the customer waiting state designation command transmitted from the gaming control board 100.

[0158] In this embodiment, when the aim effect flag is set to ON and the power switch is turned to the OFF state, and the rotating member of the setting key switch 112a is in the OFF position (hereinafter referred to as "setting key SW "OFF""), the gaming machine 1 starts up with the aim effect flag in the ON state.

[0159] In contrast, as illustrated in Fig. 12(D), when the power switch is turned OFF while the aim effect flag is set to ON, and the power switch is turned ON while the RWM clear button 111a is being operated, the gaming machine 1 is initialized and the gaming machine 1 starts up with the aim effect flag in the OFF state. In this way, by not executing the aim effect when the gaming machine 1 is initialized, it is possible to make it difficult for players to tell whether the gaming machine 1 is in a non-time-saving state or a slight time-saving state. This allows players to start playing while feeling excited about whether the gaming machine 1 is in a non-time-saving state or a slight time-saving state when the gaming establishment opens.

[0160] In this embodiment, when the power switch is turned to the OFF state while the aim effect flag is set to ON, and when the power switch is turned to the ON state by an amusement store clerk using the setting key such that the rotating member of the setting key switch 112a is in the ON position (hereinafter referred to as setting key SW "ON"), the gaming machine 1 is initialized and starts up with the aim effect flag in the OFF state.

[0161] Although not illustrated in the drawings, in this embodiment, when the power switch is turned OFF when the aim effect flag is set to OFF, and the power switch is turned ON with the RWM clear button 111a not being operated (or the setting key SW is in the "OFF" state), the gaming machine 1 starts up with the aim effect flag remaining in the OFF state. Also, when the power switch is turned OFF when the aim effect flag is set to OFF, and the power switch is turned ON with the RWM clear button 111a being operated (or the setting key SW is in the "ON" state), the gaming machine 1 is initialized and starts up with the aim effect flag in the OFF state.

[0162] In this manner, in this embodiment, the target effect flag is set to ON only on the condition of transition from the time-saving state to the non-time-saving state, and the target effect can be executed. The target effect flag may be set to ON when the time-saving end condition is satisfied to transition from the minute time-saving state to the non-time-saving state, and the target effect can be executed. In addition, the target effect flag may be set to ON when the power switch is turned to the ON state while the RWM clear button 111a is being operated, and the target effect can be executed. When such a configuration is adopted, the target effect can be executed at least at two or more timings among the timing of transition from the time-saving state to the non-time-saving state, the timing of transition from the minute time-saving state to the non-time-saving state, and the timing of initialization of the gaming machine 1. This makes it possible to more clearly indicate to the player that the gaming machine 1 is in the non-time-saving state.

[0163] Next, an example of the target performance will be described with reference to FIG. 13. FIG. 13 is an explanatory diagram for explaining an example of the performance mode when the target performance is executed in the case of transitioning from a low probability time-saving state to a low probability non-time-saving state. In this embodiment, the time-saving state ends in response to the normal pattern indicating a miss being stopped and a normal pattern time-saving end command is transmitted from the game control board 100 to the performance control board 130. In response to the performance control board 130 receiving the normal pattern time-saving end command, the door images TR and TL start to be displayed on the liquid crystal screen 5 (see FIG. 13(A)). The door images TR and TL are images that suggest that the time-saving state has ended, and are images that are superimposed and displayed in front of the decorative pattern 550. Note that in the time-saving state, the decorative pattern 550 is displayed in a mode that indicates the result of the normal pattern judgment in synchronization with the normal pattern. For this reason, in the example of FIG. 13(A), the decorative pattern 550 is displayed in a stop mode in a miss mode. The door image TR is displayed so that the door is closing from the right end of the liquid crystal screen 5 toward the center of the screen, and the door image TL is displayed so that the door is closing from the left end of the liquid crystal screen 5 toward the center of the screen in synchronization with the door image TR.

[0164] As shown in FIG. 13(A), the following display is made on the system display unit 60. That is, the display of "2476" which is the number of game balls synchronized with the number of game balls on the game ball number display 23, the display of "120" which indicates the total number of changes of the number of changes of the normal pattern and the number of changes of the special pattern (hereinafter simply referred to as "total number of changes"), the display of "0" which indicates that the first special pattern determination is not reserved, the display of "0" which indicates that the second special pattern determination is not reserved, and the display of "0" which indicates that the normal pattern determination is not reserved are displayed on the system display unit 60. The total number of changes in this embodiment is a value that is initialized to "0" when the game state changes, and is incremented by "1" each time the normal pattern or the special pattern starts to change.

[0165] As shown in FIG. 13(B), the door images TR and TL merge in the center of the screen, making the decorative pattern 550 completely invisible. As shown in FIG. 13(B), in this embodiment, the result is displayed in response to the effect control board 130 receiving the normal time-saving end command. The result is an effect that suggests that the control of the game in the time-saving state is ending, and is an effect that suggests the number of prize balls (game value) that the player has acquired through the small win game and the big win game. In addition, the result is an effect that notifies the game result until the time-saving state (specifically, the weak state, the strong state, and the next confirmation state) ends in the non-time-saving state.

[0166] The result is basically an image that is displayed for a predetermined time (for example, 3 seconds), and ends when a game ball enters the first starting hole 11 before the predetermined time has elapsed. In the example of FIG. 13(B), the result includes the characters "Strong mode ended" suggesting the end of the strong state, "TOTAL 2467" suggesting the number of winning balls, and "Win x 3" suggesting that either the big win symbols OA and OF or the small win symbol K has been hit three times. In this embodiment, the door images TR and TL start displaying earlier than the result, but the door images TR and TL and the result may start displaying at the same time, or the door images TR and TL may start displaying later than the result.

[0167] As illustrated in FIG. 13(C), when the first starting hole 11 has not won since the transition to the non-time-saving state, the "one-time tear performance" starts in response to the end of the display of the result. The one-time tear performance is a performance including the aim performance, and is a performance that suggests that the first special symbol determination is executed only once in the non-time-saving state. In this embodiment, the one-time tear performance is a performance that is executed in response to the performance control board 130 receiving the normal time-saving end command, and is a performance that is executed when the aim performance flag is in the ON state. In this embodiment, as the one-time tear performance, the character N1 and the text "one-time tear" are first displayed for a predetermined time (for example, one second), and the display of these is turned off and the aim performance starts. The character N1 and the text "one-time tear" are displayed superimposed on the front side of the door images TR and TL. If a game ball wins in the first starting hole 11 during the execution of the one-time tear performance, the one-time tear performance ends in response to the winning. In this embodiment, there are a success route and a failure route in the one-time tear performance. In the success route, a rematch challenge performance is started in response to the end of the one-time tear performance, which encourages a big win in a non-time-saving state (see FIG. 16). The rematch challenge performance is not executed when the aim performance flag is in an OFF state, but is executed when the aim performance flag is in an ON state. In contrast, in the failure route, in response to the end of the one-time tear performance, the decorative pattern 55, the fourth patterns 57 and 59, the icon 53 indicating that the first special pattern is being displayed in a variable manner, and the background image TZ start to be displayed in the display mode of the normal mode (see FIG. 13(G)). The normal mode in this embodiment is a display mode that suggests that the gaming machine 1 is controlled in a slight time-saving state. In this embodiment, in the normal mode, the decorative pattern 55 is composed of a number portion 550 and a character portion 551. Which route will develop is determined based on the result of the first special symbol determination (for example, winning or losing and a variation pattern) related to the winning of the first starting hole 11. Note that, as the one-time crying performance, the aim performance may start from the start of the one-time crying performance without displaying the character N1 and the text "one-time crying".

[0168] FIG. 13(C) is an example of the start of the aim performance. As illustrated in FIG. 13(C), in the aim performance of this embodiment, the characters "Waiting" indicating that the gaming machine 1 is waiting for the entry of the gaming ball into the first starting hole 11, the characters "Aim here with a left hit!" instructing the method of shooting the gaming ball into the left area in the gaming area 10, and the arrow N3 indicating the position of the first starting hole 11 are displayed in front of the door images TR and TL. In the aim performance, the voice "Aim here with a left hit!" is output once from the speaker 24 with the start. In this way, the aim performance is a performance that instructs the method of shooting the gaming ball into the left area in the gaming area 10 in the non-time-saving state (i.e., encourages shooting). Note that the decorative pattern 55 is not displayed during the aim performance illustrated in FIG. 13.

[0169] In the aim performance of this embodiment, the text "Aim here with a left hit!" and the arrow N3 start to be displayed at the same time. The arrow N3 may start to be displayed a predetermined time later (e.g., 0.5 seconds) after the text "Aim here with a left hit!" starts to be displayed, or the text "Aim here with a left hit!" may start to be displayed a predetermined time later (e.g., 0.5 seconds) after the arrow N3 starts to be displayed.

[0170] In this embodiment, a light-emitting element (e.g., a full-color LED) provided near the first starting hole 11 is illuminated from the start of the aim performance to the end of the performance when the game ball enters the first starting hole 11. This allows the location of the first starting hole 11 to be emphasized. In other words, the above-mentioned illumination functions as an illumination that suggests the location of the first starting hole 11 during the execution of the aim performance. In the aim performance of this embodiment, the display of the text "Aim here with a left hit!" and the above-mentioned illumination start simultaneously. The above-mentioned illumination may start a predetermined time (e.g., 0.5 seconds) after the text "Aim here with a left hit!" starts to be displayed, or the text "Aim here with a left hit!" may start to be displayed a predetermined time (e.g., 0.5 seconds) after the above-mentioned illumination starts.

[0171] In this embodiment, during the execution of the target performance, the door image TR is displayed moving between the center of the screen and the center of the right side of the screen of the liquid crystal screen 5 so as to open and close the door. The door image TL is displayed moving between the center of the screen of the liquid crystal screen 5 and the center of the left side of the screen so as to open and close the door in synchronization with the moving display of the door image TR. In this embodiment, the door images TR and TL are united at the center of the screen during the execution of the target performance, so that the image seen inside the door changes every time the door opens and closes. Specifically, as illustrated in FIG. 13(D), initially, as the image seen inside the door, a rematch challenge image ST1 showing a rematch challenge performance executed when the crying one-time performance develops into a successful route is displayed. Then, as illustrated in FIG. 13(E), when the door opens after closing, the background image TZ in the normal mode is displayed instead of the rematch challenge image ST1 as the image seen inside the door.

[0172] When the first starting hole 11 wins in the state illustrated in FIG. 13(D) or (E), the aim performance ends in response to the winning. That is, the images related to the aim performance of this embodiment (specifically, the text "Waiting" and the text "Aim here with a left hit!" and the arrow N3) are images that do not become invisible over time but become invisible in response to the entry of a game ball into the first starting hole 11. In contrast, the door images TR and TL displayed in response to the reception of a normal time-saving end command, the result, the character N1 related to the one-time tear performance, and the text "one-time tear" are images that may become invisible over time or may become invisible in response to the entry of a game ball into the first starting hole 11.

[0173] The aim performance does not end even if the game ball enters the general winning hole 14, but continues as it is. Here, in this embodiment, when five game balls consecutively enter the general winning hole 14 provided in the right area in the non-time-saving state or the minute time-saving state, a left-hit attention (not shown) that encourages the player to hit left is displayed on the liquid crystal screen 5 for a predetermined time (for example, 3 seconds). In this embodiment, as the left-hit attention, the text "Please return to left-hit" is displayed in front of other images. Note that, as the left-hit attention, the left-hit promotion display N4 (see FIG. 14(F) or FIG. 15(A) and (B)) may be displayed, or an image different from the left-hit promotion display N4 may be displayed. In this embodiment, in the left-hit attention, the voice "Please return to left-hit" is output twice from the speaker 24 with the start of displaying the above text. In this way, the left hit warning is an effect that instructs how to shoot the game ball into the left area of ​​the game area 10 in the non-time-saving state or the minute time-saving state. In the non-time-saving state or the minute time-saving state, if five game balls consecutively enter the general winning hole 14 provided in the right area while the left hit warning is being displayed, the left hit warning that was being displayed becomes non-displayed and the display of the left hit warning starts again from the beginning. Also, in the non-time-saving state or the minute time-saving state, if five game balls consecutively enter the general winning hole 14 provided in the right area while the above sound is being output, the above sound that was being output is forcibly terminated and the output of the above sound starts again from the beginning.

[0174] For example, if a player hits the right side during the execution of the aim performance and a left hit warning is displayed, and a win occurs at the first starting hole 11, the aim performance ends in response to the win and the left hit warning is hidden. If a win occurs at the first starting hole 11 during the output of the above sound, which starts with the start of the display of the left hit warning, the output of the above sound is forcibly terminated in response to the win.

[0175] When a player hits from the left, the game ball may enter the general winning hole 14 provided in the left area of ​​the game area 10. In this embodiment, the entry of the game ball into the general winning hole 14 provided in the left area does not trigger the start or end of any performance.

[0176] During the execution of the target performance, if the player has not gripped the handle 20 for 90 seconds since the game entered the customer waiting state, the target performance starts while the target performance continues. As the customer waiting performance, a demo video for advertising the gaming machine 1, the name of the company that manufactures the gaming machine 1, and the like are displayed repeatedly while switching between them. Since the customer waiting performance is displayed in front of the target performance, the target performance being executed behind the customer waiting performance on the liquid crystal screen 5 cannot be seen during the execution of the customer waiting performance. For this reason, the target performance may be temporarily hidden. The customer waiting performance is a performance that becomes hidden as time passes (e.g., 20 seconds pass) and is also a performance that becomes hidden when the player grips the handle 20. As the customer waiting performance becomes hidden, the target performance is redisplayed on the liquid crystal screen 5. Instead of the condition that the handle 20 is gripped, the customer waiting performance may be hidden when the condition that a game ball is shot out is met.

[0177] The customer waiting effect may be an effect executed behind the one-time tear-jerking effect including the aim effect. In such a configuration, the customer waiting effect is displayed behind the aim effect, so the aim effect continues to be displayed on the liquid crystal screen 5 regardless of whether the customer waiting effect is being executed or not. This allows the player to be constantly informed that the aim effect is being executed.

[0178] 13(D) or (E), when the first start port 11 wins and the winning variation pattern is a variation pattern that allows a successful route to be executed, a rematch challenge performance is started in response to the winning. On the other hand, when the first start port 11 wins and the winning variation pattern is a variation pattern that allows a failed route to be executed in the state illustrated in FIG. 13(D) or (E), the door images TR and TL merge in the center of the screen in response to the winning, and the door closes (see FIG. 13(F)).

[0179] As shown in FIG. 13(G), if the game progresses to a failed route, the door images TR and TL are hidden due to a display that displays the door opening a predetermined time after the door closes (for example, 1 second later). In the case of a losing symbol HB, as the door images TR and TL are hidden, the decorative symbol 55, the fourth symbols 57 and 59, the icon 53 indicating that the first special symbol is being displayed in a variable manner, and the background image TZ start to be displayed according to the display mode of the normal mode (see FIG. 13(G)). At this time, the decorative symbol 55 is displayed as a temporary stop in a manner suggesting a losing symbol HB. The temporary stop display in this embodiment is a display mode in which the decorative symbol 55 is not completely stopped but is slightly moving up, down, left, and right.

[0180] Following the state illustrated in FIG. 13(G), when the symbol is a losing symbol HB, the decorative symbol 55 is displayed as it is with the losing symbol HB stopped, and accordingly, the state transitions to the micro-time-saving state (see FIG. 13(H)). In addition, with the start of the customer waiting state immediately after the losing symbol HB is displayed, a left-hand hit promotion display N4 (see FIG. 14(F) or FIG. 15(A) and (B)) that encourages the player to hit left may be displayed on the liquid crystal screen 5 for a predetermined time (for example, 1 second). The left-hand hit promotion display N4 in this embodiment is a left-facing arrow with the word "left-hand hit" written inside. In addition, with the start of the display of the left-hand hit promotion display, a voice saying "Please hit left" is output twice from the speaker 24. The left-hand hit promotion display N4 at this time functions as a performance that instructs how to hit the game ball to the left area in the game area 10 in the micro-time-saving state.

[0181] Following the state illustrated in FIG. 13(G), when the losing symbol is HA, a revival effect is executed that suggests a transition to a time-saving state during the variable display of the first special symbol. In the revival effect of this embodiment, the decorative symbol 55, the icon 53, and the background image TZ are hidden, and the rainbow-colored performance element 7 rotates toward the center of the liquid crystal screen 5 while moving downward, and is disposed in front of the liquid crystal screen 5. The revival effect is executed for a predetermined time (for example, 4 seconds), and the performance element 7 starts to move to its initial position. Accordingly, the losing symbol HA is stopped and displayed. As illustrated in FIG. 13(I), the strong state is transitioned to in response to the stop display of the losing symbol HA, and the characters "Strong mode entry" suggesting a transition to the strong state, the characters "mode selection" indicating that the performance mode (performance mode) in the strong state can be selected according to the operation of the performance button 26, and a performance button image 90 imitating the performance button 26 are displayed. The above display is displayed from the time when the losing symbol HA is stopped to the time when the normal symbol starts to change. As shown in FIG. 13(I), the value indicating the total change count in the system display unit 60 is initialized to "0" in response to the stop display of the losing symbol HA. After that, in response to the transmission of a customer waiting state designation command (described later) from the game control board 100 to the performance control board 130, the word "Right hit" is displayed on the liquid crystal screen 5 to encourage the player to hit to the right, and the voice "Please hit to the right" is output once from the speaker 24, thereby instructing the method of shooting the game ball to the right area in the game area 10. Then, with the word "Right hit" still being displayed, as the normal symbol starts to change, the decorative symbol 55, the fourth symbols 57 and 59, the icon 53 (normal) indicating that the normal symbol is changing, and the background image suggesting the strong state start to be displayed in the display mode of the strong mode (see FIG. 13(J) and FIG. 22(E)). At this time, the decorative pattern 55 is displayed in a high-speed varying manner. The strong mode in this embodiment is a display mode that suggests that the gaming machine 1 is controlled in a strong state. In this embodiment, in the strong mode, the decorative pattern 55 is composed of only the number portion 550.

[0182] On the other hand, following the state illustrated in FIG. 13(F), in this embodiment, the jackpot may be revived. Specifically, when the jackpot symbols are OB-OD, a revival effect is executed that suggests a transition to a time-saving state during the variable display of the first special symbol. The revival effect is executed for a predetermined time (for example, 4 seconds), and the performance gimmick 7 starts to move to the initial position. Accordingly, the jackpot symbols OB-OD are displayed in a stopped state (see FIG. 13(K)). In response to the stopped display of the jackpot symbols OB-OD, the state transitions to a non-time-saving state, and the liquid crystal screen 5 displays the characters "Right Hit" that instruct the method of shooting the game ball to the right area in the game area 10, and the BONUS symbol that suggests that it is one of the jackpot symbols OB-OD is displayed in a stopped state. With the start of the display of the above display, the voice "BONUS" is output once from the speaker 24. The above display is displayed from the stopped display of the jackpot symbols OB-OD until the start of the jackpot game.

[0183] The timing at which the game ball enters the first starting hole 11 is not limited to the states exemplified in Figs. 13(D) and (E), but may be any of the states exemplified in Figs. 13(A) to (E).

[0184] Although not shown in the drawings, when a game ball enters the first start hole 11 in the state illustrated in Fig. 13(A)-(E) and the result of the first special symbol determination related to this winning is a jackpot symbol OA, a "jackpot symbol OA effect" that suggests that this is a jackpot that will transition to the next confirmed state is executed from the start of the variable display of the first special symbol. At this time, the effect that was being executed (specifically, the effect illustrated in Fig. 13(B)-(E)) becomes non-displayed in response to the winning, and the rematch challenge effect is not executed regardless of whether the aim effect flag is ON or not. When a game ball enters the first start hole 11 in the state illustrated in Fig. 13(A)-(C) and the result of the first special symbol determination related to this winning is a jackpot symbol OA, the winning timing is before the start of the aim effect, so the aim effect is not executed regardless of whether the aim effect flag is ON or not.

[0185] The one-time tear-jerking effect and the rematch challenge effect shown in FIG. 13 are executed when the aim effect flag is ON, and are not executed when the aim effect flag is OFF. When the aim effect flag is OFF, the decorative pattern 55, the fourth patterns 57 and 59, and the background image TZ start to be displayed in the normal mode display mode according to the end of the result. At this time, the decorative pattern 55 is displayed in a stop state in the same number combination as the miss mode (specifically, the miss mode showing the result of the normal pattern determination) shown in FIG. 13(A). Then, when the game ball enters the first start hole 11, the reach effect is executed based on the result of the first special pattern determination related to the winning, and then the winning or losing is notified.

[0186] Next, a modified example of the performance mode when the target performance is executed in the case of transition from the low probability time-saving state to the low probability non-time-saving state will be described with reference to Fig. 14. Fig. 14 is an explanatory diagram for explaining one of the modified examples of the performance mode when the target performance is executed in the case of transition from the low probability time-saving state in which the probability of determining that the second starting hole 12 is long-opened in the normal pattern determination is 1 / 76 to the low probability non-time-saving state. Note that the differences from the matters described with reference to Fig. 13 will be described, and the same matters as those described with reference to Fig. 13 will be omitted.

[0187] In the example of FIG. 14, the door images TR and TL start to be displayed on the liquid crystal screen 5 at the end of the variable display of the normal pattern when the remaining number of times of time reduction for the normal pattern is 1 (see FIG. 14(A)). In the example of FIG. 14(A), the door images TR and TL function as images suggesting that the time-saving state may end. The door image TR is displayed as if a door is closing from the right end of the liquid crystal screen 5 toward the center of the screen, and the door image TL is displayed as if a door is closing from the left end of the liquid crystal screen 5 toward the center of the screen in synchronization with the door image TR. The result is displayed in front of the door images TR and TL. Thus, in the example of FIG. 14, the result starts to be displayed during the variable display of the normal pattern when the remaining number of times of time reduction for the normal pattern is 1, and is hidden before the normal pattern is displayed in a stopped state.

[0188] As shown in FIG. 14B, two effect button images 90 that imitate the effect button 26 are displayed while the result is being displayed. The two effect button images 90 may combine in the center of the screen of the liquid crystal screen 5, or may not combine and slip through each other to disappear at the edge of the screen. When the two effect button images 90 combine, it is suggested that the normal pattern is likely to be a long opening pattern (as a result, the time-saving state is likely to continue). When the two effect button images 90 do not combine, it is suggested that the time-saving state is unlikely to continue (i.e., the normal pattern is likely to be a long opening pattern). When the two effect button images 90 combine, a predetermined time (e.g., 3 seconds) is set as the effective period during which the operation of the effect button 26 is effective. When the normal pattern is a long opening pattern, the effective period ends in response to the operation of the effect button 26 during the effective period, and the effect button image 90, the door images TR and TL, and the result are hidden. Accordingly, depending on the display mode of the strong mode, decorative pattern 55, fourth patterns 57 and 59, icon 53 (normal) indicating that the normal pattern is being displayed in a variable manner, and a background image suggesting a strong state are displayed.

[0189] On the other hand, if the normal symbol is not a long opening symbol, the effective period ends in response to the operation of the effect button 26 during the effective period, and the effect button image 90 is hidden, and the result display continues. After that, as illustrated in FIG. 14(C), a one-time tear effect starts during the variable display of the normal symbol. In the example of FIG. 14(C), the character N1 and the words "one time tear" are displayed as the one-time tear effect. Then, the door images TR and TL and the character N1 are hidden, while the words "one time tear" continue to be displayed. Then, as illustrated in FIG. 14(D), the decorative symbol 55, the fourth symbols 57 and 59, and the background image TZ start to be displayed according to the display mode of the normal mode. At this time, the decorative symbol 55 is displayed temporarily stopped behind the words "one time tear" in a manner suggesting a loss.

[0190] As shown in FIG. 14(E), in response to the short open pattern being stopped as a normal pattern, the decorative pattern 55 is stopped in a manner suggesting a miss in front of the characters "One Cry". Then, in response to the normal pattern time-saving end command being received by the performance control board 130, the aim performance is executed. FIG. 14(F) is an example of the start of the aim performance. In the aim performance shown in FIG. 14(F), the characters "Aim here with a left hit!" encouraging a left hit and an arrow N3 suggesting the position of the first starting hole 11 are displayed in front of the decorative pattern 55 stopped and displayed in the display mode of the normal mode. With the start of the aim performance, the voice "Aim here with a left hit!" is output once from the speaker 24. In addition, the location of the first starting hole 11 is emphasized by illuminating a light-emitting element (for example, a full-color LED) provided near the first starting hole 11 from the start to the end of the aim performance.

[0191] In the example of Fig. 14, the left hit prompting display N4 is displayed for a predetermined time (e.g., 1 second) in the upper left corner of the liquid crystal screen 5 in conjunction with the start of the aim performance. In the example of Fig. 14, the left hit prompting display N4 is displayed in a display area that does not overlap with the aim performance. Note that, similar to the example of Fig. 14, the left hit prompting display N4 may be displayed for a predetermined time (e.g., 1 second) in the upper left corner of the liquid crystal screen 5 in conjunction with the start of the aim performance exemplified in Fig. 13.

[0192] When a winning occurs at the first starting hole 11 in the state illustrated in FIG. 14(F), the aim effect ends in response to the winning, and the text display "One last time" disappears (see FIG. 14(G)). Accordingly, the icon 53 indicating that the first special pattern is being displayed in a varying manner is displayed, and the decorative pattern 55 begins to be displayed in a varying manner. In the example of FIG. 14, the rematch challenge effect is executed while the first special pattern is being displayed in a varying manner, regardless of the varying pattern of the first special pattern. Note that the example of FIG. 14 may also have a varying pattern in which the rematch challenge effect can be executed and a varying pattern in which the rematch challenge effect cannot be executed.

[0193] A configuration may be adopted in which the aim effect is executed while the result is being displayed. In this configuration, when a predetermined time (e.g., 3 seconds) has elapsed since the result was displayed, an image related to the aim effect (specifically, the text "Waiting" and the text "Aim here with your left hand!" and an arrow N3) are displayed in front of the result while the result is still being displayed. In this state, if a win occurs at the first starting hole 11, the result and the aim effect will end in response to the win. The result and the image related to the aim effect may be displayed overlapping, or may not be displayed overlapping.

[0194] Next, a modified example of the performance mode when the target performance is executed in the case of transition from the low probability time-saving state to the low probability non-time-saving state will be described with reference to Fig. 15. Fig. 15 is an explanatory diagram for explaining one of the modified examples of the performance mode when the target performance is executed in the case of transition from the low probability time-saving state to the low probability non-time-saving state. Note that the differences from the matters described with reference to Fig. 13 will be described, and the same matters as those described with reference to Fig. 13 will be omitted.

[0195] In the example of FIG. 15, the left hit promotion display N4 is displayed in response to the performance control board 130 receiving the normal time reduction end command. As illustrated in FIG. 15(A), the left hit promotion display N4 is displayed in the center of the liquid crystal screen 5, and is displayed moving to the upper left corner of the liquid crystal screen 5 while being reduced over a predetermined time period (for example, one second). In addition, the left hit promotion display N4 may be displayed with the start of the crying one-time performance in the flow of the performance illustrated in FIG. 13, or may be displayed with the start of the aim performance. As in the example of FIG. 14, in the case of a configuration in which the left hit promotion display N4 is displayed with the start of the aim performance illustrated in FIG. 13, the left hit promotion display N4 is displayed moving from the display area overlapping the front side of the aim performance to a display area that does not overlap.

[0196] As shown in FIG. 15(B), when the performance control board 130 receives a normal time-saving end command, the aim performance is executed at the timing when the movement display of the left-hand hit promotion display is completed. FIG. 15(B) is an example of the start of the aim performance. In the aim performance shown in FIG. 15(B), the text "Aim here with a left hit!" encouraging left-hand hit, an arrow N3 indicating the position of the first start hole 11, and a first start hole image 11G imitating the first start hole 11 are displayed. With the start of the aim performance, the voice "Aim here with a left hit!" is output once from the speaker 24. In addition, the location of the first start hole 11 is emphasized by illuminating a light-emitting element (e.g., a full-color LED) provided near the first start hole 11 from the start to the end of the aim performance.

[0197] When the first starting hole 11 is won in the state illustrated in FIG. 15(B), the aim performance ends in response to the winning (see FIG. 15(C)). In response to this, a performance display is performed to prompt whether or not the performance will progress to a rematch challenge performance based on the result of the first special symbol determination. Specifically, in the example of FIG. 15(C), the performance image ST1L is displayed on the left edge of the liquid crystal screen 5, and the performance image ST1R is displayed on the right edge of the liquid crystal screen 5. The performance image ST1L is displayed from the left edge of the liquid crystal screen 5 toward the center of the screen, and the performance image ST1R is displayed in synchronization with the performance image ST1L from the right edge of the liquid crystal screen 5 toward the center of the screen, as if a door is closing. As illustrated in FIG. 15(D), if the performance image ST1L and the performance image ST1R are united and expanded so as to contact each other at the center of the screen, the performance will progress to a rematch challenge performance. On the other hand, as shown in Fig. 15(E) and (F), if the effect image ST1L and the effect image ST1R do not combine, the rematch challenge effect does not develop, and the decorative pattern 55, the fourth patterns 57 and 59, and the background image TZ start to be displayed in the normal mode display mode. At this time, the decorative pattern 55 is displayed temporarily stopped in a manner suggesting that the judgment result of the first special pattern is a miss.

[0198] Following the state illustrated in FIG. 15(F), when the losing symbol HB is displayed, the decorative symbol 55 is displayed as it is along with the stopping of the losing symbol HB, and accordingly, the state transitions to a slight time-saving state (see FIG. 15(G)).

[0199] Following the state illustrated in FIG. 15(F), when the symbol is a losing symbol HA, a revival effect is executed that suggests a transition to a time-saving state during the variable display of the first special symbol. Then, with the end of the revival effect, the losing symbol HA is displayed in a stopped state. As illustrated in FIG. 15(H), the state transitions to a strong state in response to the stopped display of the losing symbol HA, and the characters "Entering Strong Mode" suggesting a transition to the strong state, the characters "Mode Selection" indicating that the performance mode (performance mode) in the strong state can be selected, and the performance button image 90 are displayed. The above display is displayed from the time the losing symbol HA is displayed in a stopped state until the normal symbol starts to be displayed in a variable state. As illustrated in FIG. 15(H), the value indicating the total number of changes in the system display unit 60 is initialized to "0" in response to the stopped display of the losing symbol HA. After that, in response to a customer waiting state designation command (described later) being sent from the game control board 100 to the performance control board 130, the word "Hit Right" is displayed on the liquid crystal screen 5 to encourage the player to hit right, and the voice "Please hit right" is output once from the speaker 24. Then, while the word "Hit Right" continues to be displayed, the decorative pattern 55, the fourth patterns 57 and 59, the icon 53 (normal) indicating that the normal pattern is being displayed, and the background image suggesting the strong state start to be displayed according to the display mode of the strong mode as the normal pattern starts to be displayed in a variable manner (see FIG. 15(I) and FIG. 22(E)). At this time, the decorative pattern 55 is displayed in a variable manner at high speed.

[0200] In the example of Fig. 15, if there is a big win, the rematch challenge effect is executed. However, even if there is a big win, there may be cases where the rematch challenge effect is executed and cases where it is not executed. As for the flow when the rematch challenge effect is not executed, it becomes the state exemplified in Fig. 15(F) as in the above-mentioned flow, and after the revival effect is executed, the decorative pattern 55 is stopped and displayed in the big win mode along with the stopped display of the big win pattern.

[0201] Next, a specific example of the rematch challenge presentation will be described with reference to Figs. 16 to 18. Fig. 16 is an explanatory diagram for explaining an example of a presentation mode when a rematch challenge is executed following the aim presentation of Fig. 13(E). Fig. 17 is an explanatory diagram for explaining an example of a presentation mode following the mode selection screen of Fig. 16(C). Fig. 18 is an explanatory diagram for explaining an example of a presentation mode following the mode selection screen of Fig. 16(D). Note that in the rematch challenge presentation following Figs. 14 and 15, presentations similar to those exemplified in Figs. 16 to 18 are executed.

[0202] As shown in FIG. 16(A), when the game ball enters the first starting hole 11 during the execution of the one-time tear performance and the one-time tear performance ends (success route), the door images TR and TL are hidden by the performance display of the door opening. Then, as shown in FIG. 16(B), the rematch challenge image ST1 is enlarged and the rematch challenge performance starts. When the rematch challenge performance starts, as shown in FIG. 16(C), the rematch challenge image ST1 is hidden and a mode selection screen is displayed indicating that the mode of the rematch challenge performance can be selected. On the mode selection screen, characters and images related to the "birthday party one-shot announcement type", characters and images related to the "fight breakthrough type", a performance button image 90, and a gauge image 91 indicating the remaining time of the effective period of the performance button 26 are displayed. The "birthday party one-shot announcement type" is a performance mode in which the candles on the cake continue to burn for a long time, indicating that it is a big win or a losing pattern HA. The "fight breakthrough type" is a presentation mode that suggests a big win or a losing symbol HA by the player's character ST3 continuing to win against the enemy. FIG. 16(C) illustrates an example of a state in which the "birthday party one-shot announcement type" is selected, and FIG. 16(D) illustrates an example of a state in which the "fight breakthrough type" is selected. The player can switch the selection by operating the presentation button 26 during the valid period, and the rematch challenge presentation will be executed with the type selected at the end of the valid period.

[0203] As shown in Fig. 17(A), if the valid period ends with the "Birthday Party One-Shot Announcement Type" selected, the game progresses to a birthday party. As shown in Fig. 17(B) to (D), in the birthday party, if the candles on the cake go out and the end of the rematch challenge effect is announced, it is relatively likely that the game is not a big win or a losing symbol HA. On the other hand, if the candles on the cake do not go out, a revival effect is executed following the state shown in Fig. 17(B), suggesting that the game is a big win or a losing symbol HA (the flow from Fig. 17(B) to (H), or the flow from Fig. 17(B) to (J)).

[0204] As shown in Fig. 17(E), immediately after the rematch challenge effect ends, the door images TR and TL merge in the center of the screen to close the door. Then, as shown in Fig. 17(F), the door images TR and TL are hidden, and the decorative pattern 55, the fourth patterns 57 and 59, and the background image TZ start to be displayed in the normal mode display mode. At this time, the decorative pattern 55 is displayed temporarily stopped in a losing mode that suggests that it is a losing pattern HB.

[0205] Following the state illustrated in FIG. 17(F), when the losing symbol HB is displayed, the decorative symbol 55 is displayed as it is along with the stopping of the losing symbol HB, and accordingly the state transitions to a slight time-saving state (see FIG. 17(G)).

[0206] Following the state illustrated in FIG. 17(F), when the symbol is a losing symbol HA, a revival effect is executed that suggests a transition to a time-saving state during the variable display of the first special symbol. Then, with the end of the revival effect, the losing symbol HA is displayed in a stopped state. As illustrated in FIG. 17(H), the state transitions to a strong state in response to the stopped display of the losing symbol HA, and the characters "Strong mode entry" suggesting a transition to the strong state, the characters "mode selection" indicating that the performance mode (performance mode) in the strong state can be selected, and the performance button image 90 are displayed. The above display is displayed from the time the losing symbol HA is displayed in a stopped state until the normal symbol starts to be displayed in a variable state. As illustrated in FIG. 17(H), the value indicating the total number of changes in the system display unit 60 is initialized to "0" in response to the stopped display of the losing symbol HA. After that, in response to a customer waiting state designation command (described later) being sent from the game control board 100 to the performance control board 130, the word "Hit Right" is displayed on the liquid crystal screen 5 to encourage the player to hit right, and the voice "Please hit right" is output once from the speaker 24. Then, while the word "Hit Right" continues to be displayed, the decorative pattern 55, the fourth patterns 57 and 59, the icon 53 (normal) indicating that the normal pattern is being displayed, and the background image suggesting the strong state start to be displayed according to the display mode of the strong mode as the normal pattern starts to be displayed in a variable manner (see FIG. 17(I) and FIG. 22(E)). At this time, the decorative pattern 55 is displayed in a variable manner at high speed.

[0207] As shown in FIG. 18(A), when the valid period ends with the "fight breakthrough type" selected, a fight breaks out. As shown in FIG. 18(B) and FIG. 18(C), all enemies of the character ST3 are displayed first, and then the character ST3 fights each enemy in turn. In this embodiment, the expectation of defeat is shown for each enemy. The higher the expectation of defeat, the higher the probability of the symbol being a big win or a miss HA is displayed. If the character ST3 loses even once, the possibility of the symbol not being a big win or a miss HA is relatively high (flow from FIG. 18(C) to (D)). On the other hand, if the character ST3 continues to win, a revival performance is executed, suggesting that the symbol is a big win or a miss HA (flow from FIG. 18(C) directly to (H), or flow from FIG. 18(C) directly to (J)).

[0208] As shown in Fig. 18(E), immediately after the rematch challenge performance ends, the door images TR and TL merge in the center of the screen to close the door. The subsequent flow is the same as that from Fig. 17(E) onwards, so a description thereof will be omitted.

[0209] Next, referring to Fig. 19, an example of the performance mode when the target performance is executed when the weak state is shifted to the non-time-saving state will be described. Fig. 19 is an explanatory diagram for explaining an example of the performance mode when the target performance is executed when the low-probability time-saving state, in which the probability of determining that the second starting hole 12 is opened in the normal pattern determination, is shifted to the low-probability non-time-saving state. In this embodiment, the target performance similar to that when the strong state is shifted to the non-time-saving state is also executed when the weak state is shifted to the non-time-saving state.

[0210] As shown in FIG. 19(A), in response to the performance control board 130 receiving the normal time-saving end command, the door images TR and TL start to be displayed on the liquid crystal screen 5. In addition, in the weak state as in the strong state, the decorative pattern 550 is displayed in a manner that indicates the result of the normal pattern judgment in synchronization with the normal pattern. Therefore, in the example of FIG. 19(A), the decorative pattern 550 is displayed stopped in a losing mode. The door image TR is displayed so that the door is closing from the right end of the liquid crystal screen 5 toward the center of the screen, and the door image TL is displayed so that the door is closing from the left end of the liquid crystal screen 5 toward the center of the screen in synchronization with the door image TR.

[0211] As shown in FIG. 19(B), the door images TR and TL merge in the center of the screen, making the decorative pattern 550 completely invisible. As shown in FIG. 19(B), in this embodiment, the result is displayed in response to the performance control board 130 receiving the normal time-saving end command. In the example of FIG. 19(B), the result is displayed with the text "Weak mode ended" suggesting the end of the weak state and the text "TOTAL 2467" suggesting the number of winning balls. In this embodiment, the door images TR and TL are displayed earlier than the result, but the door images TR and TL and the result may be displayed at the same time, or the door images TR and TL may be displayed later than the result.

[0212] The flow from FIG. 19(C) onwards is similar to the flow from FIG. 13(C) onwards, and therefore the description will be omitted.

[0213] Next, a case where the gaming machine 1 is restarted while the aim performance is being executed will be described. Fig. 20 is an explanatory diagram for explaining the state when the gaming machine 1 is turned from the power "OFF" state to the power "ON" state while the aim performance is being executed. Figs. 20(A)-(D) show an example of the state where the aim performance is executed in the same manner as the flow of Figs. 13(A)-(D). If the power of the gaming machine 1 is turned OFF during this aim performance, it is controlled as follows.

[0214] As illustrated in FIG. 20(E), when the power switch is turned OFF during the aim performance (i.e., when the aim performance flag is set to ON), and the power switch is turned ON while the RWM clear button 111a is not operated (or the setting key SW is in the "OFF" state), the aim performance is started in response to the performance control board 130 receiving a customer waiting state designation command (described later), and the display of the door images TR and TL and the rematch challenge image ST1 is started (note that such a display mode is called a "normal screen including the aim performance"). In this embodiment, during the execution of the aim performance, the door image TR is displayed moving between the center of the screen of the liquid crystal screen 5 and the center of the right side of the screen so that the door opens and closes. The door image TL is displayed moving between the center of the screen of the liquid crystal screen 5 and the center of the left side of the screen so that the door opens and closes in synchronization with the moving display of the door image TR. In this embodiment, the door images TR and TL are united at the center of the screen during the execution of the aim performance, so that the image seen inside the door changes every time the door opens and closes. Specifically, as shown in Fig. 20(E), initially, a rematch challenge image ST1 is displayed as the image seen inside the door. Then, when the door is opened after being closed, a background image TZ is displayed as the image seen inside the door in place of the rematch challenge image ST1 (see Fig. 13(E)).

[0215] In addition, when the power switch is turned OFF during the aim performance and the power switch is turned ON with the RWM clear button 111a not being operated (or the setting key SW is in the "OFF" state), the aim performance starts in response to the performance control board 130 receiving a customer waiting state designation command, and the display of the decorative pattern 55, the fourth patterns 57 and 59, and the background image TZ may be started in the display mode of the normal mode in the gaming machine 1. At this time, the decorative pattern 55 is displayed stopped in the losing mode.

[0216] On the other hand, as shown in Fig. 20(F), when the power switch is turned OFF during the aim performance (i.e. when the aim performance flag is set ON) and the power switch is turned ON while the RWM clear button 111a is being operated (or the setting key SW is in the "ON" state), in response to the performance control board 130 receiving a customer waiting state designation command, the game machine 1 starts displaying the decorative pattern 55, the fourth patterns 57 and 59, and the background image TZ in the normal mode display mode without executing the aim performance (this display mode is called the "normal screen without the aim performance"). At this time, the decorative pattern 55 is displayed stopped in a losing mode.

[0217] When the power switch is turned OFF during the aim performance and then turned ON while the RWM clear button 111a is being operated (or the setting key SW is in the "ON" position), the gaming machine 1 may start the aim performance in response to the performance control board 130 receiving a customer waiting state designation command, and may also start displaying the decorative pattern 55, the fourth patterns 57 and 59, and the background image TZ in the normal mode display mode.

[0218] Next, the flow of the game state will be described with reference to FIG. 21 and FIG. 22. FIG. 21 is an explanatory diagram for explaining the state when the game shifts to the weak state immediately after the end of the jackpot game, and when there are two valid winnings in the second starting port 12, the winning result of the first valid winning is a miss and the winning result of the second valid winning is a miss. In the example of FIG. 21, the normal pattern is not the final variation. Also, FIG. 22 is an explanatory diagram for explaining an example of the performance executed in the gaming machine 1. As illustrated in FIG. 21, the game is controlled in the weak state immediately after the end of the jackpot game related to the jackpot pattern OE. From the start of the variation display of the normal pattern in the weak state to just before the stop display, the decorative pattern 55, the fourth pattern 57 and 59, the icon 53 (normal) indicating that the normal pattern is being displayed, the reserved icon 51 (normal) indicating that there are four reserved normal pattern judgments, and a background image suggesting the weak state are displayed according to the display mode of the weak mode as illustrated in FIG. 22(i). At this time, the decorative pattern 55 is displayed changing at high speed in synchronization with the changing display of the normal pattern. The weak mode in this embodiment is a display mode that suggests that the gaming machine 1 is controlled in a weak state. In this embodiment, in the weak mode, the decorative pattern 55 is composed of only the number portion 550. In the example of FIG. 22(i), "0" is displayed as the first reserved number, "0" is displayed as the second reserved number, and "4" is displayed as the normal reserved number in the system display unit 60. In addition, in the system display unit 60, "400", which is the number of game balls synchronized with the number of game balls in the game ball number display 23, and "79" are displayed as the total number of changes. Note that each value in the system display unit 60 is an example, and changes according to the actual game situation.

[0219] As shown in Fig. 21 and Fig. 22(ro)1, as the normal symbols start to display as long opening symbols, the decorative symbols 55 are displayed in a pattern matching manner suggesting the long opening symbols on the liquid crystal screen 5. After that, as shown in Fig. 22(ro)2, while the decorative symbols 55 are displayed as long opening symbols, the characters "Aim to the right!" are displayed in large letters on the liquid crystal screen 5, and the voice "Aim to the right!" is output once from the speaker 24.

[0220] Here, in this embodiment, the word "Hit Right" is basically continuously displayed on the upper right corner of the liquid crystal screen 5 from the time when the weak state is entered immediately after the end of the big win game, thereby instructing the method of shooting the game ball to the right area of ​​the game area 10. The word "Hit Right" is also displayed in the same manner during the following period. - Periods other than when normal symbols are displayed as long open symbols in a strong state. The period from when the performance control board 130 receives a customer waiting state designation command (described later) sent from the game control board 100 after transitioning to the weak state in response to the display of the missing symbol HA. During big win and small win games.

[0221] As shown in Fig. 22 (ro)1, (ro)2, (ha), and (ni), in this embodiment, the characters "Right Hit" at the top right corner of the liquid crystal screen 5 are hidden when the normal symbols start to be displayed as long opening symbols. Note that the characters "Right Hit" at the top right corner of the liquid crystal screen 5 may be always displayed in the time-saving state, regardless of whether the normal symbols are displayed as long opening symbols.

[0222] As shown in FIG. 21, the second starting hole 12 is opened long as the pattern determination time (for example, 1 second) of the normal pattern has passed. As shown in FIG. 22(a), in this embodiment, the following performance starts from the start of the long opening of the second starting hole 12. That is, a right-facing arrow with the words "Aim right!" written inside it and a gauge image 91 indicating the remaining time until the second starting hole 12 is opened are displayed. Along with this, the sound "Aim right!" is output once from the speaker 24, and the performance prop 7 that emits yellow light moves downward while rotating toward the center of the liquid crystal screen 5, and the performance that is arranged in front of the liquid crystal screen 5 while emitting yellow light starts.

[0223] As shown in FIG. 21, when the game ball enters the second starting hole 12 (Winning 1), the winning establishes the time-saving end condition, and the weak state ends and transitions to the non-time-saving state in response to the winning. As shown in FIG. 22(b), as the variable display of the second special symbol (Variation 1 related to Winning 1) begins, the gauge image 91 is hidden and the words "Continue hitting to the right" are displayed. Along with this, the sound "Continue hitting to the right" is output once from the speaker 24. As shown in FIG. 21 and FIG. 22(b), the right-facing arrow with the words "Aim to the right!" written inside continues to be displayed, and the performance using the performance device 7 also continues.

[0224] Following Win 1, for example, if three more game balls enter the second starting hole 12, the first win (Win 2) will be pending the second special symbol determination, and the second and subsequent wins will be over wins. An over win is a win that does not trigger the second special symbol determination and does not result in the holdover. In this embodiment, if four game balls enter the second starting hole 12 during a long open period, the second starting hole 12 will be closed even before the predetermined closing timing.

[0225] As shown in FIG. 21, in this embodiment, when the variable 1 related to the winning 1 starts to be displayed as a missing symbol HC, the game state transitions from the non-time-saving state to the next-time determination state. When the variable 1 is displayed as a missing symbol HC, the liquid crystal screen 5 displays the same effect as that shown in FIG. 22 (b). After that, as the symbol determination time (e.g., 1 second) of the special symbol has elapsed, the variable display (variation 2) of the second special symbol related to the winning 2 starts. When the variable 2 starts to be displayed as a missing symbol HC, the game state does not change and remains in the next-time determination state.

[0226] Next, the flow of the game state will be described with reference to FIG. 23 and FIG. 22. FIG. 23 is an explanatory diagram for explaining the state when the game transitions to the weak state immediately after the end of the big win game, the long open pattern is stopped and displayed as a result of the final change of the normal pattern, and there are two valid winnings in the second starting port 12, the winning result of the first valid winning is a miss, and the winning result of the second valid winning is a miss. As illustrated in FIG. 23, the game is controlled in the weak state immediately after the end of the big win game related to the big win pattern OE. From the start of the change display of the normal pattern in the weak state to just before the stop display, the display mode of the weak mode displays the decorative pattern 55, the fourth pattern 57 and 59, the icon 53 (normal) indicating that the normal pattern is being changed, the reserved icon 51 (normal) indicating that there are four reserved normal pattern judgments, and a background image suggesting the weak state, as illustrated in FIG. 22(i). At this time, the decorative pattern 55 is displayed at high speed in synchronization with the change display of the normal pattern.

[0227] As shown in Fig. 23 and Fig. 22(ro)1, as the normal symbols start to display as long opening symbols, the decorative symbols 55 are displayed in a pattern matching manner suggesting the long opening symbols on the liquid crystal screen 5. After that, as shown in Fig. 22(ro)2, the decorative symbols 55 are hidden on the liquid crystal screen 5 while the long opening symbols are displayed as stopped symbols, and the words "Aim to the right!" are displayed in large letters, and the voice "Aim to the right!" is output once from the speaker 24.

[0228] As shown in Fig. 22 (ro)1, (ro)2, (ha), and (ni), in this embodiment, the word "Right Hit" displayed on the upper right corner of the liquid crystal screen 5 from the time of transition to the weak state immediately after the end of the big win game becomes non-displayable when the normal pattern starts to be displayed as a long opening pattern. Note that the word "Right Hit" on the upper right corner of the liquid crystal screen 5 may be displayed at all times in the time-saving state, regardless of whether the normal pattern is displayed as a long opening pattern or not.

[0229] As illustrated in FIG. 23, the time-saving end condition is established by the passage of the pattern determination time (for example, 1 second) of the normal pattern related to the final variation, and the weak state ends and transitions to a non-time-saving state as a result of the passage. In addition, the second starting hole 12 is long-opened accordingly. In this embodiment, when the second starting hole 12 is long-opened as a result of the final variation of the normal pattern (i.e., when the long-opening pattern is stopped and displayed), even after transition from the weak state to the non-time-saving state, the same right-hit notification as the right-hit notification in the weak state described with reference to FIG. 21 and FIG. 22 is executed. Specifically, as illustrated in FIG. 23 and FIG. 22(a), in this embodiment, the following performance is started from the start of the long-opening of the second starting hole 12. That is, a right-facing arrow with the words "Aim right!" written inside and a gauge image 91 indicating the remaining time until the second starting hole 12 is opened are displayed. In addition, the right-hit lamp 49 continues to light up until the end of the long-opening. Along with this, the sound "Aim to the right!" is output once from the speaker 24, and the performance part 7 that emits yellow light moves downward while rotating toward the center of the liquid crystal screen 5, and the performance in which it is arranged in front of the liquid crystal screen 5 while emitting yellow light is started. In this way, in this embodiment, when the second starting hole 12 is long-opened as a result of the final variation of the normal pattern, the crying one-time performance including the aim performance is not executed, and with the start of the long opening, a right-hit notification is executed, which is the same as the right-hit notification in the weak state, even in the non-time-saving state. When the normal pattern related to the final variation is stopped and displayed as a long-opening pattern, a right-hit notification that is executed in the time-saving state, while not executed in the non-time-saving state, is executed in the non-time-saving state. This makes it possible to give a special feeling that the normal pattern related to the final variation was a long-opening pattern.

[0230] In addition, when the pattern determination time (for example, 1 second) of the normal pattern related to the final variation has elapsed, and the time-saving end condition is established, and the second start hole 12 is short-opened as a result of the final variation of the normal pattern, a crying one-time performance including the aim performance is executed in response to the normal time-saving end command being received by the performance control board 130. In other words, when the result of the final variation of the normal pattern is a short-opening pattern, the right-hit notification that is executed when it is a long-opening pattern is not executed.

[0231] In addition, in the case where the character "Right Hit" at the upper right corner of the liquid crystal screen 5 continues to be displayed regardless of whether the normal pattern is stopped and displayed as a long opening pattern, when the second starting hole 12 is long opened as a result of the final fluctuation of the normal pattern, even after the transition from the weak state to the non-time-saving state, the right-hit notification is executed, which is the same as the character "Right Hit" displayed at the upper right corner of the liquid crystal screen 5 described with reference to FIG. 22(i). In addition, the right-hit lamp 49 continues to light up until the end of the long opening. In other words, when the second starting hole 12 is long opened as a result of the final fluctuation of the normal pattern, the crying one-time performance including the aim performance is not executed, and the right-hit notification is continued, which is the same as the right-hit notification in the weak state, even in the non-time-saving state.

[0232] As illustrated in FIG. 23, when the game ball enters the second starting hole 12 (winning 1), unlike the example of FIG. 21, the state has already shifted to the non-time-saving state, and this winning does not become a condition for ending the time-saving state. As illustrated in FIG. 22(ii), as the display of the variation of the second special symbol (variation 1 related to winning 1) begins, the gauge image 91 is hidden and the text "continue hitting to the right" is displayed. Along with this, the voice "continue hitting to the right" is output once from the speaker 24. Note that, as illustrated in FIG. 21 and FIG. 22(ii), the right-facing arrow with the text "Aim to the right!" written inside continues to be displayed, and the performance using the performance device 7 also continues. Thus, in this embodiment, when the second starting hole 12 is long-opened as a result of the final variation of the normal symbol, the crying one-time performance including the aim performance is not executed, and as the display of the variation of the second special symbol begins, the same right-hit notification as the right-hit notification in the weak state is executed even in the non-time-saving state.

[0233] Following the winning 1, for example, if three more game balls enter the second starting hole 12, the first winning (winning 2) is reserved for the second special symbol judgment, and the second and subsequent winnings are over winning. As illustrated in FIG. 23, in this embodiment, when the variable 1 related to the winning 1 starts to stop displaying with a losing symbol HC, the game state transitions from the non-time-saving state to the next fixed state accordingly. Even when the variable 1 is stopped displaying with a losing symbol HC, the same effect display as that shown in FIG. 22 (b) is performed on the liquid crystal screen 5. After that, as the symbol fixing time (for example, 1 second) of the special symbol has elapsed, the variable display (variation 2) of the second special symbol related to the winning 2 starts. When the variable 2 starts to stop displaying with a losing symbol HC, the game state does not change accordingly, and remains in the next fixed state.

[0234] Next, the flow of the game state will be described with reference to Fig. 24, Fig. 22, and Fig. 25. Fig. 24 is an explanatory diagram for explaining a state in which the game moves to the weak state immediately after the end of the big win game, the effective winning that results in a big win is in the first start hole 11 during the display of the final variation of the normal pattern, and the game ball does not win in the second start hole 12 even though the long opening pattern is stopped and displayed as a result of the final variation of the normal pattern. Fig. 25 is an explanatory diagram for explaining an example of the performance executed in the gaming machine 1.

[0235] As shown in Fig. 24, immediately after the end of the big win game related to the big win symbol OE, it is controlled in the weak state. From the start of the variable display of the normal symbol in the weak state to just before the stop display, as shown in Fig. 22(i), the display mode of the weak mode displays the decorative symbol 55, the fourth symbol 57 and 59, the icon 53 (normal) indicating that the normal symbol is being displayed, the reserved icon 51 (normal) indicating that there are four reserved normal symbol judgments, and a background image suggesting the weak state. At this time, the decorative symbol 55 is displayed at high speed in synchronization with the variable display of the normal symbol.

[0236] As shown in FIG. 24, when a valid winning prize resulting in a jackpot is present in the first starting port 11 during the display of the final variation of the normal pattern, the decorative pattern 55, which has been displayed in synchronization with the display of the normal pattern, becomes invisible as the display of the first special pattern begins. At the same time, a jackpot waiting performance is executed on the liquid crystal screen 5. The jackpot waiting performance of this embodiment is a performance executed in a time-saving state (specifically, a weak state, a strong state, or a next-time fixed state), and is a performance that suggests that the display of the first special pattern, which will be a jackpot, has begun in the time-saving state. In the jackpot waiting performance, the words "waiting for jackpot" are displayed on the liquid crystal screen 5. The jackpot waiting performance is executed from the start of the display of the first special pattern until the pattern fixed time has elapsed. Although the decorative pattern 55 is not displayed, the player can recognize that the first special pattern, which will be a jackpot, is being displayed in a variable manner by looking at the jackpot waiting performance (and the state in which the fourth pattern 57 is displayed in a variable manner). The word "Right Hit" on the top right corner of the liquid crystal screen 5 may be hidden during waiting for a big win, or may remain displayed.

[0237] As shown in Fig. 24, even if the normal symbol starts to stop and display as a long opening symbol, the effects shown in Fig. 22(ro)1 and (ro)2 are not executed, and the big win waiting effect continues. In addition, when a valid winning result resulting in a loss is in the first starting port 11 during the display of the final change of the normal symbol, the effects shown in Fig. 22(ro)1 and (ro)2 are executed in response to the normal symbol starting to stop and display as a long opening symbol.

[0238] As shown in FIG. 24, the time-saving end condition is established as the pattern determination time (for example, 1 second) of the normal pattern related to the final variation passes, and the weak state ends and transitions to a non-time-saving state as the time passes. In addition, the second start port 12 is long-opened accordingly. As shown in FIG. 24, even if the normal pattern starts to stop displaying with a long-open pattern, the right-hit notification is not executed, which is the same as the right-hit notification in the weak state described with reference to FIG. 21 and FIG. 22, and the performance during the waiting for the big win continues. In addition, when the second start port 12 is long-opened as a result of the final variation of the normal pattern, the crying one-time performance including the aim performance is not executed. In addition, when the effective winning in which the winning result is a miss is in the first start port 11 during the variation display of the final variation of the normal pattern, the right-hit notification is executed, which is the same as the right-hit notification in the weak state described with reference to FIG. 21 and FIG. 22, in response to the normal pattern starting to stop displaying with a long-open pattern.

[0239] Furthermore, even when the time-saving end condition is met upon the lapse of the pattern determination time (for example, 1 second) of the normal pattern related to the final variation, and the second starting hole 12 is short-opened as a result of the final variation of the normal pattern, a right-hit notification identical to the right-hit notification in the weak state described with reference to Figures 21 and 22 is not executed, and the jackpot waiting performance continues.

[0240] After that, the jackpot symbol is displayed as the first special symbol, and the jackpot effect shown in FIG. 25(e) is executed in response to the lapse of the symbol determination time (for example, 1 second). The jackpot effect is an effect that indicates that the jackpot game (or the small jackpot game) is in progress, and is executed from the start of the jackpot game to the end of the jackpot game (in the case of a small jackpot, from the start of the small jackpot game to the end of the jackpot game following the small jackpot game). In the jackpot effect of this embodiment, a prize ball suggestion display D1 that indicates the number of prize balls to be won and the number of prize balls that have been won in the current jackpot game, a total number of prize balls D2 that indicates the number of prize balls that the player has won in the small jackpot game and the jackpot game, a round display D3 that indicates the number of rounds, and the word "Right Hit" at the top right corner of the liquid crystal screen 5 are displayed. Also, when the state transitions to the weak or strong state immediately after the end of a jackpot game, the characters "mode selection" and the effect button image 90 are displayed in the jackpot performance, indicating that the performance mode (performance mode) in the time-saving state can be selected by operating the performance button 26. Note that, since there is only one performance mode in the next determination state in this embodiment, when the state transitions to the next determination state immediately after the end of a jackpot game, the characters "mode selection" and the effect button image 90 are not displayed in the jackpot performance.

[0241] As shown in Fig. 24, immediately after the end of the jackpot game related to the jackpot symbol OA, the state shifts to the next fixed state, and the game is played in the presentation mode shown in Fig. 22(ii). Also, immediately after the end of the jackpot game related to the jackpot symbols OB-OD, the state shifts to the strong state, and the game is played in the presentation mode shown in Fig. 22(ho). Also, immediately after the end of the jackpot game related to the jackpot symbol OE, the state shifts to the weak state, and the game is played in the presentation mode shown in Fig. 22(i).

[0242] Next, the flow of the game state will be described with reference to Fig. 26, Fig. 22, and Fig. 25. Fig. 26 is an explanatory diagram for explaining a state in which the game moves to the weak state immediately after the end of the big win game, and during the display of the final variation of the normal pattern, a valid winning that results in a big win is in the first start port 11, and as a result of the final variation of the normal pattern, a long open pattern is stopped and displayed, and a valid winning that results in a big win is in the second start port 12. Fig. 25 is an explanatory diagram for explaining an example of the performance executed in the gaming machine 1.

[0243] As shown in Fig. 26, immediately after the end of the big win game related to the big win symbol OE, it is controlled in the weak state. From the start of the variable display of the normal symbol in the weak state to just before the stop display, as shown in Fig. 22(i), the display mode of the weak mode displays the decorative symbol 55, the fourth symbol 57 and 59, the icon 53 (normal) indicating that the normal symbol is being displayed, the reserved icon 51 (normal) indicating that there are four reserved normal symbol judgments, and a background image suggesting the weak state. At this time, the decorative symbol 55 is displayed at high speed in synchronization with the variable display of the normal symbol.

[0244] As shown in FIG. 26, when a valid winning combination that results in a jackpot is in the first starting hole 11 during the display of the final variation of the normal symbols, the decorative symbols 55 that were displayed in synchronization with the display of the normal symbols will be hidden as the display of the first special symbols begins. At the same time, a jackpot waiting performance is executed on the liquid crystal screen 5. The word "Right Hit" on the upper right corner of the liquid crystal screen 5 may be hidden during the jackpot waiting time, or may remain displayed.

[0245] As shown in Fig. 26, even if the normal symbol starts to stop and display as a long opening symbol, the effects shown in Fig. 22(ro)1 and (ro)2 are not executed, and the big win waiting effect continues. In addition, when a valid winning result resulting in a loss is in the first starting port 11 during the display of the final change of the normal symbol, the effects shown in Fig. 22(ro)1 and (ro)2 are executed in response to the normal symbol starting to stop and display as a long opening symbol.

[0246] As shown in FIG. 26, the time-saving end condition is established as the pattern determination time (for example, 1 second) of the normal pattern related to the final variation passes, and the weak state ends and transitions to a non-time-saving state as the time passes. In addition, the second start port 12 is long-opened accordingly. As shown in FIG. 26, even if the normal pattern starts to stop displaying with a long-open pattern, the right-hit notification is not executed, which is the same as the right-hit notification in the weak state described with reference to FIG. 21 and FIG. 22, and the performance during the waiting for the big win continues. In addition, when the second start port 12 is long-opened as a result of the final variation of the normal pattern, the crying one-time performance including the aim performance is not executed. In addition, when the effective winning in which the winning result is a miss is in the first start port 11 during the variation display of the final variation of the normal pattern, the right-hit notification is executed, which is the same as the right-hit notification in the weak state described with reference to FIG. 21 and FIG. 22, in response to the normal pattern starting to stop displaying with a long-open pattern.

[0247] In addition, when the time to end the time-saving feature is met by the passage of the pattern determination time (for example, 1 second) of the normal pattern related to the final variation, and the second starting hole 12 is short-opened as a result of the final variation of the normal pattern, a right-hit notification identical to the right-hit notification in the weak state described with reference to Figures 21 and 22 is not executed, and the jackpot waiting performance continues.

[0248] As shown in Fig. 26, when the second start port 12 has a valid winning combination that results in a jackpot during the long opening of the second start port 12, the second special symbol determination is reserved until the jackpot game related to the first special symbol being displayed in a variable manner ends. The player can recognize that the second special symbol determination is reserved by seeing that the second reserved number in the system display unit 60 is "1".

[0249] Thereafter, the big win symbol is stopped and displayed as the first special symbol, and after the symbol determination time (for example, one second) has elapsed, the big win presentation illustrated in FIG. 25(e) is executed.

[0250] As shown in Fig. 26, immediately after the end of the jackpot game related to the jackpot symbol OA, the state shifts to the next fixed state, and the game is played in the presentation mode shown in Fig. 22(ii). Also, immediately after the end of the jackpot game related to the jackpot symbols OB-OD, the state shifts to the strong state, and the game is played in the presentation mode shown in Fig. 22(ho). Also, immediately after the end of the jackpot game related to the jackpot symbol OE, the state shifts to the weak state, and the game is played in the presentation mode shown in Fig. 22(i).

[0251] As shown in Fig. 26, in the time-saving state immediately after the end of the jackpot game, the reserved second special symbol determination is performed and the variable display of the second special symbol starts. In this embodiment, the performance is executed in the performance mode shown in Fig. 22(f) from the start of the variable display of the second special symbol to the stop display. Note that the jackpot standby performance may be executed from the start of the variable display of the second special symbol that becomes the jackpot to the stop display.

[0252] After that, the big win symbol OF is displayed as the second special symbol, and the big win effect shown in Fig. 25(e) is executed in response to the lapse of the symbol determination time (for example, 1 second). As shown in Fig. 26, immediately after the big win game related to the big win symbol OF ends, the game transitions to the strong state, and the game is played in the effect mode shown in Fig. 22(e).

[0253] Next, the flow of the game state will be described with reference to FIG. 27 and FIG. 22. FIG. 27 is an explanatory diagram for explaining the state when the game transitions to the weak state immediately after the end of the jackpot game, and the game ball does not enter the second start port 12 even though the long opening pattern is stopped and displayed as a result of the final change of the normal pattern, and during that time, the game ball does not enter the first start port 11 either. As illustrated in FIG. 27, the game is controlled in the weak state immediately after the end of the jackpot game related to the jackpot pattern OE. From the start of the change display of the normal pattern in the weak state to just before the stop display, as illustrated in FIG. 22(i), the display mode of the weak mode displays the decorative pattern 55, the fourth pattern 57 and 59, the icon 53 (normal) indicating that the normal pattern is being changed, the reserved icon 51 (normal) indicating that there are four reserved normal pattern judgments, and a background image suggesting the weak state. At this time, the decorative pattern 55 is displayed at high speed in synchronization with the change display of the normal pattern.

[0254] As shown in Fig. 27 and Fig. 22(ro)1, as the normal symbols start to display as long opening symbols, the decorative symbols 55 are displayed in a pattern matching manner suggesting the long opening symbols on the liquid crystal screen 5. After that, as shown in Fig. 22(ro)2, the decorative symbols 55 are hidden on the liquid crystal screen 5 while the long opening symbols are displayed as stopped symbols, and the words "Aim to the right!" are displayed in large letters, and the voice "Aim to the right!" is output once from the speaker 24.

[0255] As illustrated in FIG. 27, the time-saving end condition is established as the pattern determination time (for example, 1 second) of the normal pattern related to the final variation passes, and the weak state ends and transitions to the non-time-saving state as a result of the passage of time. In addition, the second start hole 12 is long-opened accordingly. In this embodiment, when the second start hole 12 is long-opened as a result of the final variation of the normal pattern (i.e., when the long-opening pattern is stopped and displayed), even after transition from the weak state to the non-time-saving state, the same right-hit notification as the right-hit notification in the weak state described with reference to FIG. 21 and FIG. 22 (a) is executed. In this way, in this embodiment, when the second start hole 12 is long-opened as a result of the final variation of the normal pattern, the crying one-time performance including the aim performance is not executed, and with the start of the long opening, the same right-hit notification as the right-hit notification in the weak state is executed even in the non-time-saving state.

[0256] In addition, when the pattern determination time (for example, 1 second) of the normal pattern related to the final variation has elapsed, and the time-saving end condition is established, and the second start hole 12 is short-opened as a result of the final variation of the normal pattern, a crying one-time performance including the aim performance is executed in response to the normal time-saving end command being received by the performance control board 130. In other words, when the result of the final variation of the normal pattern is a short-opening pattern, the right-hit notification that is executed when it is a long-opening pattern is not executed.

[0257] If the second starting hole 12 is opened long as a result of the final change of the normal pattern, and the game ball does not enter either the second starting hole 12 or the first starting hole 11, the decorative pattern 55, the fourth patterns 57 and 59, the icon 53 indicating that the first special pattern is being changed and displayed, and the background image TZ begin to be displayed in the normal mode display mode without including the aim performance.

[0258] In addition, if the second start hole 12 is long-opened as a result of the final fluctuation of the normal pattern, and the game ball does not enter either the second start hole 12 or the first start hole 11, the aim performance illustrated in Fig. 19(D) and (E) may be executed as the second start hole 12 closes. For example, the one-time performance including this aim performance is executed in a manner that is difficult to see behind the performance illustrated in Fig. 22(a) from the time when the performance control board 130 receives the normal pattern time-saving end command. As the second start hole 12 closes, the performance illustrated in Fig. 22(a) becomes invisible, and the aim performance becomes visible.

[0259] Next, the flow of the game state will be described with reference to Fig. 28, Fig. 22, and Fig. 25. Fig. 28 is an explanatory diagram for explaining the state when the game transitions to the weak state immediately after the end of the big win game, and there are two valid winnings in the second starting hole 12, the result of the first valid winning is a miss, and the result of the second valid winning is a small win. In the example of Fig. 28, the normal pattern is not the final change.

[0260] As shown in Fig. 28, immediately after the end of the big win game related to the big win symbol OE, it is controlled in the weak state. From the start of the variable display of the normal symbol in the weak state to just before the stop display, as shown in Fig. 22(i), the display mode of the weak mode displays the decorative symbol 55, the fourth symbol 57 and 59, the icon 53 (normal) indicating that the normal symbol is being displayed, the reserved icon 51 (normal) indicating that there are four reserved normal symbol judgments, and a background image suggesting the weak state. At this time, the decorative symbol 55 is displayed at high speed in synchronization with the variable display of the normal symbol.

[0261] As shown in Fig. 28 and Fig. 22(ro)1, as the normal symbols start to display as long opening symbols, the decorative symbols 55 are displayed in a pattern matching manner suggesting the long opening symbols on the liquid crystal screen 5. After that, as shown in Fig. 22(ro)2, the decorative symbols 55 are hidden on the liquid crystal screen 5 while the long opening symbols are displayed as stopped symbols, and the words "Aim to the right!" are displayed in large letters, and the voice "Aim to the right!" is output once from the speaker 24.

[0262] As shown in FIG. 28, the second starting hole 12 is opened long as the pattern determination time (for example, 1 second) of the normal pattern has passed. As shown in FIG. 22(a), in this embodiment, the following performance starts from the start of the long opening of the second starting hole 12. That is, a right-facing arrow with the words "Aim right!" written inside it and a gauge image 91 indicating the remaining time until the second starting hole 12 is opened are displayed. Along with this, the sound "Aim right!" is output once from the speaker 24, and the performance prop 7 that emits yellow light moves downward while rotating toward the center of the liquid crystal screen 5, and the performance that is arranged in front of the liquid crystal screen 5 while emitting yellow light starts.

[0263] As shown in FIG. 28, when the game ball enters the second starting hole 12 (Winning 1), the winning establishes the time-saving end condition, and the weak state ends and transitions to the non-time-saving state in response to the winning. As shown in FIG. 22(ii), as the variable display of the second special symbol (Variation 1 related to Winning 1) begins, the gauge image 91 is hidden and the words "Continue hitting to the right" are displayed. Along with this, the sound "Continue hitting to the right" is output once from the speaker 24. As shown in FIG. 28 and FIG. 22(ii), the right-facing arrow with the words "Aim right!" written inside it continues to be displayed, and the performance using the performance device 7 also continues.

[0264] Following the winning 1, for example, if three more game balls enter the second starting hole 12, the first winning (winning 2) is reserved for the second special symbol judgment, and the second and subsequent winnings are over winning. As illustrated in FIG. 28, in this embodiment, when the variable 1 related to the winning 1 starts to stop displaying with the losing symbol HC, the state transitions from the non-time-saving state to the next fixed state accordingly. Even when the variable 1 is stopped displaying with the losing symbol HC, the same effect display as that shown in FIG. 22(b) is performed on the liquid crystal screen 5. After that, as the symbol fixing time (for example, 1 second) of the special symbol has elapsed, the variable display (variation 2) of the second special symbol related to the winning 2 is started. As illustrated in FIG. 28, the effect display illustrated in FIG. 22(b) is performed from the start of the variable display of the variable 2 to the stop display. Therefore, even if the second start hole 12 opens long or a game ball enters the second start hole 12 (entry 3) during the display of the variation 2, the presentation display shown in FIG. 22 (ii) continues.

[0265] After that, the variation 2 stops at the small win symbol K, and the small win game starts as the symbol determination time (for example, 1 second) has elapsed. As illustrated in FIG. 28, the presentation display illustrated in FIG. 25(e) is performed from the start of the small win game. The presentation display illustrated in FIG. 25(e) is then executed until the big win game following the small win game ends. Then, immediately after the big win game ends, the display is controlled to the strong state, and the presentation display illustrated in FIG. 22(e) starts. Accordingly, the second special symbol determination related to the prize winning 3 that was on hold is executed, and the variable display (variation 3) related to the prize winning 3 starts.

[0266] Next, the flow of the game state will be described with reference to Fig. 29, Fig. 22, and Fig. 25. Fig. 29 is an explanatory diagram for explaining the state when the game transitions to the weak state immediately after the end of the big win game, and there are two valid winnings in the second starting hole 12, the winning result of the first valid winning is a small winning, and the winning result of the second valid winning is a small winning. In the example of Fig. 29, the normal pattern is not the final variation.

[0267] As shown in Fig. 29, immediately after the end of the big win game related to the big win symbol OE, it is controlled in the weak state. From the start of the variable display of the normal symbol in the weak state to just before the stop display, as shown in Fig. 22(i), the display mode of the weak mode displays the decorative symbol 55, the fourth symbol 57 and 59, the icon 53 (normal) indicating that the normal symbol is being displayed, the reserved icon 51 (normal) indicating that there are four reserved normal symbol judgments, and a background image suggesting the weak state. At this time, the decorative symbol 55 is displayed at high speed in synchronization with the variable display of the normal symbol.

[0268] As shown in Fig. 29 and Fig. 22(ro)1, as the normal symbols start to display as long opening symbols, the decorative symbols 55 are displayed in a pattern matching manner suggesting the long opening symbols on the liquid crystal screen 5. After that, as shown in Fig. 22(ro)2, the decorative symbols 55 are hidden on the liquid crystal screen 5 while the long opening symbols are displayed as stopped symbols, and the words "Aim to the right!" are displayed in large letters, and the voice "Aim to the right!" is output once from the speaker 24.

[0269] As shown in FIG. 29, the second starting hole 12 is opened long as the pattern determination time (for example, 1 second) of the normal pattern has passed. As shown in FIG. 22(a), in this embodiment, the following performance starts from the start of the long opening of the second starting hole 12. That is, a right-facing arrow with the words "Aim right!" written inside it and a gauge image 91 indicating the remaining time until the second starting hole 12 is opened are displayed. In response to this, the voice "Aim right!" is output once from the speaker 24, and the performance prop 7, which is lit in yellow, moves downward while rotating toward the center of the liquid crystal screen 5, and the performance is started in which it is placed in front of the liquid crystal screen 5 while lit in yellow.

[0270] As shown in FIG. 29, when the game ball enters the second starting hole 12 (Winning 1), the winning establishes the time-saving end condition, and the weak state ends and transitions to the non-time-saving state in response to the winning. As shown in FIG. 22(ii), as the variable display of the second special symbol (Variation 1 related to Winning 1) begins, the gauge image 91 is hidden and the words "Continue hitting to the right" are displayed. Along with this, the sound "Continue hitting to the right" is output once from the speaker 24. As shown in FIG. 29 and FIG. 22(ii), the right-facing arrow with the words "Aim right!" written inside continues to be displayed, and the performance using the performance device 7 also continues.

[0271] Following the winning 1, for example, if three more game balls enter the second starting hole 12, the first winning (winning 2) will be pending the second special symbol judgment, and the second and subsequent winnings will be over winnings. Note that while the variation display of variation 1 related to winning 1 is in a low probability non-time shortening state, the second starting hole 12 will not be long opened, and since the variation time of the second special symbol is relatively long, it is possible that the player will stop shooting the game balls and the pending normal symbol judgment will become 0.

[0272] As illustrated in FIG. 29, in this embodiment, the variable 1 related to the winning 1 is stopped and displayed with the small winning symbol K, and the small winning game is started with the lapse of the symbol determination time (for example, 1 second). In the example of FIG. 29, the judgment result of the second special symbol judgment related to the winning 2 is the small winning symbol K. In this embodiment, when it is judged that the small winning symbol K or the big winning symbol OF is reserved by the pre-judgment result related to the winning 2 at the start of the small winning game (or the big winning game related to the big winning symbol OF), a big winning performance suggesting the prize balls that can be obtained this time and the reserved ones is executed (see FIG. 25 (t) to (r)). Such a big winning performance starts at the start of the small winning game related to the winning 1 (the big winning game related to the big winning symbol OF in another example), continues during the variable display and the stop display of the second special symbol related to the winning 2, and continues until the big winning game related to the winning 2 ends.

[0273] The jackpot performance is executed in the performance mode illustrated in FIG. 25(t) from the start to the end of the small jackpot game related to the winning 1 (the jackpot game related to the jackpot pattern OF in another example). Also, during the variable display and the stop display of the second special pattern related to the winning 2, the performance is executed in the performance mode illustrated in FIG. 25(c). From the start of the small jackpot game related to the winning 2 to the end of the jackpot game following the small jackpot game, the performance is executed in the performance mode illustrated in FIG. 25(r). As illustrated in FIG. 25(t)-(r), during these three periods, some performance images are not displayed depending on the period. However, as the winning ball suggestion display D1, the number of prize balls to be acquired in the small jackpot game related to the winning 1 and the winning 2 (the jackpot game related to the jackpot pattern OF in another example) is added up and displayed, or the same background image is displayed seamlessly, so that the player can recognize that one jackpot performance is continuing.

[0274] After that, immediately after the big win game relating to the winning 2 ends, the strong state is set and the effect display illustrated in FIG. 22(E) is started.

[0275] As a modified example of the presentation shown in Fig. 25 (c), the big win presentation shown in Fig. 25 (n) may be executed. In the big win presentation shown in Fig. 25 (n), the number of prize balls to be won in the small win game related to the winning 2 (in another example, the big win game related to the big win pattern OF) is displayed in the center of the screen, and a band with the words "Expectation is rising" is displayed, suggesting that there is a high possibility of a small win or a big win. In addition, the decorative pattern 55 is displayed in a variable manner in synchronization with the variable display of the second special pattern.

[0276] Next, the flow of the game state will be described with reference to Fig. 30, Fig. 22, and Fig. 25. Fig. 30 is an explanatory diagram for explaining the state when the game transitions to the weak state immediately after the end of the big win game, and when there are two valid winnings in the second starting port 12, the winning result of the first valid winning is a small win and the winning result of the second valid winning is a miss. In the example of Fig. 30, the normal pattern is not the final change.

[0277] As shown in Fig. 30, immediately after the end of the big win game related to the big win symbol OE, it is controlled in the weak state. From the start of the variable display of the normal symbol in the weak state to just before the stop display, as shown in Fig. 22(i), the display mode of the weak mode displays the decorative symbol 55, the fourth symbol 57 and 59, the icon 53 (normal) indicating that the normal symbol is being displayed, the reserved icon 51 (normal) indicating that there are four reserved normal symbol judgments, and a background image suggesting the weak state. At this time, the decorative symbol 55 is displayed at high speed in synchronization with the variable display of the normal symbol.

[0278] As shown in Fig. 30 and Fig. 22(ro)1, as the normal symbols start to display as long opening symbols, the decorative symbols 55 are displayed in a pattern matching manner suggesting the long opening symbols on the liquid crystal screen 5. After that, as shown in Fig. 22(ro)2, the decorative symbols 55 are hidden on the liquid crystal screen 5 while the long opening symbols are displayed as stopped symbols, and the words "Aim to the right!" are displayed in large letters, and the voice "Aim to the right!" is output once from the speaker 24.

[0279] As shown in FIG. 30, the second starting hole 12 is long-opened as the pattern determination time (for example, 1 second) of the normal pattern has passed. As shown in FIG. 22(a), in this embodiment, the following performance starts from the start of the long opening of the second starting hole 12. That is, a right-facing arrow with the words "Aim to the right!" written inside it and a gauge image 91 indicating the remaining time until the second starting hole 12 is opened are displayed. In response to this, the sound "Aim to the right!" is output once from the speaker 24, and the performance prop 7 that emits yellow light moves downward while rotating toward the center of the liquid crystal screen 5, and the performance that is arranged in front of the liquid crystal screen 5 while still emitting yellow light is started.

[0280] As shown in FIG. 30, when the game ball enters the second starting hole 12 (Winning 1), the winning establishes the time-saving end condition, and the weak state ends and transitions to the non-time-saving state in response to the winning. As shown in FIG. 22(ii), as the variable display of the second special symbol (Variation 1 related to Winning 1) begins, the gauge image 91 is hidden and the words "Continue hitting to the right" are displayed. Along with this, the sound "Continue hitting to the right" is output once from the speaker 24. As shown in FIG. 28 and FIG. 22(ii), the right-facing arrow with the words "Aim to the right!" written inside continues to be displayed, and the performance using the performance device 7 also continues.

[0281] Following the winning 1, for example, if three more game balls enter the second starting hole 12, the first winning (winning 2) will be pending the second special symbol judgment, and the second and subsequent winnings will be over winnings. Note that while the variation display of variation 1 related to winning 1 is in a low probability non-time shortening state, the second starting hole 12 will not be long opened, and since the variation time of the second special symbol is relatively long, it is possible that the player will stop shooting the game balls and the pending normal symbol judgment will become 0.

[0282] As illustrated in FIG. 30, in this embodiment, the variation 1 related to the winning 1 is stopped and displayed with the small winning symbol K, and the small winning game is started with the lapse of the symbol determination time (for example, 1 second). As illustrated in FIG. 28, from the start of the small winning game, the presentation display illustrated in FIG. 25(e) is performed. The presentation display illustrated in FIG. 25(e) is then executed until the big winning game following the small winning game is finished. Then, immediately after the big winning game is finished, the strong state is controlled, and the presentation display illustrated in FIG. 22(e) is started. Accordingly, the second special symbol determination related to the winning 2 that was reserved is executed, and the variable display (variation 2) related to the winning 2 is started.

[0283] Next, the flow of the game state will be described with reference to Fig. 31 and Fig. 22. Fig. 31 is an explanatory diagram for explaining the state when the strong state is entered immediately after the end of the big win game related to the big win symbols OB-OD, and when there are two valid wins in the second start port 12, the result of the first valid win is a miss and the result of the second valid win is a miss. In the example of Fig. 31, the normal symbol is not the final change.

[0284] As shown in FIG. 31, immediately after the end of the big win game related to the big win symbols OB to OD, it is controlled in the strong state. Also, it is controlled in the strong state as the losing symbol HA stops in the non-time-saving state. From the start of the variable display of the normal symbols in the strong state to just before the stop display, as shown in FIG. 22 (e), the display mode of the strong mode displays the decorative symbol 55, the fourth symbols 57 and 59, the icon 53 (normal) indicating that the normal symbols are being displayed, the reserved icon 51 (normal) indicating that there are four reserved normal symbol judgments, and a background image suggesting the strong state. At this time, the decorative symbol 55 is displayed at high speed in synchronization with the variable display of the normal symbols.

[0285] As shown in Fig. 31 and Fig. 22(ro)1, as the normal symbols start to display as long opening symbols, the decorative symbols 55 are displayed in a pattern matching manner suggesting the long opening symbols on the liquid crystal screen 5. After that, as shown in Fig. 22(ro)2, the decorative symbols 55 are hidden on the liquid crystal screen 5 while the long opening symbols are displayed as stopped symbols, and the words "Aim to the right!" are displayed in large letters, and the voice "Aim to the right!" is output once from the speaker 24.

[0286] As shown in FIG. 31, the second starting hole 12 is opened long as the pattern determination time (for example, 1 second) of the normal pattern has passed. As shown in FIG. 22(a), in this embodiment, the following performance starts from the start of the long opening of the second starting hole 12. That is, a right-facing arrow with the words "Aim right!" written inside it and a gauge image 91 indicating the remaining time until the second starting hole 12 is opened are displayed. Along with this, the sound "Aim right!" is output once from the speaker 24, and the performance prop 7 that emits yellow light moves downward while rotating toward the center of the liquid crystal screen 5, and the performance that is arranged in front of the liquid crystal screen 5 while still emitting yellow light starts.

[0287] As shown in FIG. 31, when the game ball enters the second starting hole 12 (Winning 1), the winning establishes the time-saving end condition, and the strong state ends and transitions to the non-time-saving state in response to the winning. As shown in FIG. 22(ii), as the variable display of the second special symbol (Variation 1 related to Winning 1) begins, the gauge image 91 is hidden and the words "Continue hitting to the right" are displayed. Along with this, the sound "Continue hitting to the right" is output once from the speaker 24. As shown in FIG. 31 and FIG. 22(ii), the right-facing arrow with the words "Aim right!" written inside continues to be displayed, and the performance using the performance device 7 also continues.

[0288] Following the winning 1, for example, if three more game balls enter the second starting hole 12, the first winning (winning 2) is reserved for the second special symbol judgment, and the second and subsequent winnings are over winning. As illustrated in FIG. 31, in this embodiment, when the variable 1 related to the winning 1 starts to stop displaying with a losing symbol HC, the game state transitions from the non-time-saving state to the next fixed state accordingly. Even when the variable 1 is stopped displaying with a losing symbol HC, the same effect display as that shown in FIG. 22 (b) is performed on the liquid crystal screen 5. After that, as the symbol fixing time (for example, 1 second) of the special symbol has elapsed, the variable display (variation 2) of the second special symbol related to the winning 2 starts. When the variable 2 starts to stop displaying with a losing symbol HC, the game state does not change accordingly, and remains in the next fixed state.

[0289] Next, the flow of the game state will be described with reference to FIG. 32 and FIG. 22. FIG. 32 is an explanatory diagram for explaining the state when the game transitions to the strong state immediately after the end of the jackpot game, the long open pattern is stopped and displayed as a result of the final variation of the normal pattern, and there are two valid winnings in the second starting port 12, the winning result of the first valid winning is a miss, and the winning result of the second valid winning is a miss. As illustrated in FIG. 32, the game is controlled in the strong state immediately after the end of the jackpot game related to the jackpot patterns OB to OD. Also, the game is controlled in the strong state as the missing pattern HA is stopped and displayed in the non-time-saving state. From the start of the variation display of the normal pattern in the strong state to just before the stop display, the decorative pattern 55, the fourth pattern 57 and 59, the icon 53 (normal) indicating that the normal pattern is being displayed, the reserved icon 51 (normal) indicating that there are four reserved normal pattern judgments, and a background image suggesting the weak state are displayed according to the display mode of the strong mode as illustrated in FIG. 22 (e). At this time, the decorative pattern 55 is displayed in a changing manner at high speed in synchronization with the changing display of the normal patterns.

[0290] As shown in Fig. 32 and Fig. 22(ro)1, as the normal symbols start to display as long opening symbols, the decorative symbols 55 are displayed in a pattern matching manner suggesting the long opening symbols on the liquid crystal screen 5. After that, as shown in Fig. 22(ro)2, the decorative symbols 55 are hidden on the liquid crystal screen 5 while the long opening symbols are displayed as stopped symbols, and the words "Aim to the right!" are displayed in large letters, and the voice "Aim to the right!" is output once from the speaker 24.

[0291] As shown in Fig. 22 (ro)1, (ro)2, (ha), and (ni), in this embodiment, the word "Right Hit" displayed on the upper right corner of the liquid crystal screen 5 from the time of transition to the strong state immediately after the end of the big win game becomes non-displayed when the normal pattern starts to be stopped as a long opening pattern. Note that the word "Right Hit" on the upper right corner of the liquid crystal screen 5 may be displayed at all times in the time-saving state, regardless of whether the normal pattern is stopped as a long opening pattern or not.

[0292] As illustrated in FIG. 32, the time-saving end condition is established as the pattern determination time (for example, 1 second) of the normal pattern related to the final variation elapses, and the strong state ends and transitions to a non-time-saving state as a result of the elapse. In addition, the second starting hole 12 is long-opened accordingly. In this embodiment, when the second starting hole 12 is long-opened as a result of the final variation of the normal pattern (i.e., when the long-opening pattern is stopped and displayed), even after transition from the strong state to the non-time-saving state, the same right-hit notification as the right-hit notification in the strong state (and weak state) described with reference to FIG. 31 and FIG. 22 is executed. Specifically, as illustrated in FIG. 32 and FIG. 22(a), in this embodiment, the following performance starts from the start of the long-opening of the second starting hole 12. That is, a right-facing arrow with the words "Aim right!" written inside and a gauge image 91 indicating the remaining time until the second starting hole 12 is opened are displayed. Along with this, the voice "Aim to the right!" is output once from the speaker 24, and the yellow-illuminated performance element 7 moves downward while rotating toward the center of the LCD screen 5, and starts an effect in which it is placed in front of the LCD screen 5 while still emitting yellow light. Thus, in this embodiment, when the second starting hole 12 is long-opened as a result of the final fluctuation of the normal pattern, the crying one-time effect including the aim effect is not executed, and with the start of the long opening, a right-hit notification is executed that is the same as the right-hit notification in the strong state, even in the non-time-saving state.

[0293] In addition, in the case where the character "Right Hit" at the upper right corner of the liquid crystal screen 5 continues to be displayed regardless of whether the normal pattern is stopped and displayed as a long opening pattern or not, when the second starting hole 12 is long opened as a result of the final fluctuation of the normal pattern, even after the transition from the strong state to the non-time-saving state, the right-hit notification is executed, which is the same as the character "Right Hit" displayed at the upper right corner of the liquid crystal screen 5 described with reference to Fig. 22(i). In other words, when the second starting hole 12 is long opened as a result of the final fluctuation of the normal pattern, the crying one-time performance including the aim performance is not executed, and the right-hit notification is continued, which is the same as the right-hit notification in the strong state, even in the non-time-saving state.

[0294] As illustrated in FIG. 32, when the game ball enters the second starting hole 12 (winning 1), unlike the example of FIG. 31, the state has already shifted to the non-time-saving state, and this winning does not become a condition for ending the time-saving state. As illustrated in FIG. 22(ii), as the display of the variation of the second special symbol (variation 1 related to winning 1) begins, the gauge image 91 is hidden and the text "continue hitting to the right" is displayed. Along with this, the voice "continue hitting to the right" is output once from the speaker 24. Note that, as illustrated in FIG. 32 and FIG. 22(ii), the right-facing arrow with the text "Aim to the right!" written inside continues to be displayed, and the performance using the performance device 7 also continues. Thus, in this embodiment, when the second starting hole 12 is long-opened as a result of the final variation of the normal symbol, the crying one-time performance including the aim performance is not executed, and as the display of the variation of the second special symbol begins, the same right-hit notification as the right-hit notification in the strong state is executed even in the non-time-saving state.

[0295] Following the winning 1, for example, if three more game balls enter the second starting hole 12, the first winning (winning 2) is reserved for the second special symbol judgment, and the second and subsequent winnings are over winning. As illustrated in FIG. 32, in this embodiment, when the variable 1 related to the winning 1 starts to stop displaying with a losing symbol HC, the game state transitions from the non-time-saving state to the next fixed state accordingly. Even when the variable 1 is stopped displaying with a losing symbol HC, the same effect display as that shown in FIG. 22 (b) is performed on the liquid crystal screen 5. After that, as the symbol fixing time (for example, 1 second) of the special symbol has elapsed, the variable display (variation 2) of the second special symbol related to the winning 2 starts. When the variable 2 starts to stop displaying with a losing symbol HC, the game state does not change accordingly and remains in the next fixed state.

[0296] Next, the flow of the game state will be described with reference to Fig. 33, Fig. 22, and Fig. 25. Fig. 33 is an explanatory diagram for explaining the state when the strong state is entered immediately after the end of the big win game, or when the strong state is entered as the losing symbol HA is stopped and displayed in the non-time-saving state, and the effective winning result that becomes the big win is in the first start hole 11 during the fluctuation display of the final fluctuation of the normal symbol, and the long opening symbol is stopped and displayed as a result of the final fluctuation of the normal symbol, but the game ball does not enter the second start hole 12.

[0297] As shown in Fig. 33, from the start of the normal pattern change display in the strong state until just before the stop display, the decorative pattern 55, the fourth pattern 57 and 59, the icon 53 (normal) indicating that the normal pattern is being changed, the reserved icon 51 (normal) indicating that there are four reserved normal pattern judgments, and a background image suggesting the strong state are displayed in the display mode of the strong mode as shown in Fig. 22 (e). At this time, the decorative pattern 55 is displayed changing at high speed in synchronization with the change display of the normal pattern.

[0298] As shown in Fig. 33, when the effective winning prize that results in a big win is in the first starting hole 11 during the display of the final variation of the normal pattern, the decorative pattern 55 that was displayed in synchronization with the display of the normal pattern becomes non-displayed as the display of the first special pattern begins. At the same time, a big win waiting performance is executed on the liquid crystal screen 5.

[0299] As shown in Fig. 33, even if the normal symbol starts to stop displaying as a long opening symbol, the effects shown in Fig. 22(ro)1 and (ro)2 are not executed, and the big win waiting effect continues. In addition, when a valid winning result resulting in a loss is in the first starting port 11 during the display of the final change of the normal symbol, the effects shown in Fig. 22(ro)1 and (ro)2 are executed in response to the normal symbol starting to stop displaying as a long opening symbol.

[0300] As illustrated in FIG. 33, the time-saving end condition is established as the pattern determination time (for example, 1 second) of the normal pattern related to the final variation passes, and the strong state ends and transitions to a non-time-saving state as a result of the passage of time. In addition, the second start port 12 is opened long accordingly. As illustrated in FIG. 33, even if the normal pattern starts to stop displaying with a long opening pattern, the right-hit notification is not executed, which is the same as the right-hit notification in the strong state described with reference to FIG. 31 and FIG. 22, and the performance during the waiting for the big win continues. In addition, when the second start port 12 is opened long as a result of the final variation of the normal pattern, the crying one-time performance including the aim performance is not executed. In addition, when the effective winning in which the winning result is a miss is in the first start port 11 during the variation display of the final variation of the normal pattern, the right-hit notification is executed, which is the same as the right-hit notification in the strong state described with reference to FIG. 31 and FIG. 22, in response to the normal pattern starting to stop displaying with a long opening pattern.

[0301] Furthermore, even when the time-saving end condition is met upon the passage of the pattern determination time (for example, 1 second) of the normal pattern related to the final variation, and the second starting hole 12 is short-opened as a result of the final variation of the normal pattern, no right-hit notification is executed that is the same as the right-hit notification in the strong state described with reference to Figures 31 and 22, and the jackpot waiting performance continues.

[0302] After that, the jackpot symbol is stopped and displayed as the first special symbol, and the jackpot presentation shown in FIG. 25(e) is executed in response to the lapse of the symbol determination time (for example, 1 second). As shown in FIG. 33, immediately after the jackpot game related to the jackpot symbol OA ends, the state shifts to the next determination state, and the game is played in the presentation mode shown in FIG. 22(b). Also, immediately after the jackpot game related to the jackpot symbols OB-OD ends, the state shifts to the strong state, and the game is played in the presentation mode shown in FIG. 22(e). Also, immediately after the jackpot game related to the jackpot symbol OE ends, the state shifts to the weak state, and the game is played in the presentation mode shown in FIG. 22(i).

[0303] Next, the flow of the game state will be described with reference to Fig. 34, Fig. 22, and Fig. 25. Fig. 34 is an explanatory diagram for explaining a state in which the strong state is entered immediately after the end of the big win game, or the strong state is entered as the losing symbol HA is stopped and displayed in the non-time-saving state, and the effective winning that results in a big win is in the first start port 11 during the display of the final variation of the normal symbol, and the long opening symbol is stopped and displayed as a result of the final variation of the normal symbol, and the effective winning that results in a big win is in the second start port 12. Fig. 25 is an explanatory diagram for explaining an example of the performance executed in the gaming machine 1.

[0304] As shown in Fig. 34, from the start of the normal pattern variable display in the strong state until just before the stop display, the decorative pattern 55, the fourth pattern 57 and 59, the icon 53 (normal) indicating that the normal pattern is being displayed variable, the reserved icon 51 (normal) indicating that there are four reserved normal pattern judgments, and a background image suggesting the weak state are displayed in the display mode of the strong mode as shown in Fig. 22 (e). At this time, the decorative pattern 55 is displayed variable at high speed in synchronization with the variable display of the normal pattern.

[0305] As shown in FIG. 34, when a valid winning combination that results in a jackpot is in the first starting hole 11 during the display of the final variation of the normal symbols, the decorative symbol 55 that was displayed in synchronization with the display of the normal symbols becomes invisible as the display of the first special symbol begins. At the same time, a jackpot waiting performance is executed on the liquid crystal screen 5. The word "Right Hit" on the upper right corner of the liquid crystal screen 5 may be hidden during the jackpot waiting time, or may remain displayed.

[0306] As shown in Fig. 34, even if the normal symbol starts to stop and display as a long opening symbol, the effects shown in Fig. 22(ro)1 and (ro)2 are not executed, and the big win waiting effect continues. In addition, when a valid winning result resulting in a loss is in the first starting port 11 during the display of the final change of the normal symbol, the effects shown in Fig. 22(ro)1 and (ro)2 are executed in response to the normal symbol starting to stop and display as a long opening symbol.

[0307] As illustrated in FIG. 34, the time-saving end condition is established as the pattern determination time (for example, 1 second) of the normal pattern related to the final variation passes, and the strong state ends and transitions to a non-time-saving state as a result of the passage of time. In addition, the second start port 12 is opened long accordingly. As illustrated in FIG. 34, even if the normal pattern starts to stop displaying with a long opening pattern, the right-hit notification is not executed, which is the same as the right-hit notification in the strong state described with reference to FIG. 31 and FIG. 22, and the performance during the waiting for the big win continues. In addition, when the second start port 12 is opened long as a result of the final variation of the normal pattern, the crying one-time performance including the aim performance is not executed. In addition, when the effective winning in which the winning result is a miss is in the first start port 11 during the variation display of the final variation of the normal pattern, the right-hit notification is executed, which is the same as the right-hit notification in the strong state described with reference to FIG. 31 and FIG. 22, in response to the normal pattern starting to stop displaying with a long opening pattern.

[0308] Furthermore, even when the time-saving end condition is met upon the passage of the pattern determination time (for example, 1 second) of the normal pattern related to the final variation, and the second starting hole 12 is short-opened as a result of the final variation of the normal pattern, no right-hit notification is executed that is the same as the right-hit notification in the strong state described with reference to Figures 31 and 22, and the jackpot waiting performance continues.

[0309] As shown in Fig. 34, when the second start port 12 has a valid winning combination that results in a jackpot during the long opening of the second start port 12, the second special symbol determination is reserved until the jackpot game related to the first special symbol being displayed in a variable manner ends. The player can recognize that the second special symbol determination is reserved by seeing that the second reserved number in the system display unit 60 is "1".

[0310] Thereafter, the big win symbol is stopped and displayed as the first special symbol, and after the symbol determination time (for example, one second) has elapsed, the big win presentation illustrated in FIG. 25(e) is executed.

[0311] As shown in Fig. 34, immediately after the end of the jackpot game related to the jackpot symbol OA, the state shifts to the next fixed state, and the game is played in the presentation mode shown in Fig. 22(ii). Also, immediately after the end of the jackpot game related to the jackpot symbols OB-OD, the state shifts to the strong state, and the game is played in the presentation mode shown in Fig. 22(ho). Also, immediately after the end of the jackpot game related to the jackpot symbol OE, the state shifts to the weak state, and the game is played in the presentation mode shown in Fig. 22(i).

[0312] As shown in Fig. 34, in the time-saving state immediately after the end of the jackpot game, the reserved second special symbol determination is performed and the variable display of the second special symbol starts. In this embodiment, the performance is executed in the performance mode shown in Fig. 22(f) from the start of the variable display of the second special symbol to the stop display. Note that the jackpot standby performance may be executed from the start of the variable display of the second special symbol that becomes the jackpot to the stop display.

[0313] After that, the big win symbol OF is displayed as the second special symbol, and the big win effect shown in Fig. 25(e) is executed in response to the lapse of the symbol determination time (for example, 1 second). As shown in Fig. 34, immediately after the big win game related to the big win symbol OF ends, the game transitions to the strong state, and the game is played in the effect mode shown in Fig. 22(e).

[0314] Next, the flow of the game state will be described with reference to FIG. 35 and FIG. 22. FIG. 35 is an explanatory diagram for explaining the state when the strong state is entered immediately after the end of the big win game, or when the strong state is entered when the losing symbol HA is stopped and displayed in the non-time-saving state, and the long opening symbol is stopped and displayed as a result of the final change of the normal symbol, but the game ball does not enter the second start hole 12, and during that time, the game ball does not enter the first start hole 11 either. As illustrated in FIG. 35, from the start of the change display of the normal symbol in the strong state to just before the stop display, the display mode of the strong mode displays the decorative symbol 55, the fourth symbol 57 and 59, the icon 53 (normal) indicating that the normal symbol is being changed and displayed, the reserved icon 51 (normal) indicating that there are four reserved normal symbol judgments, and a background image suggesting the weak state as illustrated in FIG. 22 (e). At this time, the decorative symbol 55 is displayed at high speed in synchronization with the change display of the normal symbol.

[0315] As shown in Fig. 35 and Fig. 22(ro)1, as the normal symbols start to display as long opening symbols, the decorative symbols 55 are displayed in a pattern matching manner suggesting the long opening symbols on the liquid crystal screen 5. After that, as shown in Fig. 22(ro)2, the decorative symbols 55 are hidden on the liquid crystal screen 5 while the long opening symbols are displayed as stopped symbols, and the words "Aim to the right!" are displayed in large letters, and the voice "Aim to the right!" is output once from the speaker 24.

[0316] As illustrated in FIG. 35, the time-saving end condition is established as the pattern determination time (for example, 1 second) of the normal pattern related to the final variation passes, and the strong state ends and transitions to the non-time-saving state as a result of the passage of time. In addition, the second start hole 12 is long-opened accordingly. In this embodiment, when the second start hole 12 is long-opened as a result of the final variation of the normal pattern (i.e., when the long-opening pattern is stopped and displayed), even after transition from the strong state to the non-time-saving state, the same right-hit notification as the right-hit notification in the strong state (and weak state) described with reference to FIG. 31 and FIG. 22 (a) is executed. In this way, in this embodiment, when the second start hole 12 is long-opened as a result of the final variation of the normal pattern, the crying one-time performance including the aim performance is not executed, and with the start of the long opening, the same right-hit notification as the right-hit notification in the strong state is executed even in the non-time-saving state.

[0317] In addition, when the pattern determination time (for example, 1 second) of the normal pattern related to the final variation has elapsed, and the time-saving end condition is established, and the second start hole 12 is short-opened as a result of the final variation of the normal pattern, a crying one-time performance including the aim performance is executed in response to the normal time-saving end command being received by the performance control board 130. In other words, when the result of the final variation of the normal pattern is a short-opening pattern, the right-hit notification that is executed when it is a long-opening pattern is not executed.

[0318] If the second starting hole 12 is opened long as a result of the final change of the normal pattern, and the game ball does not enter either the second starting hole 12 or the first starting hole 11, the decorative pattern 55, the fourth patterns 57 and 59, the icon 53 indicating that the first special pattern is being changed and displayed, and the background image TZ begin to be displayed in the normal mode display mode without including the aim performance.

[0319] In addition, if the second start hole 12 is long-opened as a result of the final fluctuation of the normal pattern, and the game ball does not enter either the second start hole 12 or the first start hole 11, the aim performance illustrated in Fig. 19(D) and (E) may be executed as the second start hole 12 closes. For example, the one-time performance including this aim performance is executed in a manner that is difficult to see behind the performance illustrated in Fig. 22(a) from the time when the performance control board 130 receives the normal pattern time-saving end command. As the second start hole 12 closes, the performance illustrated in Fig. 22(a) becomes invisible, and the aim performance becomes visible.

[0320] Next, the flow of the game state will be described with reference to Fig. 36, Fig. 22, and Fig. 25. Fig. 36 is an explanatory diagram for explaining the state when the strong state is shifted immediately after the end of the big win game related to the big win symbols OB-OD, or when the strong state is shifted with the stop display of the losing symbol HA in the non-time shortening state, and when there are two valid winnings in the second starting hole 12, the winning result of the first valid winning is a losing win and the winning result of the second valid winning is a small winning win. In the example of Fig. 36, the normal symbol is not the final change.

[0321] As shown in Fig. 36, from the start of the normal pattern variable display in the strong state until just before the stop display, the decorative pattern 55, the fourth pattern 57 and 59, the icon 53 (normal) indicating that the normal pattern is being displayed variable, the reserved icon 51 (normal) indicating that there are four reserved normal pattern judgments, and a background image suggesting the weak state are displayed in the display mode of the strong mode as shown in Fig. 22 (e). At this time, the decorative pattern 55 is displayed variable at high speed in synchronization with the variable display of the normal pattern.

[0322] As shown in Fig. 36 and Fig. 22(ro)1, as the normal symbols start to display as long opening symbols, the decorative symbols 55 are displayed in a pattern matching manner suggesting the long opening symbols on the liquid crystal screen 5. After that, as shown in Fig. 22(ro)2, the decorative symbols 55 are hidden on the liquid crystal screen 5 while the long opening symbols are displayed as stopped symbols, and the words "Aim to the right!" are displayed in large letters, and the voice "Aim to the right!" is output once from the speaker 24.

[0323] As shown in FIG. 36, the second starting hole 12 is long-opened as the pattern determination time (for example, 1 second) of the normal pattern has passed. As shown in FIG. 22(a), in this embodiment, the following performance starts from the start of the long opening of the second starting hole 12. That is, a right-facing arrow with the words "Aim to the right!" written inside it and a gauge image 91 indicating the remaining time until the second starting hole 12 is opened are displayed. In response to this, the sound "Aim to the right!" is output once from the speaker 24, and the performance prop 7 that emits yellow light moves downward while rotating toward the center of the liquid crystal screen 5, and the performance that is arranged in front of the liquid crystal screen 5 while still emitting yellow light is started.

[0324] As shown in FIG. 36, when the game ball enters the second starting hole 12 (Winning 1), the winning establishes the time-saving end condition, and the strong state ends and transitions to the non-time-saving state in response to the winning. As shown in FIG. 22(ii), as the variable display of the second special symbol (Variation 1 related to Winning 1) starts, the gauge image 91 is hidden and the words "Continue hitting to the right" are displayed. Along with this, the sound "Continue hitting to the right" is output once from the speaker 24. As shown in FIG. 28 and FIG. 22(ii), the right-facing arrow with the words "Aim to the right!" written inside continues to be displayed, and the performance using the performance device 7 also continues.

[0325] Following the winning 1, for example, if three more game balls enter the second starting hole 12, the first winning (winning 2) is reserved for the second special symbol judgment, and the second and subsequent winnings are over winning. As illustrated in FIG. 36, in this embodiment, when the variable 1 related to the winning 1 starts to stop displaying with the losing symbol HC, the state transitions from the non-time-saving state to the next fixed state accordingly. Even when the variable 1 is stopped displaying with the losing symbol HC, the same effect display as that of FIG. 22(b) is performed on the liquid crystal screen 5. After that, as the symbol fixing time (for example, 1 second) of the special symbol has elapsed, the variable display (variation 2) of the second special symbol related to the winning 2 is started. As illustrated in FIG. 36, the effect display illustrated in FIG. 22(b) is performed from the start of the variable display of the variable 2 to the stop display. Therefore, even if the second start hole 12 opens long or a game ball enters the second start hole 12 (entry 3) during the display of the variation 2, the presentation display shown in FIG. 22 (ii) continues.

[0326] After that, the variation 2 stops at the small win symbol K, and the small win game starts as the symbol determination time (for example, 1 second) has passed. As illustrated in FIG. 36, based on the result of the pre-determination related to the winning 3, the presentation display illustrated in FIG. 25 (e) or (to) is performed from the start of the small win game. The presentation display illustrated in FIG. 25 (e) or (to) is then executed until the big win game following the small win game ends. Then, immediately after the big win game ends, the display is controlled to the strong state, and the presentation display illustrated in FIG. 22 (ho) or FIG. 25 (chi) is started. Accordingly, the second special symbol determination related to the winning 3 that was reserved is executed, and the variable display (variation 3) related to the winning 3 is started.

[0327] Next, the flow of the game state will be described with reference to Fig. 37, Fig. 22, and Fig. 25. Fig. 37 is an explanatory diagram for explaining the state when the strong state is shifted immediately after the end of the big win game related to the big win pattern OB-OD, or the strong state is shifted to when the losing pattern HA is stopped and displayed in the non-time-saving state, or the strong state is shifted to when the losing pattern HA is stopped and displayed in the non-time-saving state, and there are two valid winnings in the second starting hole 12, the winning result of the first valid winning is a small winning and the winning result of the second valid winning is a small winning. In the example of Fig. 37, the normal pattern is not the final change.

[0328] As shown in Fig. 37, from the start of the normal pattern change display in the strong state until just before the stop display, the decorative pattern 55, the fourth pattern 57 and 59, the icon 53 (normal) indicating that the normal pattern is being changed, the reserved icon 51 (normal) indicating that there are four reserved normal pattern judgments, and a background image suggesting the strong state are displayed in the weak mode display mode as shown in Fig. 22 (e). At this time, the decorative pattern 55 is displayed changing at high speed in synchronization with the change display of the normal pattern.

[0329] As shown in Fig. 37 and Fig. 22(ro)1, as the normal symbols start to display as long opening symbols, the decorative symbols 55 are displayed in a pattern matching manner suggesting the long opening symbols on the liquid crystal screen 5. After that, as shown in Fig. 22(ro)2, the decorative symbols 55 are hidden on the liquid crystal screen 5 while the long opening symbols are displayed as stopped symbols, and the words "Aim to the right!" are displayed in large letters, and the voice "Aim to the right!" is output once from the speaker 24.

[0330] As shown in FIG. 37, the second starting hole 12 is long-opened as the pattern determination time (for example, 1 second) of the normal pattern has passed. As shown in FIG. 22(a), in this embodiment, the following performance starts from the start of the long opening of the second starting hole 12. That is, a right-facing arrow with the words "Aim to the right!" written inside it and a gauge image 91 indicating the remaining time until the second starting hole 12 is opened are displayed. In response to this, the voice "Aim to the right!" is output once from the speaker 24, and the performance prop 7 that emits yellow light moves downward while rotating toward the center of the liquid crystal screen 5, and the performance that is arranged in front of the liquid crystal screen 5 while still emitting yellow light is started.

[0331] As shown in FIG. 37, when the game ball enters the second starting hole 12 (Winning 1), the winning establishes the time-saving end condition, and the strong state ends and transitions to the non-time-saving state in response to the winning. As shown in FIG. 22(ii), as the variable display of the second special symbol (Variation 1 related to Winning 1) starts, the gauge image 91 is hidden and the words "Continue hitting to the right" are displayed. Along with this, the sound "Continue hitting to the right" is output once from the speaker 24. As shown in FIG. 29 and FIG. 22(ii), the right-facing arrow with the words "Aim to the right!" written inside continues to be displayed, and the performance using the performance device 7 also continues.

[0332] Following the winning 1, for example, if three more game balls enter the second starting hole 12, the first winning (winning 2) will be pending the second special symbol judgment, and the second and subsequent winnings will be over winnings. Note that while the variation display of variation 1 related to winning 1 is in a low probability non-time shortening state, the second starting hole 12 will not be long opened, and since the variation time of the second special symbol is relatively long, it is possible that the player will stop shooting the game balls and the pending normal symbol judgment will become 0.

[0333] As illustrated in FIG. 37, in this embodiment, the variable 1 related to the winning 1 stops and displays the small win symbol K, and the small win game starts with the lapse of the symbol determination time (for example, 1 second). In the example of FIG. 37, the judgment result of the second special symbol judgment related to the winning 2 is the small win symbol K. In this embodiment, when it is judged that the small win symbol K or the big win symbol OF is reserved by the pre-judgment result related to the winning 2 at the start of the small win game (or the big win game related to the big win symbol OF), a big win performance suggesting the prize balls that can be obtained with this time and the reserved ones is executed (see FIG. 25 (t)-(r)).

[0334] After that, immediately after the big win game relating to the winning 2 ends, the strong state is set and the effect display illustrated in FIG. 22(E) is started.

[0335] Next, the flow of the game state will be described with reference to Fig. 38, Fig. 22, and Fig. 25. Fig. 38 is an explanatory diagram for explaining the state when the strong state is shifted immediately after the end of the big win game related to the big win pattern OB-OD, or when the strong state is shifted with the stop display of the losing pattern HA in the non-time shortening state, and when there are two valid winnings in the second starting hole 12, the winning result of the first valid winning is a small win and the winning result of the second valid winning is a loss. In the example of Fig. 38, the normal pattern is not the final change.

[0336] As shown in Fig. 38, from the start of the normal pattern change display in the strong state to just before the stop display, the decorative pattern 55, the fourth pattern 57 and 59, the icon 53 (normal) indicating that the normal pattern is being changed, the reserved icon 51 (normal) indicating that there are four reserved normal pattern judgments, and a background image suggesting the strong state are displayed in the display mode of the strong mode as shown in Fig. 22 (e). At this time, the decorative pattern 55 is displayed changing at high speed in synchronization with the change display of the normal pattern.

[0337] As shown in Fig. 38 and Fig. 22(ro)1, as the normal symbols start to display as long opening symbols, the decorative symbols 55 are displayed in a pattern matching manner suggesting the long opening symbols on the liquid crystal screen 5. After that, as shown in Fig. 22(ro)2, the decorative symbols 55 are hidden on the liquid crystal screen 5 while the long opening symbols are displayed as stopped symbols, and the words "Aim to the right!" are displayed in large letters, and the voice "Aim to the right!" is output once from the speaker 24.

[0338] As shown in FIG. 38, the second starting hole 12 is opened long as the pattern determination time (for example, 1 second) of the normal pattern has passed. As shown in FIG. 22(a), in this embodiment, the following performance starts from the start of the long opening of the second starting hole 12. That is, a right-facing arrow with the words "Aim right!" written inside it and a gauge image 91 indicating the remaining time until the second starting hole 12 is opened are displayed. Along with this, the sound "Aim right!" is output once from the speaker 24, and the performance prop 7 that emits yellow light moves downward while rotating toward the center of the liquid crystal screen 5, and the performance that is arranged in front of the liquid crystal screen 5 while emitting yellow light starts.

[0339] As shown in FIG. 38, when the game ball enters the second starting hole 12 (Winning 1), the winning establishes the time-saving end condition, and the weak state ends and transitions to the non-time-saving state in response to the winning. As shown in FIG. 22(ii), as the variable display of the second special symbol (Variation 1 related to Winning 1) starts, the gauge image 91 is hidden and the words "Continue hitting to the right" are displayed. Along with this, the sound "Continue hitting to the right" is output once from the speaker 24. As shown in FIG. 28 and FIG. 22(ii), the right-facing arrow with the words "Aim to the right!" written inside continues to be displayed, and the performance using the performance device 7 also continues.

[0340] Following the winning 1, for example, if three more game balls enter the second starting hole 12, the first winning (winning 2) will be pending the second special symbol judgment, and the second and subsequent winnings will be over winnings. Note that while the variation display of variation 1 related to winning 1 is in a low probability non-time shortening state, the second starting hole 12 will not be long opened, and since the variation time of the second special symbol is relatively long, it is possible that the player will stop shooting the game balls and the pending normal symbol judgment will become 0.

[0341] As illustrated in FIG. 38, in this embodiment, the variation 1 related to the winning 1 is stopped and displayed with the small winning symbol K, and the small winning game is started with the lapse of the symbol determination time (for example, 1 second). As illustrated in FIG. 28, from the start of the small winning game, the presentation display illustrated in FIG. 25(e) is performed. The presentation display illustrated in FIG. 25(e) is then executed until the big winning game following the small winning game is finished. Then, immediately after the big winning game is finished, the strong state is controlled, and the presentation display illustrated in FIG. 22(e) is started. Accordingly, the second special symbol determination related to the winning 2 that was reserved is executed, and the variable display (variation 2) related to the winning 2 is started.

[0342] Fig. 39 is an explanatory diagram for explaining the state when the strong state is entered immediately after the end of the big win game related to the big win symbol OF or the small win symbol K, and when there are two valid wins in the second start port 12, the result of the first valid win is a miss and the result of the second valid win is a miss. In the example of Fig. 39, the normal symbol is not the final change.

[0343] In the example of Fig. 39, during the long opening of the second starting hole 12, the result of the second special symbol determination is the winning symbol HC, and the winnings 1 and 2 occur. In the example of Fig. 39, the game state transitions and each performance is executed in the same way as in Fig. 31, so the explanation is omitted.

[0344] Fig. 40 is an explanatory diagram for explaining the state when the strong state is entered immediately after the end of the big win game related to the big win symbol OF or the small win symbol K, and when there are two valid wins in the second start port 12, the result of the first valid win is a miss and the result of the second valid win is a small win. In the example of Fig. 40, the normal symbol is not the final change.

[0345] In the example of Fig. 40, during the long opening of the second starting hole 12, the result of the second special symbol determination is a winning symbol HC, followed by a winning symbol K. In the example of Fig. 40, the game state transitions and each performance is executed in the same way as in Fig. 36, so the explanation is omitted.

[0346] Fig. 41 is an explanatory diagram for explaining the state when the game transitions to the strong state immediately after the end of the big win game related to the big win symbol OF or the small win symbol K, and there are two valid wins in the second start port 12, the result of the first valid win is a small win, and the result of the second valid win is a small win. In the example of Fig. 41, the normal symbol is not the final change.

[0347] In the example of Fig. 41, during the long opening of the second starting hole 12, the result of the second special symbol determination is the small winning symbol K, and the winnings 1 and 2 occur. In the example of Fig. 41, the game state transitions and each performance is executed in the same way as in Fig. 37, so the explanation is omitted.

[0348] Fig. 42 is an explanatory diagram for explaining the state when the game transitions to the strong state immediately after the end of the big win game related to the big win symbol OF or the small win symbol K, and there are two valid wins in the second start port 12, the result of the first valid win is a small win and the result of the second valid win is a miss. In the example of Fig. 42, the normal symbol is not the final change.

[0349] In the example of Fig. 42, during the long opening of the second starting hole 12, the result of the second special symbol determination is a small winning symbol K, followed by a winning symbol HC, which is a losing symbol HC. In the example of Fig. 42, the game state transitions as in Fig. 38, and each performance is executed, so the explanation is omitted.

[0350] Next, the flow of the game state will be described with reference to Fig. 43 and Fig. 22. Fig. 43 is an explanatory diagram for explaining the state when the next fixed state is entered immediately after the end of the big win game related to the big win symbol OA (or the next fixed state is entered immediately after the stop display of the losing symbol HC) and there are two valid winnings in the second start port 12, the winning result of the first valid winning is a losing one and the winning result of the second valid winning is a losing one. In the example of Fig. 43, the normal symbol is not the final variation.

[0351] As illustrated in Figure 43 and Figure 22 (i), in the next confirmation state, a right-facing arrow with the words "Aim to the right!" written inside it and the words "Continue hitting to the right" are basically displayed until a big hit or a small hit is achieved, and the performance using the performance device 7 continues.

[0352] As shown in Fig. 43, when a game ball enters the second starting hole 12 (Win 1), this does not establish the time-saving end condition, and the next confirmation state continues. In response to Win 1, no new presentation is executed, and the presentation display shown in Fig. 22 (ii) continues. In the next confirmation state of this embodiment, the decorative pattern 55 is not displayed, and the fourth pattern 59 changes and stops in synchronization with the changing and stopping display of the second special pattern.

[0353] Following the winning 1, for example, if three more game balls enter the second starting hole 12, the first winning (winning 2) is reserved for the second special symbol judgment, and the second and subsequent winnings are over winning. As illustrated in FIG. 43, in this embodiment, when the variable 1 related to the winning 1 starts to stop displaying with a losing symbol HC, the game state does not change accordingly and remains in the next fixed state. Even when the variable 1 is stopped and displayed with a losing symbol HC, the liquid crystal screen 5 displays the same effect as in FIG. 22 (b). After that, as the symbol fixing time (for example, 1 second) of the special symbol has elapsed, the variable display (variation 2) of the second special symbol related to the winning 2 starts. When the variable 2 starts to stop and display with a losing symbol HC, the game state does not change accordingly and remains in the next fixed state.

[0354] Next, the flow of the game state will be described with reference to Fig. 44, Fig. 22, and Fig. 25. Fig. 44 is an explanatory diagram for explaining the state when the next fixed state is entered immediately after the end of the big win game related to the big win symbol OA (or the next fixed state is entered immediately after the stop display of the losing symbol HC) and there are two valid winnings in the second start port 12, the winning result of the first valid winning is a losing win and the winning result of the second valid winning is a small winning win. In the example of Fig. 44, the normal symbol is not the final change.

[0355] As illustrated in Figure 44 and Figure 22 (i), in the next confirmation state, a right-facing arrow with the words "Aim to the right!" written inside it and the words "Continue hitting to the right" are basically displayed until a big hit or a small hit is achieved, and the performance using the performance device 7 continues.

[0356] As illustrated in FIG. 44, when a game ball enters the second start hole 12 (Winning 1), the next time determination state continues and the effect display illustrated in FIG. 22(ii) continues. Following Winning 1, for example, when three more game balls enter the second start hole 12, the first winning (Winning 2) is reserved for the second special symbol determination, and the second and subsequent winnings are over winning. As illustrated in FIG. 44, in this embodiment, when the variation 1 related to Winning 1 starts to stop display with the losing symbol HC, the next time determination state continues and the effect display illustrated in FIG. 22(ii) continues. After that, as the symbol determination time (for example, 1 second) of the special symbol has elapsed, the variable display of the second special symbol related to Winning 2 (Variation 2) starts. In the example of FIG. 44, the second start hole 12 is long opened during the variable display of the second special symbol related to Variation 2. After that, when the game ball enters the second starting hole 12 (Winning 3), the next fixed state continues and the effect display illustrated in FIG. 22 (ii) continues. After that, the variable 2 stops and displays the small winning symbol K, and the small winning game starts as the symbol fixed time (for example, 1 second) has elapsed. As illustrated in FIG. 44, based on the result of the pre-determination related to the winning 3, the effect display illustrated in FIG. 25 (e) or (to) is performed from the start of the small winning game. The effect display illustrated in FIG. 25 (e) or (to) is then executed until the big winning game following the small winning game ends. Then, immediately after the big winning game ends, the state is controlled to the strong state, and the effect display illustrated in FIG. 22 (ho) or FIG. 25 (chi) is started. Accordingly, the second special symbol determination related to the winning 3 that was on hold is executed, and the variable display (variation 3) related to the winning 3 is started.

[0357] Next, the flow of the game state will be described with reference to Fig. 45, Fig. 22, and Fig. 25. Fig. 45 is an explanatory diagram for explaining the state when the next fixed state is entered immediately after the end of the big win game related to the big win symbol OA (or the next fixed state is entered immediately after the stop display of the losing symbol HC) and there are two valid winnings in the second start port 12, the winning result of the first valid winning is a small winning and the winning result of the second valid winning is a small winning. In the example of Fig. 45, the normal symbol is not the final change.

[0358] As illustrated in Figure 45 and Figure 22 (i), in the next confirmation state, a right-facing arrow with the words "Aim to the right!" written inside it and the words "Continue hitting to the right" are basically displayed until a big hit or a small hit is achieved, and the performance using the performance device 7 continues.

[0359] As illustrated in FIG. 45, when a game ball enters the second starting hole 12 (Winning 1), the next fixed state continues and the effect display illustrated in FIG. 22(t) continues. Following Winning 1, for example, when three more game balls enter the second starting hole 12, the first winning (Winning 2) is reserved for the second special symbol determination, and the second and subsequent winnings are over winnings. As illustrated in FIG. 45, in this embodiment, when the variable 1 related to Winning 1 starts to be stopped and displayed with the small winning symbol K, the small winning game starts with the lapse of the symbol determination time (for example, 1 second). As illustrated in FIG. 45, based on the result of the advance determination related to Winning 2 (in this example, the small winning symbol K), the effect display illustrated in FIG. 25(t) is performed from the start of the small winning game. The effect display illustrated in FIG. 25(t) is then executed until the big winning game related to Winning 2 ends. Immediately after the big win game ends, the strong state is set, and when the number of reserved normal symbol determinations is 0, the effect display illustrated in FIG. 22(e) is started.

[0360] Next, the flow of the game state will be described with reference to Fig. 46, Fig. 22, and Fig. 25. Fig. 46 is an explanatory diagram for explaining the state when the next fixed state is entered immediately after the end of the big win game related to the big win symbol OA (or the next fixed state is entered immediately after the stop display of the losing symbol HC) and there are two valid winnings in the second start port 12, the winning result of the first valid winning is a small win and the winning result of the second valid winning is a loss. In the example of Fig. 46, the normal symbol is not the final change.

[0361] As illustrated in Figure 46 and Figure 22 (i), in the next confirmation state, a right-facing arrow with the words "Aim to the right!" written inside it and the words "Continue hitting to the right" are basically displayed until a big hit or a small hit is achieved, and the performance using the performance device 7 continues.

[0362] As illustrated in FIG. 46, when a game ball enters the second starting hole 12 (Winning 1), the next time determination state continues and the effect display illustrated in FIG. 22(f) continues. Following Winning 1, for example, if three more game balls enter the second starting hole 12, the first winning (Winning 2) is reserved for the second special symbol determination, and the second and subsequent winnings are over winning. As illustrated in FIG. 45, in this embodiment, when the variation 1 related to Winning 1 starts to stop display with the small winning symbol K, the small winning game starts with the elapse of the symbol determination time (for example, 1 second). As illustrated in FIG. 46, based on the judgment result of the advance judgment related to Winning 2 (missing symbol HC in this example), the effect display illustrated in FIG. 25(f) is performed from the start of the small ...

Claims

[Claim 1] A winning determination means for determining whether or not a game medium has won a predetermined area including the starting area; an award control means for awarding a game value based on the winning of the game medium in the predetermined area; a calculation means for calculating a calculated information value based on the number of game media used in a game and the game value awarded by the award control means; a game stop state control means for controlling the game function to a game stop state in response to the calculated information value reaching a threshold value; A performance control means for controlling the performance, the game stop state control means, when the calculated information value reaches a threshold value during execution of a special game advantageous to a player, controls the game to the game stop state after the special game ends, The performance control means includes: An instruction notification that notifies a method of ejecting the gaming medium; A game stop suggestion notification based on the calculated information value reaching the threshold value during the execution of the special game is possible. The gaming machine does not execute the instruction notification after executing the game stop suggestion notification.

Citation Information

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