Game machine
Patent Information
- Application Number
- JP2023200287
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-11-28
- Publication Date
- 2025-08-27
AI Technical Summary
Existing gaming machines lack features that enhance player engagement and interest, leading to a need for improved game dynamics.
The gaming machine incorporates a system that allows players to choose between two control modes with different advantages, transitions between modes based on specific conditions, and executes distinct game performance modes depending on the control mode.
This approach significantly enhances player engagement by offering varied gameplay experiences, increasing the interest and enjoyment of the game.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] There is known a gaming machine capable of lottery for whether to set a special gaming state in which variable ball entry means is controlled to an open state based on the establishment of a start condition (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In such games, further improvement in the interest of the game is demanded. An object of the present invention is to improve the interest of the game.
Means for Solving the Problems
[0005] To solve the above problems, the invention according to claim 1 is in a gaming machine, means capable of lottery for whether to set a special gaming state in which variable ball entry means is controlled to an open state based on the establishment of a start condition; means controllable to a first control mode and a second control mode, each having a different degree of advantage; means capable of setting a transition condition to the second control mode when controlling to the first control mode; performance mode execution means capable of executing a first game performance mode when controlled in the first control mode and executing a second game performance mode when controlled in the second control mode; and is characterized by comprising the above.
Advantages of the Invention
[0006] According to the present invention, the amusement of the game can be improved.
Brief Description of the Drawings
[0007]
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MODE FOR CARRYING OUT THE INVENTION
[0008] [First Embodiment] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In this embodiment, a pachinko machine will be described as an example of the gaming machine 1.
[0009] [Structure of the Gaming Machine] The structure of the gaming machine will be described with reference to FIGS. 1 to 7. FIG. 1 is a front view of the gaming machine 1, and FIG. 2 is a perspective view of the gaming machine 1 seen from the front side. Also, FIG. 3 is a rear view of the gaming machine 1, and FIG. 4 is a perspective view of the gaming machine 1 seen from the rear side of the inner frame 20. FIGS. 5 to 7 are perspective views of the gaming machine 1 seen from the front side, showing the state where each part is rotated.
[0010] The gaming machine 1 includes an outer frame 10, an inner frame 20 rotatably attached to the outer frame 10, a front frame 30 rotatably attached to the front side of the inner frame 20, and a rear unit 50 rotatably attached to the rear side of the inner frame 20. The outer frame 10 constitutes the outer periphery of the gaming machine 1 and is fixed to the island equipment when the gaming machine 1 is installed in the island equipment of the game parlor. As shown in FIG. 5, this outer frame 10 has a rectangular frame shape penetrating through in the front-rear direction, and a decorative member 11 is provided at the lower part of the front surface.
[0011] The inner frame 20 is attached to the outer frame 10 so that the left end portion as viewed from the front side can rotate about an axis along the vertical direction. As shown in FIG. 1, this inner frame 20 can be converted between a closed state in which it covers the front side portion of the outer frame 10 excluding the decorative member 11 and an open state in which it rotates forward in a door shape with respect to the outer frame 10 as shown in FIG. 5. As shown in FIG. 6, an accommodating portion 21 penetrating through in the front-rear direction capable of accommodating the game board 70 is formed in the inner frame 20. The game board 70 is detachably attached to this accommodating portion 21 such that the game area 73 through which game balls can flow down is on the front side. Further, below the accommodating portion 21 on the front surface of the inner frame 20, a launching device 22 capable of launching game balls toward the game area 73 of the game board 70 is provided.
[0012] A locking device 23 is provided on the right side portion of the inner frame 20. This locking device 23 can lock the inner frame 20 in a closed state with respect to the outer frame 10, and can also lock the front frame 30 in a closed state with respect to the inner frame 20. A cylinder lock 24 of the locking device 23 is provided at the lower right part of the front surface of the inner frame 20, and as shown in FIG. 1, the keyhole is exposed on the front surface of the front frame 30. By inserting a key into this keyhole and rotating it in one direction, the locking of the inner frame 20 with respect to the outer frame 10 is released, and the inner frame 20 can be set in an open state. Also, by rotating it in the other direction opposite to the one direction, the locking of the front frame 30 with respect to the inner frame 20 is released, and the front frame 30 can be set in an open state. The fact that the inner frame 20 is in an open state can be detected by the inner frame open detection sensor 20a. Also, the fact that the front frame 30 is in an open state can be detected by the front frame open detection sensor 30a.
[0013] The front frame 30 is attached to the inner frame 20 so that the left end portion as viewed from the front side can rotate about an axis along the vertical direction. As shown in FIG. 1, this front frame 30 can be converted between a closed state covering the front portion of the inner frame 20 and an open state in which it rotates forward in a door shape with respect to the inner frame 20 as shown in FIG. 6. A through-hole 31 penetrating through the front and back is formed in a portion of the front frame 30 facing the housing portion 21 of the inner frame 20, and a transparent member 32 made of a transparent member such as glass or resin is provided so as to cover the through-hole 31. The transparent member 32 covers the front surface of the game area 73 of the game board 70 and enables the game area 73 to be visually recognized from the front of the gaming machine 1 through the transparent member 32. As shown in FIG. 1, light-emitting means 33 such as a lamp or an LED and a speaker 34 are provided around the through-hole 31 on the front surface of the front frame 30. Note that an operable decorative device may be provided.
[0014] An operation unit 35 that enables a player to perform operations related to the game is provided at the lower part of the through-hole 31 on the front surface of the front frame 30. As shown in FIGS. 1 and 2, an upper tray 36, which is a recess open upward capable of storing game balls, is provided at the upper left part of the operation unit 35. The game balls paid out from the payout device 55 can flow into the upper tray 36, and the game balls can be supplied to the launching device 22. In the vicinity of the upper tray 36, a discharge button 37 for causing the game balls in the upper tray 36 to flow down to the lower tray 38 is provided. A lower tray 38, which is a recess open upward capable of storing game balls, is provided below the upper tray 36. The game balls that could not be completely stored in the upper tray 36 can flow into the lower tray 38. Also, foul balls that have returned to the launching device 22 despite being launched can flow into the lower tray 38. A discharge lever 39 for discharging the game balls stored in the lower tray 38 downward is provided at the lower part of the lower tray 38.
[0015] At the lower right part of the operation unit 35, a handle 40 for adjusting the launching force of the game balls is provided. On this handle 40, a touch sensor 40a capable of detecting human body contact and a firing stop switch 40b for temporarily stopping the firing of the game balls based on a pressing operation input from the player are also provided. At the upper center part of the operation unit 35, an effect button 41 capable of receiving a pressing operation input from the player is provided. By this effect button 41, it becomes possible to perform effects such as intervening in the player's operation in the game. Note that the effect button 41 may be provided with vibration means for vibrating the effect button 41, light emitting means for emitting light of a predetermined emission color from the effect button 41, operation means capable of converting the upper surface of the effect button 41 from the initial position to a protruding state where it is above the initial position, and the like.
[0016] On the right side of the effect button 41, a cross key 42 capable of receiving an operation input from the player is provided. This cross key 42 can be used not only for effects such as intervening in the player's operation in the game, but also for adjusting volume and brightness, and for selection on the menu screen. On the right side of the cross key 42, a ball lending button 43 for operating when the player receives ball lending from an adjacent ball lending machine and a return button 44 for operating to eject a card from the card unit of the ball lending machine are provided. Also, a remaining balance display for displaying the remaining balance of the card may be provided. In addition to the effect button 41 and the cross key 42, input means for receiving the player's operation input may be provided on the front frame 30. The input method may be a method other than a pressing operation input. For example, those that operate a lever or those that rotate a rotating body can be mentioned.
[0017] As shown in FIG. 3, the back unit 50 is provided so as to cover the back surface of the inner frame 20. This back unit 50 is attached to the inner frame 20 so that the right end portion viewed from the back surface side can rotate around an axis along the vertical direction. And as shown in FIG. 5, it can be converted between a closed state covering the back side portion of the inner frame 20 and an open state where it rotates in a door shape to the rear side with respect to the inner frame 20 as shown in FIG. 7. As shown in FIG. 7, a cover portion 51, which is a recess opening forward, is provided on the front side of the back unit 50, and in the closed state as shown in FIG. 3, it covers the back surface of the game board 70. Further, the cover portion 51 has a through portion 52 that penetrates back and forth at a portion facing the game control device 100 provided on the back surface of the game board 70, and is configured not to cover the game control device 100. Thereby, even when the back unit 50 is in the closed state, the game control device 100 can be visually recognized from the back side of the gaming machine 1. At the lower part on the back side of the back unit 50, a power supply device 250 for supplying power to various parts of the gaming machine 1, a payout control device 200 for controlling the launch device 22 and the payout device 55, etc. are provided.
[0018] Further, at the upper part of the back unit 50, a storage tank 53 capable of receiving and storing game balls supplied from the island equipment is provided. The game balls stored in the storage tank 53 pass through a supply flow path 54 that descends to the right when viewed from the back side as shown in FIG. 3, and are guided to a payout device 55 provided on the right side when viewed from the back side of the back unit 50. The game balls paid out from the payout device 55 are guided downward by a guide flow path 56, and are guided to the upper tray 36 through through-holes formed in the inner frame 20 and the front frame 30 and penetrating back and forth. Further, the back unit 50 is provided with an overflow sensor 57 for detecting that the upper tray 36 and the lower tray 38 are full and the payout is stalled, and a ball-out sensor 58 for detecting that there is a shortage of game balls to be paid out.
[0019] [Structure of the game board] Next, an example of the game board 70 will be described. FIG. 8 is a front view of the game board 70 in the gaming machine 1 of the present embodiment. The game board 70 includes a plate-shaped game board main body 71 made of wood or synthetic resin, and various members are attached to the game board main body 71. On the front surface of the game board main body 71, a game area 73 surrounded by a rail 72 capable of guiding game balls is provided. The game balls launched from the launching device 22 are guided to the upper part of the game area 73 through a guiding part 72a formed by the rail 72 and flow down through the game area 73. In the game area 73, a windmill 74, obstacle pins 75, etc., which are variable means capable of changing the flowing direction of the game balls, are provided.
[0020] A variable display unit 80 is provided approximately at the center of the game area 73. In the central part of this variable display unit 80, a display device 81 capable of displaying information related to the game is provided. As the display device 81, for example, a device capable of displaying images such as a liquid crystal display, an EL display, a dot matrix LED, a cathode ray tube, etc. can be used. In the display area of the display device 81, various production displays such as moving images and still images can be displayed. Also, corresponding to a special figure game in which a plurality of identification information executed by the gaming machine 1 is variably displayed and the result is stopped and displayed, a decorative special figure game in which a plurality of identification information is variably displayed and the result is stopped and displayed can be displayed. Note that as the display device 81 for displaying the decorative special figure game, a reel with a plurality of identification information drawn around it can also be used.
[0021] A movable production device 82 is provided above the variable display unit 80. This movable production device 82 is rotatable around an axis along the front-rear direction. Note that an image may also be displayable in the central part. The movable production device 82 may have any structure and operation mode as long as it is operable. Also, the movable production device 82 may be provided in other parts of the variable display unit 80 or various places on the game board 70. Further, the movable production device 82 may be provided on the front frame 30. Also, a plurality of light-emitting means 33 such as lamps and LEDs are provided at various places on the game board 70 including the variable display unit 80.
[0022] The variable display unit 80 is designed to prevent game balls from entering from the top and sides. However, a warp flow path 83 is provided on the side to allow game balls to flow into the interior of the variable display unit 80. The game balls that flow into the warp flow path 83 are guided to a stage 84 provided at the lower part of the variable display unit 80. Note that game balls that bounce at the lower part of the variable display unit 80 can also flow into the stage 84. The game balls on the stage 84 mainly flow downward from the central part of the stage toward the front and then flow down to the lower game area 73. A start winning device 90 is provided at the place where the balls flow down, and there is a high possibility that the balls will flow into the start winning device 90.
[0023] The start winning device 90 provided below the variable display unit 80 has an inlet 91 at the upper part through which game balls can flow in. At a position directly below the inlet 91, there is a distributing member 92 that alternately distributes the incoming game balls to the lower first start port 76 and second start port 77. The game balls that flow into the first start port 76 are detected by the first start port switch 76a. Based on this, the right to start the first special figure game among the special figure games can be generated, and one prize ball is paid out. Also, the game balls that flow into the second start port 77 are detected by the second start port switch 77a. Based on this, the right to start the second special figure game among the special figure games can be generated, and one prize ball is paid out.
[0024] The distributing member 92 is rotatable about an axis along the front - rear direction and includes a left holding part 92a and a right holding part 92b that can temporarily hold the game balls flowing in from the inlet 91. As shown in FIG. 8, this distributing member 92 can rotate between a state where the left holding part 92a faces upward and can receive game balls and a state where it rotates counter - clockwise from this state and the right holding part 92b faces upward and can receive game balls.
[0025] As shown in Fig. 8, when the left holding part 92a faces upward and the game ball flows in from the inlet 91 and is held by the left holding part 92a in a state where it can receive the game ball, the weight of the game ball causes the vibrating member 92 to rotate counterclockwise, and the right holding part 92b faces upward and becomes in a state where it can receive the game ball. As a result, the game ball held by the left holding part 92a drops toward the first starting port 76 and flows into the first starting port 76. At this time, the vibrating member 92 is configured to stop in a state where the right holding part 92b faces upward and can receive the game ball. Next, when the game ball flows in from the inlet 91, it is held by the right holding part 92b. Then, due to the weight of the game ball, the vibrating member 92 rotates clockwise, and the left holding part 92a faces upward and becomes in a state where it can receive the game ball. As a result, the game ball held by the right holding part 92b drops toward the second starting port 77 and flows into the second starting port 77. Thereafter, by repeating this, the game balls will flow into the first starting port 76 and the second starting port 77 alternately.
[0026] A through gate 78 is provided in the game area 73 to the right of the variable display unit 80. The game ball that has passed through the through gate 78 is detected by the gate switch 78a, and based on this, the right to start the normal diagram game can be generated. Note that the configuration of the detection part of the game ball that generates the right to start the normal diagram game is the through gate 78 where the game ball after detection can flow down the game area 73 and the game can continue, but it may also be a winning port where the game ball after detection ends the game without flowing down the game area 73. In this case, prize balls may be paid out upon winning. For example, one prize ball may be paid out.
[0027] Below the variable display unit 80 and to the right of the start winning device 90, a normal variable winning device 79 is provided. The normal variable winning device 79 includes a movable member 79b and can be converted between a closed state (first state) in which game balls cannot flow in and an open state (second state) in which game balls can flow in. Note that even when the movable member 79b is in the closed state, it may be possible to win with game balls, and in the closed state, it may be made more difficult for game balls to win than in the open state. The normal variable winning device 79 is normally in the closed state and can be converted to the open state based on the result of the normal drawing game being a predetermined result. Game balls that flow into the normal variable winning device 79 are detected by the normal electric switch 79a, and based on this, the right to start the special drawing game's special drawing 2 game can be generated and one prize ball is paid out.
[0028] The normal variable winning device 79 of the present embodiment is provided such that an inlet through which game balls can flow in opens to the right side. In the closed state shown in FIG. 8, the movable member 79b is substantially vertical and closes the inlet. The movable member 79b is converted to the open state by rotating so as to fall to the right around the lower part from this closed state. In the open state, the inlet is opened, and the movable member 79b guides game balls to the inlet, making it easy for game balls to flow in.
[0029] In the game area 73 in the lower right of the variable display unit 80, a special variable winning device 94 is provided. The special variable winning device 94 includes a movable member 94b and can be converted between a closed state (first state) in which game balls cannot flow in and an open state (second state) in which game balls can flow in. The special variable winning device 94 is normally in the closed state and can be converted to the open state based on the result of the special drawing game being a predetermined result. Game balls that flow into the special variable winning device 94 are detected by the big winning opening switch 94a, and based on this, 15 prize balls are paid out.
[0030] The special variable winning device 94 of this embodiment is provided such that an inlet through which game balls can flow in opens forward. In the closed state shown in FIG. 8, the plate-shaped movable member 94b is substantially vertical and closes the inlet. The movable member 94b is converted to the open state by rotating so as to fall forward about the lower part from this closed state. In the open state, the inlet is opened, and the movable member 94b guides the game balls to the inlet, making it easy for the game balls to flow in.
[0031] Note that the normal variable winning device 79 and the special variable winning device 94 may have any configuration as long as they can be converted between a first state in which game balls cannot flow in or can flow in with difficulty and a second state in which game balls can flow in more easily than in the first state. For example, it may be provided with an inlet that opens upward, and in the first state, the movable member covers above the inlet so that the game balls pass over the movable member, and in the second state, the movable member retracts from the inlet so that the game balls flow into the inlet. Further, it may be provided with an inlet that opens laterally or forward, and in the first state, the movable member retracts from the flow path of the game balls to form a non-guiding state in which the game balls are not guided to the inlet, and in the second state, the movable member appears in the flow path of the game balls to form a guiding state in which the game balls are guided to the inlet.
[0032] That is, the movable member 94b of the special variable winning device 94 and the movable member 79b of the normal variable winning device 79 form predetermined operating means that can operate between a first state (closed state or non-guiding state) and a second state (open state or guiding state) different from the first state. Also, the second state (open state or guiding state) is more advantageous to the player than the first state (closed state or non-guiding state).
[0033] A plurality of general winning openings 96 are provided at the lower part of the game area 73. The game balls that flow into the general winning opening 96 are detected by the general winning opening switch 96a, and based on this, one prize ball is paid out. Note that the number of prize balls for each of the above winning ports is just an example and is not limited to the above values. For example, the number of prize balls for the first starting port 76 and the second starting port 77 can be set to 3, and the number of prize balls for the normal variable winning device 79 can be set to 2, such that the number of prize balls for the normal variable winning device 79 is more than that for the first starting port 76 and the second starting port 77. Of course, the number of prize balls for the normal variable winning device 79 can also be less than that for the first starting port 76 and the second starting port 77. Also, although the number of prize balls for the plurality of general winning ports 96 are all the same, they can be made different.
[0034] Also, at the lower part of the game area 73, an out port 97 for collecting game balls that did not win in the winning ports or the like is provided. The out balls, which are the game balls flowing out from the out port 97, and the safe balls flowing into each winning port are detected by an out ball detection switch 97a. Thereby, it is possible to count the number of all game balls launched into the game area 73 and used for the game.
[0035] Outside the game area 73 and at the lower left part of the game board main body 71, a comprehensive display device 60 is provided. The comprehensive display device 60 includes a special figure 1 display unit 61 for displaying the special figure 1 game, a special figure 2 display unit 62 for displaying the special figure 2 game, and a general figure display unit 63 for displaying the general figure game. Also, it includes a special figure 1 reservation display unit 64 for displaying the number of special figure 1 reservations, which is the right to execute the special figure 1 game, a special figure 2 reservation display unit 65 for displaying the number of special figure 2 reservations, which is the right to execute the special figure 2 game, and a general figure reservation display unit 66 for displaying the number of general figure reservations, which is the right to execute the general figure game. In addition to this, the comprehensive display device 60 includes a round number display unit 67 for displaying the number of rounds in the special game state and a game state display unit 68 for displaying the game state. In the game state display unit 68, for example, displays indicating the hitting method suitable for the game state between right hitting and left hitting, or displays indicating that it is in the time-saving state can be made.
[0036] The special figure 1 display section 61, the special figure 2 display section 62, and the general figure display section 63 can display a plurality of types of identification information configured by the lighting patterns of LEDs. Along with the start of the corresponding game, a variable display that sequentially displays a plurality of types of identification information is started, and after a predetermined time has elapsed, one piece of identification information is displayed as the result state. Note that the special figure 1 display section 61, the special figure 2 display section 62, and the general figure display section 63 may be configured by one or more LEDs, or may be configured by so-called 7-segment LEDs.
[0037] In the game board 70 as described above, the player can aim to win a prize at the start winning device 90 or the general winning port 96 by adjusting the firing force and firing the game ball into the game area 73 on the left side of the variable display unit 80 (so-called left shot). Also, by firing the game ball into the game area 73 on the right side of the variable display unit 80 (so-called right shot), it is possible to aim to win a prize at the through gate 78, the special variable winning device 94, the normal variable winning device 79, and the general winning port 96. Note that a through gate 78 may also be provided in the game area 73 on the left side, and an inlet and a movable member 79b may be provided on the left side of the normal variable winning device 79 so that it is possible to aim to win a prize at the normal variable winning device 79 even with a left shot.
[0038] [Configuration of the control system] FIG. 9 is a block diagram of the control system in the gaming machine 1 of the present embodiment. The gaming machine 1 includes a game control device 100 having a main board that comprehensively controls the game. The game control device 100 includes an MPU 101 (Micro-Processing Unit) that performs arithmetic processing and the like. The MPU 101 includes a ROM 102 that stores various control programs and fixed-value data executed by the MPU 101, and a RAM 103 that can be used as a work area and a storage area for various signals and random number values. An input port 105 is connected to the MPU 101 via a bus 104, and it is possible to receive inputs from various devices. Input is performed via an input interface when necessary. Also, an output port 106 is connected to the MPU 101 via the bus 104, and it is possible to output to various devices. Output is performed via a driver when necessary.
[0039] The game control device 100 is provided with a RAM initialization switch 107 at a position where it can be operated with the inner frame 20 open. In the game control device 100, based on the fact that the RAM initialization switch 107 is operated when the power of the gaming machine is turned on, a process is performed to forcibly initialize the information stored in the RAM 103 of the game control device 100 and the RAM 203 in the payout control device 200. Also, the game control device 100 is provided with a setting key operation unit, and a setting key switch 108 capable of detecting an operation of the setting key operation unit is provided. The setting key switch 108 can detect that a setting key corresponding to the setting key operation unit has been inserted and turned, and based on this detection, it is possible to change or confirm a probability setting value to which a probability value of a big win in a special figure game is assigned. For example, six probability setting values, namely setting 1 to setting 6, with different probability values of a big win are prepared, and any one of them can be selected and set.
[0040] For example, by turning on the power of the gaming machine while operating (pressing) the RAM initialization switch 107 with a setting key inserted and rotated in the setting key operation unit, a probability change mode in which the probability setting value can be changed can be set. Also, by turning on the power of the gaming machine without operating the RAM initialization switch 107 with a setting key inserted and rotated in the setting key operation unit, a probability confirmation mode in which the current probability setting value can be confirmed can be set. The game control device 100 is provided with a performance display monitor 109. The performance display monitor 109 is a 7-segment display and can display the calculated base value and accessory ratio. Also, the probability setting value may be displayed in the probability change mode or the probability confirmation mode.
[0041] Also, although not shown, the game control device 100 includes a random number generation circuit for generating random numbers such as special figure random numbers used for the lottery of the big win in the special figure game, and a clock generator that generates a timer interrupt signal with a predetermined period (for example, 4 milliseconds) for the MPU 101 and a clock for giving the update timing of the random number generation circuit based on the clock signal from the oscillation circuit. The generation method of various random numbers is a method of changing the start value using a random number initial value that is updated by +1 at the update timing and is updated at any time whenever the numerical values in a predetermined random number range complete one cycle. Note that the random number generation method is not limited to this, and it may be a method of simply updating by +1 or -1, or a method in which all values within the random number range appear randomly without duplication until the numerical values in the predetermined random number range complete one cycle. Also, the generation method may differ depending on the type of random number.
[0042] To the input port 105 of the game control device 100, a gate switch 78a for detecting a game ball that has flowed into the through gate 78, a general winning port switch 96a for detecting a game ball that has flowed into the general winning port 96, a big winning port switch 94a for detecting a game ball that has flowed into the special variable winning device 94, a first start port switch 76a for detecting a game ball that has flowed into the first start port 76, a second start port switch 77a for detecting a game ball that has flowed into the second start port 77, and a normal power switch 79a for detecting a game ball that has flowed into the normal variable winning device 79 are connected, and signals from these are input. Also, to the input port 105 of the game control device 100, an out ball detection switch 97a for detecting all game balls (safe balls and out balls) that have been launched into the game area 73 and ended the game, an inner frame opening detection sensor 20a for detecting the open state of the inner frame 20, a front frame opening detection sensor 30a for detecting the open state of the front frame 30, and a fraud detection sensor 98 capable of detecting the possibility of fraud being committed are connected, and signals from these are input. Examples of the fraud detection sensor 98 include a radio wave sensor for detecting radio waves, a vibration sensor for detecting vibrations, and a magnetic sensor for detecting magnetism. The game control device 100 controls the game based on the input signals from these various sensors and switches. When input is required from these switches and sensors, the input is performed via an input interface.
[0043] To the output port of the game control device 100, a big winning port solenoid 94c for operating the movable member 94b of the special variable winning device 94 and a normal power solenoid 79c for operating the movable member 79b of the normal variable winning device 79 are connected, and the operations of these can be controlled. Also, a comprehensive display device 60 for displaying special figure games and the like and a performance display monitor 109 are connected, and the displays on these can be controlled. Furthermore, an external information terminal 99 for outputting an external information signal to an external device such as a hall computer is connected. When output is required to these devices, the output is performed via a driver.
[0044] The game control device 100 is connected to a payout control device 200 that controls the launch device 22 and the payout device 55, and an effect control device 300 that controls effects. These control devices are configured to perform control based on information from the game control device 100. Note that one-way communication is used such that a signal cannot be input from the effect control device 300 to the game control device 100.
[0045] The payout control device 200 includes an MPU 201 that performs arithmetic processing and the like, a ROM 202 that stores various control programs and fixed value data executed by the MPU 201, a RAM 203 that can be used as a work area, and an input / output port 204 for connecting various devices. These are connected via a bus.
[0046] The payout device 55 that pays out game balls and the launch device 22 that launches game balls are connected to the input / output port 204 of the payout control device 200, and the operations thereof are controlled. When necessary for output to these devices, output is performed via a driver. In addition, an overflow sensor 57 that detects that the upper tray 36 and the lower tray 38 are full and payout is stalled, a ball empty sensor 58 that detects that there is a shortage of game balls to be paid out, a touch sensor 40a that can detect contact of a human body with the handle 40, a launch stop switch 40b for temporarily stopping the launch of game balls based on a pressing operation input from the player, and a rotation amount detector 40c that detects the rotation amount of the handle 40 are connected to the input / output port 204 of the payout control device 200, and payout and launch are controlled based on input signals from these sensors and switches. When necessary for input from these switches and sensors, input is performed via an input interface.
[0047] The payout control device 200 performs control to drive the payout device 55 to pay out loaned balls based on prize ball information (commands and data) from the game control device 100 and loaned ball information from the card unit as control related to the payout of game balls. Further, when the overflow sensor 57 detects an abnormality that the upper tray 36 and the lower tray 38 are full and the payout is stalled, or when the ball shortage sensor 58 detects an abnormality that there is a shortage of game balls to be paid out, the payout control device 200 performs control to stop the payout. Furthermore, the payout control device 200 transmits information regarding the occurrence of an abnormality to the game control device 100, enabling the game control device 100 to execute processing corresponding to the abnormality. For example, the game control device 100 transmits information indicating that an abnormality has occurred to the effect control device 300, enabling the effect control device 300 to execute processing to notify the occurrence of the abnormality by means of the display device 81, the light emitting means 33, the speaker 34, etc. based on this information. The transmission of information indicating that an abnormality has occurred from the game control device 100 to the effect control device 300 may transmit information generated by the game control device 100 based on information from the payout control device 200, or may transmit the information from the payout control device 200 as it is.
[0048] Also, as control related to the launch of game balls, the payout control device 200 detects contact of a human body with the touch sensor 40a, and when the launch stop switch 40b is not operated and the rotation amount detector 40c detects the rotation of the handle 40, the payout control device 200 performs control to drive the launch device 22 to launch a game ball. Further, the payout control device 200 performs control to set the launch force according to the rotation amount detected by the rotation amount detector 40c.
[0049] Note that the input signals from the overflow sensor 57 and the ball shortage sensor 58 may be input to the game control device 100, and in the case of an abnormality, the game control device 100 may stop the payout by not transmitting an instruction to pay out to the payout control device 200. Also, the input signal from the touch sensor 40a may be input to the game control device 100, and when the touch sensor 40a does not detect contact of a human body, the game control device 100 may stop the launch by not transmitting permission to launch to the payout control device 200.
[0050] The performance control device 300 includes an MPU 301 that performs arithmetic processing and the like, a PROM 302 that stores various control programs and fixed-value data executed by the MPU 301, a work RAM 303 that can be used as a work area, an RTC (Real Time Clock) 304 that serves as a timing means for generating information indicating the current date and time (year, month, day, day of the week, time, etc.), and an input / output port 305 for connecting various devices. Further, the performance control device 300 includes a VDP (Video Display Processor) 306 as a graphic processor that performs image processing for video display on the display device 81, a VRAM 307 used as a work area of the VDP 306, a character ROM 308 that stores character images and video data, and an audio ROM 309 that stores audio data. These are connected via a bus.
[0051] Connected to the input / output port of the performance control device 300 are a display device 81 provided in the variable display unit 80, a movable performance device 82, a light-emitting means 33 provided at various locations of the gaming machine 1, and a speaker 34, and the operations of these can be controlled. When necessary for output to these devices, the output is performed via a driver. Also, connected to the input / output port of the performance control device 300 are a performance button switch 41a that detects the operation input of the performance button 41, a cross key switch 42a that detects the operation input of the cross key 42, and a movable performance device switch 82a for detecting the operating state of the movable performance device, and control regarding the performance is performed based on the input signals from these switches. When necessary for input from these switches and sensors, the input is performed via an input interface.
[0052] The performance control device 300 controls the performance based on information from the game control device 100. Examples of the performance include execution of a decorative special figure game corresponding to a special figure game executed by the game control device 100, execution of a performance according to the game state, display of an image on the display device 81, lighting of the light-emitting means 33, output of sound from the speaker 34, operation of the movable performance device 82, and a performance corresponding to the operation of the performance button 41 or the cross key 42.
[0053] Note that although the effect control device 300 is described as a single control device, it may be composed of a plurality of control devices. For example, it may be divided into a display control device that controls the display on the display device 81 and an audio / light emission control device that performs other controls. In this case, the information from the game control device 100 may be received by the audio / light emission control device, and the audio / light emission control device may send an instruction regarding the display content on the display device 81 to the display control device.
[0054] The power supply device 250 includes a main power supply 251, a backup power supply 252, and a power failure detection circuit 253. The main power supply 251 converts the power supplied from outside the gaming machine 1 to be suitable for use in the gaming machine 1, and supplies it to each control device, drive source, light emission means, etc. The backup power supply 252 is capable of supplying power when the main power supply 251 is not supplying power. The state where the main power supply 251 is not supplying power occurs when the power switch of the gaming machine 1 is operated to cut off the power, or when a power failure occurs. The backup power supply 252 is configured to supply power to the game control device 100 and the payout control device 200, thereby maintaining the stored contents in the RAM 103 of the game control device 100 and the RAM 203 of the payout control device 200 even in a power-off state.
[0055] The power failure detection circuit 253 monitors the output voltage from the normal power supply 251 and transmits power failure occurrence information to the game control device 100 and the payout control device 200 when the voltage drops below a predetermined value. The game control device 100 and the payout control device 200 perform processing at the time of power failure based on the reception of the power failure occurrence information. Note that the power failure occurrence information may also be transmitted to the effect control device 300. In the gaming machine of the present embodiment, the voltage of 24 VDC, which is the maximum voltage output from the normal power supply 251, is monitored, and power failure occurrence information is transmitted when this voltage becomes less than 22 V. The voltage for determining the occurrence of a power failure can be arbitrarily set. However, the configuration is such that the output of the drive voltage (for example, 5 V) of the control system can be maintained at a normal value for a sufficient time from the determination of the occurrence of a power failure until the processing at the time of power failure is completed.
[0056] [Overview of the game] In the gaming machine 1 of the present embodiment, the game is played by shooting a game ball from the launching device 22 toward the game area 73. The shot game ball flows down through the game area 73 while changing its flow direction by a windmill 74, an obstacle pin 75, etc., which are variable means arranged at various locations in the game area 73 and capable of changing the flow direction of the game ball, and flows into one of the first starting port 76, the second starting port 77, the general winning port 96, the normal variable winning device 79, the special variable winning device 94, or the out port 97 and is discharged from the game area 73.
[0057] The inflow of the game ball into the first starting port 76, the second starting port 77, the general winning port 96, the normal variable winning device 79, or the special variable winning device 94 is detected by a corresponding switch, and a detection signal is input to the game control device 100. The game control device 100 performs processing of instructing the payout control device 200 to pay out a corresponding number of prize balls based on the input from the switch. Based on this, the payout control device 200 drives the payout device 55 to pay out the prize balls to the upper tray 36 or the lower tray 38.
[0058] The game control device 100 can store a general pattern reservation, which is the right to execute a general pattern game, based on the input of a detection signal from a gate switch 78a that detects the inflow of game balls into the through gate 78. The general pattern reservation can be stored up to a predetermined upper limit number (for example, 4). If the number of general pattern reservations is less than the upper limit number, one general pattern reservation is stored. The number of general pattern reservations is displayed on the general pattern reservation display section 66 of the integrated display device 60. A random number value extracted based on the input of the detection signal from the gate switch 78a is stored in the general pattern reservation. The random number values include the random number value per general pattern, which is a random number value for determining the result of the general pattern game.
[0059] When the game control device 100 has a general pattern reservation and is not in a winning state where it transitions during the execution of the general pattern game or when the general pattern game is a winning game, the general pattern game is started based on the oldest general pattern reservation stored in the order of storage among the general pattern reservations. When starting the general pattern game, the result of the general pattern game is determined based on the random number value per general pattern stored in the general pattern reservation. The probability of winning may vary depending on the game state. Also, the variation time of the general pattern game is determined based on the game state when starting the general pattern game.
[0060] In addition, it is possible to have multiple types of winning in the general pattern game and store a general pattern type random number value for determining the type of winning in the general pattern game in the general pattern reservation. In this case, the type of result such as the type of winning is determined based on the general pattern type random number value. Also, it is possible to store a general pattern variation time random number value for determining the variation time of the general pattern game in the general pattern reservation. In this case, the variation time of the general pattern game is determined based on the game state and the general pattern variation time random number value.
[0061] The game control device 100 displays the general pattern game on the general pattern display section 63 of the integrated display device 60. The general pattern game displayed here performs a variation display that sequentially displays a plurality of types of identification information over the determined variation time, and then displays the identification information corresponding to the result as the result mode. When the result of the general drawing game is a miss, the general drawing display unit 63 stops displaying the result mode corresponding to the miss to end the general drawing game. When the result of the general drawing game is a win, the general drawing display unit 63 stops displaying the result mode corresponding to the win to end the general drawing game and shifts to the winning state of the general drawing. In the winning state of the general drawing, the general electric solenoid 79c is operated to control the movable member 79b of the normal variable winning device 79 to be released in a predetermined pattern. In the winning state of the general drawing, either the conversion of the normal variable winning device 79 to the open state allows the maximum number of winning game balls (for example, 10) to be won, or the time when the normal variable winning device 79 is in the open state reaches the maximum opening time (for example, 0.2 seconds, 0.5 seconds, or 2 seconds). Based on the establishment of either condition, the normal variable winning device 79 is converted to the closed state.
[0062] In the gaming machine 1 of the present embodiment, as the general drawing game state, there are three states: the non-time-saving state, the slightly time-saving state, and the time-saving state, and the state transitions based on the establishment of a predetermined condition. In a situation where a general drawing hold always exists, in the non-time-saving state, the time that the normal variable winning device 79 is in the open state per unit time is the shortest, in the slightly time-saving state, the time that the normal variable winning device 79 is in the open state per unit time is longer than that in the non-time-saving state, and in the time-saving state, the time that the normal variable winning device 79 is in the open state per unit time is longer than that in the slightly time-saving state. That is, it is most difficult for the non-time-saving state to flow into the normal variable winning device 79, it is easier for the slightly time-saving state to flow into the normal variable winning device 79 than the non-time-saving state, and it is easier for the time-saving state to flow into the normal variable winning device 79 than the slightly time-saving state.
[0063] The differences in these general drawing game states are realized by varying either or all of the winning probability of the general drawing game, the variation time of the general drawing game, the opening time and the number of opening times of the normal variable winning device 79 in the winning state, and the maximum number of winnings, which is the upper limit value that can be won by the normal variable winning device 79 in the winning state of one general drawing. Note that the general drawing game state may be set to only two states: the non-time-saving state and the time-saving state.
[0064] Based on the input of the detection signal from the first start port switch 76a that detects the inflow of game balls into the first start port 76, the game control device 100 can store the special figure 1 reservation, which is the right to execute the special figure 1 game, as the special figure reservation, which is the right to execute the special figure game. Also, based on the input of the detection signal from the second start port switch 77a that detects the inflow of game balls into the second start port 77, the game control device 100 can store the special figure 2 reservation, which is the right to execute the special figure 2 game, as the special figure reservation, which is the right to execute the special figure game. Furthermore, based on the input of the detection signal from the general power switch 79a that detects the inflow of game balls into the normal variable winning device 79, the game control device 100 can store the special figure 2 reservation, which is the right to execute the special figure 2 game, as the special figure reservation, which is the right to execute the special figure game. In the following description, the special figure game means both the special figure 1 game and the special figure 2 game, and the special figure reservation means both the special figure 1 reservation and the special figure 2 reservation.
[0065] The special figure reservation can store up to a predetermined upper limit number (for example, 4) for each of the special figure 1 reservation and the special figure 2 reservation. If the special figure reservation to be stored is less than the upper limit number, one such special figure reservation will be stored. The number of special figure 1 reservations is displayed on the special figure 1 reservation display section 64 of the comprehensive display device 60, and the number of special figure 2 reservations is displayed on the special figure 2 reservation display section 65 of the comprehensive display device 60. The special figure reservation stores various random number values extracted based on the input of the detection signal from the first start port switch 76a, the second start port switch 77a, or the general power switch 79a. The various random number values include the random number value per special figure, which is a random number value for determining the result of the special figure game, the special figure type random number value, which is a random number value for determining the type of the result of the special figure game, and the special figure variation type random number value, which is a random number value for determining the variation type of the special figure game.
[0066] When the game control device 100 has a special figure reservation and is not in the special game state that transitions during the execution of the special figure game or when the special figure game is a winning game, the game control device 100 starts the special figure game based on the oldest special figure reservation in the storage order among the special figure reservations. In the gaming machine of this embodiment, the special figure 1 game and the special figure 2 game are not executed simultaneously. Also, regardless of whether the special figure hold is a special figure 1 hold or a special figure 2 hold, it is digested in the order of storage. Therefore, if the oldest special figure hold in the order of storage among the special figure holds is a special figure 1 hold, the special figure 1 game is executed based on the special figure 1 hold, and if the oldest special figure hold in the order of storage among the special figure holds is a special figure 2 hold, the special figure 2 game is executed based on the special figure 2 hold.
[0067] Note that it may be possible to execute the special figure 1 game and the special figure 2 game simultaneously. Also, it may be possible to preferentially digest either the special figure 1 hold or the special figure 2 hold, and digest the other special figure hold when there is no hold of the other type. In this case, the special figure 1 hold is digested starting from the oldest one in the order of storage among the special figure 1 holds, and the special figure 2 hold is digested starting from the oldest one in the order of storage among the special figure 2 holds.
[0068] When the game control device 100 starts a special figure game based on a special figure hold, it determines the content of the special figure game based on various random number values stored in the special figure hold, and executes the special figure game according to the determined content. That is, the result of the special figure game such as a big win is determined based on the random number value per special figure. The probability states of achieving a big win include a low probability state and a high probability state higher than the low probability state, and either probability state is set. Note that it may always be a constant probability state. Also, the type of result such as the type of big win is determined based on the special figure type random number value, and the variation type such as the variation time of the special figure game, the presence or absence of a reach, and the type of reach is determined based on the variation type random number value (special figure variation type random number value).
[0069] The special figure 1 game is displayed on the special figure 1 display unit 61 of the comprehensive display device 60, and the special figure 2 game is displayed on the special figure 2 display unit 62 of the comprehensive display device 60. The special figure game displayed here performs a variation display that sequentially displays a plurality of types of identification information over the determined variation time, and then displays the determined result and the identification information corresponding to the type of result as a result mode.
[0070] When the result of the special figure game is a miss, the miss result mode is displayed, the special figure game is ended, and the next special figure game can be executed. When the result of the special figure game is a big win, the big win result mode is displayed, the special figure game is ended, the special variable winning device 94 is converted to the open state, and the game shifts to a special game state that allows the inflow of game balls. Note that as the result of the special figure game, there may be results other than a miss and a big win. For example, it may include a short win that shifts to the normal figure game state without going through the special game state, or a small win that shifts to a small win game state where the special variable winning device 94 can be converted to the open state.
[0071] A big win is a special result (first special result) accompanied by the operation of a conditional device, and a small win is a special result (second special result) not accompanied by the operation of the conditional device. The conditional device is something that operates when the special figure game results in a big win. When the conditional device operates, for example, it means that a specific flag is set (the accessory continuous operation device is operated) to generate a special game state and continuously operate the special variable winning device 94 as a special electric accessory. When the conditional device does not operate, for example, it means that the aforementioned flag is not set as in the case of a small win. Note that the "conditional device" may be software means such as a flag that is turned on and off software-wise as described above, or hardware means such as a switch that is turned on and off electrically. Also, the "conditional device" is a term generally used in the field of pachinko gaming machines as a device whose operation is a necessary condition for the continuous operation of electric accessories, and is used in this specification as a term having a similar meaning.
[0072] In the special game state, it is possible to execute a predetermined number of rounds in which the special variable winning device 94 is in the open state, with an interval period in between. When a round starts, the special variable winning device 94 is converted to the open state, and based on either of the conditions that the maximum number of winning balls (e.g., 10 balls) are won since the conversion of the special variable winning device 94 to the open state, or the time when the special variable winning device 94 has been in the open state reaches the maximum opening time (e.g., 29 seconds), the special variable winning device 94 is converted to the closed state and the round ends.
[0073] In addition, the game control device 100 transmits information regarding the content of the special figure game determined at the start of the special figure game to the effect control device 300. Based on the received information, the effect control device 300 determines and executes the execution mode and effects of the decorative special figure game corresponding to the special figure game. The decorative special figure game performs a variable display in which a plurality of types of identification information (numbers, symbols, character patterns, etc.) are sequentially displayed on the display device 81 over the variable time of the special figure game, and then displays the identification information corresponding to the result of the special figure game as the result mode.
[0074] When a reach is selected as the variable type of the special figure game, the effect control device 300 executes a reach effect corresponding to the reach type in the decorative special figure game. For example, in the case where the decorative special figure game stops after variably displaying the identification information in each of the three variable display areas and then displays the result mode based on the combination of the stop modes of the identification information in each variable display area, the reach effect is an effect in a state where the condition that the modes of the identification information temporarily stopped in at least two variable display areas become the result mode corresponding to the big win result is satisfied. Also included in the reach effect is a so-called full rotation reach effect in which variable display is performed by a plurality of variable display areas while maintaining the state of being the result mode corresponding to the big win result. The game control device 100 can select the occurrence of a reach regardless of the result of the special figure game, but selects the occurrence of a reach at least when the result of the special figure game is a big win. Therefore, when a reach is selected, the probability of a big win is higher than when a reach is not selected, and the execution of the reach effect has the effect of enhancing the player's expectation.
[0075] [Specifications of the gaming machine] FIG. 10 shows the specifications of the gaming machine 1 of the present embodiment. As shown in FIG. 10(a), the probability of the result of the special figure game being a big win is common between the special figure game 1 and the special figure game 2, and there are a low probability state and a high probability state in which the probability of a big win is higher than the low probability state. Note that the big win probability may be made different according to the probability setting value. In addition, the short-time per play that causes a transition to the normal game state without going through a special game state can only be derived when in the state without short-time play and the low-probability state. Therefore, in the state without short-time play, either a big win or a short-time per play result is derived.
[0076] As shown in FIG. 10(b), the winning probability of the normal game, the variation time of the normal game, and the opening time of the normal variation winning device 79 in the winning state of the normal diagram differ depending on the game state. The time that the normal variation winning device 79 is in the open state per unit time is the shortest in the state without short-time play, longer in the very short-time state than in the state without short-time play, and longer in the short-time state than in the very short-time state. That is, the very short-time state and the short-time state are game states with different degrees of advantage.
[0077] As shown in FIG. 10(c), the types of big wins in the special game include a 10R probability-variable big win and a 10R normal big win. The 10R probability-variable big win has 10 rounds in the special game state, and becomes a high-probability state and a short-time state until the next big win occurs after the end of the special game state. The 10R normal big win has 10 rounds in the special game state, and becomes a low-probability state and a short-time state after the end of the special game state. The short-time state set here ends by executing 100 special games without a big win and transitions to the state without short-time play.
[0078] As shown in FIG. 10(d), the types of short-time per play in the special game include 8 types from short-time per play A to H. Short-time per play A transitions to the short-time state, and the short-time state set here ends by executing 100 special games without a big win and transitions to the state without short-time play. Short-time per play B transitions to the short-time state, and the short-time state set here ends by executing 20 special games without a big win and transitions to the state without short-time play. The time shortening per C transitions to the time shortening state, and the time shortening state set here ends by executing 50 special figure games without a jackpot occurring and then transitions to the non-time shortening state. The time shortening per D transitions to the time shortening state, and the time shortening state set here ends by executing 1324 special figure games without a jackpot occurring and then transitions to the non-time shortening state. The time shortenings per E to H transition to the micro time shortening state, and the micro time shortening state set here ends by executing 1324 special figure games without a jackpot occurring and then transitions to the non-time shortening state.
[0079] In addition, a ceiling function may be installed that transitions to the time shortening state when a predetermined number of special figure games are executed without a jackpot occurring in the low probability state. Also, the number of games for the time shortening state or the micro time shortening state is not limited to the above. Furthermore, although the number of games for the time shortening state or the micro time shortening state was determined based only on the types of jackpot and time shortening per, it may be determined in consideration of the gaming state when the jackpot or time shortening per occurs. In this case, the correspondence between the type of jackpot or time shortening per, the gaming state when the jackpot or time shortening per occurs, and the number of games for the time shortening state or the micro time shortening state may be determined in advance. For example, even if the results are the same, the number of games for the time shortening state or the micro time shortening state may differ depending on the gaming state when it occurs. Examples of the gaming state include whether it is in the low probability state or the high probability state, and whether it is in the non-time shortening state, the micro time shortening state, or the time shortening state. Also, based on the type of jackpot or time shortening per and the gaming state when the jackpot or time shortening per occurs, it may be determined whether to set it to the time shortening state or the micro time shortening state. For example, even if the results are the same, there may be cases where it becomes the time shortening state and cases where it becomes the micro time shortening state depending on the gaming state when it occurs.
[0080] In this embodiment, each short-time award belongs to one of the groups A to D. Specifically, as shown in FIG. 10(d), short-time award A belongs to group A, short-time award B belongs to group B, short-time award C belongs to group C, and short-time awards D to H belong to group D. The short-time award can be derived only in the non-short-time state. However, even in the very short-time state, it is determined whether the random value per special symbol matches the determination value of the short-time award at the same selection ratio as in the non-short-time state. If they match, the type of the short-time award is determined based on the random value of the special symbol type. However, in the case of the very short-time state, even if the random value per special symbol matches the determination value of the short-time award, the result of the special symbol game is considered to be a miss. In the very short-time state, if the determination result of the random value per special symbol and the random value of the special symbol type is any short-time award, the number of times is accumulated for each group to which the short-time award belongs. When the accumulated result satisfies the release condition, the state shifts to the short-time state. That is, the release condition is a condition for shifting the game state to another game state.
[0081] An example of the release condition is shown in FIG. 10(e). The release condition differs depending on the type of the short-time award that triggered the transition to the very short-time state. Specifically, when the very short-time state is entered based on the winning of short-time award E, in the very short-time state, the release condition is satisfied when any of the following three conditions is met: the determination result of the short-time award belonging to group A occurs once, the determination result of the short-time award belonging to group B occurs twice, or the determination result of the short-time award belonging to group C occurs ten times. Note that the release condition is not satisfied depending on the occurrence of the determination result of the short-time award belonging to group D. In this very short-time state, a scenario is assumed in which the release condition is likely to be satisfied around 1 to 100 executions of the special symbol game from the start of the very short-time state. Release conditions are also determined for the very short-time states based on the winning of short-time awards F to H, and scenarios in which the release conditions are satisfied are assumed.
[0082] The time-shortened state set when the release condition is satisfied is made to differ depending on the satisfied release condition. When the determination result per time shortening belonging to Group A satisfies the release condition, a time-shortened state is set to end by executing 100 special drawing games without a jackpot, similar to the case where time shortening A belonging to Group A is derived. When the determination result per time shortening belonging to Group B satisfies the release condition, a time-shortened state is set to end by executing 20 special drawing games without a jackpot, similar to the case where time shortening B belonging to Group B is derived. When the determination result per time shortening belonging to Group C satisfies the release condition, a time-shortened state is set to end by executing 50 special drawing games without a jackpot, similar to the case where time shortening C belonging to Group C is derived.
[0083] [Game state transition diagram] FIG. 11 shows a game state transition diagram for explaining the transition of the game state in the gaming machine 1 of the present embodiment. The game states include the first to fourth game states and the special game state, and the gaming machine stays in one of the game states.
[0084] The first game state ST1 is a low-probability state and a state without time shortening, and is a game state defined to play the game by hitting left aiming at the start winning device 90. In this first game state ST1, either a jackpot or a time shortening result is derived. When time shortening A, B, C, or D is derived in this first game state ST1, the state transitions to the third game state ST3. When time shortening E, F, G, or H is derived in the first game state ST1, the state transitions to the second game state ST2. When a jackpot is derived in the first game state ST1, the state transitions to the special game state ST5.
[0085] The second game state ST2 is a low-probability state and a very short-time state, and is a game state defined such that the game is played by hitting the left side aiming at the start winning device 90. When a big win is derived in this second game state ST2, the game shifts to the special game state ST5. Also, when 1324 special figure games are executed without a big win occurring in the second game state ST2, the game shifts to the first game state ST1. Further, when the release condition is satisfied in the second game state ST2, the game shifts to the third game state ST3. In this case, the specified number of times that can be stayed in the third game state ST3 is set based on the satisfied release condition.
[0086] The third game state ST3 is a low-probability state and a short-time state, and is a game state defined such that the game is played by hitting the right side aiming at the normal variable winning device 79. When a big win is derived in this third game state ST3, the game shifts to the special game state ST5. Also, when a specified number of special figure games are executed without a big win occurring in the third game state ST3, the game shifts to the first game state ST1. This specified number of times differs depending on the type of short time per occurrence that triggered the shift to the third game state ST3, being 100 times for short time per occurrence A, 20 times for short time per occurrence B, 50 times for short time per occurrence C, 1324 times for short time per occurrence D, and 100 times for the 10R normal big win.
[0087] The fourth game state ST4 is a high-probability state and a short-time state, and is a game state defined such that the game is played by hitting the right side aiming at the normal variable winning device 79. When a big win is derived in this fourth game state ST4, the game shifts to the special game state ST5. This fourth game state ST4 is a game state that shifts when the special game state ST5 based on the 10R probability-variable big win ends, and is set to stay until the next big win occurs.
[0088] [Processing in the Game Control Device] Hereinafter, the control of the gaming machine 1 that plays such a game will be described. First, the control executed by the game control device 100 will be described. The control process by the game control device 100 mainly consists of the main process shown in FIG. 12 and the timer interrupt process shown in FIG. 13 that is performed at a predetermined time period (for example, 4 milliseconds).
[0089] [Main Process] The main process starts when the power of the gaming machine 1 is turned on. In this main process, first, the initial setting process at power-on (step S1) is performed. In this process, access permission to the RAM 103, setting of an initial value to the stack pointer, setting of the serial port used for communication with the payout control device 200, the effect control device 300, etc. are performed. Also, by setting a predetermined wait time for waiting for the transition to the next process, a time for waiting for the activation of other control devices such as the payout control device 200 and the effect control device 300 is provided to prevent problems such as command omission.
[0090] Next, the internal function register setting process (step S2) is performed. In this process, the interrupt period of the timer interrupt process is set to a predetermined period (for example, 4 milliseconds). Also, activation of the random number generation circuit provided in the MPU 101, setting of the random number range which is the numerical range of various random number counters, etc. are performed. Thereafter, the initial processing flag is set (step S3). In the initial processing (steps S1 to S19) accompanying power-on, basically the timer interrupt process described later is not performed, but interrupts may be permitted in some processes. By setting the initial processing flag, it is possible to prevent the execution of processes related to games other than monitoring for power failure, updating of various random number counters, and monitoring for fraud in the timer interrupt process during the execution of the initial processing (steps S1 to S19) accompanying power-on.
[0091] Next, it is determined whether the power failure occurrence flag set at the time of power-off is a normal value (step S4). If it is normal (step S4; Y), the checksum of a predetermined area of the RAM 103 is calculated and it is determined whether it matches the checksum calculated and stored at the time of power-off (step S5). If the checksums match (step S5; Y), it is determined whether the probability setting value is normal (step S6).
[0092] The probability setting value can be selected from six levels, namely setting 1 to setting 6, and a value corresponding to the currently selected probability setting value is stored in the probability setting value area of the RAM 103. Therefore, if the value stored in the probability setting value area corresponds to any one of setting 1 to setting 6, it is in a normal state. When the probability setting value is normal (step S6; Y), it is determined whether there is a setting change in progress flag (step S7).
[0093] Also, when the power failure occurrence flag is not normal (step S4; N), when the checksum does not match (step S5; N), or when the probability setting value is not normal (step S6; N), the game stop flag is set assuming that the information stored in the RAM 103 is abnormal (step S12). By setting the game stop flag, in the timer interrupt process described later, processing related to games other than monitoring for power failure, updating various random number counters, and monitoring for fraud will not be performed.
[0094] Then, it is determined whether the RAM initialization switch 107 is on (step S13). If it is not on (step S13; N), that is, if the RAM initialization switch 107 has not been operated, RAM abnormality processing (step S18) is performed and the process proceeds to step S19. In the RAM abnormality processing (step S18), for example, commands indicating RAM abnormality to be transmitted to the effect control device 300 are set, and information for notifying the occurrence of an abnormality to external devices such as the hall computer is set. When the effect control device 300 receives a command indicating an abnormality in the RAM, it notifies the abnormality using the display device 81, the light emitting means 33, and the speaker 34.
[0095] Returning to step S13, if the RAM initialization switch 107 is on (step S13; Y), it is determined whether the setting key switch 108 is on (step S14). If the setting key switch 108 is on (step S14; Y), that is, when the setting key is inserted into the setting key operation unit and turned, setting change processing (step S15) is performed and the process proceeds to step S19.
[0096] In the setting change process (step S15), various processes related to changing the probability setting value are performed. First, interrupts are permitted to enable the execution of timer interrupt processing. Also, a setting change in progress flag indicating that the setting change process is being executed is set. This ensures that if the power is cut off and then restored during the setting change process, the setting change process will be performed again. Furthermore, the game stop flag is cleared. This enables the elimination of any issues with the information stored in the RAM 103 through the setting change process if the information is abnormal.
[0097] Then, a process of sequentially changing the probability setting value according to the operation of the RAM initialization switch 107 is performed, and the probability setting value at that time is set based on the setting key switch 108 being turned off. The selected probability setting value is displayed on the performance display monitor 109. After that, interrupts are prohibited, and the area of the RAM 103 excluding the area for the probability setting value where the probability setting value is stored is initialized to end the setting change process. Note that if there is a ceiling function that sets the time shortening state when a certain number of special symbol games are executed without a big win occurring, a ceiling counter area for managing the number of games until reaching the ceiling may be provided in the RAM 103, but it may or may not be initialized regarding the ceiling counter area.
[0098] Return to step S14. If the setting key switch 108 is not on (step S14; N), it is determined whether there is a game stop flag (step S16). If there is a game stop flag (step S16; Y), the RAM abnormality processing (step S18) is performed. That is, if the game stop flag was set assuming that the information stored in the RAM 103 was abnormal, the setting change process (step S15) must be passed through, thereby preventing the start of business with an unintended probability setting value being set.
[0099] Also, when there is no game stop flag (step S16; N), RAM initialization processing (step S17) is performed, and the process proceeds to step S19. In this RAM initialization processing, the area of RAM 103 excluding the area for the probability setting value for storing the probability setting value and the area for performance display for storing information for calculating the base value and the accessory ratio is initialized. Also, if a ceiling counter area is provided, it may or may not be initialized.
[0100] Return to step S7 when the information stored in RAM 103 is normal. When there is a setting change in progress flag (step S7; Y), the process proceeds to the setting change processing (step S15). When there is no setting change in progress flag (step S7; N), it is determined whether the RAM initialization switch 107 is on (step S8). When the RAM initialization switch 107 is on (step S8; Y), the process proceeds to step S14. Also, when the RAM initialization switch 107 is not on (step S8; N), it is determined whether the setting key switch 108 is on (step S9).
[0101] When the setting key switch 108 is on (step S9; Y), setting confirmation processing (step S11) for making the probability setting value confirmable is performed. Also, when the setting key switch 108 is not on (step S9; N), it is determined whether there is a setting confirmation in progress flag (step S10). When there is no setting confirmation in progress flag (step S10; N), the process proceeds to step S19. Also, when there is a setting confirmation in progress flag (step S10; Y), setting confirmation processing (step S11) is performed.
[0102] In the setting confirmation process (step S11), various processes are performed to enable the confirmation of the probability setting value. First, interrupts are permitted to enable the execution of the timer interrupt process. Also, a setting confirmation in progress flag indicating that the setting confirmation process is being executed is set. This ensures that if the power is cut off and then restored during the setting confirmation process, the setting confirmation process will be performed again. Furthermore, a process of displaying the current probability setting value on the performance display monitor 109 is carried out, and based on the setting key switch 108 being turned off, the setting confirmation in progress flag is cleared, interrupts are prohibited, and the setting confirmation process ends.
[0103] In step S19, the initial processing in progress flag is cleared. This enables the processing related to the game in the timer interrupt process described later. Thereafter, the loop process from steps S20 to S23 is repeatedly performed. In this loop process, interrupts are prohibited (step S20), and a random number initial value update process (step S21) is performed to update the values of various initial random numbers and disrupt the regularity of the random numbers. Furthermore, a variation type random number update process (step S22) is performed to update the variation type random number for determining the variation type of the special figure game, and interrupts are permitted (step S23).
[0104] In the random number initial value update process (step S21) and the variation type random number update process (step S22), the counter is updated by +1 each time the process is performed, and when the maximum value within a predetermined random number range is reached, it is updated in a manner that returns to 0. The loop process is performed during the time from the end of the timer interrupt process to the start of the next timer interrupt process. However, since this time varies depending on the content of the timer interrupt process, the number of times the loop process is performed becomes irregular, and irregularity can be imparted to the random number initial value and the variation type random number.
[0105] [Timer Interrupt Process] Figure 13 shows the timer interrupt process. This timer interrupt process is an interrupt routine that starts at a predetermined period (for example, 4 milliseconds). In this timer interrupt process, first, a power failure monitoring process (step S41) for monitoring the occurrence of a power failure is performed. In this power failure monitoring process, the power failure occurrence information output from the power failure detection circuit 253 is monitored in accordance with the occurrence of a power failure, and when the power failure occurrence information is received, the process at the time of power failure is performed. In the process at the time of power failure, a power failure occurrence flag is set, a checksum is calculated and saved. Then, access to the RAM 103 is prohibited and waiting for the power supply to be cut off.
[0106] Next, a random number update process (step S42) for updating the special drawing type random number, the random number per general drawing, etc., and a variable type random number update process (step S43) for updating the variable type random number are performed. In these update processes, each random number counter is updated by +1, and when the numerical value within a predetermined random number range makes a full cycle, the start value is changed using the random number initial value that is updated as needed. Note that although the random number per general drawing is updated in the random number generation circuit of the MPU 101, it may be updated in the same manner in the random number update process.
[0107] Next, an illegal detection process (step S44) is performed. In the illegal detection process, the detection signal from the illegal detection sensor 98 is monitored, and when the input of the detection signal satisfies a predetermined condition, a process of transmitting an illegal detection command for notifying an abnormality to the effect control device 300, a process of setting a game stop flag and stopping the game, etc. are performed. And when there is a game stop flag (step S45; Y) or when there is an initial processing flag (step S46; Y), the timer interrupt process is terminated without performing the subsequent processes. Also, when there is no game stop flag (step S45; N) and there is no initial processing flag (step S46; N), an output process (step S47) is performed. In the output process (step S47), drive control of the big winning port solenoid 94c, the general power solenoid 79c, etc. is performed based on the output data set in various processes.
[0108] Next, an input process (step S48) is performed to read the states of the input ports and capture inputs and signals from various sensors and switches, and a ball-in detection process (step S49) is performed to perform corresponding processing based on the inputs from the first start port switch 76a, the second start port switch 77a, the general power switch 79a, the big winning port switch 94a, the general winning port switch 96a, and the gate switch 78a. Then, a timer update process (step S50) is performed to update the timer counter, and a launch control process (step S51) is performed to control the launch of the game balls. Further, an abnormality monitoring process (step S52) is performed to monitor the abnormality of the gaming machine based on the information read in the input process.
[0109] Thereafter, a general diagram general power process (step S53) is performed to control the general diagram game and the general variable winning device 79, and a special diagram special power process (step S54) is performed to control the special diagram game and the special variable winning device 94, and a display control process (step S55) is performed to control the display on the comprehensive display device 60. Further, a payout control process (step S56) for controlling the payout of the game balls and an external information setting process (step S57) for setting the information output to various external devices are performed. Then, a performance display control process (step S58) is performed to set the information required for calculating the base value and the accessory ratio and to control the performance display monitor 109, and the timer interrupt process is terminated.
[0110] [Ball-in Detection Process] FIG. 14 shows the ball-in detection process (step S49) in the above-described timer interrupt process. In this process, first, it is determined whether there is an input to the big winning port switch 94a (step S61). If there is no input (step S61; N), the process proceeds to step S65. If there is an input (step S61; Y), it is determined whether the special variable winning device 94 is in a winning permission state (step S62).
[0111] When the special variable winning device 94 is not in the winning permission state (step S62; N), the process proceeds to step S65. When the special variable winning device 94 is in the winning permission state (step S62; Y), the corresponding payout counter is incremented by 1 (step S63). As a result, the payout of prize balls accompanying a win in the special variable winning device 94 is set. Thereafter, a big winning opening winning command is transmitted to the effect control device 300 (step S64), and the process proceeds to step S65. In the effect control device 300, effects such as updating the display of the cumulative number of prize balls won can be executed in accordance with the reception of the big winning opening winning command.
[0112] Since the special variable winning device 94 cannot be won in the closed state (first state) and can be won in the open state (second state), during the period when winning in the special variable winning device 94 is possible, the prize balls accompanying a win are paid out as the winning permission state, and during the period when winning in the special variable winning device 94 is not possible, even if a win occurs in the non-winning permission state, the prize balls are not paid out. Examples of the period when winning in the special variable winning device 94 is possible include the period of the special game state, and examples of the period when winning in the special variable winning device 94 is not possible include the period when it is not the special game state. Even in the special game state, there may be a period of winning permission state and a period of non-winning permission state. For example, during the opening period, interval period, and ending period when the special variable winning device 94 is in the closed state, it may be set to the non-winning permission state, and during the round, it may be set to the winning permission state.
[0113] In step S65, it is determined whether there is an input to the general power switch 79a. When there is no input (step S65; N), the process proceeds to step S68. When there is an input (step S65; Y), it is determined whether the normal variable winning device 79 is in the winning permission state (step S66). When the normal variable winning device 79 is not in the winning permission state (step S66; N), the process proceeds to step S68. Also, when the normal variable winning device 79 is in the winning permission state (step S66; Y), the corresponding payout counter is incremented by 1 (step S67), and the process proceeds to step S68. As a result, the payout of prize balls associated with winning the normal variable winning device 79 is set.
[0114] Since the normal variable winning device 79 cannot be won in the closed state (first state) and can be won in the open state (second state), during the period when winning the normal variable winning device 79 is possible, the prize balls are paid out as the winning permission state, and during the period when winning the normal variable winning device 79 is not possible, even if a win occurs in the non-winning permission state, no prize balls are paid out. The period when winning the normal variable winning device 79 is possible includes the period of the winning state in the general diagram, and the period when winning the normal variable winning device 79 is not possible includes the period that is not the winning state in the general diagram. Even in the winning state of the general diagram, there may be a period of winning permission state and a period of non-winning permission state. For example, the period when the normal variable winning device 79 is in the closed state can be set as the non-winning permission state, and only the period when the normal variable winning device 79 is in the open state can be set as the winning permission state. Note that even if a win occurs in the non-winning permission state, the occurrence of the special figure 2 hold is possible, but this can also be made invalid.
[0115] In step S68, it is determined whether there is an input to the first start port switch 76a. When there is no input (step S68; N), the process proceeds to step S70. Also, when there is an input (step S68; Y), the corresponding payout counter is incremented by 1 (step S69), and the process proceeds to step S70. As a result, the payout of prize balls associated with winning the first start port 76 is set. In step S70, it is determined whether there is an input to the second start port switch 77a. If there is no input (step S70; N), the process proceeds to step S72. If there is an input (step S70; Y), the corresponding payout counter is incremented by 1 (step S71), and the process proceeds to step S72. As a result, the payout of prize balls associated with winning the second start port 77 is set. In step S72, it is determined whether there is an input to the general winning port switch 96a. If there is no input (step S72; N), the ball entry detection process ends. If there is an input (step S72; Y), the corresponding payout counter is incremented by 1 (step S73), and the ball entry detection process ends. As a result, the payout of prize balls associated with winning the general winning port 96 is set.
[0116] [Special Figure Special Electric Process] Fig. 15 shows the special figure special electric process (step S54) in the above-mentioned timer interrupt process. In this special figure special electric process, the occurrence of special figure reservation and the overall control of the processes related to the special figure game are performed. First, a special figure reservation generation process (step S81) is performed. In this process, various random numbers are extracted based on winning the first start port 76, the second start port 77, and the normal variable winning device 79, and the process of storing it as a special figure reservation, which is the right to execute the special figure game, is performed.
[0117] Next, the value of the special figure special electric counter is acquired (step S82), the special figure special electric address table is set (step S83), and the start address of the process corresponding to the value of the special figure special electric counter is acquired using the special figure special electric address table (step S84). Then, the process proceeds to the process indicated by the start address (step S85). As a result, it is possible to branch to the process according to the current gaming state.
[0118] When the value of the special figure special electric counter is 0, a special figure change start process (step S86) for setting the start of the special figure game is performed, and the special figure special electric process is terminated. When the value of the special figure special electric counter is 1, a special figure change in process (step S87) for setting the stop time of the special figure game is performed, and the special figure special electric process is terminated. When the value of the special figure special electric counter is 2, a special figure determination in process (step S88) for performing processing at the end of the special figure game according to the result of the special figure game is performed, and the special figure special electric process is terminated.
[0119] When the value of the special figure special electric counter is 3, a special electric start process (step S89) for setting the start of the special game state is performed, and the special figure special electric process is terminated. When the value of the special figure special electric counter is 4, a special electric release in process (step S90) for performing processing related to the end of a round in the special game state is performed, and the special figure special electric process is terminated. When the value of the special figure special electric counter is 5, a special electric closing in process (step S91) for performing processing related to the start of a round in the special game state is performed, and the special figure special electric process is terminated. When the value of the special figure special electric counter is 6, a special electric end process (step S92) for performing processing related to the end of the special game state is performed, and the special figure special electric process is terminated.
[0120] [Special figure hold generation process] FIG. 16 shows the special figure hold generation process (step S81) in the special figure special electric process. In this process, first, it is determined whether there is a target winning (step S101). The target winning is a winning in the first start port 76, the second start port 77, and the normal variation winning device 79. When there is no target winning (step S101; N), the special figure hold generation process is terminated. When there is a target winning (step S101; Y), it is determined whether the number of special figure holds for the target is less than the upper limit value (step S102). In the case of a winning in the first start port 76, a special figure 1 hold can be generated, so the number of special figure holds for the target is the number of special figure 1 holds, which is the number of special figure 1 holds. In the case of a winning in the second start port 77 and the normal variation winning device 79, a special figure 2 hold can be generated, so the number of special figure holds for the target is the number of special figure 2 holds, which is the number of special figure 2 holds.
[0121] If the number of reserved special figures for the target is not less than the upper limit value (step S102; N), since no more reserved special figures for the target can be memorized, the process for generating reserved special figures is terminated. Also, if the number of reserved special figures for the target is less than the upper limit value (step S102; Y), the number of reserved special figures for the target is updated by +1 (step S103), and various random values are acquired and stored in the reserved special figure storage area of the RAM 103 (step S104).
[0122] The various random values to be acquired include a random value per special figure, a random value for the special figure type, and a random value for the variation type, and these are stored for each reserved special figure. Also, in the gaming machine 1 of the present embodiment, since reserved special figure 1 and reserved special figure 2 are consumed in the order of generation, information regarding the order of generation is also stored. Further, with the generation of a reserved special figure, the display of the corresponding reserved display section among the reserved special figure 1 display section 64 and the reserved special figure 2 display section 65 of the comprehensive display device 60 is updated.
[0123] In the reserved special figure storage area of the RAM 103, a reserved special figure 1 storage area for storing reserved special figure 1 and a reserved special figure 2 storage area for storing reserved special figure 2 are provided. In the reserved special figure 1 storage area and the reserved special figure 2 storage area, a number of storage areas corresponding to the upper limit value of the respective number of reservations are provided, and information on one reserved special figure is stored in one storage area. Also, in each of the reserved special figure 1 storage area and the reserved special figure 2 storage area, a rank is determined for the storage area, and the oldest one in the storage order is stored in the storage area with the highest rank in order. When digesting a reserved special figure, the oldest reserved special figure stored in the storage area with the highest rank is digested, and the information on the other reserved special figures is shifted to the storage area with a rank one higher.
[0124] After storing the information for which special figure hold is to be reserved, a pre-determination process (step S105) is performed. In this process, information on the special figure game based on the special figure hold is determined before the start of the special figure game based on the special figure hold. Examples of the information on the special figure game include the result of the special figure game and the type of variation. Note that since the determination result at the time of the pre-determination process may differ from the determination result when the special figure game is actually started depending on the progress state of the game and the like, it is preferable to perform the pre-determination in consideration of this point. The result of this pre-determination process is transmitted to the effect control device 300 as a pre-determination command, and the effect control device 300 can execute an effect based on the pre-determination result.
[0125] Thereafter, a target special figure hold command is transmitted to the effect control device 300 (step S106), and the special figure hold generation process is terminated. The target special figure hold command becomes a special figure 1 hold command when a special figure 1 hold occurs, and becomes a special figure 2 hold command when a special figure 2 hold occurs. This special figure hold command is transmitted to the effect control device 300, and the effect control device 300 can execute an effect such as displaying the number of special figure holds on the display device 81.
[0126] [Special Figure Variation Start Process] FIG. 17 shows the special figure variation start process (step S86) in the special figure special electric process. In this process, first, it is determined whether both the number of special figure 1 holds and the number of special figure 2 holds are 0 (step S121). If either or both of the number of special figure 1 holds and the number of special figure 2 holds are not 0 (step S121; N), it is determined whether the variation of special figure 1 starts (step S122). In the gaming machine 1 of the present embodiment, the special figure holds are consumed in the order of generation, and it is determined whether the type of the special figure hold to be consumed this time is a special figure 1 hold. Note that either one type of special figure hold may be preferentially consumed.
[0127] When it is the start of the variation of Special Figure 1 (step S122; Y), the information of the earliest Special Figure 1 hold which is the oldest Special Figure 1 hold in the storage order is prepared (step S123), and a Special Figure 1 hold command indicating that the Special Figure 1 hold has decreased is transmitted (step S124). Also, when it is not the start of the variation of Special Figure 1 (step S122; N), the information of the earliest Special Figure 2 hold which is the oldest Special Figure 2 hold in the storage order is prepared (step S125), and a Special Figure 2 hold command indicating that the Special Figure 2 hold has decreased is transmitted (step S126). Further, as the Special Figure holds are consumed, the display of the corresponding hold display part among the Special Figure 1 hold display part 64 and the Special Figure 2 hold display part 65 of the comprehensive display device 60 is updated.
[0128] Then, determination is made using various random number values included in the prepared Special Figure hold information. First, a determination table for determining the result of the Special Figure game is set (step S127). In this process, the determination table is selected based on the currently set probability setting value, the type of Special Figure for which variation starts (Special Figure 1 or Special Figure 2), the probability state of the Special Figure (high probability state or low probability state), the state of the general figure (non-time shortening state, slight time shortening state, time shortening state), etc.
[0129] Next, a result determination process (step S128) for determining the result of the Special Figure game is performed. In the result determination process, the result is determined by referring to the random number per Special Figure in the set big win determination table. When the determination result in the result determination process is a big win (step S129; Y), a big win type determination process is performed (step S130). In the big win type determination process, the big win type is determined by referring to the random number of Special Figure types in the set big win type determination table. Then, a big win flag is set (step S131), and a stop symbol corresponding to the result is set (step S138).
[0130] Also, when the determination result in the result determination process is not a big win (step S129; N) and is a time shortening win (step S132; Y), a time shortening win type determination process is performed (step S133). In the time shortening win type determination process, the time shortening win type is determined by referring to the random number of Special Figure types in the set time shortening win type determination table. Next, it is determined whether the game state is the first game state ST1 in which the game state is a low-probability state and there is no time shortening (step S134). When the game state is the first game state ST1 (step S134; Y), the per-time-shortening flag is set (step S135), and the release conditions shown in FIG. 10(e) are set based on the per-time-shortening type (step S136). Then, a release counter for monitoring the establishment of the release conditions is cleared (step S137), and a stop symbol corresponding to the result is set (step S138).
[0131] Also, when the game state is not the first game state ST1 (step S134; N), it is determined whether the game state is the second game state ST2 in which the game state is a low-probability state and a very short time shortening state (step S151). When the game state is not the second game state ST2 (step S151; N), the loss flag is set (step S156), and a stop symbol corresponding to the result is set (step S138). Also, when the game state is the second game state ST2 (step S151; Y), the per-time-shortening group is discriminated (step S152), and the counter of the corresponding group is incremented by 1 with the release counter (step S153).
[0132] Then, it is determined whether the release conditions are satisfied (step S154). When the release conditions are not satisfied (step S154; N), the loss flag is set (step S156), and a stop symbol corresponding to the result is set (step S138). Also, when the release conditions are satisfied (step S154; Y), a release flag corresponding to the satisfied release conditions is set (step S155), the loss flag is set (step S156), and a stop symbol corresponding to the result is set (step S138).
[0133] In the process of discriminating the per-time-shortening group (step S152), it is discriminated which of groups A to D shown in FIG. 10(d) the per-time-shortening type determined by the per-time-shortening type determination process belongs to. The release counter has counters for each of groups A to D, and by incrementing the counter of the discriminated group by 1, the appearance frequency for each group in the very short time shortening state can be counted.
[0134] When any of the counting results for each group satisfies the release condition shown in Fig. 10(e) set at the start of the very short time state, it is determined that the release condition is satisfied. At this time, the number of executable games (prescribed number of times) of the time shortening state to be set is selected by the group that satisfies the release condition. The release flag includes information indicating that the release condition is satisfied and a transition to the time shortening state, and information on the number of executable games of the time shortening state to be set.
[0135] That is, in the jackpot determination table for determining random numbers per special figure, at least in the no time shortening state and the very short time state, the jackpot determination table used includes the jackpot and the time shortening jackpot as determination values at the ratio shown in Fig. 10(a). And the time shortening jackpot can occur only when the game state is the first game state ST1. When it is other than the first game state ST1, even if it is a determination result of the time shortening jackpot, the result is treated as a miss. Also, in the case of the second game state ST2, when it is a determination result of the time shortening jackpot, the determination of releasing the very short time state is made based on the determination result of the type of the time shortening jackpot.
[0136] When the determination result in the result determination process is not a jackpot (step S129; N) and not a time shortening jackpot (step S132; N), a miss flag is set (step S156), and a stop symbol corresponding to the result is set (step S138). In the process of setting the stop symbol corresponding to the result (step S138), the result mode to be displayed on the comprehensive display device 60 is set. The stop symbols set here are different at least according to the type of the result, and there are 11 types including 10R certain variable jackpot, 10R normal jackpot, time shortening jackpots A to H, and a miss. Note that a plurality of stop symbols may be assigned to one type of result and selected by the special figure type random number.
[0137] Next, the variable type setting process is performed (step S139). In the variable type setting process, the variable type is selected by referring to the variable type random number in the variable type selection table. The variable type selection table is selected according to the type of the special figure where the variation starts (special figure 1 or special figure 2), the probability state of the special figure (high probability state or low probability state), the state of the general figure (no time reduction state, slight time reduction state, time reduction state), the result of the special figure game, the current number of reserved special figures, etc., enabling the selection of a variety of variable types according to the game situation. The content of the variable type includes the variable time, the mode of the effect, the presence or absence of a reach, the type of the reach, etc. For example, as for the type of the reach, with different probabilities of hitting the jackpot (different expected values), there are a normal reach (N reach), a special 1 reach (SP1 reach), a special 2 reach (SP2 reach), and a special 3 reach (SP3 reach), and the expected values increase in the order of no reach < N reach < SP1 reach < SP2 reach < SP3 reach.
[0138] Then, a value corresponding to the variable time of the special figure game corresponding to the selected variable type is set in the special figure processing timer (step S140), and the variable display in the display part corresponding to the current special figure game among the special figure 1 display part 61 and the special figure 2 display part 62 in the comprehensive display device 60 is started (step S141). The special figure processing timer is decremented by 1 every time the timer update process (step S50) is performed, and it can be determined that the set time has been reached when the value of the special figure processing timer becomes 0.
[0139] Thereafter, a variable start command is transmitted to the effect control device 300 (step S142), the value of the special figure special power counter is incremented by 1 (step S143), and the special figure variable start process is terminated. The variable start command includes information such as the result of the special figure game, the type of jackpot or time reduction win, and the variable type. Based on this information, the effect control device 300 performs various effect settings such as setting the variable pattern of the decorative special figure game and the preview effect on the display device 81.
[0140] On one hand, in the determination of whether both the reserved number of Special Figure 1 and the reserved number of Special Figure 2 are 0, if both are 0 (step S121; Y), the reserved occurrence standby process (step S144) is performed and the special figure change start process ends. In the reserved occurrence standby process, the reserved occurrence standby state is set and the occurrence of special figure reservation is awaited. The reserved occurrence standby state is released with the start of the special figure game. Also, at the start of the reserved occurrence standby state, a reserved occurrence standby command is sent to the effect control device 300, and upon receiving the reserved occurrence standby command, the effect control device 300 performs effects such as displaying a demo image on the display device 81.
[0141] [During Special Figure Change Process] FIG. 18 shows the process during special figure change (step S87) in the special figure special power process. In this process, first, it is determined whether the value of the special figure process timer is 0 (step S161). The value corresponding to the remaining change time of the special figure game is set in the special figure process timer here, and when the value of the special figure process timer becomes 0, it means that the change time has ended.
[0142] If the value of the special figure process timer is not 0 (step S161; N), since the change time has not ended, the process during special figure change ends. Also, if the value of the special figure process timer is 0 (step S161; Y), since the change time has ended, the change display is stopped and the result is displayed (step S162). As a result, the change display in the special figure 1 display section 61 or the special figure 2 display section 62 that has been changing on the comprehensive display device 60 ends, and the stop symbol corresponding to the result is displayed, and the result of the special figure game is definitely displayed. The stop symbol to be displayed here is the one set in the process of setting the stop symbol corresponding to the result in the special figure change start process (step S138).
[0143] After that, a stop command is sent to the effect control device 300 (step S163). Upon receiving the stop command, the effect control device 300 stops the change display of the decorative special figure game and displays the result. Then, a value corresponding to the stop time according to the result is set in the special drawing processing timer (step S164), the value of the special drawing special electric counter is incremented by 1 (step S165), and the special drawing fluctuation processing is terminated. Note that the stop time may be the same regardless of the result, or may vary depending on the result. For example, it may be made longer in the case of a jackpot or a short-time jackpot than in the case of a miss. Also, the stop time (confirmation time) in the case of a miss is shorter than the time from the start of the stop time (confirmation time) in the case of a jackpot to the end of the special game state based on that jackpot.
[0144] [Special drawing confirmation processing] FIG. 19 shows the special drawing confirmation processing (step S88) in the special drawing special electric processing. In this processing, first, it is determined whether the value of the special drawing processing timer is 0 (step S181). The value corresponding to the remaining stop time of the special drawing game is set in the special drawing processing timer here, and when the value of the special drawing processing timer becomes 0, it means that the stop time has ended. If the value of the special drawing processing timer is not 0 (step S181; N), since the stop time has not ended, the special drawing confirmation processing is terminated. Also, if the value of the special drawing processing timer is 0 (step S181; Y), since the stop time has ended, in order to perform processing according to the result of the special drawing game, it is determined whether there is a jackpot flag (step S182).
[0145] If there is a jackpot flag (step S182; Y), that is, if the result is a jackpot, a value corresponding to the time of the opening period provided at the start of the special game state is set in the special drawing processing timer (step S183), and an opening command is transmitted to the effect control device 300 (step S184). In the effect control device 300, with the reception of the opening command, the special game state is started and an opening effect is performed. Then, the value of the special drawing special electric counter is incremented by 1 (step S185), and the special drawing confirmation processing is terminated. As a result, the special drawing game ends and the special game state is started. Note that the opening time may be the same regardless of the type of jackpot, or may vary depending on the type of jackpot. For example, in the case of a certain-variable jackpot, it may be set to be longer than that of a normal jackpot.
[0146] On the other hand, when there is no jackpot flag (step S182; N), a short-time state counter update process for managing the period in the short-time state or the very short-time state is performed (step S186), and it is determined whether there is a short-time win flag (step S187). When there is no short-time win flag (step S187; N), that is, when the result is a loss, it is determined whether there is a release flag (step S188). When there is no release flag (step S188; N), the process proceeds to step S192.
[0147] Also, when there is a short-time win flag (step S187; Y), that is, when the result is a short-time win or when there is a release flag (step S188; Y), a short-time flag corresponding to the short-time win type or the release flag is set (step S189), a value corresponding to the short-time win type or the release flag is set in the short-time state counter (step S190), a state designation command is transmitted to the effect control device 300 (step S191), and the process proceeds to step S192.
[0148] In the gaming machine 1 of this embodiment, as the normal game state, there are three states: the non-short-time state, the very short-time state, and the short-time state, and the state can be discriminated by the value of the short-time flag. In the process of step S189, when the short-time win type is short-time wins A to D for the short-time state, a value corresponding to the short-time state is set in the short-time flag. Also, when the short-time win type is short-time wins E to H for the very short-time state, a value corresponding to the very short-time state is set in the short-time flag. Also, when there is a release flag, a value corresponding to the short-time state is set in the short-time flag.
[0149] The short-time state counter is a counter for managing the number of executions of a special figure game in a short-time state or a very short-time state, and is decremented by 1 in the short-time state counter update process. When the value of this short-time state counter becomes 0, the short-time state or the very short-time state ends. In the process of step S190, the number of executions of the special figure game in the short-time state or the very short-time state is set. When it is short-time type A, 100 is set; when it is short-time type B, 20 is set; when it is short-time type C, 50 is set; when it is short-time types D to H, 1324 is set. Also, when there is a release flag, 100, 50, or 20 is set based on the information of the release flag.
[0150] In the high-probability counter update process (step S192), when the high-probability counter is decremented by 1 and the value becomes 0, a process of transitioning to the low-probability state is performed. Then, a value of 0 is set in the special figure special power counter (step S193), and the special figure determination in-progress process ends. As a result, the special figure game ends and the state becomes such that the next special figure game can be started.
[0151] [Short-time state counter update process] FIG. 20 shows the short-time state counter update process (step S186) in the special figure determination in-progress process. In this process, first, it is determined whether it is in a non-short-time state (step S201). Whether it is in a non-short-time state can be determined by referring to the value of the short-time flag. If it is in a non-short-time state (step S201; Y), the short-time state counter update process ends. Also, if it is not in a non-short-time state (step S201; N), that is, if it is in a short-time state or a very short-time state, the short-time state counter is decremented by 1 (step S202), and it is determined whether the value of the short-time state counter is 0 (step S203).
[0152] If the value of the short-time state counter is not 0 (step S203; N), the short-time state counter update process is terminated. In this case, the short-time state or the very short-time state continues in the next special figure game. If the value of the short-time state counter is 0 (step S203; Y), a value indicating no short-time state is set in the short-time flag (step S204), a state designation command is sent to the effect control device 300 (step S205), and the short-time state counter update process is terminated. As a result, the short-time state or the very short-time state ends and becomes a no short-time state.
[0153] Note that when the value of the short-time state counter becomes 0 (step S203; Y) and a value indicating no short-time state is set in the short-time flag (step S204), even if there is a release flag (step S188; Y), the processes of steps S189 to S191 may not be performed. That is, when the release condition is satisfied in a special figure game that reaches the specified number of times in the very short-time state, the transition to the first game state ST1 due to reaching the specified number of times may be prioritized.
[0154] [High probability counter update process] FIG. 21 shows the high probability counter update process (step S192) in the special figure determination process. In this process, first, it is determined whether there is a high probability flag (step S211). If there is no high probability flag (step S211; N), that is, in the low probability state, the high probability counter update process is terminated. If there is a high probability flag (step S211; Y), that is, in the high probability state, the high probability counter that manages the number of games executable in the high probability state is decremented by 1 (step S212), and it is determined whether the value of the high probability counter is 0 (step S213).
[0155] If the value of the high-probability counter is not 0 (step S213; N), the high-probability counter update process ends. In this case, the high-probability state continues in the next special figure game. Also, if the value of the high-probability counter is 0 (step S213; Y), the high-probability flag is cleared (step S214), a state designation command is sent to the effect control device 300 (step S215), and the high-probability counter update process ends. As a result, the high-probability state ends and the low-probability state is entered.
[0156] [Special Electric Start Process] FIG. 22 shows the special electric start process (step S89) in the special figure special electric process. In this process, first, it is determined whether the value of the special figure process timer is 0 (step S221). The value set in the special figure process timer here corresponds to the remaining time of the opening period of the special game state, and when the value of the special figure process timer becomes 0, it means that the opening period has ended. If the value of the special figure process timer is not 0 (step S221; N), since the opening period has not ended, the special electric start process ends. Also, if the value of the special figure process timer is 0 (step S221; Y), since the opening period has ended, an initial value is set in the round counter (step S222).
[0157] The round counter manages the number of rounds in which the special variable winning device 94 is converted to the closed state in the special game state. In the gaming machine 1 of the present embodiment, since the number of rounds is 10 regardless of the jackpot type, 10 is set as the value. If the number of rounds differs depending on the jackpot type, a value corresponding to the jackpot type is set. Next, a value corresponding to the maximum opening time of the special variable winning device 94 in the first round is set in the special figure process timer (step S223), and an initial value corresponding to the maximum number of winnings in the first round for the special variable winning device 94 is set in the winning counter that manages the number of winnings for the special variable winning device 94 (step S224).
[0158] Then, the special variable winning device 94 is set to the winning permission state (step S225), and the special variable winning device 94 is released (step S226). Further, a special power release command is transmitted to the effect control device 300 (step S227), the value of the special drawing special power counter is incremented by 1 (step S228), and the special power start process is terminated. Thereby, the first round is started.
[0159] [During special power release process] FIG. 23 shows the process during special power release (step S90) in the special drawing special power process. In this process, first, it is determined whether there is a win in the special variable winning device 94 (step S241). If there is no win (step S241; N), the process proceeds to step S243. If there is a win (step S241; Y), the winning counter is decremented by 1 (step S242), and it is determined whether the value of the special drawing process timer is 0 (step S243).
[0160] The value set for the special drawing process timer here corresponds to the remaining time with respect to the maximum release time of the round. When the value of this special drawing process timer is 0 (step S243; Y), that is, when the maximum release time is reached, the process proceeds to the process of ending the round after step S248. In this case, it is the case where the round ends by reaching the maximum release time that satisfies the first condition.
[0161] If the value of the special drawing process timer is not 0 (step S243; N), that is, if the maximum release time has not been reached, it is determined whether the value of the winning counter is 0 (step S244). If the value of the winning counter is not 0 (step S244; N), that is, if there is no win up to the maximum number of wins, the special power start process is terminated. In this case, the round continues without ending. If the value of the winning counter is 0 (step S244; Y), that is, if there is a win up to the maximum number of wins, 0 is set for the special drawing process timer (step S246), and the process proceeds to the process of ending the round after step S248. In this case, it is the case where the round ends due to a win up to the maximum number of wins that satisfies the second condition.
[0162] In step S248, the special variable winning device 94 is set to a non-winning state. As a result, even if a game ball is detected by the big winning opening switch 94a after reaching the maximum opening time of the round or after winning the maximum number of prizes, no prize balls will be paid out. That is, in the gaming machine 1 of the present embodiment, the special variable winning device 94 is set to a winning permission state from the start of the round to the establishment of the closing condition for ending the round in the special gaming state. Therefore, for example, even if a game ball is detected by the big winning opening switch 94a during the process of converting the special variable winning device 94 to the closed state due to reaching the maximum opening time of the round or winning the maximum number of prizes, no prize balls will be paid out.
[0163] That is, the payout based on so-called over-winning is made invalid. In the gaming machine 1 of the present embodiment, even in the non-winning state, the detection by the big winning opening switch 94a itself is valid, and by not performing the process related to the payout of prize balls based on this detection, the payout based on over-winning is made invalid. However, in the non-winning state, the detection by the big winning opening switch 94a itself may be made invalid.
[0164] When a game ball is detected by the big winning opening switch 94a in the non-winning state, information indicating that there has been a winning for which the payout has been made invalid may be transmitted to the effect control device 300, and the effect control device 300 may perform an effect based on this information. Examples of such an effect include an effect of displaying the number of winnings for which the payout has been made invalid on the display device 81, an effect of displaying on the display device 81 the number of prize balls that would have been obtained if the payout had been valid, an effect of outputting from the speaker 34 a voice notifying that there has been a winning for which the payout has been made invalid, and an effect of causing the light emitting means 33 to emit light in a light emitting mode notifying that there has been a winning for which the payout has been made invalid. By performing such an effect, the player can surely recognize that there has been a winning for which the payout has been made invalid, and the interest of the game can be improved.
[0165] In addition, it may be allowed to pay out prize balls based on overwinning. In this case, maintain the winning permission state for a certain period of time or in total from the start of the interval period or the ending period. That is, the winning permission state and the non-winning state may be switched according to the time from the start of the interval period or the ending period. For example, the time from the start of the interval period or the ending period until the special variable winning device 94 is completely closed may be set as the winning permission state, and the remaining time may be set as the non-winning state. Also, in addition to setting a certain period of time from the start of the interval period or the ending period as the winning permission state and the rest as the non-winning state, a certain period of time from the start of the interval period or the ending period may be set as the non-winning state and the rest as the winning permission state. In this case, in one interval period or ending period, the time in the winning permission state and the time in the non-winning state may be the same, or the time in the winning permission state may be longer than the time in the non-winning state, or the time in the winning permission state may be shorter than the time in the non-winning state.
[0166] Furthermore, in the interval period or the ending period, there may be multiple timings at which the winning permission state and the non-winning state are switched. Also in this case, in one interval period or ending period, the total time in the winning permission state and the total time in the non-winning state may be the same, or the total time in the winning permission state may be longer than the total time in the non-winning state, or the total time in the winning permission state may be shorter than the total time in the non-winning state.
[0167] Also, the winning permission state and the non-winning state may be switched according to the number of winning results from the start of the interval period or the ending period. For example, the non-winning state may be set until there are two winning results from the start of the interval period or the ending period, and the remaining time may be set as the winning permission state. Further, when there are four winning results, the non-winning state may be set again. Conversely, the winning permission state may be set until there are two winning results from the start of the interval period or the ending period, and the remaining time may be set as the non-winning state. Further, when there are four winning results, the winning permission state may be set again.
[0168] Also, when certain conditions are met, the payout of bonus balls based on over-winning may be allowed. Examples of the certain conditions include the end of the round due to the arrival of the maximum opening time. Also, the end of a specific round may be an example of the certain conditions. As the specific round, for example, in the first half of the rounds (rounds 1 to 5), the payout of bonus balls based on over-winning may be allowed, and in the second half of the rounds (rounds 6 to 10), the payout of bonus balls based on over-winning may not be allowed.
[0169] Next, the special variable winning device 94 is closed (step S249), the round counter is decremented by 1 (step S250), and it is determined whether the value of the round counter is 0 (step S251). When the value of the round counter is not 0 (step S251; N), that is, when it is not the end of the final round, interval period setting processing for setting the interval period provided between rounds and transmitting an interval command to the effect control device 300 is performed (step S252), the value of the special drawing counter is incremented by 1 (step S253), and the special drawing open processing is ended. Also, when the value of the round counter is 0 (step S251; Y), that is, when it is the end of the final round, an ending period setting process for setting an ending period provided at the end of the special game state and transmitting an ending command to the effect control device 300 is performed (step S254), the value of the special figure special power counter is incremented by 2 (step S255), and the special power release in - process is ended.
[0170] [During special power closing process] FIG. 24 shows the process during special power closing in the special figure special power process (step S91). In this process, first, it is determined whether the value of the special figure process timer is 0 (step S291). The value corresponding to the remaining time of the interval period is set in the special figure process timer here, and when the value of the special figure process timer becomes 0, it means that the interval period has ended. If the value of the special figure process timer is not 0 (step S291; N), since the interval period has not ended, the process during special power closing is ended. Also, if the value of the special figure process timer is 0 (step S291; Y), since the interval period has ended, a value corresponding to the maximum opening time of the special variable winning device 94 in the next round to be started is set in the special figure process timer (step S292).
[0171] Then, an initial value corresponding to the maximum number of winnings in the special variable winning device 94 in the next round to be started is set in the winning counter that manages the number of winnings in the special variable winning device 94 (step S293). After that, the special variable winning device 94 is set to the winning - permission state (step S295), the special variable winning device 94 is opened (step S296). Further, a special power release command is transmitted to the effect control device 300 (step S297), the value of the special figure special power counter is decremented by 1 (step S298), and the process during special power closing is ended. Thereby, a new round is started.
[0172] [Special power end process] FIG. 25 shows the special power supply end process (step S92) in the special drawing special power supply process. In this process, first, it is determined whether the value of the special drawing process timer is 0 (step S311). The value corresponding to the remaining time of the ending period of the special game state is set in the special drawing process timer here, and when the value of the special drawing process timer becomes 0, it means that the ending period has ended. If the value of the special drawing process timer is not 0 (step S311; N), since the ending period has not ended, the special power supply end process ends. If the value of the special drawing process timer is 0 (step S311; Y), since the ending period has ended, as a process related to the end of the special game state, it is determined whether the trigger for the occurrence of this special game state is a big win in the variable probability state (step S312).
[0173] If the trigger for the occurrence of this special game state is a big win in the variable probability state (step S312; Y), the high probability flag is set (step S313), and the value of the time shortening state is set in the time shortening flag (step S314). As a result, a high probability state and a time shortening state are set as the game state after the end of the special game state. Further, 10000 is set in the high probability state counter (step S315), 10000 is set in the time shortening state counter (step S316), and the process proceeds to step S320. In the gaming machine 1 of the present embodiment, the big win in the variable probability state is a 10R big win in the variable probability state. In this case, a fourth game state ST4 in which a high probability state and a time shortening state are set as the game state after the end of the special game state is set. Also, 10000 is set in the high probability state counter and the time shortening state counter, but since this value is a sufficiently large value, it is substantially possible to stay in the fourth game state ST4 until the next big win.
[0174] Also, when the trigger for the occurrence of the special gaming state this time is not a high-probability jackpot (step S312; N), that is, when it is a normal jackpot, the high-probability flag is cleared (step S317), and the value of the time-saving state is set in the time-saving flag (step S318). As a result, a low-probability state and a time-saving state are set as the gaming state after the end of the special gaming state. Further, 100 is set in the time-saving state counter (step S319), and the process proceeds to step S320. In the gaming machine 1 of the present embodiment, a jackpot that is not a high-probability jackpot is a 10R normal jackpot. In this case, a third gaming state ST3 in which a low-probability state and a time-saving state are set as the gaming state after the end of the special gaming state is set. Also, 100 is set in the time-saving state counter, and by executing 100 special drawing games without a jackpot occurring, the process shifts to the first gaming state ST1 in which the low-probability state and the non-time-saving state are set.
[0175] Thereafter, a state designation command is transmitted to the effect control device 300 (step S320), the value 0 is set in the special drawing special power counter (step S321), and the special power end process is terminated. As a result, the special gaming state ends and the next special drawing game can be started.
[0176] [Normal drawing normal power process] FIG. 26 shows the normal drawing normal power process (step S53) in the above-described timer interrupt process. In this normal drawing normal power process, the occurrence of a normal drawing reservation and the control of the entire process related to the normal drawing game are performed. First, it is determined whether there is an input to the gate switch 78a (step S401). If there is no input (step S401; N), the process proceeds to step S405. If there is an input (step S401; Y), it is determined whether the number of normal drawing reservations is less than the upper limit value (step S402).
[0177] If the number of general drawing holds is not less than the upper limit value (step S402; N), since no more target general drawing holds can be stored, the process proceeds to step S405 without generating a general drawing hold. Also, if the number of general drawing holds is less than the upper limit value (step S402; Y), the number of general drawing holds is updated by +1 (step S403), various random values are obtained and stored in the general drawing hold storage area of the RAM 103 (step S404). Among the various random values to be obtained, there is a random value per general drawing, and this is stored for each general drawing hold. Also, along with the generation of a general drawing hold, the display of the general drawing hold display section 66 of the comprehensive display device 60 is updated. Note that a general drawing type random value for determining the type of the result of the general drawing game and a general drawing variation time random value for determining the variation time of the general drawing game may be stored.
[0178] In the general drawing hold storage area of the RAM 103, a number of storage areas corresponding to the upper limit value of the number of general drawing holds are provided, and the information of one general drawing hold is stored in one storage area. Also, ranks are determined for the storage areas, and they are stored in the storage areas with higher ranks in order from the oldest in the storage order. When digesting a general drawing hold, the oldest general drawing hold stored in the storage area with the highest rank is digested, and the information of other general drawing holds is shifted to the storage area with a rank one higher.
[0179] Next, the value of the general drawing general power counter is obtained (step S405), the general drawing general power address table is set (step S406), and the start address of the process corresponding to the value of the general drawing general power counter is obtained using the general drawing general power address table (step S407). Then, the process proceeds to the process indicated by the start address (step S408). Thereby, it is possible to branch to the process according to the current game state.
[0180] When the value of the general drawing and general electricity counter is 0, perform the general drawing variation start process (step S409) such as setting the start of the general drawing game, and end the general drawing and general electricity process. When the value of the general drawing and general electricity counter is 1, perform the general drawing during variation process (step S410) such as setting the stop time when the variation time of the general drawing game ends, and end the general drawing and general electricity process. When the value of the general drawing and general electricity counter is 2, perform the general drawing during confirmation process (step S411) such as performing the process at the end of the general drawing game according to the result of the general drawing game, and end the general drawing and general electricity process. When the value of the general drawing and general electricity counter is 3, perform the general electricity control process (step S412) such as performing the control in the winning state of the general drawing, and end the general drawing and general electricity process.
[0181] [General drawing variation start process] FIG. 27 shows the general drawing variation start process (step S409) in the general drawing and general electricity process. In this process, first, it is determined whether the general drawing hold is 0 (step S421). If it is 0 (step S421; Y), the general drawing variation start process ends. If it is not 0 (step S421; N), prepare the information of the earliest general drawing hold, which is the oldest general drawing hold in the storage order (step S422), set the determination table corresponding to the value of the time reduction flag (step S423), and perform the result determination process (step S424). Here, the determination table is selected and set based on whether it is in the non-time reduction state, time reduction state, or micro-time reduction state, and the result is determined by referring to the general drawing winning random number in the set table.
[0182] If the determination result in the result determination process is a win (step S425; Y), set the win flag (step S426) and set the stop symbol corresponding to the result (step S428). If the determination result in the result determination process is not a win (step S425; N), set the loss flag (step S427) and set the stop symbol corresponding to the result (step S428). In the process of setting the stop symbol corresponding to the result (step S428), set the result mode to be displayed on the general drawing display unit 63 of the comprehensive display device 60.
[0183] Next, the variable time of the general diagram game corresponding to the value of the time-saving flag is selected (step S429), a value corresponding to the variable time of the general diagram game is set in the general diagram processing timer (step S430), and the variable display on the general diagram display unit 63 is started (step S431). The general diagram processing timer is decremented by 1 every time the timer update process (step S50) is performed, and it is possible to determine that the set time has been reached when the value of the general diagram processing timer becomes 0.
[0184] Thereafter, a general diagram variable start command is transmitted to the effect control device 300 (step S432), the value of the general diagram normal power counter is incremented by 1 (step S433), and the general diagram variable start process is terminated. The general diagram variable start command includes the result of the general diagram game and information on the variable time. Based on this information, the effect control device 300 performs display of the decorative general diagram game on the display device 81 and settings for various effects. Note that as the general diagram hold count increases or decreases, a general diagram hold command including general diagram hold information may be transmitted to the effect control device 300 so that the effect control device 300 performs effects related to the general diagram hold such as display of the general diagram hold count.
[0185] [During general diagram determination processing] FIG. 28 shows the processing during general diagram determination (step S411) in the general diagram normal power processing. In this process, first, it is determined whether the value of the general diagram processing timer is 0 (step S451). The value corresponding to the remaining stop time of the general diagram game is set in the general diagram processing timer here, and when the value of the general diagram processing timer becomes 0, it means that the stop time has ended. If the value of the general diagram processing timer is not 0 (step S451; N), the stop time has not ended, so the processing during general diagram determination is terminated. If the value of the general diagram processing timer is 0 (step S451; Y), since the stop time has ended, in order to perform processing according to the result of the general diagram game, first, it is determined whether there is a win flag (step S452).
[0186] When there is no winning flag (step S452; N), that is, when the result is a miss, set 0 to the general drawing ordinary winning counter (step S460) and end the general drawing confirmation process. As a result, the general drawing game ends and the state becomes ready to start the next general drawing game. Also, when there is a winning flag (step S452; Y), that is, when the result is a win, set a value corresponding to the time shortening flag to the ordinary winning release counter (step S453). The ordinary winning release counter is for controlling the number of opening and closing times of the normal variable winning device 79, and sets "1" in the case of no time shortening state and micro time shortening state with one opening, and sets "3" in the case of the time shortening state with two openings.
[0187] Next, acquire the value of the opening time corresponding to the value of the time shortening flag (step S454), and set the value corresponding to the opening time to the general drawing process timer (step S455). In the case of no time shortening state and micro time shortening state with one opening, set the value corresponding to the opening time in the one opening (here 0.2 seconds or 0.5 seconds). In the case of the time shortening state with two openings, set the value corresponding to the opening time of the first opening (here 1 second).
[0188] Then, set the initial value to the ordinary winning counter that manages the number of winnings in the normal variable winning device 79 (step S456), and set the normal variable winning device 79 to the winning permission state (step S457). Further, open the normal variable winning device 79 (step S458), increment the general drawing ordinary winning counter by 1, and end the general drawing confirmation process. As a result, the general drawing game ends and the winning state of the general drawing is started.
[0189] [Ordinary winning control process] FIG. 29 shows the general drawing control process (step S412) in the general drawing ordinary winning process. In this process, first, determine whether there is a winning in the normal variable winning device 79 (step S481). If there is no winning (step S481; N), proceed to step S483. Also, if there is a winning (step S481; Y), decrement the ordinary winning counter by 1 (step S482) and proceed to step S483.
[0190] In step S483, it is determined whether the value of the general electric winning counter is 0 (step S483). When the value of the general electric winning counter is 0 (step S483; Y), that is, when there is a winning for the maximum number of winnings, 0 is set in the general drawing processing timer (step S494), and the general variable winning device 79 is set to a non-winning state (step S495). Further, the general variable winning device 79 is closed (step S496), 0 is set in the general drawing general electric counter (step S497), and the general electric control process is terminated. As a result, the winning state of the general drawing ends and the next general drawing game can be executed.
[0191] On the other hand, when the value of the general electric winning counter is not 0 (step S483; N), that is, when there is no winning for the maximum number of winnings, it is determined whether the general drawing processing timer is 0 (step S484). When the value of the general drawing processing timer is not 0 (step S484; N), the general electric control process is terminated. In this case, the winning state of the general drawing continues without ending. Also, when the general drawing processing timer is 0 (step S484; Y), the value of the general electric release counter is decremented by 1 (step S485), and it is determined whether the general electric release counter is 0 (step S486). When the general electric release counter is 0 (step S486; Y), since the release for the maximum release time has ended, the processes after step S495 are performed to end the winning state of the general drawing.
[0192] When an end condition such as reaching the maximum release time or winning the maximum number of winnings is satisfied and the winning state of the general drawing ends, a non-winning state is set (step S495). As a result, even if a game ball is detected by the general electric switch 79a after reaching the maximum release time or after winning the maximum number of winnings, no prize balls are paid out based on this. That is, in the gaming machine 1 of the present embodiment, the general variable winning device 79 is set to a winning-permitted state only from the start to the satisfaction of the end condition in the winning state of the general drawing. Therefore, for example, even if a game ball is detected by the general electric switch 79a during the process of converting the general variable winning device 79 to a closed state due to reaching the maximum release time or winning the maximum number of winnings in the winning state, no prize balls are paid out.
[0193] That is, the payout based on so-called over-winning is made invalid. In the gaming machine 1 of the present embodiment, even in a non-winning state, the detection by the general power switch 79a itself is made valid, and by not performing the process related to the payout of prize balls based on this detection, the payout based on over-winning is made invalid. Note that even in the case of over-winning, the occurrence of the retention of the special figure 2 is possible, but this may also be made invalid. In this case, in the non-winning state, the detection by the general power switch 79a itself may be made invalid. Also, the payout of prize balls based on over-winning may be allowed. In this case, the winning permission state is maintained for a certain period of time from the end of the winning state in the general drawing. Also, when a certain condition is satisfied, the payout of prize balls based on over-winning may be allowed. An example of the certain condition is when the winning state in the general drawing ends due to the arrival of the maximum opening time.
[0194] Also, when the value of the general power release counter is not 0 (step S486; N), it is determined whether the value of the general power release counter is even (step S487). When the value of the general power release counter is even (step S487; Y), the value of the closing time corresponding to the value of the time shortening flag and the general power release counter is acquired (step S488), and the value corresponding to the closing time is set in the general drawing process timer (step S489). Then, the normal variable winning device 79 is closed (step S490), and the general power control process ends. In this case, in the case of multiple openings in the winning state of the general drawing, it is the case where the opening other than the last opening ends. For example, it is the case where the first opening ends in the case of two openings.
[0195] Also, when the value of the general power release counter is not even (step S487; N), the value of the release time corresponding to the value of the time-saving flag and the general power release counter is acquired (step S491), and a value corresponding to the release time is set in the general drawing processing timer (step S492). Then, the normal variable winning device 79 is released (step S493), and the general power control process ends. In this case, it is a case where, when there are multiple releases in the winning state of the general drawing, a release other than the first release is started. For example, it is a case of starting the second release in the case of two releases.
[0196] Note that, when the value of the general power release counter is even (step S487; Y), the normal variable winning device 79 may be set to a non-winning state, and when the value of the general power release counter is odd (step S487; N), the normal variable winning device 79 may be set to a winning-permitted state. By doing so, when there are multiple releases in the winning state of the general drawing, it is possible to invalidate the payout based on winning during the period from the end of a release other than the last release until the next release. Furthermore, it is also possible to invalidate the occurrence of holding of Special Figure 2 based on winning during this period.
[0197] [Processing in the effect control device] Next, the control in the effect control device 300 will be described. In the MPU 301 of the effect control device 300, the game effects are mainly controlled by performing the effect main process shown in FIG. 30 and a timer interrupt process (not shown).
[0198] [Effect main process] As shown in FIG. 30, in the effect main process, various initial setting processes (step S601) are performed when the game machine is powered on. In these various initial setting processes, for example, initial settings of the MPU 301 and the VDP 306, initialization of the work RAM 303, etc. are performed. After performing these various initial settings, a loop process is performed. In the loop process, a received command process (step S602) for performing a process corresponding to the command received from the game control device 100 is performed, and a button input process (step S603) for performing an effect process based on an input from an input unit such as the effect button 41 or the cross keys 42 is performed.
[0199] Next, a display editing process (step S604) is performed to enable display on the display device 81 by making settings for controlling the progress of the effect and editing drawing commands for the VDP306, and a sound control process (step S605) is performed to perform processing related to the output of sound from the speaker 34. Then, a light emission control process (step S606) for controlling the light emission means 33 is performed, and a movable body control process (step S607) for controlling the motor and solenoid of the movable effect device 82 is performed, and the process returns to the received command process (step S602).
[0200] [Received Command Process] FIG. 31 shows the received command process (step S602) in the main effect process. In this process, first, a command is read from a storage area for storing the received command provided in the work RAM 303, and the type of the command is analyzed (step S611).
[0201] If the command is a special figure system command (step S612; Y), a special figure effect process (step S613) for performing processing related to the decorative special figure game is performed, and the received command process ends. The special figure system commands include a variation start command transmitted at the start of the special figure game, a stop command transmitted when the variation of the special figure game stops, and the like. In the case of the variation start command, information such as the type of big win or short time win and the variation type is included in the result of the special figure game. Based on this information, settings for the variation pattern of the decorative special figure game, settings for various effects such as a preview effect, and the like are performed, and a process for starting the decorative special figure game is performed. Also, in the case of the stop command, a process for stopping the variation display of the decorative special figure game and displaying the result state is performed.
[0202] If the command is not a special figure system command (step S612; N), it is determined whether it is a big win system command (step S614). If it is a big win system command (step S614; Y), a big win effect process for performing processing related to the effect in the special game state is performed (step S615), and the received command process ends. The big win commands include the opening command, the special electric release command, the interval command, the ending command, the big winning opening winning command, and the like. In the case of the opening command, a process of setting the production during the opening period is performed. In the case of the special electric release command, a process of setting the start of the round and the production during the round is performed. Also, in the case of the interval command, a process of setting the production during the interval period is performed. In the case of the ending command, a process of setting the production during the ending period is performed. Also, in the case of the big winning opening winning command, a process of setting the production such as the cumulative number display of the winning balls obtained by winning in the special game state is performed.
[0203] If the command is not a big win command (step S614; N), it is determined whether it is a normal diagram command (step S616). If it is a normal diagram command (step S616; Y), a normal diagram production process for performing a process related to the production of the normal diagram game is performed (step S617), and the received command process is terminated. The normal diagram commands include the normal diagram variation start command and the like. In the case of the normal diagram variation start command, the display of the decorative normal diagram game on the display device 81 and the setting of various productions are performed.
[0204] If the command is not a normal diagram command (step S616; N), it is determined whether it is a pending command (step S618). If it is a pending command (step S618; Y), a pending production process for performing a process related to the production of the special diagram pending is performed (step S619), and the received command process is terminated. The pending commands include the special diagram 1 pending command, the special diagram 2 pending command, the pre-judgment command, and the like. In the case of the special diagram 1 pending command or the special diagram 2 pending command, a process of increasing, decreasing, or moving the decorative special diagram pending display to be displayed on the display device 81 or the like is performed in accordance with the increase or decrease of the special diagram 1 pending or the special diagram 2 pending. In the case of the pre-judgment command, a process of setting the notification in the decorative special diagram pending display to be displayed on the display device 81 or the like, and setting the continuous production over a plurality of special diagram games is performed.
[0205] If the command is not a queued command (step S618; N), it is determined whether it is a command waiting for queuing to occur (step S620). If it is a command waiting for queuing to occur (step S620; Y), standby effect processing such as setting a standby effect for displaying a demo image on the display device 81 or the like is performed (step S621), and the received command processing is terminated.
[0206] If the command is not a command waiting for queuing to occur (step S620; N), it is determined whether it is an error command (step S622). If it is an error command (step S622; Y), error notification processing for performing processing of an effect related to error notification is performed (step S623), and the received command processing is terminated. Error commands include a RAM abnormality command, an illegal detection command, an inner frame release command, a front frame release command, a lower tray overflow command, a payout ball depletion command, etc., and processing for notifying an error by the display device 81 or the like is performed.
[0207] If the command is not an error command (step S622; N), it is determined whether it is a state designation command (step S624). If it is a state designation command (step S624; Y), the current gaming state such as a high-probability state or a time-saving state is stored based on the state designation command, and state setting processing for making it available for selection of an effect or the like is performed (step S625), and the received command processing is terminated. If the command is not a state setting command (step S624; N), it is determined whether it is a command other than the above (step S626). If it is a command other than the above (step S626; Y), various command corresponding processing for performing processing corresponding to the command is performed (step S627), and the received command processing is terminated.
[0208] [Game Effects] Next, the effects of the game will be described. Fig. 32 shows an example of the effects displayed on the display device 81. Basically, the effects displayed as shown in Fig. 32 can be executed in any of the first game state ST1, the second game state ST2, the third game state ST3, and the fourth game state ST4, but there are also cases where different effects are displayed depending on the game state.
[0209] As shown in Fig. 32(a), a first decorative special game display unit 501 is provided in the center of the display area of the display device 81, which displays the first decorative special game among the decorative special games executed corresponding to the special game. The first decorative special game display unit 501 is provided with an upper variable display area 502 in the upper row, a middle variable display area 503 in the middle row, and a lower variable display area 504 in the lower row, and the decorative special game is displayed by displaying the identification information variably so as to flow horizontally to the left in each of the upper variable display area 502, the middle variable display area 503, and the lower variable display area 504, and then displaying it in a stopped state.
[0210] In the gaming machine 1 of this embodiment, the upper variable display area 502, the middle variable display area 503, and the lower variable display area 504 each include nine types of main patterns indicated by numbers from "1" to "9" and sub-patterns indicated by "·" as identification information. In the upper variable display area 502, the nine types of main patterns from "1" to "9" are arranged in ascending order of numbers, and one sub-pattern is arranged between each main pattern. In the lower variable display area 504, the nine types of main patterns from "1" to "9" are arranged in descending order of numbers, and one sub-pattern is arranged between each main pattern. In the middle variable display area 503, the nine types of main patterns from "1" to "9" are arranged in ascending order of numbers, and a main pattern of "4" is arranged between "1" and "9", and one sub-pattern is further arranged between each main pattern.
[0211] In the first decoration special game display section 501, in the stopped state, three pieces of identification information are displayed in each of the upper variable display area 502, the middle variable display area 503, and the lower variable display area 504, so that nine pieces of identification information are displayed in a 3×3 matrix. Five active lines are set: a left line L1, a middle line L2, a right line L3, a right downward line L4, and a right upward line L5. When the result of the special figure game is a big win, a big win result pattern (for example, "777") in which the same main symbol is arranged on any of the valid lines is stopped and displayed. When the result of the special figure game is a time-saving win from A to D, that is, in the case of a time-saving win when shifting to the time-saving state, a time-saving result pattern (for example, "341") in which the main symbols are arranged in a predetermined pattern on any of the valid lines is stopped and displayed. When the result of the special figure game is a loss or in the case of a time-saving win from E to H which is a time-saving win when shifting to the micro time-saving state, the big win result pattern and the time-saving result pattern are not stopped and displayed on any of the valid lines.
[0212] At the upper left part of the display area of the display device 81, a second decorative special figure game display unit 505 for displaying the second decorative special figure game among the decorative special figure games is provided. The second decorative special figure game includes a second decorative special figure 1 game corresponding to the special figure 1 game and a second decorative special figure 2 game corresponding to the special figure 2 game. The second decorative special figure game display unit 505 has a first display area 506 for displaying the second decorative special figure 1 game and a second display area 507 for displaying the second decorative special figure 2 game. Identification information (small symbols) relatively smaller than the identification information (large symbols) displayed on the first decorative special figure game display unit 501 is displayed on this second decorative special figure game display unit 505.
[0213] In the first display area 506 and the second display area 507, after the identification information is variably displayed in one area respectively, it stops and the result is displayed. The identification information displayed on the second decorative special figure game display unit 505 includes identification information corresponding to each of the results derivable in the special figure game. After performing a variable display for sequentially displaying this, the identification information corresponding to the result is stopped and displayed. Note that, similar to the first decorative special figure game, the result may be indicated by a combination of the identification information stopped in a plurality of variable display areas.
[0214] In addition, a decorative special drawing hold display unit 508 for displaying a decorative special drawing hold display corresponding to the special drawing hold is provided at the lower part of the display area of the display device 81. The decorative special drawing hold display includes a decorative special drawing 1 hold display corresponding to the special drawing 1 hold and a decorative special drawing 2 hold display corresponding to the special drawing 2 hold, and they correspond one-to-one to the special drawing hold. In the gaming machine 1 of the present embodiment, regardless of whether it is the special drawing 1 hold or the special drawing 2 hold, they are consumed in the storage order. Therefore, the decorative special drawing 1 hold display corresponding to the special drawing 1 hold and the decorative special drawing 2 hold display corresponding to the special drawing 2 hold are displayed in the storage order in one area. The leftmost decorative special drawing hold display is arranged and displayed so as to correspond to the oldest special drawing hold stored first in the storage order, and it shifts to the left every time it is consumed.
[0215] Also, the display modes of the decorative special drawing 1 hold display and the decorative special drawing 2 hold display are made different so that it is possible to determine which special drawing hold it is. Here, the shape of the decorative special drawing 1 hold display is "○", and the shape of the decorative special drawing 2 hold display is "△", but it may also be made distinguishable by a difference in color or the like. Furthermore, in the decorative special drawing hold display unit 508, it is possible to suggest or notify the pre-judgment results such as the results of the special drawing game and the variation types based on the special drawing hold by the display mode of the decorative special drawing hold display corresponding to the special drawing hold. In this example, the pre-judgment result is suggested or notified by changing the color of the leftmost decorative special drawing hold display. In addition, at the upper right part of the display area of the display device 81, as a special drawing hold number display unit 520 for displaying the special drawing hold number, a special drawing 1 hold number display unit 521 for displaying the special drawing 1 hold number and a special drawing 2 hold number display unit 522 for displaying the special drawing 2 hold number are provided.
[0216] Note that a special drawing 1 hold display unit for displaying the special drawing 1 hold and a special drawing 2 hold display unit for displaying the special drawing 2 hold may be provided in the decorative special drawing hold display unit 508, and the decorative special drawing hold displays may be displayed in the storage order in each hold display unit. Also, although the display modes of the decorative special drawing 1 hold display and the decorative special drawing 2 hold display are made different, they may be the same. In addition, although the reserved decorative special figure display section 508 is to be displayed on the display device 81, it may be configured by a light-emitting section provided in the variable display unit 80, and information regarding the reservation of the special figure may be displayed according to the lighting mode of the light-emitting section. In addition, an in-execution reservation display section for displaying information regarding the reservation of the special figure corresponding to the currently-executing special figure game may be provided. In the in-execution reservation display section, the results and change types of the currently-executing special figure game may be suggested or notified by the display mode of the in-execution reservation display displayed on the in-execution reservation display section.
[0217] In the state shown in FIG. 32(a), the oldest special figure reservation stored in the storage order is the special figure 1 reservation. When a special figure 1 game is started as a new special figure game based on the special figure 1 reservation from this state, as shown in FIG. 32(b), the decorative special figure reservation display at the left end of the decorative special figure reservation display section 508 is deleted and the other decorative special figure reservation displays shift to the left. Further, the numerical value of the special figure 1 reservation count display section 521 is decreased by 1, and the variable display of the identification information is started in the first display area 506 of the first decorative special figure game display section 501 and the second decorative special figure game display section 505.
[0218] When a predetermined time has elapsed, as shown in FIG. 32(c), the upper variable display area 502 first enters a temporarily stopped state. In the temporarily stopped state, the identification information is displayed so as to fluctuate, indicating that the variable display has not yet ended. Next, as shown in FIG. 32(d), the lower variable display area 504 enters a temporarily stopped state. In this example, double reach is selected as the change type, and the same identification information is arranged on the downward-sloping line L4 and the same identification information is also arranged on the upward-sloping line L5, resulting in a double reach. Depending on the selected change type, the effect may develop into an SP reach after this. When single reach is selected as the change type, it results in a single reach where the same identification information is arranged on any one of the left line L1, the middle line L2, or the right line L3. Also, when reachless is selected as the change type, the same identification information is not arranged on any of the effective lines.
[0219] After that, the medium variable display area 503 enters a temporarily stopped state. If the result of the special figure game is a miss, as shown in FIG. 32(e), it temporarily stops in a state where neither the jackpot result pattern nor the time shortening result pattern is stopped and displayed on any valid line, and as shown in FIG. 32(f), the temporary stop ends and the identification information is stopped and displayed as the variable time ends. Also, as the variable time ends, the variable display in the first display area 506 also stops, and the identification information corresponding to the miss result is stopped and displayed. The display in FIG. 32(f) continues until the stop time of the special figure game ends, and if a new special figure game is started thereafter, the variable display as shown in FIG. 32(b) starts.
[0220] If the result of the special figure game is a jackpot, as shown in FIG. 32(g), it temporarily stops in a state where the jackpot result pattern is stopped and displayed on the valid line, and as shown in FIG. 32(h), the temporary stop ends and the identification information is stopped and displayed as the variable time ends. Also, as the variable time ends, the variable display in the first display area 506 also stops, and the identification information corresponding to the jackpot result is stopped and displayed. The display in FIG. 32(h) continues until the stop time of the special figure game ends, and then the special game state is started.
[0221] [Release Conditions] As shown in FIG. 11, the game states in the gaming machine 1 of the present embodiment include a first game state ST1, a second game state ST2, a third game state ST3, a fourth game state ST4, and a special game state ST5. For example, when the power is turned on with RAM clear in the gaming machine 1, that is, when the RAM initialization process (step S17) is performed in the main process (FIG. 12), the first game state ST1 (no time shortening state) is set. In the first game state ST1 (no time shortening state), a time shortening win may occur (see FIG. 10(a)), and if a time shortening win occurs, it shifts to the second game state ST2 (very short time shortening state) or the third game state ST3 (time shortening state).
[0222] As shown in FIG. 11, when a short-time occurrence of A, B, C, or D occurs in the first gaming state ST1, the game shifts to the third gaming state ST3, and when a short-time occurrence of E, F, G, or H occurs in the first gaming state ST1, the game shifts to the second gaming state ST2. Also, as shown in FIG. 10(d), among the short-time occurrences, the probability of the short-time occurrences of A to D is about 20% (= 0.50% + 2.00% + 10.00% + 6.50%), and the probability of the short-time occurrences of E to H is about 80% (= 15.00% + 15.00% + 30.00% + 21.00%). That is, in the present embodiment, when shifting from the first gaming state ST1 to another gaming state (excluding the special gaming state ST5), the probability of the shift destination being the third gaming state ST3 is about 20%, and the probability of the shift destination being the second gaming state ST2 is about 80%.
[0223] The second gaming state ST2 is a slightly short-time state where there is general power support but winning in the normal variable winning device 79 is not very easy. On the other hand, the third gaming state ST3 is a short-time state where winning in the normal variable winning device 79 is easy due to general power support. Therefore, shifting to the third gaming state ST3 is advantageous for the player, and by being able to generate such short-time occurrences in the first gaming state ST1, it is possible to enhance the interest immediately after the game store opens.
[0224] As shown in FIG. 11, when a big win occurs in the second gaming state ST2, the game shifts to the special gaming state ST5. Also, when the special figure game is executed a specified number of times (1324 times) without a big win occurring in the second gaming state ST2, the game shifts to the first gaming state ST1. Also, since the second gaming state ST2 is a low-probability state, a big win is unlikely to occur (see FIG. 10(a)). Therefore, if the only condition for exiting the second gaming state ST2 before exhausting the specified number of special figure games is the "occurrence of a big win," there is a high possibility of staying in the second gaming state ST2 until the number of executions of the special figure game reaches the specified number, and there is a risk that the interest in the game will decline. Therefore, in the present embodiment, as a condition for exiting the second game state ST2 before completing a specified number of special figure games, in addition to "occurrence of a big win", "fulfillment of a release condition" is provided. Specifically, when a big win occurs in the second game state ST2, the game shifts to the special game state ST5, and when the release condition is fulfilled in the second game state ST2, the game shifts to the third game state ST3.
[0225] As shown in FIG. 17, when the determination result in the result determination process is a time shortening win (step S132; Y) and the game state is the first game state ST1 (step S134; Y), the game control device 100 sets a time shortening win flag (step S135), sets a release condition (step S136), and clears a release counter (step S137).
[0226] The game control device 100 of the present embodiment is provided with a release counter for group A, a release counter for group B, a release counter for group C, and a release counter for group D. When the determination result in the time shortening win type determination process (step S133) is a time shortening win E, the game control device 100 sets "1" as the upper limit value of the release counter for group A, sets "2" as the upper limit value of the release counter for group B, sets "10" as the upper limit value of the release counter for group C, and sets "10000" as the upper limit value of the release counter for group D in step S136 (see FIG. 10(e)). Then, in step S137, the release counter for group A, the release counter for group B, the release counter for group C, and the release counter for group D are each cleared to 0.
[0227] Also, when the determination result in the short-time per type determination process (step S133) is F per short-time, the game control device 100 sets "2" as the upper limit value of the release counter for group A, "4" as the upper limit value of the release counter for group B, "20" as the upper limit value of the release counter for group C, and "10000" as the upper limit value of the release counter for group D in step S136 (see Fig. 10(e)). Then, in step S137, the release counter for group A, the release counter for group B, the release counter for group C, and the release counter for group D are each cleared to 0.
[0228] Similarly, when the determination results in the short-time per type determination process (step S133) are G and H per short-time, the upper limit values of the respective release counters are set in step S136, and the respective release counters are cleared to 0 in step S137. On the other hand, when the determination result in the short-time per type determination process (step S133) is A, B, C, or D per short-time, the game shifts to the third game state ST3 (short-time state) instead of the second game state ST2 (very short-time state), so no release condition is set. That is, in this case, the short-time per flag is set in step S135, but no release condition is set in step S136. In this case, the release counter may or may not be cleared in step S137.
[0229] Also, as shown in Fig. 17, when the determination result in the result determination process is short-time per (step S132; Y) and the game state is the second game state ST2 (step S151; Y), the game control device 100 discriminates the short-time per group (step S152), adds 1 to the counter of the corresponding group with the release counter (step S153), and sets the release flag corresponding to the established release condition when the release condition is satisfied (step S154; Y) (step S155).
[0230] Specifically, when the determination result in the time-saving per type determination process (step S133) is A per time-saving, the game control device 100 discriminates as group A in step S152 and updates the release counter for group A by +1 in step S153. Then, when the value of the release counter for group A (the updated value) reaches the upper limit value of the release counter for group A set in step S136, it is determined in step S154 that the release condition is satisfied, and the release flag for group A is set in step S155.
[0231] Also, when the determination result in the time-saving per type determination process (step S133) is B per time-saving, the game control device 100 discriminates as group B in step S152 and updates the release counter for group B by +1 in step S153. Then, when the value of the release counter for group B (the updated value) reaches the upper limit value of the release counter for group B set in step S136, it is determined in step S154 that the release condition is satisfied, and the release flag for group B is set in step S155.
[0232] Also, when the determination result in the time-saving per type determination process (step S133) is C per time-saving, the game control device 100 discriminates as group C in step S152 and updates the release counter for group C by +1 in step S153. Then, when the value of the release counter for group C (the updated value) reaches the upper limit value of the release counter for group C set in step S136, it is determined in step S154 that the release condition is satisfied, and the release flag for group C is set in step S155.
[0233] Also, when the determination result in the determination process for each time-saving type (step S133) is D, E, F, G, or H for each time-saving, the game control device 100 discriminates as group D in step S152 and updates the release counter for group D by +1 in step S153. Then, when the value of the release counter for group D (the updated value) reaches the upper limit value of the release counter for group D set in step S136, it is determined in step S154 that the release condition is satisfied, and the release flag for group D is set in step S155.
[0234] However, in the present embodiment, in step S136, a value that cannot be reached (for example, 10000) is set as the upper limit value of the release counter for group D. That is, even if it is discriminated as group D in step S152 and the release counter for group D is updated by +1 in step S153, the value of the release counter for group D (the updated value) does not reach the upper limit value of the release counter for group D. Therefore, when it is discriminated as group D in step S152, it is always determined in step S154 that the release condition is not satisfied, so the process in step S155 (the process of setting the release flag for group D) is not performed.
[0235] Note that the release counter for group D may not be provided. In the present embodiment, the release condition is not satisfied depending on the occurrence of the determination result for each time-saving belonging to group D. Therefore, when it is discriminated as group D in step S152, it is sufficient that it is not determined in step S154 immediately after that the release condition is satisfied. By not providing the release counter for group D, there is no counter that is incremented by 1 when it is discriminated as group D, so it is always determined in step S154 that the release condition is not satisfied.
[0236] And when the time-saving flag is set in step S135, the game control device 100 determines in the special figure determination process (Figure 19) that there is a time-saving flag (step S187; Y), sets a time-saving flag corresponding to the time-saving type (step S189), sets a value corresponding to the time-saving type in the time-saving state counter (step S190), sends a state designation command to the effect control device 300 (step S191), and clears the time-saving flag.
[0237] Specifically, when the time-saving type (the determination result in the time-saving type determination process (step S133)) is time-saving A, B, C, or D, in step S189, a value corresponding to the time-saving state is set in the time-saving flag. Also, when the time-saving type (the determination result in the time-saving type determination process (step S133)) is time-saving A, 100 is set in the time-saving state counter in step S190. When it is time-saving B, 20 is set in the time-saving state counter in step S190. When it is time-saving C, 50 is set in the time-saving state counter in step S190. When it is time-saving D, 1324 is set in the time-saving state counter in step S190. Also, when the time-saving type (the determination result in the time-saving type determination process (step S133)) is time-saving E, F, G, or H, in step S189, a value corresponding to the micro time-saving state is set in the time-saving flag, and in step S190, 1324 is set in the time-saving state counter.
[0238] On the other hand, when the release flag is set in step S155, the game control device 100 determines in the special figure determination process (Figure 19) that there is a release flag (step S188; Y), sets a time-saving flag corresponding to the release flag (step S189), sets a value corresponding to the release flag in the time-saving state counter (step S190), sends a state designation command to the effect control device 300 (step S191), and clears the release flag.
[0239] Specifically, when the release flag is set in step S155, in step S189, a value corresponding to the short-time state is set for the short-time flag. Also, when the release flag set in step S155 is the release flag for group A, in step S190, 100 is set for the short-time state counter; when it is the release flag for group B, in step S190, 20 is set for the short-time state counter; and when it is the release flag for group C, in step S190, 50 is set for the short-time state counter.
[0240] When there is a short-time per flag (step S187; Y) and the short-time per type is short-time per A, B, C, D, in step S191, a state designation command for designating the third game state ST3 (low probability state and short-time state) is transmitted to the effect control device 300. Then, in response to receiving this state designation command, the effect control device 300 sets the chance mode as the effect mode. Also, when there is a short-time per flag (step S187; Y) and the short-time per type is short-time per E, F, G, H, in step S191, a state designation command for designating the second game state ST2 (low probability state and very short-time state) is transmitted to the effect control device 300. Then, in response to receiving this state designation command, the effect control device 300 sets the normal mode as the effect mode.
[0241] Also, when there is a release flag (step S188; Y), in step S191, a state designation command for designating the third game state ST3 (low probability state and short-time state) is transmitted to the effect control device 300. Then, in response to receiving this state designation command, the effect control device 300 sets the chance mode as the effect mode.
[0242] In each gaming state, an effect mode that is controlled by the effect control device 300 to define the effect mode of the game is determined. The effect mode corresponding to the first gaming state ST1 is the C time mode. Also, the effect mode corresponding to the second gaming state ST2 is the normal mode. Also, the effect mode corresponding to the third gaming state ST3 is the chance mode. Also, the effect mode corresponding to the fourth gaming state ST4 is the big chance mode. Also, the effect mode corresponding to the special gaming state ST5 is the big win mode.
[0243] <Release notice effect> FIG. 33 shows an example of a release notice effect (a predictive effect of the establishment of the release condition) that announces the establishment of the release condition. The state shown in FIG. 33(a) is during the execution of the special figure 1 game (during variable display), and one special figure 1 hold and two special figure 2 holds are stored. Also, the gaming state is the second gaming state ST2 (the short-time short state). In this state, when the start condition of the special figure is satisfied (when a game ball flows into the first start port 76, the second start port 77, or the normal variable winning device 79), a special figure hold occurs, and accordingly, the display in the decorative special figure hold display unit 508 is updated, and the display in the special figure hold number display unit 520 is updated. Here, it is assumed that a special figure 1 hold has occurred. Therefore, in FIG. 33(b), a decorative special figure 1 hold display (「○」) is added to the decorative special figure hold display unit 508, and the numerical value of the special figure 1 hold number display unit 521 in the special figure hold number display unit 520 is incremented by 1.
[0244] Also, in the decorative special figure hold display unit 508, as a pre-judgment result, it is possible to suggest or notify that the release condition is satisfied in the special figure game based on the special figure hold by the display mode of the decorative special figure hold display corresponding to the special figure hold. In the example shown in FIG. 33(b), by changing the color of the decorative special figure 1 hold display (the rightmost decorative special figure hold display) corresponding to the currently occurring special figure 1 hold, it is suggested or notified that the release condition is satisfied in the special figure game based on the special figure 1 hold, that is, the special figure 1 hold is a special figure hold that satisfies the release condition.
[0245] When a special figure hold occurs, a pre-judgment process (step S105 in FIG. 16) for the special figure hold is performed. This pre-judgment process includes the same processes as the release condition establishment judgment process (steps S152 to S154) in the special figure change start process (FIG. 17). Specifically, in the pre-judgment process (step S105), the game control device 100 performs a result judgment process for judging the result of the special figure game based on the target special figure hold. When the judgment result in this result judgment process is time shortening per play, and the game state at the execution time of the special figure game based on the target special figure hold is the second game state ST2, the game control device 100 performs the same processes as the release condition establishment judgment process (steps S152 to S154) in the special figure change start process (FIG. 17). And when it is determined that the release condition is satisfied in this release condition establishment judgment process, the game control device 100 notifies the effect control device 300 that the target special figure hold is a special figure hold that satisfies the release condition (step S106). Then, the effect control device 300 executes a release notice effect (FIG. 33(b)) at a predetermined ratio in response to receiving the notification.
[0246] Whether the game state at the execution time of the special figure game based on the target special figure hold is the second game state ST2 can be determined based on, for example, the value of the time shortening state counter and the number of special figure holds. Note that in the pre-judgment process (step S105), the game control device 100 may perform the same processes as the release condition establishment judgment process (steps S152 to S154) in the special figure change start process (FIG. 17) when the judgment result in the result judgment process is time shortening per play and the game state at the current time (the time of the pre-judgment process) is the second game state ST2.
[0247] In this embodiment, since the transition from the second gaming state ST2 to the first gaming state ST1 is made by completing a specified number of special figure games, even if the gaming state at the time when a special figure hold that satisfies the release condition occurs (the time of the pre-judgment process) is the second gaming state ST2, the gaming state at the time of executing the special figure game based on the special figure hold may be the first gaming state ST1. In this case, since the player has already exited the second gaming state ST2 at the time of executing the special figure game based on the special figure hold, the release condition is not satisfied, but the result of the special figure game based on the special figure hold becomes a time-saving win. Therefore, in the pre-judgment process (step S105), when the judgment result in the result judgment process is a time-saving win and the current gaming state (the time of the pre-judgment process) is the second gaming state ST2, in a configuration (hereinafter referred to as "the first configuration") that performs the same process as the release condition establishment judgment process (steps S152 to S154) in the special figure variation start process (Fig. 17), even though the release notice effect is executed, there is a possibility that the release condition is not satisfied in the special figure game based on the target special figure hold. However, since the player has already exited the second gaming state ST2 and a time-saving win occurs in the special figure game based on the target special figure hold, it does not greatly disappoint the player whose expectation has been heightened by the release notice effect. Also, by making it possible to execute the preview effect of a time-saving win and making the presentation modes of the preview effect of a time-saving win and the release notice effect (the preview effect of the release condition being satisfied) the same, it becomes difficult to distinguish between the preview effect of a time-saving win and the release notice effect, and even when the first configuration is adopted, it is possible to avoid giving the player a sense of disappointment.
[0248] Note that the presentation mode of the release notice effect is not limited to the mode shown in Fig. 33(b). That is, the release notice effect is not limited to an effect that displays the target decorative special figure hold display in a display mode that suggests or notifies that it is a special figure hold that satisfies the release condition. The release notice effect may be, for example, an effect that displays an image (for example, a character image such as "Release!") that suggests or notifies that it is a special figure hold that satisfies the release condition, over or near the target decorative special figure hold display. In addition, although the release notice effect is executed using the display device 81, in addition to (or instead of) the display device 81, the release notice effect may be executed using at least one of the light emitting means 33, the speaker 34, and the movable effect device 82.
[0249] <Chance mode effect> FIG. 34 shows an example of an effect (chance mode effect) in the third game state ST3 based on the establishment of the release condition. When the release condition is satisfied and the transition is made from the second game state ST2 to the third game state ST3, the effect control device 300 sets the chance mode as the effect mode and executes the chance mode effect at a predetermined ratio. The chance mode effect includes at least a chance mode start effect, a chance mode middle effect, and a chance mode end effect, and may further include a chance mode continuation effect.
[0250] When the determination result of the short time per play belonging to group B satisfies the release condition, the effect control device 300 starts the chance mode effect and first executes the chance mode start effect. In the chance mode start effect, for example, as shown in FIG. 34(a), a first notification image 531 that suggests or notifies that the stay period (number of executable games) of the chance mode is 20 times is displayed. Next, when the number of executions of the special figure game reaches the specified number (20 times) without a big win occurring, the effect control device 300 executes the chance mode end effect and ends the chance mode effect. In the chance mode end effect, for example, as shown in FIG. 34(b), a second notification image 532 that suggests or notifies that the chance mode ends is displayed.
[0251] Also, when the determination result of the short time per play belonging to group C satisfies the release condition, the effect control device 300 starts the chance mode effect and first executes the chance mode start effect. In the chance mode start effect, for example, as shown in FIG. 34(c), a first notification image 531 that suggests or notifies that the stay period (number of executable games) of the chance mode is 20 times is displayed. Next, when the number of executions of the special figure game reaches 20 times without a big win occurring, the effect control device 300 executes a first chance mode continuation effect. In the first chance mode continuation effect, for example, as shown in FIG. 34(d), a third notification image 533 that suggests or notifies that the stay period (number of executable games) of the chance mode is increased by 30 times is displayed. Next, when the number of executions of the special figure game reaches the specified number (50 times) without a big win occurring, the effect control device 300 executes a chance mode end effect to end the chance mode effect. In the chance mode end effect, for example, as shown in FIG. 34(e), a second notification image 532 that suggests or notifies that the chance mode ends is displayed.
[0252] Also, when the determination result of the short time win belonging to group A satisfies the release condition, the effect control device 300 starts the chance mode effect and first executes a chance mode start effect. In the chance mode start effect, for example, as shown in FIG. 34(f), a first notification image 531 that suggests or notifies that the stay period (number of executable games) of the chance mode is 20 times is displayed. Next, when the number of executions of the special figure game reaches 20 times without a big win occurring, the effect control device 300 executes a second chance mode continuation effect. In the second chance mode continuation effect, for example, as shown in FIG. 34(g), a fourth notification image 534 that suggests or notifies that the stay period (number of executable games) of the chance mode is increased by 80 times is displayed. Next, when the number of executions of the special figure game reaches the specified number (100 times) without a big win occurring, the effect control device 300 executes a chance mode end effect to end the chance mode effect. In the chance mode end effect, for example, as shown in FIG. 34(h), a second notification image 532 that suggests or notifies that the chance mode ends is displayed.
[0253] The chance mode start effect is performed, for example, when shifting from the second game state ST2 to the third game state ST3 and during the execution of the first special figure game (for example, at the start of the variable display). Also, the chance mode end effect is performed, for example, during the execution of the last special figure game when transitioning from the second game state ST2 to the third game state ST3. That is, the chance mode end effect is performed during the execution of the special figure game based on the special figure hold that satisfies the release condition (for example, at the end of the stop display). Also, the chance mode continuation effects (the first chance mode continuation effect, the second chance mode continuation effect) are performed, for example, during the execution of the 20th rotation special figure game (for example, at the end of the stop display) when transitioning from the second game state ST2 to the third game state ST3, or during the execution of the 21st rotation special figure game (for example, at the start of the variable display) when transitioning from the second game state ST2 to the third game state ST3.
[0254] Also, although not shown in the drawings, the effect during the chance mode is an effect that suggests or notifies the remaining stay period. Specifically, the effect during the chance mode is an effect that updates (for example, counts down) the stay period (the number of executable games) suggested or notified by the chance mode start effect or the chance mode continuation effect each time a new special figure game is executed. When the group that satisfies the release condition is group B, the effect during the chance mode is executed between the chance mode start effect and the chance mode end effect. The remaining stay period suggested or notified by this effect during the chance mode is the correct stay period. On the other hand, when the group that satisfies the release condition is group A or group C, the effect during the chance mode is executed in the first half (between the chance mode start effect and the chance mode continuation effect) and the second half (between the chance mode continuation effect and the chance mode end effect). The remaining stay period suggested or notified by the effect during the chance mode in the first half is an incorrect stay period, and the remaining stay period suggested or notified by the effect during the chance mode in the second half is the correct stay period.
[0255] As shown in FIG. 34, in the chance mode effect of this embodiment, regardless of the type of group that satisfies the release condition, first, an effect (chance mode start effect) of displaying a first notification image 531 indicating that the stay period of the chance mode is 20 times is executed. And when the group that satisfies the release condition is not the group (group B) to which the time reduction per 20 times of the specified number of times belongs, when the number of executions of the special figure game in the chance mode (time reduction state) reaches 20 times, a chance mode continuation effect is executed.
[0256] Specifically, when the group that satisfies the release condition is the group (group C) to which the time reduction per 50 times of the specified number of times belongs, as a chance mode continuation effect, an effect (first chance mode continuation effect) of displaying a third notification image 533 indicating that the stay period of the chance mode is increased by 30 times is executed. Also, when the group that satisfies the release condition is the group (group A) to which the time reduction per 100 times of the specified number of times belongs, as a chance mode continuation effect, an effect (second chance mode continuation effect) of displaying a fourth notification image 534 indicating that the stay period of the chance mode is increased by 80 times is executed.
[0257] Thus, in this embodiment, regardless of the type of group that satisfies the release condition, from the start of the chance mode until the number of executions of the special figure game in the chance mode reaches 20 times (the minimum specified number of times), the shortest stay period is suggested or notified as the stay period of the chance mode. Thereby, a sense of expectation regarding the stay period of the chance mode (whether the stay period will be increased, what the length of the increased stay period will be, etc.) can be given to the player, so that the interest of the game can be improved.
[0258] Note that the effect mode of the chance mode effect is not limited to the mode shown in FIG. 34. In addition, although the chance mode effect is executed using the display device 81, the chance mode effect may be executed using at least one of the light emitting means 33, the speaker 34, and the movable effect device 82 in addition to (or instead of) the display device 81.
[0259] Here, in the special drawing variation start process (FIG. 17) in the present embodiment, when it is not in the first gaming state ST1 (step S134; N), even if it is a determination result per time shortening, the result is regarded as a miss (step S156), but it is not limited to this. For example, when the determination result per time shortening that the release condition is satisfied in the second gaming state ST2 (slight time shortening state), the result may be regarded as a time shortening. Specifically, when the release condition is satisfied (step S154; Y), instead of the processes of steps S155 and S156, a process of setting a time shortening flag (the same process as step S135) may be performed and the process may proceed to the process of step S138. By doing so, the configuration related to the release flag can be omitted, and when the release condition is satisfied in the second gaming state ST2, the time shortening state can be set by the same process as when it is a time shortening in the first gaming state ST1, so that the control burden can be reduced.
[0260] In the present embodiment, among the first gaming state ST1 (no time shortening state), the second gaming state ST2 (slight time shortening state), and the third gaming state ST3 (time shortening state), the gaming state with the lowest degree of advantage is the second gaming state ST2 (slight time shortening state), and the gaming state with the highest degree of advantage is the third gaming state ST3 (time shortening state), but the ranking of the degree of advantage (degree of advantage for the player) is not limited to this. For example, by providing a privilege that is only effective in the second gaming state ST2 (slight time shortening state), the degree of advantage of the second gaming state ST2 may be made higher than that of the first gaming state ST1 and the third gaming state ST3. The privileges that are valid only in the second game state ST2 are, for example, privileges such as the probability-variable big win can be derived only in the second game state ST2 (the short-time state). Note that the privileges that are valid only in the second game state ST2 are not limited to the probability-variable big win. For example, it may be a short-time win, or it may be a big win where the number of rounds is more than the normal number (10 times in this embodiment) (for example, 16 times). Also, the privileges that are valid only in the second game state ST2 are not limited to the privileges related to wins. For example, it may be a privilege such as displaying information advantageous to the player on the display device 81.
[0261] Also, in this embodiment, based on the establishment of the release condition of the short-time state (the second game state ST2), a transition is made to the short-time state (the third game state ST3), but it is not limited to this. For example, based on the establishment of the release condition of the short-time state (the second game state ST2), instead of the short-time state (the third game state ST3), a transition may be made to the non-short-time state (the first game state ST1) to enter the C time mode. That is, when the determination result of a short-time win that the release condition is to be established in the short-time state (the second game state ST2) is obtained, the granting of the short-time state corresponding to the short-time win may not be performed. By doing so, it becomes possible to include the case of transitioning back to the short-time state. That is, in this embodiment, a short-time win can be derived only in the non-short-time state. Therefore, based on the establishment of the release condition of the short-time state, by transitioning to the non-short-time state instead of the short-time state, for example, when the release condition is established and a transition is made from the short-time state to the non-short-time state, and only one special figure game is played in the non-short-time state, the case of transitioning back to the short-time state is also included. Thus, it becomes possible to relax the release condition and improve the interest of the game.
[0262] In addition, in the present embodiment, the number of executable games (prescribed number of times) of the time-shortened state set when the release condition of the micro time-shortened state (second game state ST2) is satisfied is determined according to the type of group that has satisfied the release condition, but it is not limited thereto. For example, it may be determined by lottery. That is, when the release condition is satisfied, a lottery for determining the number of executable games may be performed.
[0263] In addition, in the present embodiment, a jackpot lottery (lottery for determining whether to set a special game state in which the variable ball entry means is controlled to the open state) is executed, and a jackpot determination (determination as to whether the special drawing random value matches the jackpot determination value) and a time-shortened jackpot determination (determination as to whether the special drawing random value matches the time-shortened jackpot determination value) are performed (steps S128, S129, S132), but it is not limited thereto. For example, it is possible to make it possible to execute a time-shortened jackpot lottery separately from the jackpot lottery. When the jackpot lottery is executed to make a jackpot determination (determination as to whether the special drawing random value matches the jackpot determination value), a time-shortened jackpot lottery may be executed to make a time-shortened jackpot determination (determination as to whether a random value different from the special drawing random value (time-shortened jackpot random value) matches the time-shortened jackpot determination value). Specifically, for example, the jackpot lottery may be executed to make a jackpot determination (steps S128, S129), and when it is not a jackpot (step S129; N), the time-shortened jackpot lottery may be executed to make a time-shortened jackpot determination (step S132).
[0264] In addition, when it is possible to execute a time-shortened jackpot lottery separately from the jackpot lottery, the time-shortened jackpot lottery may be made executable only in the first game state ST1 (non-time-shortened state) and the second game state ST2 (micro time-shortened state). Alternatively, the time-shortened jackpot lottery may be made executable in the first to fourth game states, and the results of the time-shortened jackpot lottery executed in the third game state ST3 and the fourth game state ST4 may be invalidated (that is, the result is a miss regardless of whether the time-shortened jackpot random value matches the time-shortened jackpot determination value).
[0265] Also, in this embodiment, time limit per play determination is performed in both the special figure 1 game and the special figure 2 game. However, the present invention is not limited to this, and time limit per play determination may be performed only in either the special figure 1 game or the special figure 2 game (for example, the special figure 1 game). Also, in this embodiment, there are three release conditions: a release condition (hereinafter referred to as "Group A release condition") that is established when the time limit per play determination result belonging to Group A occurs a predetermined number of times, a release condition (hereinafter referred to as "Group B release condition") that is established when the time limit per play determination result belonging to Group B occurs a predetermined number of times, and a release condition (hereinafter referred to as "Group C release condition") that is established when the time limit per play determination result belonging to Group C occurs a predetermined number of times. However, the number of release conditions is not limited to three, and a plurality of release conditions may be provided.
[0266] In this embodiment, the game state includes a plurality of states with different degrees of advantage, such as a normal state, a slightly short time state, a short time state, and a sure change state (high probability state), depending on the presence or absence of general power support, the ease of inflow of game balls into the normal variable winning device 79, the winning probability, and the like. Here, the normal state may be a state without time limit or a low probability state. The same applies to other embodiments. Also, in this embodiment, the conditions for shifting the game state to another game state include conditions determined by the gaming machine, such as the number of times of symbol variation and the occurrence of specific small wins, big wins, and time limit per play wins. The same applies to other embodiments.
[0267] [Second Embodiment] Next, the gaming machine of the second embodiment will be described. Basically, it has the same configuration as the gaming machine of the first embodiment described above. Hereinafter, the same parts having the same configuration will be denoted by the same reference numerals and the description thereof will be omitted, and mainly the different parts will be described. The gaming machine 1 of this embodiment has a different release condition for the slightly short time state from the gaming machine 1 of the first embodiment.
[0268] [Special Figure Variation Start Processing] In the gaming machine 1 of the present embodiment, the game control device 100 performs the special figure variation start process shown in FIG. 35 instead of the special figure variation start process shown in FIG. 17. In this process, when it is not per short time (step S132; N) or when it is not in the first game state ST1 (step S134; N), a losing flag is set (step S156), and the processes after step S138 are performed. That is, when it is not in the first game state ST1 (step S134; N), the process of step S156 is performed without performing the processes of steps S151 to S155.
[0269] Also, after performing the process of incrementing the special figure special power counter by 1 (step S143), it is determined whether the game state is the second game state ST2 which is a low probability state and a very short time state (step S151). When the game state is not the second game state ST2 (step S151; N), the special figure variation start process ends. Also, when the game state is the second game state ST2 (step S151; Y), a value corresponding to the variation type is added to the release counter (step S157). Then, it is determined whether the release condition is satisfied (step S154). When the release condition is not satisfied (step S154; N), the special figure variation start process ends. Also, when the release condition is satisfied (step S154; Y), a release flag corresponding to the satisfied release condition is set (step S155), and the special figure variation start process ends.
[0270] The release condition in the present embodiment is a matter related to the variation type of the special figure game. For example, elements that can be satisfied when the result of the special figure game is not a special result, such as the total value of the variation time, the number of times a specific variation type is selected, and the number of times a specific production event is selected. Since the release condition in the first embodiment is a matter related to per short time, it does not hold when the result of the special figure game is a special result, but is not limited to this. That is, the release condition for the very short time state may be any condition that can be satisfied when the result of the special figure game is not a special result. For example, like the release condition in the present embodiment (a matter related to the variation type of the special figure game), it may be a condition that holds regardless of whether the result of the special figure game is a special result. Here, the special result is the jackpot result (the first special result), and when a small win can be derived, it also includes the small win result (the second special result).
[0271] Fig. 36 shows an example of the release condition in this embodiment. Fig. 36(a) is an example when the release condition is the total value of the variation time. For example, when it becomes a short-time state based on the winning of short-time win E, the release condition is satisfied when the cumulative time of the variation time of the special figure game in the short-time state reaches 1500 seconds. Release conditions are also determined for the short-time states based on the winning of short-time wins F to H respectively.
[0272] That is, when the determination result in the result determination process is a short-time win (step S132; Y) and the determination result in the short-time win type determination process (step S133) is short-time win E, the game control device 100 sets a value corresponding to 1500 seconds as the upper limit value of the release counter in step S136, and clears the release counter to 0 in step S137. Then, when it becomes a short-time state and it is determined that the game state is the second game state ST2 (step S151; Y), the game control device 100 adds a value corresponding to the variation time of the special figure game corresponding to the variation type selected in the variation type setting process (step S139) (for example, the same value as the value set in the special figure processing timer in step S140) to the release counter in step S157. Next, when the value of the release counter (the updated value) reaches the upper limit value set in step S136, it is determined in step S154 that the release condition is satisfied, and the release flag is set in step S155. The number of executable games in the short-time state set at this time may be determined by lottery or may be determined by the type of short-time win that triggered the short-time state.
[0273] In the gaming machine 1, the smaller the number of special figure reservations, the higher the percentage of selecting a reach as the variation type, and the variation time when the variation type is without a reach is made longer. Therefore, by setting the release condition as the total value of the variation time, it is possible to eliminate the sense of unfairness due to the ease of winning in the same model for different first start ports 76, second start ports 77, and normal variation winning devices 79, and improve the interest of the game. That is, in the gaming machine 1 where it is difficult to win in the first start port 76, the second start port 77, and the normal variation winning device 79 and the number of special figure reservations is difficult to increase, the number of executions of the special figure game required for the release condition to hold can be reduced, suppressing the dissatisfaction of the player. Conversely, in the gaming machine 1 where it is easy to win in the first start port 76, the second start port 77, and the normal variation winning device 79 and the number of special figure reservations is likely to increase, the number of executions of the special figure game required for the release condition to hold increases, but the player is satisfied because sufficient special figure reservations occur and does not have a sense of dissatisfaction.
[0274] FIG. 36(b) is an example when the release condition is the number of times a specific variation type is selected. For example, when it becomes a short time state based on the winning of E per short time, in the short time state, the release condition is satisfied when any one of the three conditions is met: the SP3 reach is selected once as the variation type, the SP2 reach is selected twice as the variation type, or the SP1 reach is selected ten times as the variation type. Note that the release condition is not satisfied when a normal reach or no reach is selected as the variation type. Release conditions are also determined for the short time states based on the winning of F to H per short time, respectively.
[0275] That is, when the determination result in the result determination process is time-saving per hit (step S132; Y) and the determination result in the time-saving per hit type determination process (step S133) is time-saving per hit E, the game control device 100 sets "1" as the upper limit value of the release counter for SP3 reach, sets "2" as the upper limit value of the release counter for SP2 reach, sets "10" as the upper limit value of the release counter for SP1 reach, sets "10000" as the upper limit value of the release counter for normal reach, and sets "10000" as the upper limit value of the release counter for no reach in step S136. Next, in step S137, the release counter for SP3 reach, the release counter for SP2 reach, the release counter for SP1 reach, the release counter for normal reach, and the release counter for no reach are each cleared to 0.
[0276] And when it is determined that the game state is in the second game state ST2 in the very short time state (step S151; Y), the game control device 100 discriminates the presence or absence of a reach and the type of reach based on the variation type selected in the variation type setting process (step S139) in step S157. For example, when the discrimination result is an SP2 reach, the release counter for SP2 reach is updated by +1. When the value of the release counter (the updated value) reaches the upper limit value set in step S136, it is determined that the release condition is satisfied in step S154, and the release flag is set in step S155. The number of executable games in the very short time state set at this time may be determined by lottery, may be determined by the type of time-saving per hit that triggers the very short time state, or may be determined by the type of reach that satisfies the release condition. In this way, by setting the release condition as the number of times a specific variation type is selected, the attention of the player to the special figure game and the decorated special figure game can be increased, and the interest of the game can be improved.
[0277] FIG. 36(c) is an example when the release condition is the number of times a specific production event is selected. The production events (on-stage events) targeted here are selected by the game control device 100, and the results are transmitted to the production control device 300 and executed by the production control device 300. Specific production events include, for example, specific productions (such as previews), specific displays (such as effect images) on the display device 81, etc., specific light emissions by the light emitting means 33, specific sounds output from the speaker 34, and specific operations performed by the movable production device 82.
[0278] For example, when the short-time state becomes a short-time state E based on the winning of E per short time, in this short-time state, the release condition is satisfied when any one of the three conditions is met: production event A is selected once, production event B is selected twice, or production event C is selected ten times. Note that the release condition is not satisfied when production event D or production event E is selected. Release conditions are also defined for the short-time states based on the winning of F to H per short time.
[0279] That is, when the determination result in the result determination process is a short time per (step S132; Y), and the determination result in the short-time type determination process (step S133) is short-time E, the game control device 100 sets "1" as the upper limit value of the release counter for production event A, "2" as the upper limit value of the release counter for production event B, "10" as the upper limit value of the release counter for production event C, "10000" as the upper limit value of the release counter for production event D, and "10000" as the upper limit value of the release counter for production event E in step S136. Next, in step S137, the release counters for production event A, production event B, production event C, production event D, and production event E are each cleared to 0.
[0280] When it is determined that the gaming state is in the second gaming state ST2 and is in the short-time state (step S151; Y), the game control device 100, in step S157, discriminates the presence or absence of a production event, the type of production event, etc. based on the variation type selected in the variation type setting process (step S139). When the discrimination result is, for example, production event B, the release counter for production event B is updated by +1. When the value of the release counter (the updated value) reaches the upper limit value set in step S136, it is determined in step S154 that the release condition is satisfied, and the release flag is set in step S155. The number of executable games in the short-time state set at this time may be determined by lottery, may be determined by the type per short time that triggered the short-time state, or may be determined by the type of production event that satisfied the release condition. In this way, by setting the release condition as the number of times a specific production event is selected, the player's attention to the game production can be increased, and the interest of the game can be improved.
[0281] [Third Embodiment] Next, the gaming machine of the third embodiment will be described. Basically, it has the same configuration as the gaming machine of the first embodiment described above. Hereinafter, the same parts having the same configuration will be denoted by the same reference numerals and the description thereof will be omitted, and mainly the different parts will be described. The gaming machine 1 of the present embodiment is different from the gaming machine 1 of the first embodiment in that it can execute a release expectation degree suggestion effect that suggests or notifies the expectation degree that the release condition is satisfied.
[0282] The release notice effect in the first embodiment (Fig. 33(b)) is an effect that is executed at a predetermined ratio when the release condition is satisfied. That is, when the release notice effect is executed, the release condition is always satisfied, so it can be said that the release notice effect is a definite release notice. Note that the release notice effect may be executable regardless of whether the release condition is satisfied. On the one hand, the release anticipation degree suggestion effect in this embodiment is an effect that is executed at a predetermined ratio when in the second gaming state ST2 (short-time state). That is, the release anticipation degree suggestion effect is an effect that can be executed regardless of whether the release condition is satisfied. Note that the release anticipation degree suggestion effect may be executable at a predetermined ratio only when the release condition is satisfied. Further, in this embodiment, the release anticipation degree suggestion effect is executed together with the jackpot prediction effect, but the release anticipation degree suggestion effect may be executable regardless of whether the jackpot prediction effect is executed.
[0283] Furthermore, in this embodiment, it is assumed that the number of executable games (prescribed number) of the short-time state set after the end of the special gaming state ST5 based on a normal jackpot differs depending on the gaming state at the time of derivation of the normal jackpot. As shown in FIG. 10(c), the normal jackpot of the first embodiment results in a short-time state with 100 executable games after the end of the special gaming state ST5 based on the normal jackpot. That is, in the first embodiment, regardless of which of the first to fourth gaming states the gaming state is at the time of derivation of the normal jackpot, the number of executable games of the short-time state set after the end of the special gaming state ST5 is uniform (100 times).
[0284] On the other hand, in this embodiment, as shown in FIG. 37, the number of executable games of the short-time state set after the end of the special gaming state ST5 differs depending on the gaming state at the time of derivation of the normal jackpot. Specifically, when a special figure game is executed in the first gaming state ST1 and the result of the special figure game is a 10R normal jackpot, after the end of the special gaming state ST5 based on the normal jackpot, a transition is made to a short-time state (third gaming state ST3) with 100 executable games. The same applies when a special figure game is executed in the second gaming state ST2 and the result of the special figure game is a 10R normal jackpot. Also, when a special figure game is executed in the third game state ST3 and the result of the special figure game is a 10R normal jackpot, after the end of the special game state ST5 based on the normal jackpot, the game transitions to a time-limited state (the third game state ST3) where the number of executable games is 50 times. The same applies when a special figure game is executed in the fourth game state ST4 and the result of the special figure game is a 10R normal jackpot.
[0285] <Release Expectation Suggestion Display> FIG. 38 shows an example of a release expectation suggestion display that suggests or notifies the degree of expectation that the release condition is satisfied. The state shown in FIG. 38(a) is during the execution of a special figure 1 game (during variable display), and two special figure 1 holds and three special figure 2 holds are stored. That is, five special figure holds are stored, and any one of them (for example, the third oldest special figure hold in the storage order (the second oldest special figure 2 hold among the special figure 2 holds)) is assumed to be the special figure hold that satisfies the release condition. Also, the game state is the second game state ST2 (micro time-limited state).
[0286] In this state, when the start condition of the special figure is satisfied (when a game ball flows into the first start port 76, the second start port 77, or the normal variable winning device 79), a special figure hold occurs, and accordingly, the display in the decorative special figure hold display section 508 is updated, and the display in the special figure hold number display section 520 is updated. Here, it is assumed that a special figure 1 hold has occurred. Therefore, in FIG. 38(b), a decorative special figure 1 hold display (「○」) is added to the decorative special figure hold display section 508, and the numerical value of the special figure 1 hold number display section 521 in the special figure hold number display section 520 is incremented by 1.
[0287] Also, in the decorative special drawing hold display unit 508, as a preliminary determination result, it is possible to suggest or notify the degree of expectation that the result of the special drawing game based on the special drawing hold will be a big win by the display mode of the decorative special drawing hold display corresponding to the special drawing hold. In the example shown in FIG. 38(b), for the decorative special drawing 1 hold display (the rightmost decorative special drawing hold display) corresponding to the special drawing 1 hold that occurred this time, the color is changed and a pattern (here, a star pattern) is added to suggest or notify the degree of expectation that the result of the special drawing game based on the special drawing 1 hold will be a big win. That is, in the example shown in FIG. 38(b), in the decorative special drawing hold display unit 508, a prediction performance of a big win is being executed.
[0288] As described above, in this embodiment, the number of executable games in the time limit state set after the end of the special game state ST5 based on a normal big win varies depending on the game state at the time of deriving the normal big win, but the number of executable games can be estimated based on the execution timing of the prediction performance of the big win (the game state at the time when the prediction performance of the big win is executed). For example, in the example shown in FIG. 38, the game state at the time of executing the prediction performance of the big win (FIG. 38(b)) is the second game state ST2 (the micro time limit state). Also, when the game state at the time of deriving the normal big win is the second game state ST2, a time limit state with 100 executable games is set after the end of the special game state ST5 (see FIG. 37). Therefore, it is possible to grasp that there is a possibility of a big win by the prediction performance, and when the big win that occurs is a normal big win, it can be estimated that the number of executable games in the time limit state set after the end of the special game state ST5 is 100. That is, by the prediction performance of the big win, in addition to the degree of expectation that a big win will occur, it is possible to suggest or notify the number of executable games in the time limit state set after the end of the special game state ST5 based on the big win.
[0289] However, if the game state at the time of executing the jackpot preview effect is the second game state ST2 and the release condition is satisfied before the jackpot is derived, the game state at the time of deriving the jackpot will be the third game state ST3. Therefore, in this case, the number of executable games (100 times) estimated from the execution timing of the jackpot preview effect and the actually set number of executable games (50 times) will be different. Therefore, as shown in FIG. 38, the effect control device 300 of the present embodiment executes a release expectation degree suggestion effect after the start of the jackpot preview effect (or simultaneously with the start of the jackpot preview effect) to suggest or notify that the game state may change before the jackpot is derived.
[0290] The release expectation degree suggestion effect is, for example, as shown in FIG. 38(c), an effect of displaying a release expectation degree suggestion display 540 that suggests or notifies the expectation degree of the release condition being satisfied near a predetermined decorative special figure retention display. Here, as the predetermined decorative special figure retention display, for example, when there is a special figure retention that satisfies the release condition, a decorative special figure retention display corresponding to the special figure retention is preferable, and when there is no special figure retention that satisfies the release condition, it is an arbitrary decorative special figure retention display. The release expectation degree suggestion display 540 in the present embodiment includes a character image 541 and a speech bubble image 542, and mainly suggests or notifies the expectation degree of the release condition being satisfied by the speech bubble image 542. Specifically, the release expectation degree suggestion display 540 includes, as the speech bubble image 542, any one of a plurality of character images with different expectation degrees (for example, four character images of "Release!!", "Release!?","Release?!", "Release??").
[0291] In this way, by executing the release expectation degree suggestion effect together with the jackpot preview effect, it is possible to suggest or notify that the game state may change before the jackpot is derived. As a result, the player can be made aware that there is a possibility that the actual content of the jackpot is different from the content that can be estimated from the execution timing of the jackpot preview effect, and the degree of that possibility (expectation degree), so it is possible to suppress the player's sense of disappointment.
[0292] Note that the display mode of the release expectancy suggestion display 540 is not limited to the mode shown in FIG. 38(c). That is, the release expectancy suggestion display 540 does not suggest or notify the expectancy of the release condition being satisfied by the display mode of the dialogue image 542, but may suggest or notify the expectancy of the release condition being satisfied by the display mode of the character image 541. Further, the release expectancy suggestion display 540 may include only one of the character image 541 and the dialogue image 542, or may include an image other than the character image 541 and the dialogue image 542.
[0293] Also, the presentation mode of the release expectancy suggestion effect is not limited to the mode shown in FIG. 38(c). That is, the release expectancy suggestion effect is not limited to the effect of displaying the release expectancy suggestion display 540 that suggests or notifies the expectancy of the release condition being satisfied in the vicinity of a predetermined decorative special figure hold display. The release expectancy suggestion effect may be, for example, an effect of displaying a predetermined decorative special figure hold display in a display mode that suggests or notifies the expectancy of the release condition being satisfied. Also, although the release expectancy suggestion effect was executed using the display device 81, in addition to (or instead of) the display device 81, the release expectancy suggestion effect may be executed using at least one of the light emitting means 33, the speaker 34, and the movable effect device 82.
[0294] Also, the presentation mode of the jackpot prediction effect is not limited to the mode shown in FIG. 38(b). That is, the jackpot prediction effect is not limited to the effect of displaying the target decorative special figure hold display in a display mode that suggests or notifies the expectancy of a jackpot occurring. The jackpot prediction effect may be, for example, an effect of displaying an image (such as a character image of "Jackpot!" or "Jackpot?") that suggests or notifies the expectancy of a jackpot occurring over or in the vicinity of the target decorative special figure hold display. In addition, although the jackpot prediction effect is executed using the display device 81, in addition to (or instead of) the display device 81, the jackpot prediction effect may be executed using at least one of the light emitting means 33, the speaker 34, and the movable effect device 82.
[0295] Also, when a special figure reservation that results in a jackpot occurs while a special figure reservation that satisfies the release condition is stored, the jackpot prediction effect may be restricted (prohibited). As a result, when there is a possibility that the actual jackpot content is different from the content that can be estimated from the execution timing of the jackpot prediction effect, the jackpot prediction effect is not executed. That is, when the actual jackpot content is worse than the content that can be estimated from the execution timing of the jackpot prediction effect, the jackpot prediction effect is not executed, so the player is not discouraged and the enjoyment of the game can be improved.
[0296] [Fourth Embodiment] Next, the gaming machine of the fourth embodiment will be described. Basically, it has the same configuration as the gaming machine of the first embodiment described above. Hereinafter, the parts having the same configuration will be denoted by the same reference numerals and the description thereof will be omitted, and mainly the different parts will be described. The gaming machine 1 of the present embodiment is different from the gaming machine 1 of the first embodiment in that it can execute a condition achievement rate suggestion effect that suggests or notifies the achievement rate of the release condition. The condition achievement rate suggestion effect is executed at a predetermined rate, for example, when it is in the second gaming state ST2 (short time state).
[0297] <Condition Achievement Rate Suggestion Effect> FIG. 39 shows an example of a condition achievement rate suggestion effect that suggests or notifies the achievement rate of the release condition. When the effect control device 300 of the present embodiment shifts to the second gaming state ST2 (short time state), it sets the normal mode as the effect mode and starts the condition achievement rate suggestion effect. The condition achievement rate suggestion effect is an effect that displays a condition achievement rate suggestion display 550 that suggests or notifies the achievement rate of the release condition, as shown in FIGS. 39(a) and (b), for example. The condition achievement rate suggestion display 550 in this embodiment includes a meter image 551 for group A that suggests or notifies the achievement rate of the group A release condition, a meter image 552 for group B that suggests or notifies the achievement rate of the group B release condition, and a meter image 553 for group C that suggests or notifies the achievement rate of the group C release condition.
[0298] The state shown in FIG. 39(a) is during the execution (stop display) of the special figure game, in which there are two special figure 1 holds and one special figure 2 hold stored. Also, the game state is the second game state ST2 (short-time short state). Also, from the condition achievement rate suggestion display 550 shown in FIG. 39(a), specifically from the scale numbers of the respective meter images 551, 552, 553, it can be seen that it is during the short-time short state based on the win of E per short time (see FIG. 10(e)). Also, from the condition achievement rate suggestion display 550 shown in FIG. 39(a), specifically from the values indicated by the respective meter images 551, 552, 553, it can be seen that from the start of the short-time short state to the current time, the determination result of short time per group A has occurred 0 times, the determination result of short time per group B has occurred 1 time, and the determination result of short time per group C has occurred 7 times. That is, it can be seen that the achievement rate of the group A release condition is 0%, the achievement rate of the group B release condition is 50%, and the achievement rate of the group C release condition is 70%.
[0299] In this state, when a new special figure game is started, the variable display of the identification information is started on the first decorative special figure game display unit 501 and the second decorative special figure game display unit 505. And when the determination result of short time per group A, the determination result of short time per group B, or the determination result of short time per group C occurs, the display mode of the condition achievement rate suggestion display 550 is updated. Here, it is assumed that the determination result of short time per group B has occurred. Therefore, in FIG. 39(b), the value of the meter image 552 for group B in the condition achievement rate suggestion display 550 is incremented by 1, and the achievement rate of the group B release condition has reached 100%. That is, it can be seen from the achievement rate suggestion display 550 shown in FIG. 39(b) that the release condition has been satisfied. Further, since it can also be grasped that the satisfied release condition is the group B release condition, when the ongoing special figure game ends, it shifts to the third game state ST3, and it can be seen that a time limit state with 20 executable game counts (a time limit state that ends by executing 20 special figure games without a big win) starts (see FIG. 10(d)).
[0300] In the special figure variation start process (FIG. 17), when the determination result in the result determination process is a time limit win (step S132; Y) and the game state is the second game state ST2 (step S151; Y), the game control device 100 of the present embodiment transmits information regarding the group determined in step S152 or information regarding the result of the process in step S153 (that is, the value of the updated release counter) to the effect control device 300 together with the variation start command in step S142. Thereby, the effect control device 300 can update the display mode of the achievement rate suggestion display 550.
[0301] In this way, since the achievement rate of the release condition can be suggested or notified in real time by the achievement rate suggestion effect, it is possible to gradually increase the player's expectation for the establishment of the release condition. Further, since the achievement rates of each release condition (group A release condition, group B release condition, group C release condition) are separately suggested or notified, whether the group that satisfies the release condition is the group to which the time limit win with the most executable game counts belongs (group A in this embodiment), etc., it is also possible to increase the player's attention to the group (the determination result of the time limit win). Therefore, by executing the achievement rate suggestion effect, it is possible to effectively increase the player's expectation for the establishment of the release condition during the micro time limit state, and thus improve the interest of the game.
[0302] On the other hand, when executing a release notice effect (Fig. 33(b)) like the gaming machine 1 of the first embodiment, in a state where the achievement rate of the release conditions in real time (the achievement rate of each release condition at the current time) is kept secret, if a special drawing reservation for establishing the release conditions occurs, it is possible to suggest or notify that the release conditions will be established. Therefore, it is possible to instantaneously increase the player's sense of expectation for the establishment of the release conditions. Also, in the release notice effect, since it is not possible to grasp the group that has satisfied the release conditions, it has good compatibility with the chance mode effect shown in Fig. 34. That is, by executing the chance mode effect (Fig. 34) after executing the release notice effect (Fig. 33(b)), the effect of the chance mode effect (such as being able to give the player a sense of expectation for the duration of the chance mode) can be fully exerted, and the interest of the game can be improved.
[0303] Note that the display mode of the condition achievement rate suggestion display 550 is not limited to the mode shown in Fig. 39. That is, the condition achievement rate suggestion display 550 does not suggest or notify the achievement rate of the release conditions by the display mode of the meter image, but may suggest or notify the achievement rate of the release conditions by the display mode of an image other than the meter image. The image other than the meter image may be, for example, a board game image in which a piece on a grid moves in response to the occurrence of the determination result per time reduction.
[0304] Also, the effect mode of the condition achievement rate suggestion effect is not limited to the mode shown in Fig. 39. That is, the condition achievement rate suggestion effect does not separately suggest or notify the achievement rate of each group by a plurality of images (for example, meter images) corresponding to each of groups A, B, and C, but may suggest or notify the achievement rate of each group separately (or together) by one image. Also, although the condition achievement rate suggestion effect was executed using the display device 81, in addition to (or instead of) the display device 81, the condition achievement rate suggestion effect may be executed using at least one of the light emitting means 33, the speaker 34, and the movable effect device 82.
[0305] Also, when there is no game for a certain period, the presentation mode of the achievement rate suggestion presentation may be changed. Specifically, for example, based on receiving a hold generation standby command (step S620), the presentation control device 300 may change the presentation mode of the achievement rate suggestion presentation to a mode (non-notification mode) that does not suggest and notify the achievement rate of the release condition. The hold generation standby command is a command transmitted from the game control device 100 when the hold numbers in special figure 1 and the hold numbers in special figure 2 are 0 (step S121; Y).
[0306] The mode (non-notification mode) that does not suggest and notify the achievement rate of the release condition may be a mode of erasing the entire meter images 551, 552, 553, or a mode where, among the meter images 551, 552, 553, the part that does not change even when a determination result per time shortening occurs (in this embodiment, the frame part showing the scale) remains displayed, and the part that changes when a determination result per time shortening occurs (in this embodiment, the bar part showing the value) is erased. It may also be a mode of hiding part or all of the meter images 551, 552, 553 by overlapping and displaying another image on the meter images 551, 552, 553, or a mode of suggesting or notifying a false achievement rate. Also, the mode (non-notification mode) that does not suggest and notify the achievement rate of the release condition may be a mode of suggesting or notifying the achievement rate of some of the three release conditions (for example, the group C release condition) and not suggesting and notifying the achievement rates of the remaining release conditions (for example, the group A release condition and the group B release condition).
[0307] If the player leaves the seat or the like before the release condition is satisfied and enters the hold generation standby state, and the achievement rate of the release condition continues to be suggested or notified, the next player can select the gaming machine based on this achievement rate. Therefore, by changing the presentation mode of the achievement rate suggestion presentation to a mode (non-notification mode) that does not suggest and notify the achievement rate of the release condition when there is no game for a certain period, problems such as a low-achievement-rate gaming machine being less likely to be selected can be avoided, leading to the promotion of new games. Even when there is no game for a certain period, it is also possible to continue suggesting or notifying the achievement rate of the release condition (without changing the presentation mode of the condition achievement rate suggestion effect), and in that case, gaming machines with a high achievement rate are more likely to be selected, leading to the promotion of new games. Also, when there is no game for a certain period, it may be determined by lottery whether to change the presentation mode of the condition achievement rate suggestion effect.
[0308] Furthermore, after changing the presentation mode of the condition achievement rate suggestion effect to a mode that does not suggest or notify the achievement rate of the release condition (non-notification mode), when a predetermined condition is satisfied, it may be set to return to a mode that suggests or notifies the achievement rate of the release condition. The predetermined condition here may be, for example, that a special figure game has started, or that the number of game balls launched onto the game board has reached a specified number, or that the player has performed a predetermined operation. The predetermined operation here may be, for example, an operation of the handle 40, or an operation of other operation means (such as the effect button 41 or the cross keys 42). Also, the operation of the handle 40 here may be, for example, an operation detectable by the touch sensor 40a, or an operation detectable by the rotation amount detector 40c.
[0309] When the predetermined condition for returning the presentation mode of the condition achievement rate suggestion effect to a mode that suggests or notifies the achievement rate of the release condition is, for example, that a special figure game has started, that the number of game balls launched onto the game board has reached a specified number, or that an operation detectable by the rotation amount detector 40c has been performed, then in response to the next player starting the game, the presentation mode of the condition achievement rate suggestion effect can be returned to a mode that suggests or notifies the achievement rate of the release condition. Therefore, problems such as low-achievement-rate gaming machines being less likely to be selected can be avoided, leading to the promotion of new games. In addition, when a predetermined condition for returning the presentation mode of the condition achievement rate suggestion presentation to a mode of suggesting or notifying the achievement rate of the release condition is, for example, that an operation detectable by the touch sensor 40a has been performed or that an operation means other than the handle 40 has been operated, even if the game is not started, the presentation mode of the condition achievement rate suggestion presentation can be returned to a mode of suggesting or notifying the achievement rate of the release condition. That is, just by touching the handle 40 or pressing the presentation button 41, the cross keys 42, etc., the achievement rate of the release condition can be confirmed. Therefore, in this case, a gaming machine with a high achievement rate is likely to be selected, leading to the promotion of new games.
[0310] [Fifth Embodiment] Next, the gaming machine of the fifth embodiment will be described. Basically, it has the same configuration as the gaming machine of the first embodiment described above. Hereinafter, the parts having the same configuration will be denoted by the same reference numerals and the description thereof will be omitted, and mainly the different parts will be described. The gaming machine 1 of this embodiment is different from the gaming machine 1 of the first embodiment in that it can execute a release result suggestion presentation that suggests or notifies the result (result) until the release condition is satisfied. The release result suggestion presentation is executed, for example, at a predetermined rate when the release condition is satisfied.
[0311] [Release Result Suggestion Presentation] FIG. 40 shows an example of a release result suggestion presentation that suggests or notifies the result until the release condition is satisfied. The state shown in FIG. 40(a) is during the execution of the special figure game (during variable display), and one special figure 1 hold and one special figure 2 hold are stored. Also, the game state is the second game state ST2 (micro short state). In addition, in FIG. 40(a), a release notice presentation is being executed in a display mode that suggests or notifies that the target decorative special figure hold display is the special figure hold that satisfies the release condition. Specifically, it can be seen from the decorative special figure hold display unit 508 shown in FIG. 40(a) that the oldest special figure hold in the storage order is the special figure 1 hold, and this special figure 1 hold is the special figure hold that satisfies the release condition.
[0312] In this state, when the special figure game ends and a new special figure game starts, the variable display of the identification information is started on the first decorative special figure game display unit 501 and the second decorative special figure game display unit 505. In this state, when the special figure game ends and a new special figure game starts, as shown in FIG. 40(b), the decorative special figure hold display at the left end of the decorative special figure hold display unit 508 is erased and the other decorative special figure hold displays shift to the left. Further, the display in the special figure hold count display unit 520 is updated (the numerical value of the special figure 1 hold count display unit 521 is decremented by 1), and the variable display of the identification information is started on the first decorative special figure game display unit 501 and the second decorative special figure game display unit 505.
[0313] Since the current special figure game is a special figure game based on a special figure hold that satisfies the release condition, when the special figure game ends, the very short time state ends and the short time state starts. Therefore, the effect control device 300 of the present embodiment suggests or notifies that the release condition is satisfied and the very short time state ends by executing a release result suggestion effect during the execution of the special figure game (for example, during the stop display).
[0314] In the release result suggestion effect, for example, as shown in FIG. 40(c), a result image 560 that suggests or notifies the result until the release condition is satisfied is displayed. In the result image 560, as the number of occurrences of events that occurred until the release condition is satisfied (from the start to the end of the very short time state), the number of occurrences of the determination result per short time belonging to group A, the number of occurrences of the determination result per short time belonging to group B, and the number of occurrences of the determination result per short time belonging to group C are displayed. Further, a group notification image 561 that suggests or notifies the group that satisfies the release condition is also displayed superimposed on the result image 560.
[0315] When the game control device 100 of the present embodiment determines that the release condition is satisfied in step S154 of the special figure variation start process (FIG. 17), for example, in step S142, together with the variation start command, it transmits predetermined information to the effect control device 300. Then, the effect control device 300 executes a release result suggestion effect in response to receiving the predetermined information. The predetermined information transmitted to the effect control device 300 includes information regarding the group determined in step S152 and information regarding the result of the process in step S153 (that is, the value of each release counter after update). Thereby, the effect control device 300 can execute a release result suggestion effect, that is, display the result image 560 and the group notification image 561.
[0316] In this way, by the release result suggestion effect, when the release condition is satisfied and the short-time state ends, it is possible to suggest or notify that the release condition has been satisfied, so it is possible to instantaneously increase the player's sense of expectation regarding the satisfaction of the release condition. Furthermore, since the results (results) for each release condition (group A release condition, group B release condition, group C release condition) are suggested or notified separately, it is also possible to increase the player's attention to the group (the determination result per short time) as to whether the group that satisfied the release condition is the group with the most playable game numbers per short time (group A in this embodiment). Therefore, by executing the release result suggestion effect, it is possible to effectively increase the player's sense of expectation regarding the satisfaction of the release condition at a predetermined timing (for example, at the end of the short-time state) during the short-time state, so the interest of the game can be improved.
[0317] Note that the display mode of the result image 560 is not limited to the mode shown in FIG. 40(c). For example, on the result image 560, in addition to the number of occurrences of the determination result per short time belonging to each group as the number of occurrences of events that occurred from the start to the end of the release condition (from the start to the end of the short-time state), the number of variations required until the release condition is satisfied, the game time, the number of game balls launched to the game board, the number of game balls obtained by the balls entering the winning hole, etc. may be displayed. Also, the display mode of the group notification image 561 is not limited to the mode shown in FIG. 40(c). That is, the group notification image 561 is not limited to a character image such as "established", and may be, for example, an effect image surrounding a predetermined display in the result image 560 (for example, a display capable of identifying a group that has satisfied the release condition such as "×2 per time saving for Group B").
[0318] Also, the presentation mode of the release result suggestion effect is not limited to the mode shown in FIG. 40(c). That is, the release result suggestion effect is not limited to the effect of displaying the result image 560 and the group notification image 561. Also, although the release result suggestion effect was executed using the display device 81, in addition to (or instead of) the display device 81, the release result suggestion effect may be executed using at least one of the light emitting means 33, the speaker 34, and the movable effect device 82.
[0319] [Sixth Embodiment] Next, the gaming machine of the sixth embodiment will be described. Basically, it has the same configuration as the gaming machine of the first embodiment described above. Hereinafter, the same parts having the same configuration will be denoted by the same reference numerals and the description thereof will be omitted, and mainly the different parts will be described. The gaming machine 1 of the present embodiment is different from the gaming machine 1 of the first embodiment in that it can execute a release encouragement effect that encourages the establishment of the release condition. The release encouragement effect is executed, for example, at a predetermined rate when in the second gaming state ST2 (short time saving state).
[0320] [Release Encouragement Effect] FIG. 41 shows an example of a release encouragement effect that encourages the establishment of the release condition. The state shown in FIG. 41(a) is during the execution (stop display) of the special figure game, and the state in which 2 special figure 1 holds and 1 special figure 2 hold are stored. Also, the gaming state is the second gaming state ST2 (short time saving state). In this state, when a new special figure game is started, as shown in FIG. 41(b), the variable display of the identification information is started in the first decorative special figure game display unit 501 and the second decorative special figure game display unit 505.
[0321] And when the special figure game starts, the effect control device 300 of the present embodiment suggests or notifies the player, as shown in FIG. 41(c), that the release condition may be satisfied and the short-time state may end by executing a release provocation effect. In the release provocation effect, for example, as shown in FIG. 41(c), a release provocation image 570 that suggests or notifies that the release condition may be satisfied is displayed. The release provocation effect is executed at a predetermined rate. That is, the release provocation effect is executed when winning a release provocation effect lottery (described later). Note that the execution timing of the release provocation effect is arbitrary as long as it is during the execution of the special figure game that has won the release provocation effect lottery (described later), and it may be during variable display or during stop display.
[0322] FIG. 42 shows an example of the winning probability of the release provocation effect lottery. When the game control device 100 of the present embodiment performs a process of setting a release condition (step S136) in, for example, a special figure variation start process (FIG. 17), in step S142, together with a variation start command, information regarding the determination result in the short-time per type determination process (step S133) is transmitted to the effect control device 300. Then, based on the received information, the effect control device 300 discriminates the type of short-time per that triggers the transition to the short-time state, and stores the discrimination result.
[0323] Further, when the game control device 100 of the present embodiment determines that it is in the second game state ST2 in, for example, a special figure variation start process (FIG. 17) (step S151; Y), in step S142, together with a variation start command, information regarding the value of the short-time state counter is transmitted to the effect control device 300. Then, based on the received information, the effect control device 300 determines the current number of rotations (which rotation of the special figure game is the current one starting from the start of the short-time state). Next, the effect control device 300 performs a release provocation effect lottery based on the determined current number of rotations and the stored discrimination result (the type of short-time per that triggered the transition to the short-time state).
[0324] As shown in FIG. 42, when the time per short is time per short E which triggers the transition to the very short state, and when the current rotation speed is within the range of 51 to 150 rotations, the release fanfare production lottery is won with an 80% probability and lost with a 20% probability. That is, computationally, in the very short state based on the winning of time per short E, the release fanfare production is executed in 80 special figure games and not executed in 20 special figure games between the 51st special figure game and the 150th special figure game.
[0325] As shown in FIG. 10(e), in the very short state based on the winning of time per short E, a scenario is assumed where the release condition is likely to be satisfied around the point where the special figure game is executed 1 to 100 times from the start of the very short state. That is, it is configured such that the satisfaction of the release condition can be expected up to around 100 times (for example, from 81 to 120 times). Therefore, in the present embodiment, as shown in FIG. 42, when the time per short which triggers the transition to the very short state is time per short E, the release fanfare production lottery is most likely to be won when the current rotation speed is within the range of 51 to 150 rotations (a range including around 100 times), and it becomes less likely to win the release fanfare production lottery as the current rotation speed moves away from the range of 51 to 150 rotations.
[0326] Also, as shown in FIG. 10(e), in the very short state based on the winning of time per short F, a scenario is assumed where the release condition is likely to be satisfied around the point where the special figure game is executed 2 to 200 times from the start of the very short state. That is, it is configured such that the satisfaction of the release condition can be expected up to around 200 times (for example, from 181 to 220 times). Therefore, in the present embodiment, as shown in FIG. 42, when the time per short which triggers the transition to the very short state is time per short F, the release fanfare production lottery is most likely to be won when the current rotation speed is within the range of 151 to 250 rotations (a range including around 200 times), and it becomes less likely to win the release fanfare production lottery as the current rotation speed moves away from the range of 151 to 250 rotations.
[0327] Also, as shown in FIG. 10(e), in the micro-short-time state based on the winning of G per short time, a scenario is assumed in which the release condition is likely to be satisfied around 2 to 600 special figure games are executed from the start of the micro-short-time state. That is, it is configured such that the release condition can be expected to be satisfied up to around 600 times (for example, from 581 to 620 times). Therefore, in the present embodiment, as shown in FIG. 42, when the short time per short time that triggered the transition to the micro-short-time state is G per short time, the release excitement production lottery is most likely to win when the current rotation speed is within the range of 551 to 650 times (including the range around 600 times), and it becomes less likely to win the release excitement production lottery as the current rotation speed moves away from the range of 551 to 650 times.
[0328] Also, as shown in FIG. 10(e), in the micro-short-time state based on the winning of H per short time, a scenario is assumed in which the release condition is likely to be satisfied around 3 to 1000 special figure games are executed from the start of the micro-short-time state. That is, it is configured such that the release condition can be expected to be satisfied up to around 1000 times (for example, from 981 to 1020 times). Therefore, in the present embodiment, as shown in FIG. 42, when the short time per short time that triggered the transition to the micro-short-time state is H per short time, the release excitement production lottery is most likely to win when the current rotation speed is within the range of 951 to 1050 times (including the range around 1000 times), and it becomes less likely to win the release excitement production lottery as the current rotation speed moves away from the range of 951 to 1050 times.
[0329] That is, in the present embodiment, in order to enable the player to estimate the internally set scenario, for each scenario (for each type of short time per short time that triggered the transition to the micro-short-time state), the winning probability of the release excitement production lottery is biased. As a result, as a release tease effect, it becomes possible to execute an effect that encourages the fulfillment of the release condition and that frequently appears near the point where the expectation of the fulfillment of the release condition increases in the internally set scenario. Therefore, the player can enhance the sense of expectation for the fulfillment of the release condition by the release tease effect and can also enjoy games such as inferring the internally set scenario, thus improving the interest of the game.
[0330] Note that the display mode of the release tease image 570 is not limited to the mode shown in FIG. 41(c). For example, as shown in FIG. 43, as the release tease image 570, any one of a plurality of character images with different degrees of expectation (for example, two character images of "Release!!" and "Release??") may be displayed. In FIG. 43, "-" means losing the release tease effect lottery (not executing the release tease effect). In the example shown in FIG. 43, the expectation degree of "Release!!" is higher than that of "Release??", and near the point where the expectation of the fulfillment of the release condition increases in the scenario, the probability of winning "Release!!" is higher.
[0331] Specifically, FIG. 43 is a diagram showing a modified example of the winning probability of the release tease effect lottery. (a) shows the case where the time per short time that triggers the transition to the very short time state is the short time per short time E, (b) shows the case where the time per short time that triggers the transition to the very short time state is the short time per short time F, (c) shows the case where the time per short time that triggers the transition to the very short time state is the short time per short time G, and (d) is a diagram showing an example of the winning probability when the time per short time that triggers the transition to the very short time state is the short time per short time H. For example, as shown in FIG. 43(a), when the time per short time that triggers the transition to the very short time state is the short time per short time E and the current number of rotations is within the range of 51 to 150 times, in the release tease effect lottery, there is a 75% probability of winning "Release!!", a 5% probability of winning "Release??", and a 20% probability of losing.
[0332] Furthermore, the presentation mode of the release frenzy presentation is not limited to the mode described above. That is, the release frenzy presentation is not limited to the presentation that displays the release frenzy image 570. Also, although the release frenzy presentation was executed using the display device 81, in addition to (or instead of) the display device 81, the release frenzy presentation may be executed using at least one of the light emitting means 33, the speaker 34, and the movable presentation device 82.
[0333] [Seventh Embodiment] Next, the gaming machine of the seventh embodiment will be described. Basically, it has the same configuration as the gaming machine of the first embodiment described above. Hereinafter, the parts having the same configuration will be denoted by the same reference numerals and the description thereof will be omitted, and mainly the different parts will be described. The gaming machine 1 of the present embodiment is different from the gaming machine 1 of the first embodiment in that it can execute the chance mode presentation shown in FIG. 44 instead of the chance mode presentation (FIGS. 34(f) to (h)) executed when the group A release condition is satisfied among the chance mode presentations (FIG. 34).
[0334] In the present embodiment, as in the first embodiment, when the group B release condition is satisfied, the chance mode presentation shown in FIGS. 34(a) to (b) is executed. Specifically, when the determination result per short time belonging to group B satisfies the release condition, the presentation control device 300 starts the chance mode presentation and first executes the chance mode start presentation as shown in FIG. 34(a). Next, when the number of executions of the special drawing game reaches the specified number (20 times) without a big win occurring, the presentation control device 300 executes the chance mode end presentation as shown in FIG. 34(b) and ends the chance mode presentation.
[0335] Also, in the present embodiment, as in the first embodiment, when the group C release condition is satisfied, the chance mode presentation shown in FIGS. 34(c) to (e) is executed. Specifically, when the determination result of the short time per game belonging to Group C satisfies the release condition, the effect control device 300 starts the chance mode effect and first executes the chance mode start effect as shown in FIG. 34(c). Next, when the execution count of the special figure game reaches 20 times without a big win occurring, the effect control device 300 executes the first chance mode continuation effect as shown in FIG. 34(d). Next, when the execution count of the special figure game reaches the specified count (50 times) without a big win occurring, the effect control device 300 executes the chance mode end effect as shown in FIG. 34(e) and ends the chance mode effect.
[0336] And in the present embodiment, when the Group A release condition is satisfied, the chance mode effects shown in FIGS. 44(a) to (d) are executed. Specifically, when the determination result of the short time per game belonging to Group A satisfies the release condition, the effect control device 300 starts the chance mode effect and first executes the chance mode start effect. In the chance mode start effect, for example, as shown in FIG. 44(a), a first notification image 531 that suggests or notifies that the stay period (number of executable games) of the chance mode is 20 times is displayed. Next, when the execution count of the special figure game reaches 20 times without a big win occurring, the effect control device 300 executes the first chance mode continuation effect. In the first chance mode continuation effect, for example, as shown in FIG. 44(b), a third notification image 533 that suggests or notifies that the stay period (number of executable games) of the chance mode is increased by 30 times is displayed.
[0337] Next, when the execution count of the special figure game reaches 50 times without a big win occurring, the effect control device 300 executes the third chance mode continuation effect. In the third chance mode continuation effect, for example, as shown in FIG. 44(c), a fifth notification image 535 that suggests or notifies that the stay period (number of executable games) of the chance mode is increased by 50 times is displayed. Next, when the number of executions of the special figure game reaches the specified number (100 times) without a big win occurring, the effect control device 300 executes an effect for ending the chance mode and ends the chance mode effect. In the effect for ending the chance mode, for example, as shown in FIG. 44(d), a second notification image 532 that suggests or notifies that the chance mode has ended is displayed.
[0338] As described above, in the present embodiment, when the number of executions of the special figure game reaches 20 times, not only does the chance mode effect branch (whether to execute the chance mode end effect or the chance mode continuation effect), but also when the number of executions of the special figure game reaches 50 times, the chance mode effect branches (whether to execute the chance mode end effect or the chance mode continuation effect (third chance mode continuation effect)). Therefore, the amusement of the game can be improved. That is, since the sense of anticipation regarding the staying period of the chance mode can be given to the player at two timings, the amusement of the game can be improved.
[0339] [Inventions Extracted from Each Embodiment] The inventions extracted from each of the above-described embodiments are shown below. Note that corresponding configurations and the like in each embodiment are shown, but it is not limited thereto. Also, as an example, the numbers of other inventions to which the invention belongs are described, but it is not limited thereto, and each invention can be arbitrarily combined.
[0340] Feature A1 In a gaming machine 1 capable of lottery (step S128) as to whether to set a special gaming state in which variable ball entry means (movable member 94b of the special variable winning device 94) is controlled to an open state based on the establishment of a start condition (winning in the first start port 76, the second start port 77, or the normal variable winning device 79), control mode setting means (game control device 100) capable of setting a first control mode (very short time state) and a second control mode (short time state) having a degree of advantage different from that of the first control mode, When the first control mode is set, a transition condition (release condition, i.e., a condition for transitioning from the short-time micro state to the short-time state; the same applies hereinafter) from the first control mode to the second control mode can be set (step S136) by a transition condition setting means (game control device 100). An effect mode setting means (effect control device 300) that can set a first effect mode (normal mode) corresponding to the setting of the first control mode and can set a second effect mode (chance mode) different from the first effect mode corresponding to the setting of the second control mode. An effect execution means (effect control device 300) that can execute a second effect (chance mode effect) when the second effect mode is set. The transition condition includes a first transition condition (group C release condition) and a second transition condition (group A release condition) different from the first transition condition. The second effect includes a predetermined second effect (chance mode start effect and chance mode effect during the chance mode following the chance mode start effect (chance mode effect performed between the chance mode start effect and the chance mode continuation effect or chance mode end effect)), a specific second effect (first chance mode continuation effect) different from the predetermined second effect, and a special second effect (second chance mode continuation effect) different from the predetermined second effect and the specific second effect. The effect execution means When the transition condition (group A release condition, group B release condition, group C release condition) is satisfied and the second effect mode is set, the predetermined second effect can be executed for a predetermined period (the period until the number of executions of the special figure game reaches 20 times) (FIGS. 34(a), (c), (f)). When the satisfied transition condition is the first transition condition, after executing the predetermined second effect for the predetermined period, the specific second effect can be executed (FIG. 34(d)). When the established transition condition is the second transition condition, after executing the predetermined second effect for the predetermined period, it is possible to execute the special second effect (FIG. 34(g)). A gaming machine characterized by this. The transition condition may be any condition that can be established when the result of the lottery is not a result that puts the game in the special game state. It may be a condition that is established only when the result of the lottery is not a result that puts the game in the special game state, or it may be a condition that is established regardless of whether the result of the lottery is a result that puts the game in the special game state.
[0341] According to Feature A1, when the transition condition is satisfied, regardless of the type of the transition condition (the first transition condition, the second transition condition, other transition conditions (Group B release condition)), first, a predetermined second effect is executed. Therefore, it is possible to give the player an expectation for the effect executed after the predetermined second effect (expectation such as which of the specific second effect and the special second effect will be executed), so the interest of the game can be improved.
[0342] Feature A2 In a gaming machine 1 capable of lottery (step S128) as to whether to set a special game state in which variable ball entry means (movable member 94b of special variable winning device 94) is controlled to an open state based on the establishment of a start condition (winning in the first start port 76, the second start port 77, or the normal variable winning device 79), Control mode setting means (game control device 100) capable of setting a first control mode (very short time state) and a second control mode (short time state) having an advantage degree different from that of the first control mode, Transition condition setting means (game control device 100) capable of setting a transition condition (release condition) from the first control mode to the second control mode when the first control mode is set (step S136), Effect mode setting means (effect control device 300) capable of setting a first effect mode (normal mode) corresponding to the setting of the first control mode and setting a second effect mode (chance mode) different from the first effect mode corresponding to the setting of the second control mode, When the second presentation mode is set, there is provided presentation execution means (presentation control device 300) capable of executing a second presentation (chance mode presentation). The transition conditions include a first transition condition (group B release condition) and a second transition condition (group A release condition, group C release condition) different from the first transition condition. The second presentation includes a predetermined second presentation (chance mode start presentation and presentation during chance mode following the chance mode start presentation (presentation during chance mode performed between the chance mode start presentation and the chance mode continuation presentation or the chance mode end presentation)) and a specific second presentation (chance mode continuation presentation) different from the predetermined second presentation. The presentation execution means When the transition conditions (group A release condition, group B release condition, group C release condition) are satisfied and the second presentation mode is set, it is possible to execute the predetermined second presentation for a predetermined period (the period until the number of executions of the special figure game reaches 20) (FIGS. 34(a), (c), (f)). When the satisfied transition condition is the first transition condition, it is possible not to execute the specific second presentation after executing the predetermined second presentation for the predetermined period (FIG. 34(b)). When the satisfied transition condition is the second transition condition, it is possible to execute the specific second presentation after executing the predetermined second presentation for the predetermined period (FIGS. 34(d), (g)). A gaming machine characterized by this. The transition condition may be any condition that can be satisfied when the result of the lottery is not a result that leads to the special gaming state, or may be a condition that is satisfied only when the result of the lottery is not a result that leads to the special gaming state, or may be a condition that is satisfied regardless of whether the result of the lottery is a result that leads to the special gaming state or not.
[0343] According to Feature A2, when the transition condition is satisfied, regardless of the type of the transition condition (the first transition condition, the second transition condition), first, a predetermined second effect is executed. Therefore, since it is possible to give the player an expectation for the effect executed after the predetermined second effect (an expectation such as whether a specific second effect is executed), the interest of the game can be improved.
[0344] Feature A3 In a gaming machine 1 capable of lottery (step S128) as to whether to set a special gaming state in which a variable ball entry means (a movable member 94b of a special variable winning device 94) is controlled to an open state based on the establishment of a start condition (winning in the first start port 76, the second start port 77, or the normal variable winning device 79), control mode setting means (a game control device 100) capable of setting a first control mode (a very short time state) and a second control mode (a time shortening state) having an advantage degree different from that of the first control mode; transition condition setting means (a game control device 100) capable of setting a transition condition (release condition) from the first control mode to the second control mode when the first control mode is set (step S136); performance mode setting means (a performance control device 300) capable of setting a first performance mode (a normal mode) corresponding to the setting of the first control mode and setting a second performance mode (a chance mode) different from the first performance mode corresponding to the setting of the second control mode; performance execution means (a performance control device 300) capable of executing a second performance (a chance mode performance) when the second performance mode is set; The transition condition includes a first transition condition (a group C release condition) and a second transition condition (a group A release condition) different from the first transition condition. The second effect includes a predetermined second effect (a chance mode start effect and an in-chance mode effect (an in-chance mode effect performed between the chance mode start effect and a first chance mode continuation effect or a chance mode end effect)), a specific second effect (a first chance mode continuation effect) different from the predetermined second effect, and a special second effect (a third chance mode continuation effect) different from the predetermined second effect and the specific second effect. The effect execution means When the transition condition (group A release condition, group B release condition, group C release condition) is satisfied and the second effect mode is set, the predetermined second effect can be executed for a predete...
Claims
[Claim 1] a means for determining whether or not to enter a special game state in which the variable ball entry means is controlled to an open state based on the establishment of a starting condition; A control means capable of controlling the first control mode and the second control mode, each of which has a different degree of advantage; a means for setting a condition for transitioning to the second control mode when controlling in the first control mode; a presentation mode execution means for executing a first game presentation mode when controlled in the first control mode, and for executing a second game presentation mode when controlled in the second control mode; In a gaming machine equipped with a game execution means capable of executing a game based on the result of the lottery; a first suggestion effect execution means capable of executing a first suggestion effect that suggests or notifies that the result of the lottery is a result that will result in the special game state; and a second suggestion effect execution means capable of executing a second suggestion effect that suggests or notifies the establishment of the transition condition, the second suggestion effect execution means is capable of executing the second suggestion effect after the first suggestion effect is executed when the result of the lottery is a result that puts the player into the special game state and the transition condition is established before the execution of a game based on the result of the lottery; The transition conditions include a first transition condition that may be established when the special gaming state is not established as a result of the lottery, and a second transition condition that is different from the first transition condition; The performance mode execution means means for executing a predetermined second game presentation mode among the second game presentation modes for a predetermined period when the transition condition is established; means for executing a specific second game presentation mode after the predetermined second game presentation mode has ended when the first transition condition is established, and for executing a special second game presentation mode different from the specific second game presentation mode after the predetermined second game presentation mode has ended when the second transition condition is established; A gaming machine characterized by comprising: