Game machine

JP2025086375A5Pending Publication Date: 2025-08-27SANYO BUSSAN KK
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Patent Information

Application Number
JP2023200288
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-11-28
Publication Date
2025-08-27

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to significantly enhance player interest and engagement.

Method used

A gaming machine with a lottery-based system that sets a special gaming state by controlling variable ball entry means, offering two control modes with different advantages, and allowing for a transition condition to switch between modes, along with performance mode execution for varying game modes.

Benefits of technology

The system effectively improves game interest by providing players with varying levels of advantage and engagement through different game performance modes.

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Abstract

To enhance interest in a game.SOLUTION: A game machine 1 includes: means (a game control device 100) capable of holing a lottery (step S128) regarding whether a special game state for controlling variable ball entry means (a movable member 94b of a special variation winning device 94) to an open state or not on the basis of satisfaction of a starting condition (entry into a first start pocket 76, a second start pocket 77, or a normal variation winning device 79); means (a game control device 100) capable of controlling to a first control mode (a slight time-shortening state) and a second control mode (a time-shortening state) having a different degree of advantage each; means (a game control device 100) capable of setting a shift condition (a cancellation condition ) to the second control mode when controlling to the first control mode; and performance mode execution means (a performance control device 300) capable of executing a first game performance mode (a normal mode) when control is performed to the first control mode and executing a second game performance mode (chance mode) when control is performed to the second control mode.SELECTED DRAWING: Figure 1
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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 of the interest of the game is required. 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

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 gaming machine will be described as an example of the gaming machine 1.

[0009] [Structure of 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. Further, 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 forms 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. This outer frame 10 has a rectangular frame shape that penetrates through in the front and rear directions as shown in FIG. 5, 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 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 that 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, a housing portion 21 that penetrates through in the front and rear directions and can house the game board 70 is formed in the inner frame 20. The game board 70 is detachably attached to this housing portion 21 so that the game area 73 through which game balls can flow down is on the front side. Also, below the housing 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 that covers 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 front and rear 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 decoration device may be provided.

[0014] An operation unit 35 is provided at the lower part of the through-hole 31 on the front surface of the front frame 30, enabling a player to perform operations related to the game. As shown in FIGS. 1 and 2, an upper tray 36, which is a recess opening upward capable of storing game balls, is provided at the upper left part of the operation unit 35. The game balls discharged from the payout device 55 can flow into the upper tray 36, and the upper tray 36 can supply the game balls to the launch device 22. In the vicinity of the upper tray 36, a discharge button 37 is provided for allowing the game balls in the upper tray 36 to flow down to the lower tray 38. Below the upper tray 36, a lower tray 38, which is a recess opening upward capable of storing game balls, is provided. 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 launch device 22 despite being launched can flow into the lower tray 38. A discharge lever 39 is provided at the lower part of the lower tray 38 for discharging the game balls stored in the lower tray 38 downward.

[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, operation means capable of converting the upper surface of the effect button 41 from the initial position to a protruding state where the upper surface 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 the volume and brightness, and for selection on the menu screen. On the right side of the cross key 42, a ball lending button 43 to be operated when the player receives ball lending from an adjacent ball lending machine and a return button 44 to be operated to eject a card from the card unit of the ball lending machine are provided. Further, 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 the 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 as viewed from the back surface side can rotate about an axis along the vertical direction. Then, 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 front and back 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, and the like are provided.

[0018] Also, 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 slopes downward 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 front and back. Also, 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 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 a game ball is provided. The game ball launched from the launching device 22 is guided to the upper part of the game area 73 through a guiding portion 72a formed by the rail 72 and flows down through the game area 73. In the game area 73, a windmill 74 and obstacle pins 75, etc., which are variable means capable of changing the flowing direction of the game ball, are provided.

[0020] A variable display unit 80 is provided approximately at the center of the game area 73. In the central portion 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 about an axis along the front-rear direction. Note that an image may also be displayable in the central portion. 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 configured such that game balls cannot enter from above and the sides. However, a warp flow path 83 through which game balls can flow into the interior of the variable display unit 80 is provided on the side. The game balls that have flowed into the warp flow path 83 are guided to a stage 84 provided below the variable display unit 80. Note that game balls that have bounced at the bottom 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 they flow down, and there is a high possibility that the game 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 have flowed 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 have flowed 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, the distributing member 92 can rotate between a state in which the left holding part 92a faces upward and can receive the game balls and a state in which it rotates counterclockwise from this state and the right holding part 92b faces upward and can receive the game balls.

[0025] As shown in FIG. 8, when the left holding part 92a faces upward and the game ball flows in from the inflow port 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 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 inflow port 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 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 through which the game ball can flow down the game area 73 after detection and the game can continue, but it may also be a winning port where the game ball ends the game without flowing down the game area 73 after detection. 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 for game balls to win, 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 the game balls to the inlet, making it easy for the 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-like 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 the upper part of 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. Also, 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 be in 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 be in 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 for 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 openings is just an example and is not limited to the above values. For example, the number of prize balls for the first starting opening 76 and the second starting opening 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 opening 76 and the second starting opening 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 opening 76 and the second starting opening 77. Also, although the number of prize balls for the plurality of general winning openings 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 openings 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 opening 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 hold display unit 64 for displaying the number of special figure 1 holds, which is the right to execute the special figure 1 game, a special figure 2 hold display unit 65 for displaying the number of special figure 2 holds, which is the right to execute the special figure 2 game, and a general figure hold display unit 66 for displaying the number of general figure holds, 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 the time-saving state can be made.

[0036] The special figure 1 display unit 61, the special figure 2 display unit 62, and the general figure display unit 63 can display a plurality of types of identification information constituted 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 a result state. Note that the special figure 1 display unit 61, the special figure 2 display unit 62, and the general figure display unit 63 may be constituted by one or more LEDs, or may be constituted by so-called 7-segment LEDs.

[0037] In the game board 70 as described above, the player can aim for winning in the start winning device 90 and 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 for winning in 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 also be provided on the left side of the normal variable winning device 79 so that it is possible to aim for winning in 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 games. 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 if 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 if necessary.

[0039] A RAM initialization switch 107 is provided in the game control device 100 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, a setting key operation unit is provided in the game control device 100, and a setting key switch 108 capable of detecting an operation of the setting key operation unit is provided. It is possible for the setting key switch 108 to 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 jackpot 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 jackpot are prepared, and any one of them can be selected and set.

[0040] For example, by inserting and turning a setting key into the setting key operation unit and turning on the power of the gaming machine while operating (pressing) the RAM initialization switch 107, 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 in a state where the setting key is inserted and turned 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 and 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 for giving a timer interrupt signal of a predetermined period (for example, 4 milliseconds) to the MPU 101 and an update timing of the random number generation circuit based on the clock signal from the oscillation circuit. A clock generator is provided. The generation method of various random numbers is a method in which the random number counter is updated by +1 at the update timing, and the start value is changed using a random number initial value that is updated at any time every time the numerical values in a predetermined random number range cycle. Note that the method of generating random numbers 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 cycle. Also, the generation method may differ depending on the type of random number.

[0042] Connected to the input port 105 of the game control device 100 are 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 electricity switch 79a for detecting a game ball that has flowed into the normal variable winning device 79, and signals from these are inputted. Also, connected to the input port 105 of the game control device 100 are 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 have finished 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 that fraud is being committed, and signals from these are inputted. 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] Connected to the output port of the game control device 100 are a big winning port solenoid 94c that operates the movable member 94b of the special variable winning device 94 and a normal electricity solenoid 79c that operates the movable member 79b of the normal variable winning device 79, 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 respective 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 the 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 so 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 delayed, a ball shortage 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 loan balls based on prize ball information (commands and data) from the game control device 100 and loan ball information from the card unit as control regarding 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 be to transmit information generated by the game control device 100 based on information from the payout control device 200, or may be to transmit the information from the payout control device 200 as it is.

[0048] Also, as control regarding the launch of game balls, the payout control device 200 detects contact of the 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 it may be configured such that input signals from the overflow sensor 57 and the ball shortage sensor 58 are input to the game control device 100, and when there is an abnormality, the game control device 100 stops the payout by not transmitting an instruction to pay out to the payout control device 200. Also, it may be configured such that an input signal from the touch sensor 40a is input to the game control device 100, and when the touch sensor 40a does not detect contact of the human body, the game control device 100 stops 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, 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, 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 the 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 normal power supply 251, a backup power supply 252, and a power failure detection circuit 253. The normal power supply 251 converts the power supplied from the outside of the gaming machine 1 so as to be suitable for use in the gaming machine 1, and supplies it to each control device, drive source, light emitting means, etc. The backup power supply 252 is capable of supplying power when the power supply from the normal power supply 251 is not available. The state where the power supply from the normal power supply 251 is not available 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 of 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 this 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 this embodiment, the game is played by hitting a game ball from the launcher 22 toward the game area 73. The hit 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 any of the first start port 76, the second start 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 start port 76, the second start 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 to instruct 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] Based on the input of the detection signal from the gate switch 78a that detects the inflow of game balls into the through gate 78, the game control device 100 can store a normal pattern reservation, which is the right to execute a normal pattern game. The normal pattern reservation can be stored up to a predetermined upper limit number (for example, 4). If the number of normal pattern reservations is less than the upper limit, one normal pattern reservation is stored. The number of normal pattern reservations is displayed on the normal pattern reservation display section 66 of the comprehensive 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 normal pattern reservation. The random number values include the random number value per normal pattern, which is a random number value for determining the result of the normal pattern game.

[0059] When the game control device 100 has a normal pattern reservation and is not in a winning state where it transitions during the execution of the normal pattern game or when the normal pattern game is a winning game, the normal pattern game is started based on the oldest normal pattern reservation stored in the order of storage among the normal pattern reservations. When starting the normal pattern game, the result of the normal pattern game is determined based on the random number value per normal pattern stored in the normal pattern reservation. The probability of winning may vary depending on the game state. Also, the variation time of the normal pattern game is determined based on the game state when starting the normal pattern game.

[0060] Note that there may be multiple types of winning in the normal pattern game, and a random number value for determining the type of winning in the normal pattern game may be stored in the normal pattern reservation. In this case, the type of result such as the type of winning is determined based on the random number value for the type of normal pattern. Also, a random number value for determining the variation time of the normal pattern game may be stored in the normal pattern reservation. In this case, the variation time of the normal pattern game is determined based on the game state and the random number value for the variation time of the normal pattern.

[0061] The game control device 100 displays the normal pattern game on the normal pattern display section 63 of the comprehensive display device 60. The normal pattern game displayed here performs a variation display that sequentially displays multiple types of identification information over the determined variation time, and then displays the identification information corresponding to the result as the result pattern. When the result of the general diagram game is a miss, the general diagram display unit 63 stops displaying the result mode corresponding to the miss and ends the general diagram game. Also, when the result of the general diagram game is a win, the general diagram display unit 63 stops displaying the result mode corresponding to the win, ends the general diagram game, and shifts to the winning state of the general diagram. In the winning state of the general diagram, 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 diagram, either the conversion of the normal variable winning device 79 to the open state allows the maximum number of winning game balls (e.g., 10) to win, or the time when the normal variable winning device 79 is in the open state reaches the maximum opening time (e.g., 0.2 seconds, 0.5 seconds, or 2 seconds). Based on the establishment of either of these conditions, the normal variable winning device 79 is converted to the closed state.

[0062] In the gaming machine 1 of this embodiment, as the general diagram 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 predetermined conditions. In a situation where there is always a general diagram hold, in the non-time-saving state, the time when 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 when the normal variable winning device 79 is in the open state per unit time is longer than that in the non-time-saving state. In the time-saving state, the time when 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 game balls to flow into the normal variable winning device 79 in the non-time-saving state, easier for game balls to flow into the normal variable winning device 79 in the slightly time-saving state than in the non-time-saving state, and easier for game balls to flow into the normal variable winning device 79 in the time-saving state than in the slightly time-saving state.

[0063] The differences in these general diagram game states are realized by varying any one or all of the winning probability of the general diagram game, the variation time of the general diagram 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 winning, which is the upper limit value of the number of game balls that can win the normal variable winning device 79 in one winning state of the general diagram. Note that the general diagram game state may be 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. Further, 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 is 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 the random number value for determining the result of the special figure game, the special figure type random number value, which is the 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 the 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 the other special figure hold may be digested when there is no such hold. 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 for 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 certain 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] If 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. If 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, results other than a miss and a big win may be provided. 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 in which 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, a specific flag is set (the accessory continuous operation device is operated) to cause the special game state to occur 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 commonly 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 game balls (for example, 10) are won since the conversion of the special variable winning device 94 to the open state, or the time that the special variable winning device 94 has been in the open state reaches the maximum open time (for example, 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 according to the combination of the stop modes of the identification information in each variable display area, the reach effect is an effect that satisfies the condition that the modes of the identification information temporarily stopped in at least two variable display areas become the result modes corresponding to the jackpot result. In addition, the 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 jackpot result is also included in the reach effect. 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 jackpot. Therefore, when a reach is selected, the probability of getting a jackpot 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 jackpot 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 getting a jackpot is higher than the low probability state. Note that the jackpot probability may be made different according to the probability setting value. In addition, the short-time per play for shifting to the normal game state without going through a special game state can be derived only when it is in the state without short-time and the low-probability state. Therefore, in the state without short-time, either a big win or a short-time per play result can be 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 during which the normal variation winning device 79 is in the open state per unit time is the shortest in the state without short-time, longer in the very short-time state than in the state without short-time, 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 after the end of the special game state, it becomes a high-probability state and a short-time state until the next big win occurs. The 10R normal big win has 10 rounds in the special game state, and after the end of the special game state, it becomes a low-probability state and a short-time state. The short-time state set here ends by executing 100 special games without a big win and shifts to the state without short-time.

[0078] As shown in FIG. 10(d), the types of short-time per play in the special game include eight types from short-time per play A to H. Short-time per play A shifts to the short-time state. The short-time state set here ends by executing 100 special games without a big win and shifts to the state without short-time. Short-time per play B shifts to the short-time state. The short-time state set here ends by executing 20 special games without a big win and shifts to the state without short-time. The time shortening per occurrence of C shifts to the time shortening state, and the set time shortening state ends by executing 50 special figure games without a big win and then shifts to the non-time shortening state. The time shortening per occurrence of D shifts to the time shortening state, and the set time shortening state ends by executing 1324 special figure games without a big win and then shifts to the non-time shortening state. The time shortening per occurrence of E to H shifts to the micro time shortening state, and the set micro time shortening state ends by executing 1324 special figure games without a big win and then shifts to the non-time shortening state.

[0079] In addition, it may be equipped with a ceiling function that shifts to the time shortening state when a predetermined number of special figure games are executed without a big win occurring in the low probability state. Also, the number of games in the time shortening state or the micro time shortening state is not limited to the above. Furthermore, although the number of games in the time shortening state or the micro time shortening state is determined based only on the types of big wins and time shortenings per occurrence, it may be determined in consideration of the game state when a big win or a time shortening per occurrence occurs. In this case, the correspondence relationship between the type of big win or time shortening per occurrence, the game state when a big win or a time shortening per occurrence occurs, and the number of games in 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 in the time shortening state or the micro time shortening state may be different depending on the game state when it occurs. Examples of the game 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 big win or time shortening per occurrence and the game state when a big win or a time shortening per occurrence occurs, it may be determined whether to be in 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 game 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 figure 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 figure type. However, in the case of the very short-time state, even if the random value per special figure matches the determination value of the short-time award, the result of the special figure game is regarded as a miss. In the case where the determination result of the random value per special figure and the random value of the special figure type in the very short-time state 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 game 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 one 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 figure 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 figure 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 figure 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 figure 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 states in the gaming machine 1 of the present embodiment. The game states include first to fourth game states and a special game state, and the machine stays in one of these 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. Also, 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. Further, 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 with a left strike 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 symbol 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 with a right strike 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 symbol 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 varies depending on the type of short-time per short-time that triggered the shift to the third game state ST3, and is 100 times for short-time per short-time A, 20 times for short-time per short-time B, 50 times for short-time per short-time C, 1324 times for short-time per short-time 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 with a right strike 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 conducts 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 supply 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 carried out. Also, by setting a predetermined wait time for waiting to transfer 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 missing commands from occurring.

[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, the activation of the random number generation circuit provided in the MPU 101 and the setting of the random number range which is the numerical range of various random number counters are carried out. Thereafter, the initial processing flag is set (step S3). In the initial processing (steps S1 to S19) accompanying the 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 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 the 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). When 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 any one of six levels from setting 1 to setting 6, and a value corresponding to the currently selected probability setting value is stored in the area for the probability setting value in the RAM 103. Therefore, if the value stored in the area for the probability setting value is a value corresponding to any one of settings 1 to 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 is not 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, setting a command indicating RAM abnormality to be transmitted to the effect control device 300 and setting information for notifying the occurrence of an abnormality to an external device such as a hall computer are performed. When the effect control device 300 receives a command indicating an abnormality of 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. As a result, when the power is cut off and then restarted during the setting change process, the setting change process will be performed again. Furthermore, the game stop flag is cleared. This makes it possible to resolve the situation where the information stored in the RAM 103 is abnormal by going through the setting change process.

[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 except for the area for the probability setting value where the probability setting value is stored is initialized to end the setting change process. In addition, when there is a ceiling function that enters a time shortening state when a predetermined number of special figure games are executed without a big win occurring, a ceiling counter area for managing the number of games until reaching the ceiling is provided in the RAM 103, but the ceiling counter area may or may not be initialized.

[0098] Return to step S14. When 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, when the game stop flag is set assuming that the information stored in the RAM 103 is abnormal, it becomes necessary to go through the setting change process (step S15), thereby preventing the business from starting with an unintended probability setting value 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 probability setting value area for storing probability setting values and the performance display area for storing information for calculating base values and accessory ratios 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 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 when the power is cut off and then restarted during the setting confirmation process, the setting confirmation process is performed again. Furthermore, a process is carried out to display the current probability setting value on the performance display monitor 109, 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 game-related processing in the timer interrupt process described later. Thereafter, the loop process from steps S20 to S23 is repeatedly executed. 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 of the 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 cycle (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 the power supply is waited 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 has cycled through, the start value is changed using the randomly updated initial value 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 way in the random number update process.

[0107] Next, an irregularity detection process (step S44) is performed. In the irregularity detection process, the detection signal from the irregularity detection sensor 98 is monitored, and when the input of the detection signal satisfies a predetermined condition, a process of transmitting an irregularity 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. Then, 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 entry detection process (step S49) is performed to perform corresponding processes 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 necessary 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 Entry Detection Process] FIG. 14 shows the ball entry 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 associated with winning the special variable winning device 94 is set. Then, a big winning opening winning command is sent 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 response to 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 the special variable winning device 94 is possible, the prize balls associated with winning are paid out as the winning permission state, and during the period when winning 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 the special variable winning device 94 is possible include the period of the special game state, and examples of the period when winning the special variable winning device 94 is not possible include the period when it is not in 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 can be set to the non-winning permission state, and in the round, it can 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. If there is no input (step S65; N), the process proceeds to step S68. If 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 when winning occurs, 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, the prize balls are not 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, regarding the period when the normal variable winning device 79 is in the closed state, it 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, it is possible for the occurrence of the reserved special figure 2, 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 process 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 obtained (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 obtained 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 game state.

[0118] When the value of the special figure special electric counter is 0, a special figure variation start process (step S86) for setting the start of the special figure game and the like 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 variation in-process (step S87) for setting the stop time of the special figure game and the like 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 confirmation in-process (step S88) for performing processing at the end of the special figure game according to the result of the special figure game and the like 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 and the like 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 and the like 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 and the like 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 and the like 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. If there is no target winning (step S101; N), the special figure hold generation process is terminated. Also, if 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 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 special figure 1 hold number. In the case of 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 special figure 2 hold number.

[0121] If the number of target special figure holds is not less than the upper limit value (step S102; N), the special figure hold occurrence process ends because no more target special figure holds can be memorized. Also, if the number of target special figure holds is less than the upper limit value (step S102; Y), the number of target special figure holds is updated by +1 (step S103), and various random values are acquired and stored in the special figure hold storage area of the RAM 103 (step S104).

[0122] The various random values to be acquired include a random value per special figure, a special figure type random value, and a variation type random value, and these are stored for each special figure hold. Also, in the gaming machine 1 of the present embodiment, since the special figure 1 hold and the special figure 2 hold are consumed in the order of occurrence, information regarding the order of occurrence is also stored. Further, with the occurrence of a special figure hold, 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.

[0123] In the special figure hold storage area of the RAM 103, a special figure 1 hold storage area for storing the special figure 1 hold and a special figure 2 hold storage area for storing the special figure 2 hold are provided. In the special figure 1 hold storage area and the special figure 2 hold storage area, a number of storage areas corresponding to the upper limit value of the respective number of holds are provided, and the information of one special figure hold is stored in one storage area. Also, ranks are defined for the storage areas in each of the special figure 1 hold storage area and the special figure 2 hold storage area, and they are stored in the storage area with a higher rank in order from the oldest in the storage order. When digesting a special figure hold, the oldest special figure hold in the storage order stored in the storage area with the highest rank is digested, and the information of the other special figure holds is shifted to the storage area with a rank one higher.

[0124] After storing the information for which the special figure is reserved, a pre-determination process (step S105) is performed. In this process, information on the special figure game based on the special figure reservation is determined before the start of the special figure game based on the special figure reservation. Examples of the information on the special figure game include the result of the special figure game and the variation type. Note that depending on the progress state of the game and the like, 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. Therefore, 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 reservation command is transmitted to the effect control device 300 (step S106), and the special figure reservation generation process ends. The target special figure reservation command becomes a special figure 1 reservation command when a special figure 1 reservation occurs, and becomes a special figure 2 reservation command when a special figure 2 reservation occurs. This special figure reservation 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 reservations 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 electricity process. In this process, first, it is determined whether both the special figure 1 reservation number and the special figure 2 reservation number are 0 (step S121). If either or both of the special figure 1 reservation number and the special figure 2 reservation number are not 0 (step S121; N), it is determined whether the variation of the special figure 1 starts (step S122). In the gaming machine 1 of the present embodiment, the special figure reservations are consumed in the order of generation, and it is determined whether the type of the special figure reservation to be consumed this time is a special figure 1 reservation. Note that either one of the types of special figure reservations 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 reservation which is the oldest Special Figure 1 reservation in the storage order is prepared (step S123), and a Special Figure 1 reservation command indicating that the Special Figure 1 reservation 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 reservation which is the oldest Special Figure 2 reservation in the storage order is prepared (step S125), and a Special Figure 2 reservation command indicating that the Special Figure 2 reservation has decreased is transmitted (step S126). Also, along with the consumption of the special figure reservation, the display of the corresponding reservation display part among the Special Figure 1 reservation display part 64 and the Special Figure 2 reservation 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 reservation 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 (no 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 special figure per random number 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 special figure type random number 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 it 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 special figure type random number in the set time shortening win type determination table. Next, it is determined whether the game state is the first game state ST1 where the game state is a low-probability state and there is no time reduction (step S134). If the game state is the first game state ST1 (step S134; Y), the per-time-reduction flag is set (step S135), and the release conditions shown in FIG. 10(e) are set based on the per-time-reduction type (step S136). Then, the release counter for monitoring the establishment of the release conditions is cleared (step S137), and the stop symbol corresponding to the result is set (step S138).

[0131] Also, if 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 where the game state is a low-probability state and a very short time reduction state (step S151). If the game state is not the second game state ST2 (step S151; N), the loss flag is set (step S156), and the stop symbol corresponding to the result is set (step S138). Also, if the game state is the second game state ST2 (step S151; Y), the per-time-reduction 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). If the release conditions are not satisfied (step S154; N), the loss flag is set (step S156), and the stop symbol corresponding to the result is set (step S138). Also, if the release conditions are satisfied (step S154; Y), the release flag corresponding to the satisfied release conditions is set (step S155), the loss flag is set (step S156), and the stop symbol corresponding to the result is set (step S138).

[0133] In the process of discriminating the per-time-reduction group (step S152), it is discriminated which of groups A to D shown in FIG. 10(d) the per-time-reduction type determined by the per-time-reduction 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 number of appearances of each group in the very short time reduction 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 established. 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 established 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 only when the game state is the first game state ST1, it is possible to generate a time shortening jackpot. When it is other than the first game state ST1, even if it is a determination result of a time shortening jackpot, the result is treated as a miss. Also, when it is the second game state ST2, when it is a determination result of a 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 a stop symbol corresponding to the result (step S138), a result mode to be displayed on the comprehensive display device 60 is set. The stop symbol set here is at least different depending on 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 a 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 special figure holds, etc., enabling the selection of a variety of variable types according to the game situation. The content of the variable type includes the variation 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 variation time of the special figure game corresponding to the selected variable type is set in the special figure processing timer (step S140), and the variation 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] After that, a variation start command is sent to the effect control device 300 (step S142), the value of the special figure special electricity counter is incremented by 1 (step S143), and the special figure variation start process is terminated. The variation start command includes information such as the result of the special figure game, the type of the big win or the time reduction win, and the variable type. Based on this information, the effect control device 300 performs various effect settings such as setting the variation pattern of the decorative special figure game and the preview effect on the display device 81.

[0140] 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), standby processing for reserved occurrence (step S144) is performed and the special figure change start processing is terminated. In the standby processing for reserved occurrence, a standby state for reserved occurrence is set and the occurrence of special figure reservation is awaited. The standby state for reserved occurrence is released when the special figure game starts. Also, at the start of the standby state for reserved occurrence, a standby command for reserved occurrence is transmitted to the effect control device 300, and the effect control device 300 performs effects such as displaying a demo image on the display device 81 in response to the reception of the standby command for reserved occurrence.

[0141] [Processing during special figure change] FIG. 18 shows the processing during special figure change (step S87) in the special figure special power processing. In this processing, first, it is determined whether the value of the special figure processing timer is 0 (step S161). The value corresponding to the remaining change time of the special figure game is set in the special figure processing timer here, and when the value of the special figure processing timer becomes 0, it means that the change time has ended.

[0142] If the value of the special figure processing timer is not 0 (step S161; N), since the change time has not ended, the processing during special figure change is terminated. Also, if the value of the special figure processing 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 fixedly displayed. The stop symbol to be displayed here is the one set in the processing of setting the stop symbol corresponding to the result in the special figure change start processing (step S138).

[0143] Thereafter, a stop command is transmitted to the effect control device 300 (step S163). The effect control device 300 stops the change display of the decorative special figure game and displays the result in response to the reception of the stop command. 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 ends. 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 big win or a short-time win than in the case of a miss. Also, the stop time (determined time) in the case of a miss is shorter than the time from the start of the stop time in the case of a big win to the end of the special game state based on that big win.

[0144] [Special drawing determination processing] FIG. 19 shows the special drawing determination 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 determination processing ends. 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 big win flag (step S182).

[0145] If there is a big win flag (step S182; Y), that is, if the result is a big win, 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 determination processing ends. 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 in the case 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 the process of 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 the present embodiment, as the normal game state, there are three states: a non-short-time state, a very short-time state, and a 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 time-saving state counter is a counter for managing the number of executions of a special figure game in a time-saving state or a micro time-saving state, and is decremented by 1 in the time-saving state counter update process. When the value of this time-saving state counter becomes 0, the time-saving state or the micro time-saving state ends. In the process of step S190, the number of executions of the special figure game in the time-saving state or the micro time-saving state is set. Specifically, 100 is set for case A of time-saving, 20 is set for case B of time-saving, 50 is set for case C of time-saving, and 1324 is set for cases D to H of time-saving. 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. After that, 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] [Time-saving state counter update process] FIG. 20 shows the time-saving 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-time-saving state (step S201). Whether it is in a non-time-saving state can be determined by referring to the value of the time-saving flag. If it is in a non-time-saving state (step S201; Y), the time-saving state counter update process ends. Also, if it is not in a non-time-saving state (step S201; N), that is, if it is in a time-saving state or a micro time-saving state, the time-saving state counter is decremented by 1 (step S202), and it is determined whether the value of the time-saving 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 the 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, a 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 winning in the special variable winning device 94 (step S241). If there is no winning (step S241; N), the process proceeds to step S243. If there is a winning (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 in 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 winning up to the maximum number of winnings, 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 winning up to the maximum number of winnings, 0 is set in 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 the winning up to the maximum number of winnings 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 open 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-permitted state only 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 open 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] It is also possible to allow the payout of bonus 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 elapsed 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, within 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, within 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 winnings from the start of the interval period or the ending period. For example, until there are 2 winnings from the start of the interval period or the ending period, it may be set to the non-winning state, and the remaining time may be set to the winning permission state. Further, when there are 4 winnings, it may be set to the non-winning state again. Conversely, until there are 2 winnings from the start of the interval period or the ending period, it may be set to the winning permission state, and the remaining time may be set to the non-winning state. Further, when there are 4 winnings, it may be set to the winning permission state again.

[0168] Also, when certain conditions are met, it may be allowed to pay out bonus balls based on over-winnings. Examples of the certain conditions include when the round ends due to the arrival of the maximum opening time. Also, an example of the certain condition is when a specific round ends. As the specific round, for example, in the first half rounds (rounds 1 to 5), it may be allowed to pay out bonus balls based on over-winnings, and in the second half rounds (rounds 6 to 10), it may be not allowed to pay out bonus balls based on over-winnings.

[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 production control device 300 is performed (step S252), the value of the special figure special electricity counter is incremented by 1 (step S253), and the special electricity open processing is terminated. Also, when the value of the round counter is 0 (step S251; Y), that is, when it is the end of the final round, ending period setting processing 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 drawing special power counter is incremented by 2 (step S255), and the special power release in - progress processing is terminated.

[0170] [During special power closing processing] FIG. 24 shows the special power closing processing (step S91) in the special drawing special power processing. In this processing, first, it is determined whether the value of the special drawing processing timer is 0 (step S291). The value corresponding to the remaining time of the interval period 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 interval period has ended. When the value of the special drawing processing timer is not 0 (step S291; N), since the interval period has not ended, the special power closing processing is terminated. When the value of the special drawing processing 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 drawing processing 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). Thereafter, the special variable winning device 94 is set to the winning - permitted 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 drawing special power counter is decremented by 1 (step S298), and the special power closing processing is terminated. Thereby, a new round is started.

[0172] [Special power end processing] FIG. 25 shows the special power supply end process (step S92) in the special figure special power supply process. In this process, first, it is determined whether the value of the special figure 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 figure process timer here, and when the value of the special figure process timer becomes 0, it means that the ending period has ended. If the value of the special figure 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 figure 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 big win with probability variation (step S312; N), that is, when it is a normal big win, the high probability flag is cleared (step S317), and the value of the time shortening state is set in the time shortening flag (step S318). As a result, a low probability state and a time shortening state are set as the gaming state after the end of the special gaming state. Further, 100 is set in the time shortening state counter (step S319), and the process proceeds to step S320. In the gaming machine 1 of the present embodiment, a big win that is not a big win with probability variation is a 10R normal big win. In this case, a third gaming state ST3 in which a low probability state and a time shortening state are set as the gaming state after the end of the special gaming state is set. Also, 100 is set in the time shortening state counter, and it is configured to shift to the first gaming state ST1 in a low probability state and a state without time shortening by executing 100 special symbol games without a big win occurring.

[0175] Thereafter, a state designation command is transmitted to the effect control device 300 (step S320), the value 0 is set in the special symbol 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 symbol game can be started.

[0176] [Normal symbol normal power process] FIG. 26 shows the normal symbol normal power process (step S53) in the above-described timer interrupt process. In this normal symbol normal power process, the occurrence of a normal symbol hold and the control of the entire process related to the normal symbol 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 symbol holds 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, with the occurrence of a general drawing hold, the display of the general drawing hold display section 66 of the integrated 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 gaming state.

[0180] When the value of the general drawing general power 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 general power process. When the value of the general drawing general power counter is 1, perform the general drawing in-variation process (step S410) such as setting the stop time with the end of the variation time of the general drawing game, and end the general drawing general power process. When the value of the general drawing general power counter is 2, perform the general drawing 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 general power process. When the value of the general drawing general power counter is 3, perform the general power control process (step S412) such as performing control in the winning state of the general drawing, and end the general drawing general power process.

[0181] [General drawing variation start process] Figure 27 shows the general drawing variation start process (step S409) in the general drawing general power process. In this process, first, it is determined whether the general drawing reservation 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 reservation, which is the oldest general drawing reservation 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, the time reduction state, or the 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, select the variable time of the general drawing game corresponding to the value of the time-saving flag (step S429), set a value corresponding to the variable time of the general drawing game in the general drawing processing timer (step S430), and start the variable display on the general drawing display unit 63 (step S431). The general drawing 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 drawing processing timer becomes 0.

[0184] Thereafter, send a general drawing variable start command to the effect control device 300 (step S432), increment the value of the general drawing general power counter by 1 (step S433), and end the general drawing variable start process. The general drawing variable start command includes the result of the general drawing game and information on the variable time, and based on this information, the effect control device 300 performs the display of the decorative general drawing game on the display device 81 and the setting of various effects. Note that along with the increase or decrease of the general drawing hold, a general drawing hold command including the information of the general drawing hold may be sent to the effect control device 300 so that the effect control device 300 performs an effect related to the general drawing hold such as the display of the general drawing hold count.

[0185] [During general drawing confirmation processing] FIG. 28 shows the processing during general drawing confirmation (step S411) in the general drawing general power processing. In this processing, first, it is determined whether the value of the general drawing processing timer is 0 (step S451). The value corresponding to the remaining stop time of the general drawing game is set in the general drawing processing timer here, and when the value of the general drawing processing timer becomes 0, it means that the stop time has ended. If the value of the general drawing processing timer is not 0 (step S451; N), since the stop time has not ended, the processing during general drawing confirmation is ended. Also, if the value of the general drawing processing timer is 0 (step S451; Y), since the stop time has ended, in order to perform the processing according to the result of the general drawing game, first, it is determined whether there is a hit flag (step S452).

[0186] When there is no win flag (step S452; N), that is, when the result is a miss, set 0 to the general drawing general power 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 win flag (step S452; Y), that is, when the result is a win, set a value corresponding to the time shortening flag to the general power release counter (step S453). The general power 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 very short time shortening state with one opening, and sets "3" in the case of the time shortening state with two openings.

[0187] Next, obtain 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 processing timer (step S455). In the case of no time shortening state and very short time shortening state with one opening, set the value corresponding to the opening time (here 0.2 seconds or 0.5 seconds) in the one opening. 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 general power 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 general power 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] [General Power Control Process] FIG. 29 shows the general drawing control process (step S412) in the general drawing general power process. In this process, first, it is determined whether there is a winning in the normal variable winning device 79 (step S481). If there is no winning (step S481; N), the process proceeds to step S483. Also, if there is a winning (step S481; Y), decrement the general power 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 what is called an over-win 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 valid, and the payout process of the prize balls based on this detection is not performed, thereby making the payout based on the over-win invalid. Note that even in the case of an over-win, the occurrence of the special figure 2 hold 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 the over-win may be permitted. 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 certain conditions are met, the payout of prize balls based on the over-win may be permitted. Examples of the certain conditions include the case where 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 an even number (step S487). When the value of the general power release counter is an even number (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 processing timer (step S489). Then, the general variable winning device 79 is closed (step S490), and the general power control process ends. In this case, in the case where there are multiple openings in the winning state in the general drawing, it is the case where an opening other than the last opening ends. For example, it is the case where the first opening in the case of two openings ends.

[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 the case of starting the release other than the first time when there are multiple releases in the winning state of the general drawing. For example, it is the 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 the release other than the last time 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 the 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 and 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 presentation and editing drawing commands for the VDP 306, 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 presentation 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 presentation main 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 drawing system command (step S612; Y), a special drawing production process (step S613) for performing processing related to the decorated special drawing game is performed, and the received command process is terminated. The special drawing system commands include a variation start command transmitted at the start of the special drawing game, a stop command transmitted when the variation of the special drawing 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 drawing game. Based on this information, settings for the variation pattern of the decorated special drawing game, settings for various presentations such as a preview presentation, and the like are performed, and a process for starting the decorated special drawing game is performed. Also, in the case of the stop command, a process for stopping the variation display of the decorated special drawing game and displaying the result state is performed.

[0202] If the command is not a special drawing 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 production process for performing processing related to the presentation in the special game state is performed (step S615), and the received command process is terminated. The jackpot-related commands include an opening command, a special electric release command, an interval command, an ending command, a 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 prize balls obtained by winning in the special game state is performed.

[0203] If the command is not a jackpot-related command (step S614; N), it is determined whether it is a normal diagram-related command (step S616). If it is a normal diagram-related 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-related commands include a 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-related command (step S616; N), it is determined whether it is a hold-related command (step S618). If it is a hold-related command (step S618; Y), a hold production process for performing a process related to the production of the special diagram hold is performed (step S619), and the received command process is terminated. The hold-related commands include a special diagram 1 hold command, a special diagram 2 hold command, a pre-judgment command, and the like. In the case of the special diagram 1 hold command or the special diagram 2 hold command, a process of increasing or decreasing or moving the decorative special diagram hold 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 hold or the special diagram 2 hold. In the case of the pre-judgment command, a process of setting the notification in the decorative special diagram hold display to be displayed on the display device 81 or the like and a process of setting the continuous production over a plurality of special diagram games are performed.

[0205] If the command is not a queued command (step S618; N), it is determined whether it is a command waiting for the occurrence of a queue (step S620). If it is a command waiting for the occurrence of a queue (step S620; Y), standby effect processing is performed, such as setting a standby effect for displaying a demo image on the display device 81 or the like (step S621), and the received command processing is terminated.

[0206] If the command is not a command waiting for the occurrence of a queue (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), state setting processing is performed to store the current gaming state such as a high-probability state or a time-saving state based on the state designation command and make it available for selection of an effect or the like (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 (e.g., "777") in which the same main symbol is lined up 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 (e.g., "341") in which the main symbols are lined up 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 slightly 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 (big 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] Further, at the lower part of the display area of the display device 81, an ornamental special figure hold display unit 508 for displaying an ornamental special figure hold display corresponding to the special figure hold is provided. The ornamental special figure hold display includes an ornamental special figure 1 hold display corresponding to the special figure 1 hold and an ornamental special figure 2 hold display corresponding to the special figure 2 hold, and they correspond one-to-one with the special figure hold. In the gaming machine 1 of the present embodiment, since it is digested in the storage order regardless of whether it is the special figure 1 hold or the special figure 2 hold, the ornamental special figure 1 hold display corresponding to the special figure 1 hold and the ornamental special figure 2 hold display corresponding to the special figure 2 hold are displayed in the storage order in one area. The leftmost ornamental special figure hold display is arranged and displayed so as to correspond to the oldest special figure hold stored first in the storage order, and it shifts to the left every time it is digested.

[0215] Also, the display mode of the ornamental special figure 1 hold display and the display mode of the ornamental special figure 2 hold display are made different so that it is possible to determine which special figure hold it is. Here, the shape of the ornamental special figure 1 hold display is set to "○", and the shape of the ornamental special figure 2 hold display is set to "△", but it may be made distinguishable by a difference in color or the like. Furthermore, in the ornamental special figure hold display unit 508, it is possible to suggest or notify the pre-judgment results such as the result of the special figure game and the variation type based on the special figure hold by the display mode of the ornamental special figure hold display corresponding to the special figure hold. In this example, the pre-judgment result is suggested or notified by changing the color of the leftmost ornamental special figure hold display. Also, at the upper right part of the display area of the display device 81, as a special figure hold number display unit 520 for displaying the special figure hold number, a special figure 1 hold number display unit 521 for displaying the special figure 1 hold number and a special figure 2 hold number display unit 522 for displaying the special figure 2 hold number are provided.

[0216] Note that an ornamental special figure 1 hold display unit for displaying the special figure 1 hold and an ornamental special figure 2 hold display unit for displaying the special figure 2 hold may be provided in the ornamental special figure hold display unit 508, and the ornamental special figure hold display may be displayed in the storage order in each hold display unit. Also, although the display modes of the ornamental special figure 1 hold display and the ornamental special figure 2 hold display are made different, they may be the same. Also, 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. Further, an in-execution reservation display section for displaying information regarding the reservation of the special figure corresponding to the special figure game currently being executed may be provided. In the in-execution reservation display section, the result and the variation type of the special figure game currently being executed 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 number display section 521 is decremented 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 variation type, and the same identification information is arranged in the downward sloping line L4 and also in the upward sloping line L5, resulting in a double reach. Depending on the selected variation type, the effect may develop into an SP reach after this. When single reach is selected as the variation type, it results in a single reach where the same identification information is arranged in any one of the left line L1, the middle line L2, or the right line L3. Also, when reachless is selected as the variation type, the same identification information is not arranged in any of the valid lines.

[0219] After that, the middle 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) is started.

[0220] Also, 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 clearing 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), there is a possibility of a time shortening win (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 award of A, B, C, or D occurs in the first game state ST1, the game shifts to the third game state ST3, and when a short-time award of E, F, G, or H occurs in the first game state ST1, the game shifts to the second game state ST2. Also, as shown in FIG. 10(d), among the short-time awards, the probability of occurrence of short-time awards A to D is about 20% (= 0.50% + 2.00% + 10.00% + 6.50%), and the probability of occurrence of short-time awards 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 game state ST1 to another game state (excluding the special game state ST5), the probability that the transition destination is the third game state ST3 is about 20%, and the probability that the transition destination is the second game state ST2 is about 80%.

[0223] The second game state ST2 is a slightly short-time state where there is general power support but winning the ordinary variable winning device 79 is not so easy. On the other hand, the third game state ST3 is a short-time state where winning the ordinary variable winning device 79 is easy with general power support. Therefore, it is advantageous for the player to shift to the third game state ST3, and by being able to generate such short-time awards in the first game 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 game state ST2, the game shifts to the special game state ST5. Also, when the special figure game is executed the specified number of times (1324 times) without a big win occurring in the second game state ST2, the game shifts to the first game state ST1. Also, since the second game 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 game 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 game state ST2 until the execution number of the special figure game reaches the specified number, and there is a risk that the interest of 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 as release counters. 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 conditions are set. That is, in this case, the short-time per flag is set in step S135, but no release conditions are 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 per short-time (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 when the release condition is satisfied (step S154; Y), sets the release flag corresponding to the satisfied release condition (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 type determination process per time shortening (step S133) is D, E, F, G, or H per time shortening, 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 that the release condition is satisfied in step S154, 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 that the release condition is not satisfied in step S154, 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 of time shortening belonging to group D. Therefore, when it is discriminated as group D in step S152, it is sufficient that it is not determined that the release condition is satisfied in step S154 immediately after that. 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 that the release condition is not satisfied in step S154.

[0236] And when the time-saving flag is set in step S135, the game control device 100 determines in the special figure determination process (Fig. 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; and 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 (Fig. 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 in 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 in the short-time state counter; when it is the release flag for group B, in step S190, 20 is set in the short-time state counter; when it is the release flag for group C, in step S190, 50 is set in 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. And 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. And 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. And 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 prediction effect of the establishment of a release condition) that predicts the establishment of a 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 and micro 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 count 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 count display unit 521 in the special figure hold count display unit 520 is incremented by 1.

[0244] Also, in the decorative special figure hold display unit 508, as a pre-determination 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 hold that satisfies the release condition for the special figure 1 hold.

[0245] When a special figure hold occurs, a preliminary determination process (step S105 in FIG. 16) for the special figure hold is performed. This preliminary determination process includes the same processes as the release condition establishment determination process (steps S152 to S154) in the special figure change start process (FIG. 17). Specifically, in the preliminary determination process (step S105), the game control device 100 performs a result determination process for determining the result of the special figure game based on the target special figure hold. When the determination result in this result determination process is time shortening per play, and the game state at the time of execution 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 determination process (steps S152 to S154) in the special figure change start process (FIG. 17). And when it is determined that the release condition is established in this release condition establishment determination 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, in response to receiving the notification, the effect control device 300 executes a release notice effect (FIG. 33(b)) at a predetermined ratio.

[0246] Whether the game state at the time of execution 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 preliminary determination process (step S105), the game control device 100 may perform the same processes as the release condition establishment determination process (steps S152 to S154) in the special figure change start process (FIG. 17) when the determination result in the result determination process is time shortening per play and the game state at the current time (the time of the preliminary determination process) is the second game state ST2.

[0247] In this embodiment, since the game state shifts from the second game state ST2 to the first game state ST1 by completing a specified number of special figure games, even if the game 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 game state ST2, the game state at the time of executing the special figure game based on the special figure hold may be the first game state ST1. In this case, since the game has already exited the second game 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 will be 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 game state (the time of the pre-judgment process) is the second game state ST2, in a configuration (hereinafter referred to as the "first configuration") where the same processing as the release condition establishment judgment process (steps S152 to S154) in the special figure variation start process (FIG. 17) is performed, 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 game has already exited the second game state ST2, and furthermore, a time-saving win occurs in the special figure game based on the target special figure hold, it will not greatly disappoint the player whose anticipation has been heightened by the release notice effect. Also, by making it possible to execute a preview effect for a time-saving win and making the presentation modes of the preview effect for a time-saving win and the release notice effect (preview effect for the establishment of the release condition) the same, it becomes difficult to distinguish between the preview effect for a time-saving win and the release notice effect, so 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 cancellation notice effect is executed using the display device 81, in addition to (or instead of) the display device 81, the cancellation 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 cancellation condition. When the cancellation 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 time shortening per play belonging to group B satisfies the cancellation 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 drawing 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 has ended is displayed.

[0251] Also, when the determination result of the time shortening per play belonging to group C satisfies the cancellation 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, during the execution of the first special figure game (e.g., at the start of the variable display) when transitioning from the second game state ST2 to the third game state ST3. The chance mode end effect is performed, for example, during the execution of the last special figure game when transitioning from the second gaming state ST2 to the third gaming 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). 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 gaming state ST2 to the third gaming 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 gaming state ST2 to the third gaming state ST3.

[0254] Although not shown in the figures, 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 in 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 the present 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 prescribed number of times of 20 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 prescribed number of times of 50 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 prescribed number of times of 100 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] In this way, in the present 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 prescribed number of times), the shortest stay period is suggested or notified as the stay period of the chance mode. Thereby, it is possible to give the player an expectation for the stay period of the chance mode (whether the stay period will be extended, how long the extended stay period will be, etc.), 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 figure change start process (FIG. 17) in the present embodiment, when it is other than 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 privilege that is valid only in the second game state ST2 is, for example, a privilege such as a probability-variable big win that can be derived only in the second game state ST2 (the short-time state). Note that the privilege that is valid only in the second game state ST2 is not limited to a probability-variable big win, and may be, for example, a short-time win, or a big win in which the number of rounds is more than the normal number (10 times in this embodiment) (for example, 16 times). Further, the privilege that is valid only in the second game state ST2 is not limited to the privilege related to a win, and may be, for example, 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, which is the result when the release condition is established in the short-time state (the second game state ST2), is obtained, the short-time state corresponding to the short-time win may not be given. By doing so, it becomes possible to include the case of transitioning to the short-time state again. 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 to the short-time state again is also included. Thus, it becomes possible to relax the release condition and improve the interest of the game.

[0262] Also, in the present embodiment, the number of executable games (prescribed number of times) in the time-shortened state set when the release condition for the very-short-time state (second game state ST2) is satisfied is determined by the type of group that satisfies 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] Also, 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 symbol lottery random value matches the jackpot determination value) and a time-shortened jackpot determination (determination as to whether the special symbol lottery random value matches the time-shortened jackpot determination value) are performed (steps S128, S129, S132), but it is not limited thereto. For example, it may be 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 symbol lottery 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 symbol lottery 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] Also, 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 (very-short-time 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 regarded as 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 one of the special figure 1 game and 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 as long as there are more than one.

[0266] Note that in this embodiment, the game states include a plurality of states with different degrees of advantage, such as a normal state, a slightly time-limited state, a time-limited state, and a probability-variable state (high-probability state), depending on the presence or absence of general power support, the ease of inflow of game balls into the ordinary variable winning device 79, the level of 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 the symbols fluctuate and the occurrence of specific small wins, big wins, and time limit per play. 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 time-limited state from the gaming machine 1 of the first embodiment.

[0268] [Special Figure Fluctuation Start Process] In the gaming machine 1 of the present embodiment, instead of the special figure variation start process shown in FIG. 17, the gaming control device 100 performs the special figure variation start process shown in FIG. 35. In this process, when it is not time-saving per se (step S132; N) or when it is not in the first gaming 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 gaming 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 gaming state is the second gaming state ST2 which is a low probability state and a very short time state (step S151). If the gaming state is not the second gaming state ST2 (step S151; N), the special figure variation start process ends. Also, if the gaming state is the second gaming 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). If the release condition is not satisfied (step S154; N), the special figure variation start process ends. Also, if 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, when the result of the special figure game is not a special result, elements 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 can be factors that satisfy the condition. Since the release condition in the first embodiment is a matter related to time-saving per se, it does not hold when the result of the special figure game is a special result, but it is not limited to this. That is, the release condition for the very short time state may be any condition that can hold 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 or not. 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 the game enters the ultra-short time state based on the winning of the ultra-short time per win E, the release condition is satisfied when the cumulative time of the variation time of the special figure game in the ultra-short time state reaches 1500 seconds. Release conditions are also defined for the ultra-short time states based on the winning of the ultra-short time per win F to H, respectively.

[0272] That is, when the determination result in the result determination process is a short time per win (step S132; Y) and the determination result in the short time per win type determination process (step S133) is the short time per 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 the ultra-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 per win that triggered the ultra-short time state.

[0273] In the gaming machine 1, the smaller the number of reserved special symbols, the higher the percentage of selecting a reach as a 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 machine 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 reserved special symbols is difficult to increase, the number of executions of the special symbol 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 reserved special symbols is likely to increase, the number of executions of the special symbol game required for the release condition to hold increases, but since sufficient special symbol reservations occur, the player is satisfied 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 in a short-time state due to 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 defined for each short-time state based on winning of F to H per short-time.

[0275] That is, when the determination result in the result determination process is time-saving per play (step S132; Y) and the determination result in the time-saving per play type determination process (step S133) is time-saving per play 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, the type of reach, etc. based on the variation type selected in the variation type setting process (step S139) in step S157. When the discrimination result is, for example, 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 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 very short time state set at this time may be determined by lottery, may be determined by the type of time-saving per play 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 is 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 (in-game 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 from the light emitting means 33, specific sounds output from the speaker 34, specific operations performed by the movable production device 82, and the like.

[0278] For example, when the short-time state is entered 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 per 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] And 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 this 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 of the release condition being 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 surely satisfied, so it can be said that the release notice effect is a release confirmation notice. Note that the release notice effect may be executable regardless of whether the release condition is satisfied. On the one hand, the release expectation degree suggestion effect in the present embodiment is an effect that is executed at a predetermined ratio when in the second gaming state ST2 (the short time state). That is, the release expectation degree suggestion effect is an effect that can be executed regardless of whether the release condition is satisfied. Note that the release expectation degree suggestion effect may be executable at a predetermined ratio only when the release condition is satisfied. Also, in the present embodiment, the release expectation degree suggestion effect is executed together with the jackpot prediction effect, but the release expectation degree suggestion effect may be executable regardless of whether the jackpot prediction effect is executed.

[0283] Furthermore, in the present embodiment, it is assumed that the number of executable games (prescribed number of times) in the short time state set after the end of the special gaming state ST5 based on the normal jackpot varies depending on the gaming state at the time of derivation of the normal jackpot. As shown in FIG. 10(c), the normal jackpot in 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 whether the gaming state at the time of derivation of the normal jackpot is any of the first to fourth gaming states, the number of executable games in the short time state set after the end of the special gaming state ST5 is uniform (100 times).

[0284] On the other hand, in the present embodiment, as shown in FIG. 37, the number of executable games in the short time state set after the end of the special gaming state ST5 varies 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 (the 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. In addition, 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 big win, after the end of the special game state ST5 based on the normal big win, the game transitions to a time-limited state (third game state ST3) with 50 executable games. 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 big win.

[0285] <Release expectancy suggestion effect> Fig. 38 shows an example of a release expectancy suggestion effect that suggests or notifies the expectancy of the release condition being satisfied. The state shown in Fig. 38(a) is during the execution of a special figure 1 game (during variable display), and there are 2 special figure 1 holds and 3 special figure 2 holds stored. That is, 5 special figure holds are stored, and assume that 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 the special figure hold that satisfies the release condition. Also, the game state is the second game state ST2 (very short time 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 unit 508 is updated, and the display in the special figure hold number display unit 520 is updated. Here, assume 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 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.

[0287] In addition, in the decorative special drawing reservation display unit 508, as a pre-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 reservation will be a big win by the display mode of the decorative special drawing reservation display corresponding to the special drawing reservation. In the example shown in FIG. 38(b), for the decorative special drawing 1 reservation display (the rightmost decorative special drawing reservation display) corresponding to the special drawing 1 reservation 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 reservation will be a big win. That is, in the example shown in FIG. 38(b), in the decorative special drawing reservation display unit 508, a prediction performance of a big win is being executed.

[0288] As described above, in the present embodiment, the number of executable games in the time-limited 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 derivation of 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 execution of the prediction performance of the big win (FIG. 38(b)) is the second game state ST2 (slightly time-limited state). Also, when the game state at the time of derivation of the normal big win is the second game state ST2, a time-limited 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-limited 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-limited 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 number of executable games actually set (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 it may be simultaneous 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 hold display. Here, the predetermined decorative special figure hold display is preferably a decorative special figure hold display corresponding to the special figure hold that satisfies the release condition when there is a special figure hold that satisfies the release condition, and is an arbitrary decorative special figure hold display when there is no special figure hold that satisfies the release condition. The release expectation degree suggestion display 540 in the present embodiment includes a character image 541 and a speech image 542, and mainly suggests or notifies the expectation degree of the release condition being satisfied by the speech image 542. Specifically, the release expectation degree suggestion display 540 includes, as the speech 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 the actual content of the jackpot may be different from the content estimated from the execution timing of the jackpot preview effect, and the degree of possibility (expectation degree) thereof, so that it is possible to suppress the player's sense of disappointment.

[0292] Note that the display mode of the release expectation degree suggestion display 540 is not limited to the mode shown in FIG. 38(c). That is, the release expectation degree suggestion display 540 does not suggest or notify the expectation degree that the release condition is satisfied by the display mode of the caption image 542, but may suggest or notify the expectation degree that the release condition is satisfied by the display mode of the character image 541. Further, the release expectation degree suggestion display 540 may include only one of the character image 541 and the caption image 542, or may include an image other than the character image 541 and the caption image 542.

[0293] Also, the presentation mode of the release expectation degree suggestion effect is not limited to the mode shown in FIG. 38(c). That is, the release expectation degree suggestion effect is not limited to the effect of displaying the release expectation degree suggestion display 540 that suggests or notifies the expectation degree that the release condition is satisfied in the vicinity of a predetermined decorative special figure reservation display. The release expectation degree suggestion effect may be, for example, an effect of displaying a predetermined decorative special figure reservation display in a display mode that suggests or notifies the expectation degree that the release condition is satisfied. Also, although the release expectation degree suggestion effect is executed using the display device 81, in addition to (or instead of) the display device 81, the release expectation degree 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 reservation display in a display mode that suggests or notifies the expectation degree that a jackpot occurs. The jackpot prediction effect may be, for example, an effect of displaying an image (for example, a character image such as "Jackpot!" or "Jackpot?") that suggests or notifies the expectation degree that a jackpot occurs over or in the vicinity of the target decorative special figure reservation 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 symbol reservation resulting in a jackpot occurs in a state where a special symbol reservation for establishing a 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 and the content that can be estimated from the execution timing of the jackpot prediction effect are different, 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 that the player is not given a sense of disappointment and the interest 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 for suggesting or notifying 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 for suggesting or notifying 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, for example, an effect of displaying a condition achievement rate suggestion display 550 for suggesting or notifying the achievement rate of the release condition, as shown in FIGS. 39(a) and (b). 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 two special figure 1 holds and one special figure 2 hold are stored. Also, the gaming state is the second gaming state ST2 (short time short state). Also, it can be seen 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, that it is during the short time short state based on the winning of E per short time (see FIG. 10(e)). Also, it can be seen 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, that since the start of the short time short state until the current time, the determination result of per short time belonging to group A has occurred 0 times, the determination result of per short time belonging to group B has occurred 1 time, and the determination result of per short time belonging to 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 per short time belonging to group A, the determination result of per short time belonging to group B, or the determination result of per short time belonging to 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 per short time belonging to 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. Furthermore, since it is also possible to grasp that the satisfied release condition is the group B release condition, when the ongoing special figure game ends, it can be seen that a shift is made to the third game state ST3 and a time limit state with 20 executable game counts (a time limit state that ends by executing 20 special figure games without a jackpot occurring) 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, in step S142, 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. 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 becomes possible to gradually increase the player's expectation for the satisfaction of the release condition. Furthermore, since the achievement rates of the respective release conditions (group A release condition, group B release condition, group C release condition) are separately suggested or notified, it also becomes possible to increase the player's attention to the group (the determination result of the time limit win), such as whether the group that satisfies the release condition will be the group (group A in the present embodiment) to which the time limit win with the most executable game counts belongs. Therefore, by executing the achievement rate suggestion effect, it is possible to effectively increase the player's expectation for the satisfaction 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, when a special drawing hold for establishing a release condition occurs while keeping the achievement rate of the release condition in real time (the achievement rate of each release condition at the current time) confidential, it is possible to suggest or notify that the release condition will be established. Therefore, it is possible to instantly increase the player's sense of expectation for the establishment of the release condition. Also, in the release notice effect, since it is not possible to grasp the group that has satisfied the release condition, 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) will 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 condition by the display mode of the meter image, but may suggest or notify the achievement rate of the release condition by the display mode of an image other than the meter image. An 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 a 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 play 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 that does not suggest and notify the achievement rate of the release condition (non-notification mode). The hold generation standby command is a command transmitted from the game control device 100 when the hold numbers in FIG. 1 and FIG. 2 are 0 (step S121; Y).

[0306] The mode that does not suggest and notify the achievement rate of the release condition (non-notification mode) may be a mode of erasing the entire meter images 551, 552, 553, or may be a mode of displaying the part that does not change even when a determination result per time shortening occurs (in this embodiment, the frame part indicating the scale) among the meter images 551, 552, 553 and erasing the part that changes when a determination result per time shortening occurs (in this embodiment, the bar part indicating the value), or may 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 may be a mode of suggesting or notifying a false achievement rate. Also, the mode that does not suggest and notify the achievement rate of the release condition (non-notification mode) 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 that does not suggest and notify the achievement rate of the release condition (non-notification mode) when there is no game play for a certain period, problems such as the difficulty of selecting a gaming machine with a low achievement rate can be avoided, leading to the promotion of new games. Even when there is no game play 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). 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 play 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. Also, 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 the present 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 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 gaming state is the second gaming state ST2 (low-time short state). Also, 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, from the decorative special figure hold display section 508 shown in FIG. 40(a), it can be seen 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 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 decreased by 1), and the variable display of 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. Also, a group notification image 561 that suggests or notifies the group that satisfies the release condition is displayed superimposed on the result image 560.

[0315] When the gaming control device 100 of the present embodiment determines that the release condition is satisfied in step S154 of, for example, the special figure variation start process (FIG. 17), 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 for 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 has satisfied the release condition is the group (group A in this embodiment) with the largest number of executable games per short time. Therefore, by executing the release result suggestion effect, it is possible to effectively increase the player's sense of expectation for 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 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. In addition, 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 for example, it may be 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 "Group B: Double the time saving per unit time").

[0318] In addition, 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. In addition, although the release result suggestion effect is 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 components 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 encouragement effect that encourages the establishment of the release condition. The release encouragement effect is executed, for example, at a predetermined rate when the second gaming state ST2 (slight time saving state) is in effect.

[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 two special figure 1 holds and one special figure 2 hold are stored. Also, the gaming state is the second gaming state ST2 (slight 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 section 501 and the second decorative special figure game display section 505.

[0321] Then, when the special figure game starts, as shown in FIG. 41(c), the effect control device 300 of the present embodiment executes a release provocation effect to suggest or notify the player that there is a possibility that the release condition is satisfied and the short-time state ends. 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 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 unit time 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 unit time that triggered the transition to the short-time state).

[0324] As shown in Fig. 42, when the short-time per spin that triggers the transition to the very short-time state is short-time per spin E and the current rotation speed is within the range of 51 to 150 rotations, the release flapping effect lottery is won with an 80% probability and lost with a 20% probability. That is, in terms of calculation, in the very short-time state based on the winning of short-time per spin E, the release flapping effect 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-time state based on the winning of short-time per spin 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-time 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 short-time per spin that triggers the transition to the very short-time state is short-time per spin E, the release flapping effect lottery is most likely to be won when the current rotation speed is within the range of 51 to 150 rotations (including the range around 100 times), and it becomes less likely to win the release flapping effect 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-time state based on the winning of short-time per spin 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-time 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 short-time per spin that triggers the transition to the very short-time state is short-time per spin F, the release flapping effect lottery is most likely to be won when the current rotation speed is within the range of 151 to 250 rotations (including the range around 200 times), and it becomes less likely to win the release flapping effect 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 short-time per G, a scenario is assumed in which the release condition is likely to be satisfied around 2 to 600 special figure games 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 by 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 that triggers the transition to the micro-short-time state is short-time per G, 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 short-time per H, a scenario is assumed in which the release condition is likely to be satisfied around 3 to 1000 special figure games 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 by 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 that triggers the transition to the micro-short-time state is short-time per H, 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 that triggers the transition to the micro-short-time state), the winning probability of the release excitement production lottery is biased. As a result, as a triggering effect for release, it is possible to execute an effect that encourages the fulfillment of the release condition and that frequently appears in the vicinity 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 through the triggering effect for release, 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 triggering image for release 570 is not limited to the mode shown in FIG. 41(c). For example, as shown in FIG. 43, as the triggering image for release 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 lottery for the triggering effect for release (not executing the triggering effect for release). In the example shown in FIG. 43, "Release!!" has a higher degree of expectation than "Release??", and the probability of winning "Release!!" is higher in the vicinity where the expectation of the fulfillment of the release condition increases in the scenario.

[0331] Specifically, FIG. 43 is a diagram showing a modified example of the winning probability of the lottery for the triggering effect for release. (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 rotations, in the lottery for the triggering effect for release, the probability of winning "Release!!" is 75%, the probability of winning "Release??" is 5%, and the probability of losing is 20%.

[0332] In addition, the presentation mode of the release excitement presentation is not limited to the above-described mode. That is, the release excitement presentation is not limited to the presentation for displaying the release excitement image 570. Also, although the release excitement presentation has been executed using the display device 81, in addition to (or instead of) the display device 81, the release excitement 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 according to the seventh embodiment will be described. Basically, it has the same configuration as the gaming machine according to the first embodiment described above. Hereinafter, the same components will be denoted by the same reference numerals and the description thereof will be omitted, and mainly the different components will be described. The gaming machine 1 according to the present embodiment is different from the gaming machine 1 according to 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 of the time shortening per play belonging to group B satisfies the release condition, the presentation control device 300 starts the chance mode presentation, and first, as shown in FIG. 34(a), executes the chance mode start presentation. 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 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 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 play 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 a chance mode end effect and ends the chance mode effect. In the chance mode end effect, 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, not only does the chance mode effect branch (whether to execute the chance mode end effect or the chance mode continuation effect) when the number of executions of the special figure game reaches 20 times, 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 interest of the game can be improved. That is, since the sense of anticipation for the staying period of the chance mode can be given to the player at two timings, the interest 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. Although the corresponding configurations and the like in each embodiment are shown, 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 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 short time state) having a degree of advantage different from that of the first control mode, When the first control mode is set, there is a transition condition setting means (game control device 100) capable of setting a transition condition (release condition, that is, a condition for transitioning from the very short time state to the short time state; the same applies hereinafter) from the first control mode to the second control mode (step S136). An 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. Effect execution means (effect control device 300) capable of executing 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 an effect during the chance mode following the chance mode start effect (an effect during the chance mode performed between the chance mode start effect and the chance mode continuation effect or the 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, it is possible to execute the predetermined second effect for a predetermined period (a 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, it is possible to execute the specific second effect after executing the predetermined second effect for the predetermined period (FIG. 34(d)). When the established transition condition is the second transition condition, it is possible to execute the special second effect after executing the predetermined second effect for the predetermined period (Fig. 34(g)). The gaming machine is characterized by this. The transition condition may be any condition that can be established when the result of the lottery is not the result for the special gaming state, and may be a condition that is established only when the result of the lottery is not the result for the special gaming state, or may be a condition that is established regardless of whether the result of the lottery is the result for the special gaming state or not.

[0341] According to Feature A1, when the transition condition is established, regardless of the type of the transition condition (the first transition condition, the second transition condition, other transition conditions (Group B release condition)), first, the 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 that 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 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 short time state) having a degree of advantage 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), Effect mode setting means (an effect control device 300) capable of setting a first effect mode (a normal mode) corresponding to the setting of the first control mode and setting a second effect mode (a chance mode) different from the first effect mode corresponding to the setting of the second control mode. When the second effect mode is set, there is provided effect execution means (effect control device 300) capable of executing a second effect (chance mode effect). 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 effect includes a predetermined second effect (chance mode start effect and effect during chance mode following the chance mode start effect (effect during chance mode performed between the chance mode start effect and the chance mode continuation effect or chance mode end effect)) and a specific second effect (chance mode continuation effect) different from the predetermined second effect. The effect execution means When the transition conditions (group A release condition, group B release condition, group C release condition) are 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) (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, it is possible not to execute the specific second effect (FIG. 34(b)). When the satisfied transition condition is the second transition condition, after executing the predetermined second effect for the predetermined period, it is possible to execute the specific second effect (FIGS. 34(d), (g)). A gaming machine characterized by this. The transition conditions may be conditions that can be satisfied when the result of the lottery is not a result that leads to the special gaming state, or may be conditions that are satisfied only when the result of the lottery is not a result that leads to the special gaming state, or may be conditions that are 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 will be 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 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), performance mode setting means (performance control device 300) capable of setting a first performance mode (normal mode) corresponding to the setting of the first control mode and setting a second performance mode (chance mode) different from the first performance mode corresponding to the setting of the second contro...

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 first suggestion effect execution means is capable of restricting the execution of the first suggestion effect 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 the 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: